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Applied KubeJS

A powerful AE2 ↔ KubeJS bridge for modpack developers that adds scriptable AE2 recipes, network monitoring, storage/crafting events, device inspection, and optional ME crafting job automation.

Modrinth utility

Описание

# Applied KJS (AE2 × KubeJS Bridge) > A powerful AE2 ↔ KubeJS bridge for modpack developers that adds scriptable AE2 recipes, network monitoring, storage/crafting events, device inspection, and optional ME crafting job automation. **Applied KJS** is a bridge mod for **Applied Energistics 2 (AE2)** and **KubeJS** that gives modpack developers deep, scriptable access to AE2 systems without writing a dedicated Java addon for every pack. If you want to build AE2-focused progression, automation, diagnostics, alerts, or recipe overhauls in KubeJS, this mod is built for that workflow. The **wiki page** can be found [**~~here~~**](https://kubejs.com/wiki/addons/applied-kjs)! (coming soon, you can view my pull request [here](https://github.com/wall5009/wiki/tree/appliedkjs-addon-page). And you can view the wiki page's raw code [here](https://github.com/wall5009/wiki/blob/appliedkjs-addon-page/wiki/addons/applied-kjs/page.kubedoc).) *** ## What this mod adds ### ✅ AE2 recipe scripting helpers for KubeJS Create and manage AE2 recipe JSON from scripts, including helpers for common AE2 recipe types such as: * Charger recipes * Inscriber recipes (including press-style setups) * Transform recipes * Entropy recipes (heat/cool behavior) * Matter Cannon ammo behavior entries Also includes utilities to help with: * Building recipe JSON safely * Validating and stringifying recipe JSON * Adding/removing AE2 recipes from KubeJS * Removing recipes by output, type, or JSON match patterns (useful for large pack overhauls) *** ### ✅ AE2 key wrappers (items/fluids) exposed to JS Work with AE2-style item/fluid keys in KubeJS-friendly objects. This makes it easier to: * Parse AE2 item/fluid identifiers * Compare keys (exact/fuzzy matching) * Read IDs/mod IDs/display names * Format amounts similarly to AE2 * Serialize key data to JSON for logs, UIs, or debugging Perfect for scripts that need to understand AE2 storage/crafting data in a clean way. *** ### ✅ ME network (grid) monitoring APIs Inspect and track AE2 networks from scripts. The bridge can expose grid summaries and network state so you can build custom logic around: * Network online/offline state * Power storage and usage * Controller/channel state * Node counts * CPU counts * Request/crafting counts * Storage summary information This is especially useful for: * Progression systems * Custom quests * Server diagnostics * Automation triggers * Admin tools and alerts *** ### ✅ KubeJS events for AE2 activity (server-side) React to AE2 events directly in your scripts. Examples of event categories include: #### Network lifecycle / status * Network created / removed * Network changed * Network power state changes #### Storage tracking * Storage delta changes (item/fluid amount changes) * Threshold crossing events (custom watch triggers) #### Crafting lifecycle * Crafting requested * Crafting job started/completed/stopped * Stuck crafting detection events #### Player interaction / progression hooks * Terminal opened events * Player milestone events (for tutorials/quest progression) This enables highly dynamic pack logic such as: * Warning players when the ME system loses power * Triggering quests when stock reaches a threshold * Logging or notifying admins when a CPU gets stuck * Unlocking guide chapters when players first interact with AE2 terminals *** ### ✅ Storage threshold watches Register watches for specific AE2 items/fluids (optionally scoped to a specific grid) and react when stored amounts cross a threshold. Great for: * Low-stock alerts * Automated progression checks * Soft automation triggers * Pack health monitoring / dashboards *** ### ✅ Optional scripted AE2 crafting request API (advanced) Plan and optionally submit AE2 crafting jobs through scripts. This can be used to: * Simulate/plan an ME craft request * Inspect required bytes and job details * View missing/used/emitted items from a plan * Submit a job (when valid requester context is provided) * Track/cancel submitted jobs This is a powerful feature for advanced packs that want **script-controlled AE2 automation logic**. > **Important:** The crafting request API is **disabled by default** in the server config for safety/control. Pack devs must enable it manually. *** ### ✅ AE2 device inspection helpers Inspect AE2-related block entities/devices at positions and read useful state for scripts or admin tools. Depending on the device, this may include information like: * Class/type name * Position/dimension * Active / powered state * Drive/chest storage summary info * Attached grid summary Useful for: * Debug commands * Admin scripts * Quest validation * In-game diagnostic tools *** ### ✅ Progression milestone hooks (AE2-aware) The bridge includes milestone-style hooks for player progression and tutorial flows. This makes it easy to build pack onboarding logic like: * First login milestone * First AE2 craft milestone * Controller crafted milestone * Crafting terminal / molecular assembler milestones * Other AE2 progression checkpoints Ideal for: * FTB Quests / custom questbooks * In-game tutorial systems * Unlock-based progression packs *** ### ✅ Debug commands and data dumps Includes optional admin/debug command support (server-side, permission-gated) for collecting stats, grid summaries, and diagnostic dumps. Excellent for: * Pack development * Multiplayer troubleshooting * Profiling AE2 behavior in scripted setups *** ## Why modpack developers might want this **Applied KJS** helps you build systems that would normally require writing a custom Java integration mod, such as: * AE2-aware progression scripting * Dynamic recipe rebalancing * Stock monitoring and alerts * Scripted automation control * Custom diagnostics dashboards * Admin support tooling * Event-driven gameplay tied to ME activity If you already use **KubeJS** heavily, this gives you a much deeper way to integrate **AE2** into your pack logic. *** ## Example use cases * **Quest gating:** Detect when a player first opens a terminal and unlock a tutorial chapter. * **Automation safety:** Alert admins when an ME network loses power or a crafting CPU gets stuck. * **Resource management:** Fire events when Certus Quartz stock drops below a threshold. * **Recipe overhaul packs:** Replace/adjust AE2 machine recipes entirely from KubeJS. * **Progression packs:** Grant milestones when key AE2 components are crafted. *** ## Configuration (server-side) The bridge is designed to be configurable for pack/server needs. Typical options include toggles and limits for areas such as: * Network events * Storage events * Crafting events * Terminal events * Progression hooks * Debug commands * Craft request API * Scan intervals / tracking limits * Event spam protection / throttles * Logging verbosity * Dimension filters / allowlists > Recommended: Start with default settings, then enable advanced features (especially crafting request APIs) only when your scripts need them. *** ## Requirements / Compatibility * **Minecraft:** 1.20.1 (Forge build shown here) * **Requires:** Applied Energistics 2 (AE2) * **Requires:** KubeJS * **Loader:** Forge (this project page/build target) > Always check the **Files** tab and changelog for the correct mod versions and dependency versions for your pack. *** ## Notes for script authors This mod is primarily aimed at **server-side pack logic** and **modpack developer scripting workflows**. In general: * Use **startup scripts** to register reusable helpers/constants (if desired) * Use **server scripts** for AE2 events, monitoring, thresholds, and automation logic * Use **client scripts** only if a specific client-facing integration is provided by the build/version you are using *** ## Permissions & Modpack Use You may include this mod in modpacks **subject to the project’s license/permission terms**. Please refer to the project’s repository/license page for exact usage rights. *** ## Issue Reporting / Feedback When reporting issues, please include: * Minecraft version * Loader/version (Forge) * AE2 version * KubeJS version * Applied KJS version * Logs and reproduction steps * Relevant KubeJS scripts (if applicable) This makes debugging integration issues much faster. *** ## TL;DR **Applied KJS** turns AE2 into a scriptable system for KubeJS-powered modpacks — letting you build recipes, react to ME events, monitor grids, inspect devices, and (optionally) automate AE2 crafting flows with far less custom Java work.