AE2CC Bridge adds a simple peripheral block that may be used to access an Applied Energistics 2 ME system from ComputerCraft computers.
Important
This mod is inherently unbalanced. The peripheral access to the ME system provided by this mod allows players to circumvent channel limitations and perform arbitrary logic at effectively no energy cost.
Note
Currently, the peripheral only exposes a fairly small API. If you find that functionality you need is missing, please file a feature request in our issue tracker.
Returns a list of objects that are currently available in the ME system.
{ { type = string, id = string, displayName = string, amount = number }... }
– a table with a list of objects available in the ME system
Returns a list of objects that can be crafted by the ME system.
{ { type = string, id = string, displayName = string }... }
– a table with a list of objects that can be crafted by the ME system
Returns a list of crafting CPUs available in the ME system.
{ cpu... }
where cpu
is a table defined as follows:
Key | Type | Description |
---|---|---|
availableCoProcessors |
number |
The number of available co-processors. |
availableStorage |
number |
The amount of available crafting storage. |
selectionMode |
string |
The selection mode of the CPU. (Either ANY , MACHINE_ONLY , or PLAYER_ONLY .) |
jobStatus |
string? |
Information about the currently running job. |
name |
string? |
The custom name of the CPU. |
where jobStatus
is a table defined as follows:
Key | Type | Description |
---|---|---|
totalObjects |
number |
The total amount of objects that will be crafted during the job. |
craftedObjects |
number |
The amount of crafted objects. |
elapsedNanos |
number |
The time (in nanoseconds) that has elapsed since the job has started. |
systemID |
string? |
The ID given to the running job by the ME system. |
output |
output |
The job's output. |
where output
is defined as follows:
Key | Type | Description |
---|---|---|
amount |
number |
The number of requested objects. |
type |
string |
The type of the object. |
id |
string |
The ID of the object. |
displayName |
string |
The display name of the object. |
For technical reasons, determining the systemID
may fail in some cases. If
this happens, the systemID
is not included and an error is logged. If you
are using up-to-date versions of AE2 and AE2CC Bridge, please make sure this
issue is known in the issue tracker for your versions.
Returns a list of unfinished crafting jobs issued by the peripheral.
{ { state = string, jobID = string, systemID = string? }... }
– a table with a list of objects for each unfinished job issued by the peripheral.
For a job to be included in the output, its state must either be SCHEDULED
or
STARTED
. If the job has started running, an additional systemID
is field is
included. This ID is the ID given to the running job by the ME system (opposed
to the jobID
which is local to a peripheral).
Schedules a crafting job.
type
:string
– the type of the object to craft ("fluid" or "item")id
:string
– the ID of the object to craftamount
:number
– the amount of the object to craft
string
– a unique ID representing the crafting job
Note: This method is deliberately named
scheduleCrafting
as scheduling a crafting job does not actually start a crafting process immediately. Instead, the crafting job is started at some point in the future when the ME system is ready.
To work with crafting jobs, it is necessary to understand their lifecycle.
flowchart LR
Scheduled --> Started
Started --> Done
Started --> Cancelled
Scheduled --> Cancelled
Initially, a newly created crafting job's state is SCHEDULED
. During creation,
the ME system is instructed to prepare for the crafting job (which includes
calculating) the exact crafting plan.
Once the system has finished all necessary preparations, the crafting job's
state changes to STARTED
. The ae2cc:crafting_started
event can be used to
listen to this state change.
Finally, when the crafting job is finished, it's state changes to DONE
and the
ae2cc:crafting_done
event is fired.
Additionally, if the job is cancelled or an error occurs at any point of the
crafting job's lifecycle, the ae2cc:crafting_cancelled
event is fired.
The ae2cc:crafting_cancelled
event is fired when a crafting job is cancelled.
string
– the name of the eventstring
– the ID of the cancelled crafting jobstring
- the reason for the cancellation
The reason for the cancellation is always one of:
Value | Description |
---|---|
CANCELLED |
The job was cancelled (either manually or by a machine). |
CPU_NOT_FOUND |
The selected crafting CPU was not found. |
INCOMPLETE_PLAN |
No crafting plan could be calculated for the job. |
NO_CPU_FOUND |
No crafting CPU to execute the job was found. |
CPU_BUSY |
The selected crafting CPU is busy. |
CPU_OFFLINE |
The selected crafting CPU is offline. |
CPU_TO_SMALL |
The selected crafting CPU is too small to process the job. |
MISSING_INGREDIENT |
Could not obtain one of the ingredients needed for the job. |
The ae2cc:crafting_done
event is fired when a crafting job is done.
string
– the name of the eventstring
– the ID of the finished crafting job
The ae2cc:crafting_started
event is fired when the state of a previously
SCHEDULED crafting job changes to STARTED.
string
– the name of the eventstring
– the ID of the started crafting job
Returns the average energy injected into the ME system per tick, for the last 10 ticks.
number
– the average injected energy
Returns the average power drain over the past 10 ticks.
number
– the drained power
Returns the current idle power usage of channels in the ME system.
number
– the power used by idle channels
Returns the current calculated total idle power usage of the ME system.
number
– the power drained from the ME system each tick while idle
Returns the (estimated) maximum amount of power that can be stored in the ME system.
number
– the estimated maximum stored power
Returns the (estimated) amount of power stored in the ME system.
number
– the estimated stored power
AE2CC Bridge uses a custom versioning scheme that follows the spirit of the SemVer 2.0.0 specification.
Given a version number WORLD.API.FEATURE-MC-LOADER-TARGET.PATCH
, increment the:
WORLD
version when you make save-game incompatible changes,API
version when you make incompatible API changes,FEATURE
version when you update functionality in a backwards compatible mannerTARGET
version when you update to a backward incompatible version of your loaderPATCH
version when you make backwards compatible bug fixes
The MC
version should always be the version string of the targeted version of
Minecraft. If multiple Minecraft versions are supported by a single mod version,
typically the oldest supported version string should be chosen.
Similarly, the LOADER
version should be used to indicate which mod loader the
version was written for (e.g. "FABRIC").
Minecraft Version | State |
---|---|
1.20 | Mainline |
1.18 | Active Development |
1.18 | Active Development |
This is the mainline branch for the development of AE2CC Bridge which usually targets the most recent Minecraft version. The development for other versions of Minecraft happens in the repositories and branches linked in the table above.
State | Description |
---|---|
Mainline | The primary development branch |
Active Development | This version still receives all updates |
Maintenance Mode | This version still receives fixes but no new features |
Unsupported | This version is unsupported and does not receive any updates |
This project uses Gradle's toolchain support to detect and select the JDKs required to run the build. Please refer to the build scripts to find out which toolchains are requested.
An installed JDK 1.8 (or later) is required to use Gradle.
A local installation of CC:Restitched is required to build this mod. The
recommended way to create one is going to the submodule under deps/cc-restitched
and calling:
gradlew jar publishToMavenLocal
Once the setup is complete, invoke the respective Gradle tasks using the following command on Unix/macOS:
./gradlew <tasks>
or the following command on Windows:
gradlew <tasks>
Important Gradle tasks to remember are:
clean
- clean build resultsbuild
- assemble and test the projectrunClient
- runs the development clientrunServer
- runs the development server
Additionally tasks
may be used to print a list of all available tasks.
Copyright (c) 2022-2024 Leon Linhart
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