Applied Energistics 2 Megathread #10

Open
opened 2026-04-20 22:22:45 -04:00 by cswimr · 5 comments
Owner

Please confirm that;

  • I have checked that this mod is not already in the modpack.
  • I have checked that this mod does not already have an opened/closed issue or pull request associated with it.
  • I have read the Contribution Guidelines.

What is the name of the mod?

Applied Energistics 2 (& Addons)

https://modrinth.com/mod/ae2

Mod Description

Applied Energistics 2 is a digital storage system and logistics mod for Minecraft. I have extensive plans for AE2 integration in this pack, so this is a bit more than just a mod request. Below, I've listed some mods I plan to add, as well as specific balancing changes / recipe tweaks:

  • Applied Energistics 2
    • Create will be used for recipes that would usually use an Inscriber or Charger, and the aforementioned AE2 blocks will be removed.
    • Create will also be used for in-world transformation recipes (such as Fluix Crystals).
    • Create will have a Sky Stone recipe.
    • Presses will be removed, aside from maybe the Name Press?
    • Meteors will be disabled, and Certus Quartz will be obtainable through an ore as well as through Create via an Ore Excavation node.
    • Channel limits will default to 2x.
  • Applied Create
  • Create Stock Bridge
  • Applied Energistics 2 Wireless Terminals (AE2WTLib)
  • AEInfinityBooster
    • Will need recipe tweaks to make things more expensive.
  • AE2 Import Export Card
  • ME Requester
  • Mega Cells
    • Will probably need recipe tweaks to make things less expensive; getting a massive sum of resources may prove difficult.

Possible Addons (need balancing / further discussion):

  • AdvancedAE
    • Quantum Armor will need to be disabled, re-balanced, or made more expensive. Leaning towards disabling it.
    • Reaction Chamber will also be disabled, as Create will be used for recipes that would normally be done in the Reaction Chamber.
  • Extended AE
    • Same story as the Reaction Chamber for the Circuit Slicer and Crystal Assembler.
    • Entro will be obtained through a Create recipe instead of from budding blocks.
    • This mod also includes a KubeJS API that allows for adding custom infinite item cells to the game.
    • Other useless machines this mod adds (Crystal Fixer for instance) will be disabled.
  • Expanded AE
    • Most of this mod will be disabled if added, I really just want the better Pattern Encoding Terminal and maybe the bigger Pattern Provider.

Additionally, all of the various crafting CPU components added by the various addons will be removed, save for the Quantum Computer, base AE2 components, and one chosen set's components - haven't decided on which as of writing.

Checklist

  • One of these is true:

    • This mod has a 1.21.1 NeoForge version.

    • This mod has a 1.21.1 Fabric version that works with Sinytra Connector.

    • This mod is actually a datapack that explicitly supports 1.21.1.

  • This mod does not cause compatibility issues with other mods in the modpack.

  • This mod is not made redundant by other mods in the modpack.

### Please confirm that; - [x] I have checked that this mod is not already in the modpack. - [x] I have checked that this mod does not already have an opened/closed [issue](https://c.csw.im/GalacticFactory/ClockworkAviation/issues) or [pull request](https://c.csw.im/GalacticFactory/ClockworkAviation/pulls) associated with it. - [x] I have read the [Contribution Guidelines](https://c.csw.im/GalacticFactory/ClockworkAviation/src/branch/trunk/CONTRIBUTING.md). ### What is the name of the mod? Applied Energistics 2 (& Addons) ### Mod Link https://modrinth.com/mod/ae2 ### Mod Description Applied Energistics 2 is a digital storage system and logistics mod for Minecraft. I have extensive plans for AE2 integration in this pack, so this is a bit more than just a mod request. Below, I've listed some mods I plan to add, as well as specific balancing changes / recipe tweaks: - [Applied Energistics 2](https://modrinth.com/mod/ae2) - Create will be used for recipes that would usually use an Inscriber or Charger, and the aforementioned AE2 blocks will be removed. - Create will also be used for in-world transformation recipes (such as Fluix Crystals). - Create will have a Sky Stone recipe. - Presses will be removed, aside from *maybe* the Name Press? - Meteors will be disabled, and Certus Quartz will be obtainable through an ore as well as through Create via an Ore Excavation node. - Channel limits will default to 2x. - [Applied Create](https://modrinth.com/mod/applied-create) - [Create Stock Bridge](https://modrinth.com/mod/create-stock-bridge) - [Applied Energistics 2 Wireless Terminals (AE2WTLib)](https://modrinth.com/mod/applied-energistics-2-wireless-terminals) - [AEInfinityBooster](https://modrinth.com/mod/aeinfinitybooster) - Will need recipe tweaks to make things more expensive. - [AE2 Import Export Card](https://modrinth.com/mod/ae2-import-export-card) - [ME Requester](https://modrinth.com/mod/merequester) - [Mega Cells](https://modrinth.com/mod/mega) - Will probably need recipe tweaks to make things less expensive; getting a massive sum of resources may prove difficult. Possible Addons (need balancing / further discussion): - [AdvancedAE](https://modrinth.com/mod/advancedae) - Quantum Armor will need to be disabled, re-balanced, or made more expensive. Leaning towards disabling it. - Reaction Chamber will also be disabled, as Create will be used for recipes that would normally be done in the Reaction Chamber. - [Extended AE](https://modrinth.com/mod/extended-ae) - Same story as the Reaction Chamber for the Circuit Slicer and Crystal Assembler. - Entro will be obtained through a Create recipe instead of from budding blocks. - This mod also includes a KubeJS API that allows for adding custom infinite item cells to the game. - Other useless machines this mod adds (Crystal Fixer for instance) will be disabled. - [Expanded AE](https://modrinth.com/mod/expanded-ae) - Most of this mod will be disabled if added, I really just want the better Pattern Encoding Terminal and maybe the bigger Pattern Provider. Additionally, all of the various crafting CPU components added by the various addons will be removed, save for the Quantum Computer, base AE2 components, and one chosen set's components - haven't decided on which as of writing. ### Checklist - [x] One of these is true: - This mod has a 1.21.1 NeoForge version. - This mod has a 1.21.1 Fabric version that works with [Sinytra Connector](https://modrinth.com/mod/connector). - This mod is actually a datapack that explicitly supports 1.21.1. - [x] This mod does not cause compatibility issues with other mods in the modpack. - [x] This mod is not made redundant by other mods in the modpack.
Member

After checking over everything it seems all good. Only complaint is having the quantum armor at all. It should be disabled. It’s excessively broken and it’s basically on the same level as meksuit. Also how would the charger be replaced? I don’t think there is anything in create that can charge

After checking over everything it seems all good. Only complaint is having the quantum armor at all. It should be disabled. It’s excessively broken and it’s basically on the same level as meksuit. Also how would the charger be replaced? I don’t think there is anything in create that can charge
Author
Owner

Only complaint is having the quantum armor at all. It should be disabled.

Agreed.

Also how would the charger be replaced? I don’t think there is anything in create that can charge

If we just want something as close as possible to the AE2 Charger, the Energizer from Create: New Age is probably the best option.

Requiring FE at all to create stuff like Charged Certus Quartz or whatnot might not be ideal, though? We'd basically be locking AE2 behind late Create: New Age progression. Might need to look into some alternate recipes for this.

> Only complaint is having the quantum armor at all. It should be disabled. Agreed. > Also how would the charger be replaced? I don’t think there is anything in create that can charge If we just want something as close as possible to the AE2 Charger, the Energizer from Create: New Age is probably the best option. Requiring FE at all to create stuff like Charged Certus Quartz or whatnot might not be ideal, though? We'd basically be locking AE2 behind late Create: New Age progression. Might need to look into some alternate recipes for this.
Member

I believe for basic ae2 you only need 4 charged at the beginning for the controller no? Could just make the controller cost less/something else to add the ability to get a basic storage system

I believe for basic ae2 you only need 4 charged at the beginning for the controller no? Could just make the controller cost less/something else to add the ability to get a basic storage system
Author
Owner

Yeah, I'll probably do that. Issue is all the submods that use Charged Certus Quartz in recipes.

Yeah, I'll probably do that. Issue is all the submods that use Charged Certus Quartz in recipes.
Member

By the time you are doing the submods you should have the ability to make charged certus anyways.

By the time you are doing the submods you should have the ability to make charged certus anyways.
cswimr self-assigned this 2026-04-23 20:34:30 -04:00
Sign in to join this conversation.
No milestone
No project
No assignees
2 participants
Notifications
Due date
The due date is invalid or out of range. Please use the format "yyyy-mm-dd".

No due date set.

Dependencies

No dependencies set.

Reference
GalacticFactory/ClockworkAviation#10
No description provided.