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What

Updates to the latest MUI2 RC.

Implementation Details

Removes superseded mixins.

Additional Information

There may be changes to our widgets with what's changed in RC 5 and 6 but this just gets it running.

@Zorbatron Zorbatron added the type: refactor Suggestion to refactor a section of code label Sep 20, 2025
.height(1).widthRel(0.95f).margin(0, 4))
.child(getFilter().createWidgets(guiSyncManager)))
.child(SlotGroupWidget.playerInventory().bottom(7).left(7));
.child(SlotGroupWidget.playerInventory(false).bottom(7).left(7));
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This should have the player inventory displayed right? So you can set the filter from things inside the inventory?

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it does, false is just for no positioning

though it's not correct when using the filter in hand

all usages of playerInventory(false) may need .bottom(0)

@ALongStringOfNumbers
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Testing out this PR, and there is a little issue now with the ghost drag target overlay in the crafting station
image

Item Filter GUI is messed up, player inventory seems to be in the wrong position
image

Same with the Fluid Filter

.height(1).widthRel(0.95f).margin(0, 4))
.child(getFilter().createWidgets(guiSyncManager)))
.child(SlotGroupWidget.playerInventory().bottom(7).left(7));
.child(SlotGroupWidget.playerInventory(false).bottom(7).left(7));
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it does, false is just for no positioning

though it's not correct when using the filter in hand

all usages of playerInventory(false) may need .bottom(0)

@ghzdude
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ghzdude commented Nov 3, 2025

For the Primitive Multiblocks with progress arrows, eg the Coke Oven and PBF, if possible I would like it so that their progress arrows link their their recipe maps in JEI, just like our singleblocks currently. This doesn't have to bee done in this PR though (I don't know how big of a change it is)

the single-block machines pr implements this, so once that gets merged it'll be easy

@ghzdude ghzdude changed the title Update to MUI2 RC 6 Update to MUI 3.0.3 Nov 6, 2025
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Hovering over the Scrolling Text Widget in the Quantum Chest turns the item slot white.

Crash while pressing e, or trying to close the GUI in an empty quantum chest. Maybe the ScrollingTextWidget needs a check if the widget is enabled before trying to close the animator.

Managed to confuse the fluid lock on the quantum tank. I had a tank locked to Distilled Water, but with no fluid inside. Used a bucket of Creosote to click on the Display Slot. The Creosote was deleted and the tank was unlocked. Then I placed a bucket of Hydrochloric Acid in the display slot, and the fluid display read Distilled Water.

return item(() -> itemHandler.getStackInSlot(index));
}

public FakeItemSlot receiveItemFromClient(@NotNull Consumer<@NotNull ItemStack> itemStackConsumer) {
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This is unused. Was there a planned usecase for this?

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It will be for locking quantum chests to an item from a jei ghost drag.

textWidget -> !virtualItemStack.isEmpty(),
() -> TextFormattingUtil.formatNumbers(itemsStoredInside)))
.child(new GTItemSlot()
.child(new FakeItemSlot(true)
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Can this be just a drawable, or do we need the ItemSlot to handle ghost drags?

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Found more bugs.

In the Fluid Regulator, and maybe other covers, when you open the filter panel and pick something up from your inventory to put in the filter, you can no longer place the item back in your inventory.

Also, you cannot see the tooltips on any button while the filter panel is open.

Tooltips on fluids apply multiple times in the fluid filter panel, maybe because of the mod name tooltip thing Zorb added and some of our own stuff. It appears that whenever you open and close the filter panel, another tooltip gets appended. Doesn't happen in item filters in my testing.

Also, the mod name tooltip doesn't appear

Scrolling in filters, item and fluid, in robot arms/regulators set to the correct modes doesn't seem to do anything, whereas before it would increase/decrease amount, with key combo modifiers

Item Bus auto pull steals the item from the slot in the creative chest.

I remembered the todo in the creative handler, do you think that would be possible to refactor?

For some reason I am not seeing the scrollbar in some multiblock GUIs where I was seeing it previously

avoid potential divide be zero
fix GTFluidSlot drawing partial fluids incorrectly
(why is the default thickness -1??)
also add extra line spacing after title
hide phantom slot controls if the slot is empty
add todo
@ghzdude ghzdude changed the title Update to MUI 3.0.3 Update to MUI 3.0.4 Nov 11, 2025
@ALongStringOfNumbers ALongStringOfNumbers marked this pull request as ready for review November 11, 2025 21:56
@ALongStringOfNumbers ALongStringOfNumbers requested review from a team as code owners November 11, 2025 21:56
@ALongStringOfNumbers ALongStringOfNumbers merged commit 875d79a into master Nov 13, 2025
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@ALongStringOfNumbers ALongStringOfNumbers deleted the zb/mui-rc6 branch November 13, 2025 05:31
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5 participants