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Моды/Applied Energistics 2 Unofficial Deconstructed
Applied Energistics 2 Unofficial Deconstructed

Applied Energistics 2 Unofficial Deconstructed

Modernized Applied Energistics 2 fork for Minecraft 1.12.2

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Все версии→Applied Energistics 2 Unofficial Deconstructed 1.3.0

Applied Energistics 2 Unofficial Deconstructed 1.3.0

Release02.08.2026

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AE2 Unofficial Deconstructed 1.3.0

This is the first public CurseForge release of AE2UD. This cumulative changelog covers the complete development history of AE2UD since it was forked from AE2 Unofficial Extended Life. No earlier CurseForge release is required.

Important compatibility notice

  • AE2UD is not compatible with worlds created with AE2 Unofficial Extended Life.
  • Addons made for standard AE2 or AE2 UEL are not compatible unless they explicitly support AE2UD.
  • Back up the world before installing or updating the mod.
  • AE2UD is a heavily reworked, API-breaking fork and is not a drop-in replacement for another AE2 build.

Generic item and fluid storage

  • Replaced the legacy IAEStack and storage-channel architecture with the modern type-erased AEKey, AEKeyType, GenericStack, KeyCounter, and MEStorage model.
  • Unified item and fluid handling across storage, terminals, cells, buses, interfaces, monitors, planes, level emitters, crafting, packets, and integrations.
  • Added a strategy-based world interaction layer so the same automation parts can support every registered key type.
  • Reworked configuration inventories to hold items, fluids, and future key types without fluid placeholder items leaking into normal logic.
  • Generic terminals can fill or empty held fluid containers.
  • Generic import buses, export buses, storage buses, formation planes, annihilation planes, and level emitters can work with fluids.
  • Import buses can be configured to accept selected key types.
  • Interfaces can stock, serve, display, and push both items and fluids.
  • Interface terminals can configure and display fluids directly.
  • Fluid ingredients in processing patterns can be delivered to machines.
  • Crafting patterns can use fluid contents directly from ME storage instead of requiring filled containers in the network.
  • Removed the now-redundant legacy fluid terminals, fluid buses, fluid interfaces, fluid planes, and fluid level emitters after their functionality moved into the generic implementations.
  • Removed the Identity Annihilation Plane.

Storage cells and filters

  • Added a configurable creative fluid storage cell.
  • Creative item and fluid cells report 2^52 - 1 stored units instead of Integer.MAX_VALUE.
  • Storage amount aggregation saturates at the long limits instead of wrapping on overflow.
  • Cell partitions accept generic fluid keys and no longer list the same key more than once.
  • Cell GUI handlers can be overridden per key type through the public API.
  • Filter slots can be configured with fluids by clicking a held container, dragging from HEI, or entering an exact amount.
  • Left and right mouse buttons can select the container itself or its contents when configuring a filter.
  • Legacy fluid placeholders in existing configuration data are recognised and converted for display and use.
  • Filter and card slots no longer display or retain meaningless stack counts.
  • Shift tooltips show the exact configured amount using the key type's own unit and formatting.
  • Fixed hotbar keys emptying some filter slots, rejecting valid replacements, or moving a filter into a cell of another type.
  • Oversized stacks moved to the hotbar are split safely instead of being handed to a vanilla slot unchanged.

Import and export buses

  • Gave import and export buses dedicated containers and screens based on the modern upstream layout.
  • Expanded their configurable filter to 63 slots.
  • Added buttons for clearing filters.
  • Collapsed the side button column to leave more space for the filter.
  • Added key-type selection to import buses.
  • Filter tooltips show how much of the configured item or fluid is currently stored in the ME network.
  • Fixed stale disabled filter slots after upgrades or settings changed.
  • Scrolling a configurable slot now respects that slot's actual limit instead of stopping at eight buckets.

Autocrafting and patterns

  • Crafting amount screens use the requested key type's own units and sensible default amounts.
  • Amount screens show the accepted input range.
  • Added =amount syntax to craft only enough to reach a requested total stored amount.
  • Cancelling crafting confirmation returns to the amount screen without losing the original request.
  • Dropping an encoded pattern onto the blank-pattern slot restores it to a blank pattern.
  • Encoded pattern tooltips show the player who encoded the pattern.
  • Crafting CPUs stop repeatedly asking the same provider after it refuses a push during the current scheduling pass.
  • Crafting CPUs are released correctly when a job finishes.
  • Fixed crafting progress counts and made craftable entries appear as soon as a terminal opens.
  • Restored craftable entries in wireless terminals.
  • Fixed pattern previews and CPU execution for fluid and other non-item ingredients.
  • Fixed patterns reading generic fluid slots as placeholder items.
  • Fixed interfaces sleeping while fluid work was still pending.

Crafting confirmation and status

  • Crafting Confirmation displays the total pattern execution step count.
  • Ingredient rows show what percentage of the available ME stock the request will consume.
  • Percentage reporting also works for mixed rows that combine stored, craftable, or missing amounts.
  • Active Crafting Status CPUs show a red-yellow-green progress bar.
  • Crafting Status tooltips show the craft name, remaining output, completed and total steps, percentage, elapsed time, and requester.
  • Status information supports both item and fluid crafting jobs.

Terminals, HEI, and interaction

  • Terminal listings read the grid's cached inventory instead of walking every mounted storage device for every open terminal.
  • Holding Shift can freeze terminal row order while amounts continue updating live.
  • Terminal sorting is now a total order, preventing unstable rows when entries compare equally under the selected sort mode.
  • HEI recipe and usage keybinds work over fluid rows.
  • HEI ingredient dragging and quick-move interaction can configure fluid-aware slots.
  • Middle-clicking a configurable slot opens an exact amount entry screen.
  • Held-key repeat works in amount screens, level emitter screens, and other supported text fields.
  • Fixed remote exact-amount configuration.
  • Counts of one are no longer drawn redundantly on configured slots or repeated in their tooltips.
  • Wrapped fluid and generic key names no longer recolour the remainder of a tooltip line.
  • Partition tooltips show the configured resource name plainly.
  • Fixed the locked player inventory slot being drawn on the wrong row.

Automation and quality of life

  • Wrench-dismantled blocks, parts, facades, and contained items go to the player's inventory first; only overflow drops into the world.
  • The magnet card can insert collected items directly into ME storage.
  • Magnet card processing is paced per player instead of once per matching item stack.
  • Controller light transitions are smoothly interpolated between animation states.
  • Level emitter thresholds use and display the selected key type's own units.
  • A chest terminal can open without requiring a storage-cell GUI handler.

Performance

  • Added cached network snapshots for terminals that do not receive direct watcher updates.
  • Cached the network craftables set and made single-key craftability checks use direct lookups instead of scanning every pattern.
  • Terminal craftable diffs can be skipped entirely when the cached set has not changed.
  • Reduced repeated work when a crafting provider temporarily cannot accept another push.
  • Migrated item and fluid accounting to KeyCounter, avoiding legacy stack-copy and channel-conversion paths.
  • Preserved earlier AE2 UEL performance work for large and channelless networks, storage drawers, interfaces, import buses, level emitters, and incremental network-content tracking.

Fixes and stability

  • Fixed the basic cell handler incorrectly claiming creative storage cells.
  • Added the missing model for generic stack wrapper items.
  • Fixed fluid filter callback dispatch, cell partition preference, and incorrect fluid amounts.
  • Fixed generic buses initially moving items but not fluids.
  • Fixed formation planes crashing when facing blocks without an item representation.
  • Fixed formation planes losing generic filters and made them place every supported key type.
  • Fixed crafting CPUs destroying non-item ingredients.
  • Fixed equality and hash-code inconsistencies for keys with empty tags.
  • Fixed sub-bucket amounts being read in the wrong unit.
  • Fixed security stations incorrectly listing network craftables in their cell-only terminal.
  • Fixed world unload aborting when a grid node was in the middle of propagation.
  • Fixed crafting notification identity and text overflowing the toast.
  • Fixed fluid interfaces and pattern terminals disagreeing about the generic NBT format.
  • Fixed the wireless terminal being misclassified as cell-only storage.
  • Preserved correct live updates for terminal counts, crafting flags, and fluid quantities.

API, integrations, and distribution

  • Migrated the complete public storage API to the AEKey model; addons must explicitly port to AE2UD.
  • Added extensible key-type registration, storage strategies, generic filters, and per-key-type formatting and fuzzy behaviour.
  • Exposed the storage-cell GUI handler registry through the API.
  • Added API support for fluid substitution in crafting patterns and key-type selection in import buses.
  • Migrated mod integrations to the generic storage model and Had Enough Items integration.
  • Removed the obsolete built-in version checker and legacy rv6, stability, and build-number fields.
  • Versions are derived from v-prefixed Git release tags.
  • Added GitHub release automation and reproducible Java 17 builds targeting Java 8-compatible mod bytecode.
  • Added complete project lineage, licensing, and third-party attribution documentation.

Credits

AE2UD continues AE2 Unofficial Extended Life, which is based on Applied Energistics 2. Selected fixes, features, implementation ideas, and reference code were also adapted from GTNewHorizons' Applied Energistics 2 Unofficial and the actively maintained Applied Energistics 2 upstream project.

See THIRD_PARTY_NOTICES.md for complete attribution and licensing information.

Файлы

ae2ud-1.3.0.jar(4.09 MiB)
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ae2ud-1.3.0-api.jar(501.11 KiB)
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ae2ud-1.3.0-dev.jar(4.04 MiB)
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ae2ud-1.3.0-sources.jar(3.07 MiB)
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Метаданные

Канал релиза

Release

Номер версии

1.3.0

Загрузчики

Forge

Версии игры

1.12.2

Загрузок

150

Дата публикации

02.08.2026

Загрузил

ID версии

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