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.

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Quick challenge

How far can you run before the mobs catch you?

Applied KubeJS

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.

KubeJS is a bridge mod for KubeJS 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 ~~here~~ can be found ~~here~~! (coming soon, you can view my pull request here. And you can view the wiki page's raw code here.)

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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)

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✅ 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.

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✅ 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

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✅ 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

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✅ 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

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✅ 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.

> disabled by default The crafting request API is disabled by default in the server config for safety/control. Pack devs must enable it manually.

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✅ 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

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✅ 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

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✅ 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

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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 AE2 heavily, this gives you a much deeper way to integrate AE2 into your pack logic.

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Example use cases

* Progression packs: Detect when a player first opens a terminal and unlock a tutorial chapter. * Progression packs: Alert admins when an ME network loses power or a crafting CPU gets stuck. * Progression packs: Fire events when Certus Quartz stock drops below a threshold. * Progression packs: Replace/adjust AE2 machine recipes entirely from KubeJS. * Progression packs: Grant milestones when key AE2 components are crafted.

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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.

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Requirements / Compatibility

* Loader: 1.20.1 (Forge build shown here) * Loader: Applied Energistics 2 (AE2) * Loader: 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.

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Notes for script authors

This mod is primarily aimed at modpack developer scripting workflows and modpack developer scripting workflows.

In general:

* Use client scripts to register reusable helpers/constants (if desired) * Use client 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

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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.

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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.

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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.

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