{"id":124406,"date":"2026-06-07T10:30:19","date_gmt":"2026-06-07T07:30:19","guid":{"rendered":"https:\/\/vpesports.com\/minecraft\/mods\/powerae2cc\/"},"modified":"2026-06-07T10:30:19","modified_gmt":"2026-06-07T07:30:19","slug":"powerae2cc","status":"publish","type":"mod","link":"https:\/\/vpesports.com\/minecraft\/mods\/powerae2cc\/","title":{"rendered":"PowerAE2CC Bridge"},"content":{"rendered":"<p># PowerAE2CC Bridge<\/p>\n<p>PowerAE2CC Bridge is a fork of AE2CC Bridge that adds a simple peripheral block that may be used to access an Applied Energistics 2<br \/>\nME system from ComputerCraft computers.<\/p>\n<p>> **Note**: Currently, the peripheral only exposes a fairly small API. If you<br \/>\n> find that functionality you need is missing, please file a feature request in<br \/>\n> our issue tracker.<\/p>\n<p>## Block<\/p>\n<p>The bridge block will use when connected to an Applied system 5 AE\/t of power as well as consume a channel. <\/p>\n<p>## Peripheral API (Functions)<\/p>\n<p>### `getAvailableObjects()`<\/p>\n<p>Returns a list of objects that are currently available in the ME system.<\/p>\n<p>#### Returns<\/p>\n<p>1. `{ { type = string, id = string, displayName = string, amount = number }&#8230; }` \u2013<br \/>\n   a table with a list of objects available in the ME system<\/p>\n<p>### `getCraftableObjects()`<\/p>\n<p>Returns a list of objects that can be crafted by the ME system.<\/p>\n<p>#### Returns<\/p>\n<p>1. `{ { type = string, id = string, displayName = string }&#8230; }` \u2013 a table with<br \/>\n   a list of objects that can be crafted by the ME system<\/p>\n<p>### `getCraftingCPUs()`<\/p>\n<p>Returns a list of crafting CPUs available in the ME system.<\/p>\n<p>#### Returns<\/p>\n<p>1. `{ cpu&#8230; }`<\/p>\n<p>where `cpu` is a table defined as follows:<\/p>\n<p>| Key                     | Type      | Description                                                                      |<br \/>\n|&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-|&#8212;&#8212;&#8212;&#8211;|&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-|<br \/>\n| `availableCoProcessors` | `number`  | The number of available co-processors.                                           |<br \/>\n| `availableStorage`      | `number`  | The amount of available crafting storage.                                        |<br \/>\n| `selectionMode`         | `string`  | The selection mode of the CPU. (Either `ANY`, `MACHINE_ONLY`, or `PLAYER_ONLY`.) |<br \/>\n| `jobStatus`             | `string?` | Information about the currently running job.                                     |<br \/>\n| `name`                  | `string?` | The custom name of the CPU.                                                      |<\/p>\n<p>where `jobStatus` is a table defined as follows:<\/p>\n<p>| Key              | Type      | Description                                                           |<br \/>\n|&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;|&#8212;&#8212;&#8212;&#8211;|&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;|<br \/>\n| `totalObjects`   | `number`  | The total amount of objects that will be crafted during the job.      |<br \/>\n| `craftedObjects` | `number`  | The amount of crafted objects.                                        |<br \/>\n| `elapsedNanos`   | `number`  | The time (in nanoseconds) that has elapsed since the job has started. |<br \/>\n| `systemID`       | `string?` | The ID given to the running job by the ME system.                     |<br \/>\n| `output`         | `output`  | The job&#8217;s output.                                                     |<\/p>\n<p>where `output` is defined as follows:<\/p>\n<p>| Key           | Type     | Description                      |<br \/>\n|&#8212;&#8212;&#8212;&#8212;&#8212;|&#8212;&#8212;&#8212;-|&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-|<br \/>\n| `amount`      | `number` | The number of requested objects. |<br \/>\n| `type`        | `string` | The type of the object.          |<br \/>\n| `id`          | `string` | The ID of the object.            |<br \/>\n| `displayName` | `string` | The display name of the object.  |<\/p>\n<p>#### Remarks<\/p>\n<p>For technical reasons, determining the `systemID` may fail in some cases. If<br \/>\nthis happens, the `systemID` is not included and an error is logged. If you<br \/>\nare using up-to-date versions of AE2 and AE2CC Bridge, please make sure this<br \/>\nissue is known in the issue tracker for your versions.<\/p>\n<p>### `getIssuedCraftingJobs`<\/p>\n<p>Returns a list of unfinished crafting jobs issued by the peripheral.<\/p>\n<p>#### Returns<\/p>\n<p>1. `{ { state = string, jobID = string, systemID = string? }&#8230; }` \u2013 a table with<br \/>\n   a list of objects for each unfinished job issued by the peripheral.<\/p>\n<p>#### Remarks<\/p>\n<p>For a job to be included in the output, its state must either be `SCHEDULED` or<br \/>\n`STARTED`. If the job has started running, an additional `systemID` is field is<br \/>\nincluded. This ID is the ID given to the running job by the ME system (opposed<br \/>\nto the `jobID` which is local to a peripheral).<\/p>\n<p>### `getAllCraftingRequests`<\/p>\n<p>Returns a list of all the currently being processed crafts by all crafting cpus<\/p>\n<p>#### Returns<\/p>\n<p>1. `{ craftingRequest, &#8230;}`<\/p>\n<p>where `craftingRequest` is a table with the following attributes<\/p>\n<p>| Key           | Type      | Description                                                            |<br \/>\n|&#8212;&#8212;&#8212;&#8212;&#8212;|&#8212;&#8212;&#8212;&#8211;|&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;|<br \/>\n| `amount`      | `number`  | The amount of the item currently being crafted                         |<br \/>\n| `displayName` | `string`  | The display name of the item being crafted (AKA the in game item name) |<br \/>\n| `systemID`    | `string`  | The id of the item being crafted (following minecraft&#8217;s id system)     |<\/p>\n<p>##### Example:<\/p>\n<p>&#8220;`lua<br \/>\n{<br \/>\n   {<br \/>\n      amount = 1,<br \/>\n      displayName = &#8220;Oak Planks&#8221;,<br \/>\n      systemID = &#8220;minecraft:oak_planks&#8221;<br \/>\n   }<br \/>\n}<br \/>\n&#8220;`<\/p>\n<p>### `scheduleCrafting(type, id, amount)`<\/p>\n<p>Schedules a crafting job.<\/p>\n<p>#### Parameters<\/p>\n<p>1. `type`: `string` \u2013 the type of the object to craft (&#8220;fluid&#8221; or &#8220;item&#8221;)<br \/>\n2. `id`: `string` \u2013 the ID of the object to craft<br \/>\n3. `amount`: `number` \u2013 the amount of the object to craft<\/p>\n<p>#### Returns<\/p>\n<p>1. `string` \u2013 a unique ID representing the crafting job<\/p>\n<p>#### Remarks<\/p>\n<p>> **Note**: This method is deliberately named `scheduleCrafting` as scheduling a<br \/>\n> crafting job does not actually start a crafting process immediately. Instead,<br \/>\n> the crafting job is started at some point in the future when the ME system is<br \/>\n> ready.<\/p>\n<p>To work with crafting jobs, it is necessary to understand their lifecycle.<\/p>\n<p>&#8220;`mermaid<br \/>\nflowchart LR<br \/>\nScheduled &#8211;> Started<br \/>\nStarted &#8211;> Done<br \/>\nStarted &#8211;> Cancelled<br \/>\nScheduled &#8211;> Cancelled<br \/>\n&#8220;`<\/p>\n<p>Initially, a newly created crafting job&#8217;s state is `SCHEDULED`. During creation,<br \/>\nthe ME system is instructed to prepare for the crafting job (which includes<br \/>\ncalculating) the exact crafting plan.<\/p>\n<p>Once the system has finished all necessary preparations, the crafting job&#8217;s<br \/>\nstate changes to `STARTED`. The `ae2cc:crafting_started` event can be used to<br \/>\nlisten to this state change.<\/p>\n<p>Finally, when the crafting job is finished, it&#8217;s state changes to `DONE` and the<br \/>\n`ae2cc:crafting_done` event is fired.<\/p>\n<p>Additionally, if the job is cancelled or an error occurs at any point of the<br \/>\ncrafting job&#8217;s lifecycle, the `ae2cc:crafting_cancelled` event is fired.<\/p>\n<p>## Peripheral API (Events)<\/p>\n<p>### `ae2cc:crafting_cancelled`<\/p>\n<p>The `ae2cc:crafting_cancelled` event is fired when a crafting job is cancelled.<\/p>\n<p>#### Return Values<\/p>\n<p>1. `string` \u2013 the name of the event<br \/>\n2. `string` \u2013 the ID of the cancelled crafting job<br \/>\n3. `string` &#8211; the reason for the cancellation<\/p>\n<p>#### Remarks<\/p>\n<p>The reason for the cancellation is always one of:<\/p>\n<p>| Value                | Description                                                 |<br \/>\n|&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-|&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-|<br \/>\n| `CANCELLED`          | The job was cancelled (either manually or by a machine).    |<br \/>\n| `CPU_NOT_FOUND`      | The selected crafting CPU was not found.                    |<br \/>\n| `INCOMPLETE_PLAN`    | No crafting plan could be calculated for the job.           |<br \/>\n| `NO_CPU_FOUND`       | No crafting CPU to execute the job was found.               |<br \/>\n| `CPU_BUSY`           | The selected crafting CPU is busy.                          |<br \/>\n| `CPU_OFFLINE`        | The selected crafting CPU is offline.                       |<br \/>\n| `CPU_TO_SMALL`       | The selected crafting CPU is too small to process the job.  |<br \/>\n| `MISSING_INGREDIENT` | Could not obtain one of the ingredients needed for the job. |<\/p>\n<p>### `ae2cc:crafting_done`<\/p>\n<p>The `ae2cc:crafting_done` event is fired when a crafting job is done.<\/p>\n<p>#### Return Values<\/p>\n<p>1. `string` \u2013 the name of the event<br \/>\n2. `string` \u2013 the ID of the finished crafting job<\/p>\n<p>### `ae2cc:crafting_started`<\/p>\n<p>The `ae2cc:crafting_started` event is fired when the state of a previously<br \/>\n_SCHEDULED_ crafting job changes to _STARTED_.<\/p>\n<p>#### Return Values<\/p>\n<p>1. `string` \u2013 the name of the event<br \/>\n2. `string` \u2013 the ID of the started crafting job<\/p>\n","protected":false},"excerpt":{"rendered":"<p>A fork of AE2CC Bridge that adds a simple peripheral block that may be used to access an Applied Energistics 2<br \/>\nME system from ComputerCraft computers.<\/p>\n","protected":false},"featured_media":124407,"template":"","meta":{"_minecraft_slug":"powerae2cc","_minecraft_project_id":"ooC9pr8V","_minecraft_author":"LoboMetalurgico","_minecraft_license":"MIT","_minecraft_downloads":18743,"_minecraft_follows":9,"_minecraft_client_side":"required","_minecraft_server_side":"required","_minecraft_storage_type":"zip","_minecraft_archive_name":"powerae2cc.zip","_minecraft_size_bytes":44365,"_minecraft_version_count":1,"_minecraft_updated_at":"2026-05-17T00:34:11.988513Z","_minecraft_date_created":"2023-11-13T03:15:12.419319Z","_minecraft_date_modified":"2023-11-10T19:10:44.090886Z","_minecraft_project_url":"https:\/\/modrinth.com\/mod\/powerae2cc","_minecraft_icon_attachment_id":124407,"_minecraft_imported_at":"2026-06-07T07:30:20+00:00","_minecraft_import_hash":"82bab42c563cb0a49029c980e82ee191","_minecraft_versions":"","_minecraft_links":"","_minecraft_gallery":"","_minecraft_api_metadata":""},"mod_category":[97,126,98,123,92],"mod_loader":[99,100],"minecraft_version":[36],"class_list":["post-124406","mod","type-mod","status-publish","has-post-thumbnail","hentry","mod_category-fabric","mod_category-management","mod_category-quilt","mod_category-technology","mod_category-utility","mod_loader-fabric","mod_loader-quilt","minecraft_version-1-20-1"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.6 - 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