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1.7.0-release
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OmniChest 1.7.0
This release includes everything added since 1.1.1. The biggest change is that the search field inside the chest GUI is fully functional again, resolving the known issue mentioned in the 1.1.1 release notes.
This update also brings more precise category badges, improved readability on bright terrain, and a new optional Container Peek feature that lets you check a container without opening it.
No saved data is affected by this update. Categories you've assigned manually are preserved, and the storage format remains unchanged.
Chest GUI search is back
The search field originally worked in 1.0.0, but the code responsible for processing its input was accidentally removed during the 1.21.11 update and never restored. The field and its tooltip remained, but the search itself effectively did nothing.
Version 1.1.1 fixed the issue where typing into the field could trigger inventory keybinds. In 1.7.0, the search functionality itself has now been fully restored.
As you type, slots whose item names don't match your search are dimmed, leaving matching items clearly visible. Clearing the field immediately restores the normal view.
- Searches match the item's display name, ignoring case and allowing partial matches, just as the tooltip describes.
- Multiple words separated by spaces are AND-matched in any order. For example,
iron ingotandingot ironproduce the same results. Single-word searches behave exactly as they did in 1.0.0. - Full-width spaces are also treated as separators, which is useful when typing in Japanese. For example,
鉄 インゴットis handled the same way asiron ingot. - Only slots in the chest are dimmed. Empty slots, tooltips, and the item you're currently holding are never affected.
If you're also using warehouse search (G) to pin items, the two systems work independently. Pinned slots keep their yellow outline when they match the text search and dim along with everything else when they don't. If nothing matches your search, the entire grid will therefore appear dimmed.
Warehouse search itself is unchanged. It continues to match item IDs, namespaces, translation keys, and enchantment names. The search field inside the chest GUI searches display names only, as described by its tooltip.
New: Container Peek
You can now check the contents of a container without opening it.
Aim at a container and hold Z to display its contents in a popup.
Container Peek is disabled by default. You can enable it under Settings → Display / UI.
It works with:
- Chests
- Trapped chests
- Large chests
- Ender chests
- Placed shulker boxes
- Barrels
Mechanism blocks such as hoppers and droppers are intentionally excluded so the popup doesn't get in the way while working with redstone.
How Container Peek works
Because OmniChest is client-side, it can't know what's inside a container until you've opened that container at least once.
Container Peek therefore shows a snapshot of the contents from the last time you opened it. The popup always shows how old the snapshot is next to the container name, such as 3 minutes ago or 2 hours ago.
If you've never opened a container before, the popup tells you that instead of attempting to guess its contents.
- Ender chests share a single snapshot, matching vanilla behavior. Opening any ender chest updates the contents shown for all ender chests.
- If warehouse ender chest search is disabled, the popup tells you that instead of displaying "not registered," since no ender chest data is recorded while the feature is disabled.
- The popup automatically positions itself to avoid covering the crosshair or bottom HUD.
- On very small windows, it switches to a compact summary showing the five most common item types.
- The key can be rebound under Controls → OmniChest.
Z was chosen instead of Alt because Alt is an OS-level modifier and can be awkward to hold. If you choose to bind Container Peek to Alt yourself, keep in mind that it will overlap with the existing Alt+C and Alt+D shortcuts.
More specific category badges
Redstone is now split into four categories
Previously, a chest containing redstone components would simply be labeled Redstone Storage, regardless of what kind of components it contained.
Chests dominated by a particular type of redstone component can now receive a more specific badge:
| Badge | Typical contents |
|---|---|
| Redstone Circuits | Redstone dust, torches, repeaters, comparators |
| Item Transport | Hoppers, droppers, dispensers, chest minecarts |
| Movement | Pistons, sticky pistons, slime blocks, honey blocks, rails |
| Traps | Pressure plates, tripwire hooks, observers, TNT |
Mixed redstone chests still use Redstone Storage, and the umbrella category itself has not changed. Any chest you've manually locked to Redstone will remain exactly as it was.
Stone and polished blackstone pressure plates are now classified as Traps. This is intentional.
Building blocks are now split by stone type
Stone-based building blocks can now receive one of nine material-specific badges:
Stone & Cobble, Granite, Diorite, Andesite, Deepslate, Tuff & Calcite, Sandstone, Prismarine, and Mud Bricks.
Stairs, slabs, and walls are classified according to their material as well.
A chest containing several different types of stonework—for example, granite, diorite, and andesite—receives the Mixed Stonework badge. This indicates that the chest contains stonework, but isn't dominated by any single material.
Mixed Stonework is only assigned automatically and does not appear as an option when manually assigning a category.
Non-stone building materials such as wool, concrete, glass, and terracotta remain under Building Blocks.
Nether and End materials are also unchanged. Blackstone, basalt, quartz, purpur, and end stone remain in their existing categories rather than being grouped into stonework.
Fixed: 20 stone blocks weren't being classified
Twenty basic stone blocks—including granite, diorite, andesite, deepslate, tuff, calcite, and prismarine variants—could previously receive zero classification points and end up as Unclassified.
The classifier was identifying stone blocks by checking whether their item ID contained stone. Since several of these materials don't include stone in their IDs, the plain blocks slipped through. Their stairs, slabs, and walls were still recognized because those were also detected by shape.
For example, a chest containing nothing but granite could previously appear as Unclassified. It will now correctly receive the Granite badge.
Better readability on bright terrain
OmniChest's screens could become difficult to read in snowy biomes, particularly when using shaders, because the world remained visible through the interface.
Vanilla's in-world background dimming uses only 25% black, which isn't enough to provide reliable contrast against bright terrain such as snow.
This release improves readability in several areas:
- Screens that render text directly over the background now apply stronger dimming: Registered Categories, Set Category, Template Save, and Template Preview.
- Category chip text has been adjusted to meet WCAG AA contrast requirements against its chip background. Previously, 22 of the 27 categories fell below that threshold, with some becoming extremely difficult to read.
- Chip backgrounds, borders, badges, and HUD colors are unchanged. The colors used to visually identify categories have not changed—only the text rendered on top of them has been adjusted.
- Warehouse counts such as
×0and×1now have a drop shadow. - Category tags in the distribution preview are now rendered on an opaque background, fixing readability issues that occurred regardless of the time of day.
Registered Categories screen now scrolls
With 27 categories, the Registered Categories list had grown beyond the bottom of the screen and could overlap the Back button.
The screen now uses a scrollable layout with a draggable scrollbar and adapts to all supported resolutions and GUI scales, including narrow 4:3 windows and configurations using Force Unicode.
This also fixes an older layout issue that existed even before the new categories were added. The previous two-column layout could already clip content across many resolution and GUI-scale combinations, including 1920×1080 with GUI Scale set to Auto.
The required screen height no longer increases as categories are added, so adding more categories in future releases won't reintroduce the same problem.
There are two minor visual differences:
- The title and subtitle are now pinned to the top of the screen instead of moving with the category grid.
- On wider screens, the grid sits approximately 8 pixels higher than before.
The number of columns, chip width, and horizontal positioning are unchanged.
Also fixed
- The startup log incorrectly reported
OmniChest (1.0.2)because the version number was hardcoded. It now reads the version directly from the mod metadata, preventing it from becoming outdated again.
Supported versions
1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2
Note for anyone who built from the development branch
If you built and ran the Container Peek branch while it was still in development, its default keybind at the time was Alt.
Minecraft stores keybinds in options.txt, and a saved binding takes priority over a mod's updated default. This is intentional behavior—it prevents mod updates from silently overwriting your custom keybinds.
If you'd like to use the new Z default, simply rebind Container Peek under Controls → OmniChest.
Anyone installing 1.7.0 as a normal release is unaffected.
Thanks to everyone who reported issues. In particular, the broken chest search functionality was discovered thanks to a screenshot attached to an otherwise unrelated bug report.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:5FUhayJR:71YjBpJR"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:5FUhayJR:71YjBpJR"
}

