ME Network

by Rykon_

An ME storage network inspired by Applied Energistics 2: cables, a controller, drives with storage cells that keep their contents, a terminal, interfaces, import, export and storage buses, autocrafting with encoded patterns and crafting CPUs, level maintainers, and fluids. Works on its own with vanilla recipes; Gregtorio Continued puts it on its GregTech tiers. Source and issues: https://github.com/Rykon00/me-network

Content
3 days ago
2.0 - 2.1
1.20K
Logistics Fluids Circuit network Manufacturing Storage

Changelog

Version: 0.5.11
Date: 2026-11-01
  Features:
    - ME Logistic Interface, Automatic mode (issue #617): what ME blocks wait for (an export bus, an interface, a level maintainer or a crafting start that lacks an item) is now taken straight out of your storage chests by the block, without robots, a stack per item and round. So a waiting ME block gets an item before a requester chest of your base that wants it too; robots already sent for it find the chest empty and look elsewhere. While ME blocks wait the block looks every half second.
    - Krastorio 2 (issue #593): the ME recipes take Krastorio 2's materials in place of the vanilla stand-ins of AE2's materials, with AE2's counts: quartz for certus quartz (a quartz and a copper cable for fluix), glass for glass and quartz glass (also where AE2 has glass that had no stand-in: the ME IO Port, the ME Quantum Bridge), automation cores for the annihilation and formation cores, inserter parts for pistons, imersite powder for sky stone dust (256k and 1024k components), rare metals for glowstone (64k component, blank pattern) and diamonds (Advanced Card), lithium-sulfur batteries for dense energy cells (wireless terminal and module, Singularity cells), AI cores in the ME Quantum Bridge, imersium plates and energy control units in the 4096k and 16384k components, a charged matter stabilizer in the Singularity cells and an energy control unit in the crafting accelerators 256x to 4096x. The table is in docs/AE2.md, "With Krastorio 2". The startup setting "Krastorio 2 recipes and technologies" turns it off.
    - Krastorio 2: the ME Molecular Assembler takes the assembling machine 2's crafting categories as they are after Krastorio 2's changes, so it crafts Krastorio 2's assembler recipes too.
    - Krastorio 2 (issue #594): the ME technologies follow Krastorio 2's science tiers: ME 1024k Storage and its tier on utility science, 4096k with the matter tech card, 16384k and the Crafting Accelerators 2 with the advanced tech card, the Singularity cells with the singularity tech card (with Space Age, which Krastorio 2 does not support and where its singularity tech card cannot be researched, on the advanced tier), each after the Krastorio 2 technology whose items its recipes take (silicon processing for ME Network, rare metal processing for 64k, lithium-sulfur battery for ME Wireless, quarry minerals extraction, AI core, quantum computer, imersium processing, energy control unit, matter processing). Counts and times are those of Krastorio 2's technologies of the same tier (docs/AE2.md, "Technologies with Krastorio 2").
    - Krastorio 2 Spaced Out (issue #596): the same recipes, and the technologies on its order of the upper tiers: 4096k on production and utility science, 16384k and the Crafting Accelerators 2 with the advanced tech card, the Singularity cells with Spaced Out's space, metallurgic, agricultural, electromagnetic, matter, advanced and singularity cards, the ME Quantum Bridge after AI core (its quantum computer needs Aquilo).
    - Krastorio 2 (issue #598), groundwork: with Krastorio 2 or Krastorio 2 Spaced Out ME Network now loads after it and has a startup setting "Krastorio 2 recipes and technologies" (on by default) for the coming recipes and technologies on Krastorio 2's materials and tiers; nothing changes yet. With Gregtorio Continued its recipes stay.
    - ME Molecular Assembler carries the ME network (issue #560, as in AE2): pattern providers and assemblers that touch each other in any arrangement are one network, without cables in between; removing an assembler splits it like a cable. It has no power connection any more: the ME Controller draws its power, the full use while it crafts and a thirtieth of it while it is idle (shown in the controller's power list). While its network does not work it is switched off, with a status saying why. Your assemblers join the networks they touch with the update and need no pole any more; two networks that met at an assembler become one with two controllers (a conflict): you are told where, once, in the chat.
    - ME Logistic Storage Bus (issue #506): a block that makes a whole vanilla logistic network storage of the ME network. Place it inside a logistic network's area (the roboports' orange area) and connect it to the network: the terminal shows what the storage chests hold, autocrafting, export buses, interfaces and the terminal take from them, and the network stores into them after its drives (its default priority is -100). Three modes: "Storage" (the storage chests), "Storage and providers" (also takes from active and passive provider chests and buffer chests; the network still stores only into storage chests) and "Read only". Priority, filters, whitelist or blacklist, "filter on extract" and the upgrade cards work as on the ME Storage Bus, and are kept in blueprints, copy and paste and clones. One bus per logistic network; a second one says so. When the logistic network splits or its last roboport is removed, the bus follows within two seconds. Items that spoil, tools, ammunition, repair packs and items with tags or a label are not shown. Unlocked with the technology ME Network.
    - ME Terminal: filter the storage and crafting grid by quality (=, ≥, ≤) and sort by quality (issue #514). The filter sits next to the search field (only in a game with qualities): a comparator and "Any quality" or a quality. "Sort: quality" shows the higher qualities first, then by name and amount. The wireless terminal has the same filter.
    - ME Terminal: the quality filter also compares with <, > and ≠, like the game's filters (issue #520).
    - ME Logistic Interface (issue #531): a block that connects the ME network to the logistic robots. Place it inside a logistic network's area and connect it to the network; three hidden logistic chests stand on its tile. "Offer": rows of items (with quality) and amounts that the network keeps stocked for the robots, for requester chests, construction and players; requesters take from active providers and storage chests first, so the ME stock is the base's last source. "Request": rows "keep this many in the network": the robots bring what the network lacks, and the request drops to 0 at the target. "Accept": robots drop trash and surplus there ("Accept trash", on by default; a filter item makes it the preferred drop of that item). Everything that arrives goes into the network within a few seconds; what does not fit stays ("ME full"). Per logistic network an item is either offered or requested, never both: a request row of an item an interface of the same logistic network offers is red and asks for nothing (robots would carry it in a circle). 9 rows per tab, 9 more per Interface Capacity Card (up to 36); a Crafting Card crafts what an offer row lacks. Rows, switch, filter and cards are kept in blueprints, copy and paste and clones. Mined, the contents of its chests go into the network; destroyed, they are spilled. Unlocked with the technology ME Network.
    - ME Logistic Interface: "Request what crafting lacks" (issue #532, on by default, on the Request tab). When a level maintainer or a Crafting Card cannot start its crafting job because the network lacks raw ingredients, the interface asks the robots for them, the largest needs first, at most 20 items (a map setting); once they arrived, the next try starts the job. Per logistic network only the first interface asks; items offered in that logistic network are left out. What the starts lack is dropped when the job starts, the target is reached or nobody tries any more.
    - ME Logistic Interface: Automatic mode (issue #537, a switch at the top of its window; a newly built block starts in it, blocks built before stay in Manual). Without setting rows, the block offers what the requester chests, rocket silos, players and vehicles of its logistic network want and the logistic network cannot supply from its own chests, as far as the ME network has it: at most one stack per item (a map setting). Your storage chests are still used first. An item stays offered for two rounds after the demand is gone (robots on their way), then what no robot reserved goes back into the network. Items that ME blocks wait for (export buses, interfaces, level maintainers, crafting starts that lacked them) are not offered: the ME network comes first. The block also asks the robots for what ME blocks wait for, one stack per item, when the logistic network has it. With several blocks in one logistic network, the first one built reads the requests and the stock goes to the block nearest to the largest demand. Rows still apply on top; the window shows the mode, the counts and what is offered automatically.
    - ME Logistic Interface, Automatic mode: it also supplies construction in its logistic network (issue #538). Ghosts of buildings and tiles (a pasted blueprint), buildings marked with the upgrade planner and module requests are counted when they are made and dropped when they are built, cancelled or destroyed; what the logistic network cannot supply itself is offered like the requesters' demand (one stack per item by default, the ME network's own needs first), so construction robots fetch it from the block. The window says how many items construction needs there.
    - ME windows: your inventory on the left of every ME window is now the game's own inventory (Factorio 2.1, issue #542): one window, and in it the game's clicks, drag, hand, tooltips (a cell's or a pattern's description, spoil timers, labels) and trash keys. Shift + click puts a stack into the block or stores it in the network as before, control + click every stack of that item (now in every window: a drive takes every cell of the kind), shift + right click half the stack, control + right click half of every stack.
    - ME windows: the card slots of the ME Interface, Import and Export Bus, Storage Bus, Pattern Provider, Logistic Interface, IO Port and the boosters of the Wireless Access Point are the game's own slots too (issue #543), with the cards' tooltips; a card that does not belong there is still refused and stays in your hand. Shift + click takes a card into your inventory, control + click every card of that kind. The workbench, the IO port's cell slots and the drive keep their slots as before.
    - ME Cell Workbench: the cell slot and the card slots are the game's own slots too (issue #579), with the game's tooltips, quality and hand; the card slots are as many as the cell has (4 for an item cell, 3 for a fluid cell, 2 for a View Cell). The rules are the same: only a cell into the cell slot, only cards the cell takes and within their limits, by click, right click, shift + click and control + click. The cell and cards in your workbenches move into the new slots with the update.
    - ME windows: a second number on slot buttons (Factorio 2.1, issue #544): the ME Terminal's storage and crafting tabs show above the stored amount how much the network's jobs are crafting of it; a job shows above its amount how much is done; a level maintainer row shows its stock and above it the amount to keep; the pattern slots of the pattern provider and the ME Interface Terminal show the amount the pattern makes.
    - ME windows play the game's machine window sounds when they open and close (issue #545), only for you; a window opened from another one (a cell from the drive, Back to the terminal) plays only the open sound.
    - ME Cable: drag it across an obstacle and the cables on both sides become a pair of ME Underground Cables, like belts (up to 10 tiles apart; the two underground cables come from your inventory and the two cables go back). Without underground cables, or for a wider obstacle, nothing changes. A shift drag makes ghosts of the pair. A gap with an ME block in it is left alone.
    - ME Underground Cable: hold the mouse button and drag to place the pairs at the full reach, exactly like underground pipes (the game's own drag; before, it put one on every tile). It now follows the vanilla underground pipe's rule: the cable side is the side it faces, the underground side the opposite one. The underground cables of your saves are turned around once with the update and stay connected; underground cables in blueprints made before keep their old direction and come out turned the wrong way: place them once and make the blueprint again.
    - ME Pattern Provider built or pasted from a blueprint (issue #558): the patterns it waits for are now filled from an encoded pattern of the same pattern in your inventory, then one in the ME network (taken out of it), then a blank pattern of your inventory, then a blank of the network; before, only the network's blank patterns were used. Robots building it use the network's patterns. While patterns wait, the provider shows "Waiting for N blank patterns" (yellow) on the map, its window has a line about it above the slots, and you are told once when you build or paste it (at the block, or in the chat with its place when robots built it).
    - ME Cable and ME Underground Cable replace each other in place, like pipes and underground pipes: place one on the other and the old one goes into your inventory.
    - ME Memory Card (issue #561, as in AE2): select an ME block with it to copy its settings onto the card (what a blueprint of it carries: rows, filters, cards, frequency, a pattern provider's patterns ...); alt + select an area to paste them onto every block of that kind in it. A pattern provider's patterns go into its empty slots, from encoded patterns in your inventory, then in the network, then encoded from blank patterns of your inventory, then of the network; what finds none waits. Select empty ground to empty the card; its label shows what it holds. Unlocked with the technology ME Network.
    - ME Pattern Provider: a settings paste (shift + right click, shift + left click) now also copies the patterns (issue #585): each pattern of the source goes into the same slot of the destination when that slot is empty, filled like a blueprint's pattern: an encoded pattern of the same pattern in your inventory, then one in the ME network, then encoded from a blank pattern of your inventory, then of the network; what finds none waits (yellow). Slots that hold a pattern keep it.
    - ME Pattern Terminal and Pattern Terminal Ex: "Clear patterns in inventory" turns every encoded pattern in your inventory into a blank pattern, and "Clear unused network patterns" every encoded pattern stored in the ME network that no pattern provider of the network holds or waits for (broken patterns always count as unused) into a blank pattern in the network (issue #585). Both ask first and name the count. Nothing is made or lost: when the network has no room for the blank patterns, the rest stay as they are and you are told how many.
    - ME Pattern Provider: "Return all patterns" in its window puts all its patterns into the ME network as encoded patterns and forgets the ones it waits for, so a provider is emptied in one click (issue #585); what the network has no room for stays.
    - ME Wireless Link: all links with the same frequency on a surface now form one wireless network (issue #559), not only two: a third, fourth ... link joins instead of linking nothing. A link joins when another link of the frequency is within its range (512 tiles), so links can form a chain. They are joined by the shortest connections that reach all of them, and each link's power grows with its longest connection. A link without power drops out and joins again with its power back. The window shows how many links share the frequency. Links of your saves that waited as a third link join with the update. The ME Quantum Bridge stays a pair.
    - ME Wireless Link groups: a change in a large group (a link loses its power, changes its frequency, is removed) takes about a quarter (a link without power) to a half (a frequency change) of the time it did: the connections change one by one instead of the links being registered again (issue #573; a group of 200 links: 66 ms to 14-20 ms, 68-74 ms to 26-34 ms).
    - ME Singularity Fluid Storage Cell (issue #562): one fluid, up to 536 870 912 units of it (2^29, the largest amount the network counts exactly to the game's smallest fraction of a unit). Works in the ME Drive, the ME Chest, the IO Port and the Cell Workbench like the other fluid cells. Recipe: the Singularity cell's ingredients and a pump; unlocked with ME Singularity Storage.
    - ME Wireless Terminal Module: refills your inventory from the ME network like personal logistics (issue #603). While you wear the linked module inside the range of an access point of its network, what your logistic requests ask for (their minimums) comes out of the network, at most one stack per request every half second, and what you put into your trash slots goes into it, without opening the terminal. It uses the game's own request sections and trash slots, so it needs personal logistics researched and does nothing while you switched them off. Each item moved costs 50 J from the ME Controller; what it cannot pay for waits. The network comes first, your robots bring only what it lacks. Two new map settings set how many players it visits per tick (1 at least, 4 at most), and /me-stats shows its queue.
  Graphics:
    - ME Singularity Fluid Storage Cell: an icon of its own (the Singularity cell in the fluid cells' blue).
    - ME Memory Card: an icon of its own (a card with a copy sign).
    - ME Logistic Storage Bus: an icon and a picture of its own (with the texture mod: the AE2 storage bus look with a logistic mark).
    - ME Logistic Interface: an icon and a picture of its own (the casing with orange logistic marks and its three chests).
  Changes:
    - ME windows: the ME Charger's slot, the ME Terminal's View Cell slots, the ME IO Port's two cell slots and the ME Pattern Terminal's blank and output slot are the game's own slots now (issue #550), with the game's tooltips; the IO Port's and the Pattern Terminal's two slots sit side by side in one row. What may not go into a slot is still refused and stays in your hand.
    - Items that stacked to 64 (Minecraft's size) now stack to 50 like other Factorio items: the ME Fluix Cable, the storage housing and storage components, blank patterns, all upgrade cards and the ME Wireless Booster. With Gregtorio Continued they still stack to 64.
    - The ME Terminal lists the qualities of one item in the order of their level (normal, uncommon, rare, epic, legendary) in every sort; before, "Sort: name" put them in alphabetical order (issue #514).
    - A visit of the ME Logistic Storage Bus costs about half as much script time beyond the game's own read of the logistic network (issue #509): on a logistic network of 1048 roboports and 316 kinds of items 0.15 ms instead of 0.30 ms. Storage buses on chests and tanks pass the item types that did not change by as well.
    - The hand-over buffer beside the game's inventory window and the map setting "ME windows beside the game's inventory" are gone (issue #542). Items in the buffer of a window that was open in an older save come back into your inventory with the update; what does not fit is kept for you and returned as soon as there is room, never dropped on the ground.
    - Crafting jobs hand out what they were asked for as it is made (issue #602, as GT New Horizons' AE2 does): a job of 1000 items puts each batch into the network (or first into the block of its Crafting Card) as soon as it is back, up to the amount asked for; before, everything came only when the last craft was done. Intermediate products and byproducts stay with the job until it ends, as before. The terminal's second number on a slot counts down as the items arrive.
    - ME Terminal: the sort and "Show" are yours now (issue #602): every terminal window (the ME Terminal, the wireless terminal, the ME Chest) uses them and keeps them when you open another block; before, each window you opened started with "Sort: amount".
    - ME Terminal: sort by mod (the mod that adds the item) and by tier (the highest science pack of the earliest technology that unlocks a recipe of it; items no recipe makes come last), and a direction button beside the sort button (descending / ascending, each sort keeps its own) (issue #602).
    - ME Terminal: an item whose amount reaches 0 while the window is open stays in its place, greyed, with 0, until you close the window or change the sort, the search or a filter (issue #602); so the grid does not jump when you take the last of something.
  Bugfixes:
    - ME Underground Cable: long runs no longer show as overextended (issue #623). The underground cable has a hidden fluid box for the game's pairing, so a chain of them counted as a pipeline and hit the pipeline length limit (320 tiles); ME cables now have no length limit. Real pipes and the fluid connections of the ME Chest and ME Interface keep the game's limit.
    - The frequency field of the ME Quantum Bridge and the ME Wireless Link no longer resets while typing (issue #511).
    - Settings paste (Shift + right/left click) works for the ME IO Port, ME Wireless Access Point and the ME monitors (issue #519).
    - Settings paste works on the ME Quantum Bridge and ME Wireless Link (no more "Not operable").
    - Settings paste from an ME Drive onto an ME Chest works too; before, only a chest onto a drive did (issue #519).
    - A network that draws more than about 6 MW (for example with many crafting accelerators) no longer reports "The ME Controller has no power" on a grid that has the power (issue #556): the controller's buffer now grows with the network's draw (half a second of it, at least 100 kJ) and it takes up to 1 TW. Controllers of your saves get the new buffer with the update. A network whose grid delivers less than its draw now says "no power" instead of working on what the grid gave in the last tick.
    - ME Logistic Interface: offer rows no longer take from an ME Logistic Storage Bus of the same logistic network (issue #540), so the base's own items no longer move from its storage chests into the interface; a row offers what ME holds outside them, as the automatic mode does. A Crafting Card crafts what a row cannot get that way.
    - Autocrafting: fast machines (quality, speed modules, Acceleration Cards) no longer sit idle between batches (issue #557). A machine gets as many crafts as it makes in two of the job's steps (at least 16, as far as its slots allow), a job tops up a machine that is nearly done while it still works, and a job whose machine would run out or fill its output slot before its next step is stepped earlier. A molecular assembler with five Acceleration Cards on a 0.1 s recipe went from 38 % to 100 % busy.
    - Technologies: ME Upgrade Cards keeps its prerequisite Circuit network (the Group Filter and Inverter Cards take combinators); it was dropped when the technology took ME 64k Storage's cost.
    - Technologies: the Superluminal Speed Card (it takes a 1024k component) is unlocked by ME 1024k Storage, which now needs ME Upgrade Cards; ME Wireless needs Radar (the access point and the terminal take a radar), ME Singularity Storage needs Electric energy (accumulators) (issue #594).
    - Cards of blocks built from a blueprint (issue #590): when you build or paste an ME Pattern Provider, ME Interface, Import, Export or Storage Bus, ME IO Port, Wireless Access Point or ME Logistic Interface yourself, its cards now come from your inventory first, then from the ME network (before, only from the network); robots take them from the network. The ME Import and Export Bus, the ME IO Port, the Wireless Access Point and the ME Logistic Interface now also take cards that were missing at the build as soon as the network has them (before, a bus waited until it faced a machine and the others never took them). A pattern provider takes its cards before its patterns, so the patterns of the slots a card gives come from the same place; while cards wait it shows "Waiting for N cards" (yellow) on the map and tells you, like waiting patterns.
  Info:
    - Two new map settings: "Logistic storage bus visits per tick, at least" (1) and "at most" (2): a visit reads the whole logistic network. /me-stats shows the logistic storage buses as a queue of their own.
    - The ME Logistic Storage Bus never stores into, shows or takes from the hidden chests of an ME Logistic Interface (issue #530), and what an interface takes in never goes into a logistic storage bus of the same logistic network.
    - Two more map settings: "ME Logistic Interface visits per tick, at least" (2) and "at most" (8). /me-stats shows the logistic interfaces as a queue of their own.
    - A map setting "ME Logistic Interface: items it asks for what crafting lacks, at most" (20).
    - Two map settings for the Automatic mode of the ME Logistic Interface: "requests read per tick" (2 requester points; about 25 microseconds each) and "stacks offered per item" (1). /me-stats shows the requests read as a queue of their own.
    - A map setting "ME Logistic Interface: construction areas rescanned per second" (10): a safety net that finds ghosts other mods made without telling (and module requests that were partly served); about 0.13 ms per roboport area. /me-stats shows it as a queue of its own.
Version: 0.5.10
Date: 2026-10-25
  Bugfixes:
    - Items that another mod removed or renamed no longer stay in the network (issue #503). After such an update a circuit interface on a network that still held one (Gregtorio Continued's apatite lens, which became the green sapphire lens) stopped the game with "Unknown item name". Loading the save now puts what the network stores of a renamed item under its new name, the counts added to what it held of that one, in its quality: in the cells, partitions, patterns, crafting jobs and the settings of the buses, interfaces, level maintainers, emitters, monitors and circuit interfaces. Items removed without a replacement are dropped, as the game drops them from chests, with a line in the log. A name the game no longer knows never reaches a circuit signal, a machine or a chest.
  Info:
    - For other mods: ME_NETWORK.replace_item(old, new) tells the network that an item was renamed, next to the JSON migration that renames it in the game (docs/API.md).
Version: 0.5.9
Date: 2026-10-24
  Changes:
    - An ME Export Bus with a Fuzzy Card also exports its filters' items that carry something of their own (issue #493), as in AE2: turrets of Quality Turrets Reworked with kills and their label, damaged walls and other damaged buildings, items with tags. Each comes out with its kills, label, description and health, as a stack of its own beside the plain ones. Before, such items left the network only through the ME Terminal, a cell or the ME IO Port. Without the card an export bus still exports the plain item only.
Version: 0.5.8
Date: 2026-10-23
  Bugfixes:
    - Items with a label are stored with their label (issue #485): a turret of Quality Turrets Reworked mined with kills (with its setting "Preserve kill counter" on) goes into the network through the ME Terminal, the ME Import Bus, the ME Interface and a cell in an ME IO Port, damaged or not, and comes out with its label, its kills and its description; placed again, it has its kills. Turrets that differ only in their label are kept apart, and the terminal shows the label as the first line of the tooltip. Before, every item with a label was refused. The ME Storage Bus still leaves such items in its chest.
    - A right click in the ME Terminal for one more item into a hand that holds an item with tags, a label or damage (a turret with kills, a damaged wall) no longer loses that item: the game ignored the higher count of such a stack.
Version: 0.5.7
Date: 2026-10-23
  Bugfixes:
    - The cursor on an ME Cable that lies on ore selects the cable again, not the ore under it (Gregtorio Continued issue #541): its tooltip, mining and pipette work on the cable, as on plain ground. The cable had the selection priority of ore; it now has the one of belts and the ME Underground Cable.
Version: 0.5.6
Date: 2026-10-23
  Changes:
    - Autocrafting uses items with tags (issue #480): the turrets of Quality Turrets Reworked (and storage cells) can be rows of processing patterns, and a job that needs them takes the ones in storage instead of crafting them all anew (before, it ignored them, and without a pattern for them it could not start). Only the ones without kills, a label or a description are used; one with kills put into a machine of a pattern provider goes into the network with its kills when the machine switches recipes (before, it lost them).
  Bugfixes:
    - A damaged item with tags is stored with its health (issue #481): a turret of Quality Turrets Reworked mined while damaged goes into the network through the terminal, the ME Import Bus and the ME Interface like any other damaged building and comes out at its health, with its kills and its description; the terminal shows its health below its description. One with a label is still refused. A damaged item that places nothing is refused with a message that no longer speaks of tools and ammunition.
  Info:
    - ME Network is for Factorio 2.1 (issue #487); its versions up to 0.5.5 stay on the mod portal for Factorio 2.0. A save of 0.5.5 made in Factorio 2.0 loads with its networks, cells, patterns and fluids.
    - For other mods: ME_NETWORK.add_recipe and ME_NETWORK.replace_recipe take a recipe with Factorio 2.1's `categories` and `independent_probability`; a definition in 2.0's form (`category`, `probability`) is still turned into it (docs/API.md).
Version: 0.5.5
Date: 2026-10-23
  Features:
    - The Creative Energy Cell (issue #442, AE2's; no recipe: the map editor and cheat mode give it): an ME network with one never lacks power, also without a pole at its ME Controller. For testing and creative maps.
    - The Creative ME Storage Cell (issue #441, AE2's; no recipe: the map editor and cheat mode give it): partitioned in the ME Cell Workbench, it gives its network the listed items without end and destroys whatever of them is stored into it. For testing and creative maps.
    - View Cells (issue #440, AE2's; unlocked with ME Upgrade Cards, made from a storage housing and a stone): a list of items and fluids set in the ME Cell Workbench, with a Fuzzy or Inverter Card. The ME Terminal has five view cell slots in its storage tab: its list then shows only what the cells allow (what any whitelist cell names, never what a blacklist cell names). In the Wireless ME Terminal's window the slots are your own.
    - The ME Advanced Level Emitter (issue #443, AE2-Unofficial's; unlocked with ME Automation, made from an ME Level Emitter and a processing unit): six rows, each an item or fluid with its own threshold, active or not and inverted or not (on below the threshold), joined by OR or AND into one circuit signal. Its window shows what the network holds of each row. Blueprints, copy/paste and clones keep its rows.
    - The ME Pattern Provider can be locked by a circuit condition (issue #429, AE2-Unofficial's Lock Crafting Card modes, here without a card): it gets the small circuit connector of the buses, and "Lock crafting" in its window offers, next to "Until the result is back", "While the condition does not hold", "While the condition holds" and "Until the condition turns true" (after each hand-over, until the condition rises). These lock every hand-over of the provider, into its chests and its machines; without a wire or condition they lock nothing. Blueprints, copy/paste and clones keep the mode and the connector's condition.
    - The Crafting Card crafts fluids and has "Craft only" (issue #426, AE2-Unofficial's): a fluid filter of an ME Export Bus and a fluid row of an ME Interface that the network lacks are crafted like items. The products of a Crafting Card's job go straight into the export bus's target or into the interface (its inventory, or the tank of the side with that fluid), as AE2 hands them to the block that asked; what does not fit goes into the network. An ME Export Bus with the card can be set to "Craft only" in its window: it takes nothing from the network's storage and only crafts what its filters name while its target has room. Blueprints, copy/paste and clones keep the setting.
    - Crafting jobs merge (issue #418, AE2-Unofficial's): a player's request for an item that a player's job crafts already joins that job when its Crafting CPU has room for both; the Craft button says Merge, the CPU drop-down lists that CPU, and Automatic prefers it to a free one. Requests of level maintainers, Crafting Cards and the circuit interface never merge and need a free CPU as before.
    - The ME Storage Bus works on fluid wagons (issue #417): a fluid wagon in front of the bus is fluid storage of the network while it stands there, like a cargo wagon on the item side. The network sees its fluid at its temperature, fills it with that fluid and takes it out; when the train leaves, its fluid leaves the network, and the next wagon that stops there is read within a few seconds.
    - The ME Pattern Terminal Ex (issue #416, AE2-Unofficial's; unlocked with ME Autocrafting, made from an ME Pattern Terminal, an advanced circuit, a processing unit and an electronic circuit): encodes processing patterns of up to 32 inputs and 8 outputs, or 8 inputs and 32 outputs (a switch in its window), for recipes with more inputs or outputs than the ME Pattern Terminal's 9 and 6. Pattern providers, the planner and crafting jobs take such patterns like any other.
    - Crafting storage above 256k and the crafting accelerators (issue #415, AE2-Unofficial's): ME 1024k, 4096k, 16384k and Singularity Crafting Storage (a crafting unit and the storage component; the Singularity one 8 Singularity storage cells), and ME 4x, 16x, 64x, 256x, 1024x and 4096x Crafting Accelerators, which count as that many co-processors (each from four of the one below, the 4x from co-processing units). They join the rectangle CPUs like the other crafting blocks. New map setting "Crafting job operations per step" (1024): the machine hand-overs of one job step at most.
    - Storage cells above 256k (issue #414, AE2-Unofficial's): ME 1024k, 4096k and 16384k Storage Cells and Fluid Storage Cells with their storage components (63 item types, 18 fluids; up to 133 million items of one type in a 16384k cell), each tier from three components of the tier below, and the ME Singularity Storage Cell, one item type with practically no limit (up to 9 quadrillion items). Technologies ME 1024k to 16384k Storage and Fluid Storage and ME Singularity Storage, with utility science.
    - Circuit condition for the ME Import, Export and Storage Bus and the ME Interface (issue #412, AE2's Redstone Card without a card): each has a small ME Circuit Connector in the south-east corner of its tile. Attach wires there and set its condition in its window; while the condition does not hold, the block is off (a storage bus's storage leaves the network). The ME Export Bus has a pulse mode (one operation each time the condition turns true), the ME Interface can take its rows from the circuit (every item and fluid signal is a row of that amount). Blueprints, copy/paste and clones keep the wires, the condition and the settings; blocks of older saves get their connector on load.
    - The Crafting Card (issue #411, AE2's; unlocked with ME Upgrade Cards, made from a basic card and an assembling machine 1): in an ME Export Bus, a filtered item the network does not have is crafted (a job for what the bus would move, at most a stack); in an ME Interface (a fourth card slot), a row the network cannot fill is crafted (a job for what the row lacks). One job per item at a time; it needs a pattern and a free Crafting CPU, and a failed start is tried again a few seconds later. The window says what the card did last. Items only.
    - Capacity, Fuzzy and Inverter Cards on the ME Import Bus and ME Export Bus (issue #413, AE2-Unofficial's bus cards): up to 2 Capacity Cards give 9 more filters each (9, 18 or 27); a Fuzzy Card makes every filter take its item in every quality (the export bus exports each quality the network has, in turn); an Inverter Card, on the import bus only, makes its filters a blacklist: it takes everything else from its target, items and fluids. They share the bus's 4 card slots with the speed cards and the Group Filter Card. Filters beyond what the cards give room for are kept and work again when a card is put back; blueprints, settings paste and clones carry all of them and the cards. The recipe paste fills as many filters as the cards give.
  Optimizations:
    - Building many ME blocks at once is fast again in big networks (issue #420): a blueprint of 1000 blocks with storage buses took 1.9 s at 5000 and 7.3 s at 20 000 buses and interfaces, because every storage bus counted the controller's power over the whole network; now about 0.1 s. Removing many blocks at once takes about half as long at 20 000.
    - A mod update or a changed mod list keeps the ME networks as they were (issue #420): blocks that changed without an event are added or taken out, and the networks are rebuilt from the map only when that is not enough. A big base loads faster after an update (at 20 000 buses and interfaces 0.4 instead of 2.8 s), and the networks take about a quarter less memory.
    - The ME Interface has a hidden tank only on the sides that need one (issue #420): a side with a pipe, pump, tank or machine connected, a side tied to a fluid row, or a side whose tank still holds fluid. Pipes and machines connect as before: building, rotating or setting up a fluid entity next to an interface gives that side its tank at once, and anything built without telling the game is found within a few seconds. Older saves lose their empty unconnected tanks, never fluid. This saves the game's fluid system most of its work for ME Interfaces (at 20 000 buses and interfaces the engine time per tick went from 2.5 to 1.8 ms).
    - The ME Circuit Interface writes its signals only when their amounts changed (issue #420), and only the changed ones when they are at most three.
  Changes:
    - The ME items have a tab of their own, "ME Network", after Logistics (issue #474), in the inventory filter and the crafting window: rows for the network blocks and cables, the terminals and monitors, the drives, the item, fluid and special cells, the buses, the automation blocks, autocrafting, the Crafting CPU blocks, the crafting storage, two rows of upgrade cards, the wireless items and the storage components. Its icon is the ME Controller's for now. A Group Filter Card that matched ME items by the group "logistics" or by an old row name needs the new names.
    - A storage cell that takes no new item type but still has bytes left shows an orange light on its drive or chest, as in AE2, not a red one (issue #468): a Singularity cell, which holds one type, was red as soon as it held anything. Red now means no bytes left.
    - A Crafting CPU counts all its co-processors (issue #415): until now at most 16 counted. A job step hands over at most the new map setting "Crafting job operations per step" (1024), so a CPU with more than 16 co-processing units is faster than before.
  Balancing:
    - The Superluminal Speed Card is made from a Super Speed Card and a 1024k storage component, as in AE2-Unofficial (issue #414; before, 4 256k components).
  Bugfixes:
    - Items with tags go through the ME Storage Bus (issue #479): Quality Turrets Reworked makes every turret such an item to keep its kills, so turrets were invisible in a chest behind a storage bus and could not be stored there, and import and export buses moved none unless a storage cell had room. A turret without kills now goes through storage buses like any other item; one with kills (tags, a label or a description) is stored in a storage cell only and never taken out of a chest as a plain one.
    - An ME Import Bus no longer gets stuck on a stack the network cannot take (issue #479): a stack that no storage of the network can ever take (a turret with kills in a network of storage buses only) stays in the chest like a refused stack, and a bus whose network has no room for what its chest holds still sees new items arrive there and takes them within a few seconds, not up to a minute later.
    - The surplus of an ME Interface row no longer takes an item with tags as a plain one (issue #479): a turret with kills went into the network without them.
    - The ME IO Port empties the rest of a cell when the network cannot take some of its item types (issue #479): a cell whose first 16 types found no room, or no storage that takes them, left the port waiting with the rest.
    - The window of the ME Pattern Terminal Ex fits the screen (issue #469): its input and output rows scroll, so the slots, Encode, Load pattern, Clear pattern and the status line stay visible (they were below the screen's edge at 1920 x 1080). The inventory pane next to the block windows is never taller than the screen leaves either (a large UI scale).
Version: 0.5.4
Date: 2026-10-15
  Features:
    - The ME Wireless Link (issue #384, AE2 Stuff's Wireless Connector; technology ME Wireless Link, after ME Wireless): two 1x1 links with the same frequency (set in the window) join their ME networks into one without a cable, on the same surface and up to 512 tiles apart. Each draws power from the grid where it stands: 10 kW, and 50 kW more for every started 32 tiles between the two (210 kW at 100 tiles). One network has one ME Controller: build the far side without one. Made from a radar, 2 advanced circuits, 4 fluix cables and 4 iron plates.
    - The ME Quantum Bridge (issue #385, AE2's Quantum Network Bridge; technology ME Quantum Bridge, after ME 256k Storage and utility science): two 3x3 bridges with the same frequency (set in the window) join their ME networks into one, at any distance and across surfaces, such as a planet and a space platform. Each draws 1 MW from the power grid where it stands; the link holds while both have power. One network has one ME Controller: build the far side without one. A third bridge of a frequency links nothing. Made from 32 iron plates, 20 electronic circuits, 8 processing units, 8 batteries and 32 fluix cables.
    - The ME IO Port (issue #386, AE2's): a 1x1 block of the ME network that empties a storage cell into the network or fills it from the network in one go, item and fluid cells. Put a cell into its input slot and choose the mode; a cell that is done (empty, or full as far as the network and its partition allow) goes into the output slot. Speed cards as on the import and export bus; its visits have a budget of their own (new map settings "ME IO Port visits per tick"). Made from an ME Drive, 2 fluix cables, 2 iron plates and an advanced circuit, unlocked with ME Network.
    - Disassemble in the ME Cell Workbench (issue #387, AE2's): an empty storage cell is taken apart into the items of its recipe, the storage housing and the storage component (a fluid cell's recipe items too), in the cell's quality, into your inventory. Its upgrade cards stay in the card slots; its partition goes with it. A cell that holds anything and a void cell are refused, with the reason in the button's tooltip.
    - Autocrafting in every quality (issue #352): a crafting pattern names its recipe with a quality (the Pattern Terminal's recipe chooser offers the researched qualities), and its machine crafts that quality from ingredients of that quality: a pattern of the gear recipe in uncommon makes uncommon gears from uncommon plates. Processing patterns name items with their quality. The planner keeps the qualities apart, the terminal lists what can be crafted in each quality, a level maintainer's row keeps an item in a quality, and "craft what the circuit asks" reads every quality's signal. Normal quality works as before, and old patterns stay valid.
    - The Group Filter Card fits the ME Import Bus and ME Export Bus too (issue #363, as in AE2-Unofficial): its text takes the place of the bus's item filters. The import bus takes what matches; the export bus exports the network's items that match, in turn, each visit as many as a filter list has, so every one gets its share. With no text the import bus takes everything and the export bus nothing. The bus window has the Group filter field; blueprints, settings paste and clones carry the text.
    - The ME Level Maintainer keeps up to five resources (issue #351, as GT New Horizons' level maintainer): its window has five rows, each with a resource, the amount to keep, a batch (at most this much per crafting job) and the amount-from-the-circuit option, its own job, stock and status. New option "Craft what the circuit asks": every item and fluid signal on the maintainer's wires is an amount to keep, so one maintainer and a constant combinator keep many resources. Settings paste, blueprints and clones carry the rows; maintainers of older saves keep their resource as the first row.
    - Choice of the Crafting CPU and CPU modes (issue #350, AE2-Unofficial's CPU choice and CraftingAllow): the terminal's Crafting tab has a CPU drop-down next to the Craft button (Automatic, or one of the CPUs that can take the job now), and the CPU window sets which requests the CPU takes: every request, players only (the Craft button) or automation only (level maintainers, the circuit interface). A job waiting for a CPU takes only one whose mode allows it, and the Craft button says when only such CPUs are free. The mode belongs to the whole CPU and is kept by added blocks, split CPUs and mod updates.
    - The ME Storage, Conversion and Throughput Monitor (issue #353, AE2-Unofficial's monitors; technology ME Network): 1x1 blocks that show an item or fluid and what the network holds of it on their face. The Conversion Monitor stores stacks shift-clicked into its window and, locked, gives a stack of its item; the Throughput Monitor also shows how fast the amount changes, per tick, second, minute or hour. A lock keeps the resource; settings paste, blueprints and clones carry the settings.
    - The Void ME Storage Cell and the Void ME Fluid Storage Cell (issue #354, AE2-Unofficial's Void ME Storage Cell): cells for the ME Drive that destroy everything they take and hold nothing. Partition one in the ME Cell Workbench (with a Fuzzy, Inverter or Group Filter Card if you like) and it destroys only those items or fluids, before the other cells of its priority; an unpartitioned one destroys everything that reaches it, so give its drive a low priority. Its tooltip and window warn in red. AE2-Unofficial's recipe with the stand-ins: 2 plastic bars, 3 copper cables, an electronic circuit and 3 iron plates (the fluid one 3 copper plates); the item cell comes with ME Network, the fluid cell with ME Fluid Storage.
    - The Group Filter Card (issue #354, AE2-Unofficial's Ore Dictionary Filter Card): in an ME Storage Bus or an item storage cell (ME Cell Workbench), a text in the window's new Group filter field takes the place of the filter slots. A term matches an item's or fluid's name, subgroup or group (as Factoriopedia sorts it); * stands for any text, ! negates a term, & and | join terms from left to right: *-plate|*-ore&!uranium-ore takes plates and ores but no uranium ore. With an Inverter Card or the bus's blacklist mode it is a blacklist; an empty text lets everything in. The filter slots and the text stay when the card is taken out; blueprints, settings paste and clones carry the bus's text, the cell keeps its own. Made from an advanced card and a constant combinator, unlocked with ME Upgrade Cards.
    - The ME Toggle Bus and the ME Inverted Toggle Bus (issue #355, AE2-Unofficial's): cable pieces that join the ME network on their sides while their circuit condition holds (the inverted one while it does not, also without a wire). Wire one to a circuit network and set the condition in its window (the game's lamp window). Open, the networks on its sides are apart, as if a cable piece were taken out; crafting jobs whose machine is on the other side wait and go on after the join. Its tooltip says whether it is joined. Made from 2 fluix cables, 2 copper cables and a power switch (the inverted one from a toggle bus), unlocked with ME Automation.
    - The ME Level Emitter (issue #355, AE2-Unofficial's): gives a circuit signal (the green check, or a signal you choose) while the ME network holds at least an amount of an item or fluid, or less than it, or by the energy its controllers hold. Set it in its window; the settings go with blueprints, settings paste and clones. Made from an advanced circuit and a decider combinator, unlocked with ME Automation.
    - The Super Speed Card and the Superluminal Speed Card (issue #356, AE2-Unofficial's): they go into the card slots of the ME Import Bus and ME Export Bus with the Acceleration Cards (up to 4 of each, 4 in all) and add 16 to 8192 and 131 072 to 67 108 864 times the bus speed to what the bus moves; one Super Speed Card alone makes 17 times. Made from an Acceleration Card and a 16k storage component, and from a Super Speed Card and 4 256k storage components; unlocked with ME Upgrade Cards. Their icons are AE2-Unofficial's with the texture mod.
    - The ME Pattern Provider can lock until the result is back (issue #346, AE2-Unofficial's Locking): after a hand-over into a chest next to it, nothing more goes into its chests until the main product of what it handed over has come into the network. The window shows what it still waits for and has an Unlock button; the setting goes with blueprints, settings paste and clones. Machines are not locked (they get work only when they are idle).
    - The ME Pattern Provider has a blocking mode (issue #335, AE2-Unofficial's Blocking and Smart Blocking), set in its window, for the chests next to it (the start of a line): Off fills the chest as long as it has room, as before; Blocking puts nothing into it while it holds any item, so the inputs of two patterns never mix there; Smart blocking does the same but lets the pattern pushed last push again. A job waiting for such a chest says so. Machines are not affected (they get work only when they are idle). The mode goes with blueprints, settings paste and clones.
    - The ME Interface Terminal (issue #336, AE2's Interface Terminal; unlocked with ME Autocrafting, made from an ME Terminal, an ME Interface and a processing unit): a 1x1 block of the network like the ME Pattern Terminal whose window lists every ME Pattern Provider and ME Interface of its network, six to a page. A provider shows its name, where it is, the machines and chests next to it and its pattern slots: click a pattern to take it into your hand (shift: into your inventory), click a slot with an encoded pattern in your hand to put it in, and shift + click an encoded pattern in your inventory to put it into the first free slot of the first provider listed. An interface shows its config rows. Search by what the patterns make (also by the translated names), by an interface's rows or by a provider's name; filter by the machine or chest next to a provider, or show the interfaces alone, or only providers with free slots. Each block has Locate (a highlight around it and a map marker in your chat) and Open (its own window, with Back to the list), and a provider can be renamed: the name is shown in the list and in its window and is kept by blueprints and clones.
  Graphics:
    - The icons of the ME Import, Export and Storage Bus carry a badge with their direction in the lower left corner, clear of the stack count (issue #381): an arrow into the block for the import bus, out of it for the export bus, both ways for the storage bus, in the bus's colour. With the texture mod, whose AE2 cubes looked alike for the three buses and the ME Interface, the badge stays over the AE2 cube.
  Bugfixes:
    - A storage cell item of another quality than normal keeps its quality (issue #394): it came out as a normal cell as soon as a drive, the ME Cell Workbench or the ME IO Port wrote it again (taken out of a drive, a partition or card changed, a mined drive). Its capacity is the same in every quality; cells of older saves that sit in a drive come out as before, in normal quality.
    - The quality row of the item picker (in every window that opens it: a cell's partition, the ME Interface's rows, the bus filters and the others) no longer runs off the picker and the screen with a mod that adds many qualities, such as Infinite Quality Tiers (issue #380): more than two rows of quality buttons scroll in a box two rows high, so the picker keeps its size; the chosen quality is scrolled into view. The game's five qualities look as before.
    - An ME Export Bus fills a crafting machine to two crafts of its recipe when the recipe needs more than a stack of an item (issue #382, as an inserter does): before, it stopped at one stack, so a recipe that takes 200 of an item that stacks to 100 never started, however many buses fed the machine. Several buses on one machine still never fill it past that level; a chest, a lab and a recipe that needs less than a stack are filled as before.
    - A copy (Ctrl+C) or blueprint pasted over an ME block of the same kind that stands there already gives that block the settings of the copy (issue #383): the filters, rows, priority, mode and the other settings of the ME Interface, the import, export and storage bus, the drive, the pattern provider, the level maintainer, the circuit interface, the monitors and the level emitter. The game makes no ghost there and tells no mod, so such a block stayed blank. A copy built on free ground, a copy of ghosts and a cut kept the settings already. Not for blueprints with rails or absolute grid snapping.
    - A Void ME Storage Cell or Void ME Fluid Storage Cell without cards warns in red in its drive slot tooltip and in its item tooltip too (issue #376), not only in the cell window: the warning was shown only together with cards.
    - A crafting job of a save of Gregtorio Continued 0.3.x (the logistic ME network) that was running on a legacy Crafting CPU went on after the update (issue #332): before, it stayed queued forever with the items it held and no terminal listed it, because the converted network had replaced the block it was started from and nothing stood where its CPU had been. It now finds its network through an ME block next to that place (the cables to the old CPU) and takes a free crafting CPU.
Version: 0.5.3
Date: 2026-10-11
  Features:
    - The filters of the ME Import Bus and ME Export Bus can name a quality (issue #291): their picker shows the quality row. An import bus with a Rare iron plate filter takes only Rare plates, an export bus with one exports Rare plates. A filter in normal quality (and every filter from before) works as before: the import bus takes the item in every quality, the export bus exports normal quality; the filter's tooltip says which. A machine's recipe pasted onto a bus gives its filters the recipe's quality.
    - The ME Chest can be placed (issue #229, AE2's ME Chest): one storage cell and a terminal of its own that shows and works on that cell only. It works without an ME Controller on power from the grid (4 kW, a power pole in reach; a small buffer of its own) and, in a working ME network, its cell is network storage at the chest's priority while the network pays its power. Inserters put items into it and pipes fill a fluid cell; what the cell refuses waits in its input slot and can be taken back in the window. Its light shows the cell's fill, dark without power. AE2's recipe (with the stand-ins of issue #233): 2 plastic bars, an ME Terminal, 2 fluix cables, 2 iron plates and a copper plate. The window holds the cell slot, the priority, the power state and the input slot above the terminal's storage grid.
    - The Sticky Card (issue #193, AE2-Unofficial's): in an ME Storage Bus or a storage cell (ME Cell Workbench), an item or fluid the storage already holds, or is partitioned for, goes into it before any other storage, whatever the priorities; when that storage is full the item is not stored elsewhere. Made from an advanced card and an iron chest, unlocked with ME Upgrade Cards.
    - The Wireless ME Terminal (issues #153, #205 to #211; technology ME Wireless Terminal): a hotkey (Ctrl + Shift + T by default) opens the ME Terminal of its network from anywhere in range of an ME Wireless Access Point, and a button switches to the ME Pattern Terminal (Encode puts the pattern into your inventory). Link the terminal by clicking an access point or the ME Controller with it in hand. It holds 100 MJ and uses 0.2 MW while open (more far from the access point); charge it in the new ME Charger (1 MW from the network while it charges).
    - ME Wireless Access Point: a network member with a range of 32 tiles, up to 224 with four Wireless Boosters in its card slots (20 to 90 kW through the controller).
    - ME Wireless Terminal Module: armour equipment that works like the terminal item and is charged by the grid.
    - The ME Interface has three card slots for the new ME Interface Capacity Card (issue #196): each card gives it 9 more config rows (9, 18, 27 or 36). Only that card fits an interface. The rows list scrolls; a card taken out leaves the rows it gave kept but idle until a card gives them room again, so nothing is lost. Blueprints, settings paste and clones carry the cards; the recipe paste fills as many rows as the interface has. The card is made from an advanced card and a capacity card and unlocked with ME Upgrade Cards.
    - The ME Pattern Provider has three card slots for the new ME Pattern Capacity Card (issue #156, AE2-Unofficial's Pattern Capacity Card): each card gives it 9 more pattern slots, so a provider holds 9, 18, 27 or 36 patterns. Only that card fits the provider, and the Capacity Card does not. The window shows the cards, "Patterns: n of m" and a scrolling list of slots; a card cannot be taken out while a pattern sits in a slot it gives. If a provider loses a card another way (a settings paste from one with fewer cards), the patterns in the slots above its new size drop next to it and the force is told: a pattern is never lost. Mined, the provider returns its patterns and its cards; blueprints, settings paste and clones carry the cards (taken from you, then from the network). The card is made from an advanced card and a capacity card and unlocked with ME Upgrade Cards. Providers from before keep their 9 slots and patterns.
    - The ME Storage Bus window has a filter mode, Whitelist or Blacklist (issue #155): with a blacklist the bus handles everything except its filters, without needing an Inverter Card. An Inverter Card still makes the blacklist and then fixes the setting ("Blacklist (Inverter Card)"). The mode goes with blueprints, settings paste and clones; a bus from before is a whitelist. The window also says whether a Fuzzy Card makes the filters match every quality.
    - The blocks of a Crafting CPU look like one unit (issue #152): a side that touches another block of the CPU has no frame and the dark face runs on into the neighbour, so a 2 x 3 or 4 x 4 CPU is one slab with a frame only around the outside; a lone block keeps its full frame. A CPU that runs a job shows amber details on its blocks, so you see from outside which CPUs work; a group that is no CPU stays dark. The storage tier colours, the co-processor and the monitor screen are kept.
    - The tooltip of a cell inside an ME Drive (and in the ME Terminal's Cells tab) writes the name of every item and fluid behind its icon, one per line, in the partition (up to 6, then "+N more") and in what the cell holds (up to 5 with their amounts) (issue #147).
    - The window of a Crafting CPU is titled by the CPU ("Crafting CPU 47"), whichever of its blocks you click, and the ME Terminal names the same CPU the same way; a group of blocks that is no CPU is titled "Crafting blocks" (issue #151). The window is laid out as a short status ("Working", "No job", "Not a Crafting CPU", "Network not working"), a table of size, crafting storage (used / total bytes with its bar), co-processors with speed and monitors, a row of icons with the number of blocks of each type, then the job. The explanation of a group that is no CPU shows only then, and the help text is the status line's tooltip.
    - The ME Controller window shows where the network's power goes (issue #149): the total in W, kW or MW (it said "1.9k kW"), then a line per kind of block (the controller's base draw, drives, interfaces, buses, providers, terminals, level maintainers, circuit interfaces, each kind of crafting block) with the number of blocks, the power in all and the power of one, biggest first. The lines add up to the total. When the controller's power buffer is not full, the window says that its electric network delivers less than the network asks for.
    - The ME Interface window lists the fluids its sides hold (issue #311), below the items: per side its fluid with the game's tooltip, the amount of the side's volume with a bar, the temperature when it is not the default, and what the side's pipes hold with it, so a side whose pipes are full is not mistaken for an empty one. The side rows above say it in short (the fluid's icon and how full the tank is) instead of a long line that could be cut off next to the side's drop-down.
    - Pointed at in the world, the ME Interface's tooltip lists the fluids its sides hold too (issue #322), as a status line: each fluid's icon with the amount of the side's volume, and its temperature when it is not the fluid's default.
    - Ctrl + F (the game's "Focus search" key, also when rebound) puts the cursor into the search field of the ME Terminal and of the item picker and selects its text, as in the game's own windows (issue #148). With the picker open the key goes to the picker.
  Changes:
    - ME Network requires its texture mod ME Network - AE2 Textures (issue #325): the mod portal installs it with ME Network, so everyone sees the graphics of Applied Energistics 2. The texture mod stays a mod of its own under CC BY-NC-SA 3.0 (no commercial use); ME Network's code stays GPLv3.
    - Every standalone recipe is AE2's (issue #233): AE2's ingredients and counts, each AE2 material by one vanilla item (iron ingot = iron plate, gold = copper plate, redstone, glowstone and fluix = copper cable, certus quartz = stone, glass and quartz glass = plastic bar, sky stone = stone brick, logic, calculation and engineering processor = electronic circuit, advanced circuit and processing unit, the cores = electronic circuit, piston = fast inserter, crafting table = assembling machine 1, ...; the table is in docs/AE2.md, "Recipes"). The ME Controller and the ME Drive take an advanced circuit for AE2's engineering processor, so the network still comes after advanced circuits; the ME Drive no longer takes an ME Chest (issue #231). A fluix cable craft makes 4, a blank pattern craft 2, a Wireless Booster craft 2. ME Network now also needs Lamp and Fast inserter, ME Autocrafting and ME Upgrade Cards Circuit network Gregtorio Continued keeps its own recipes.
  Graphics:
    - 3D-style technology icons (issue #222, the last batch of #154), made from the 3D-style icons: ME Network the drive, the storage technologies the cells of their tier (the fluid ones the fluid cells), ME Upgrade Cards three cards, ME Autocrafting the Molecular Assembler, ME Automation the Level Maintainer, ME Co-Processing the co-processing unit, ME Quantum Crafting the 256k crafting storage, ME Wireless the access point.
    - 3D-style icons at 64 px (issue #221, the fourth batch of #154) for the upgrade cards (plates with depth, like the blocks), the blank and the encoded pattern, the storage components and the storage housing (bevelled), the Wireless ME Terminal and its module (plates; the module also in the armour's grid) and the ME Wireless Booster (bevelled).
    - New icons of our own (issue #238) for the storage housing, the storage components (memory modules on a circuit board, the tier's colour as a stripe and pips), the fluix cable (a cable drum) and the 32 px icons of the ME Controller, Drive, Terminal, Interface and Chest. They replace the icons taken over from the original Gregtorio 0.1.9, which looked like Applied Energistics 2's art. The storage cells and fluid cells (with their 3D-style icons), the old drive items, the Wireless ME Terminal and its module and the technologies ME Network, ME 64k Storage, ME 256k Storage, ME Fluid Storage and ME 256k Fluid Storage were made from those icons and are drawn anew.
    - 3D-style pictures for the ME Pattern Provider, the ME Molecular Assembler (idle and working), the ME Cell Workbench, the crafting blocks of the crafting CPUs (connected: depth and outline only around the CPU's outside), the ME Wireless Access Point and the ME Charger, and their icons (issue #220, the third batch of #154).
    - 3D-style pictures for the ME Interface, the ME Import, Export and Storage Bus (every direction; the buses lie flatter, they can be walked over), the ME Level Maintainer (on and off) and the ME Circuit Interface, and their icons (issue #219, the second batch of #154).
    - New 3D-style pictures for the ME Terminal, the ME Pattern Terminal, the ME Controller, the ME Drive, the cable and the underground cable, and the storage cells (issue #218, the first batch of #154): blocks with depth to the east and south and an outline, isometric item icons, cells as boxes, all at 64 px.
  Bugfixes:
    - The ME Wireless Terminal Module can be linked by clicking an ME Wireless Access Point or the ME Controller with it in hand, like the Wireless ME Terminal (issue #308): the click opened the block's window instead, and the module could be linked only by pointing at the block and pressing the wireless key once it was in the armour, which still works.
    - An ME Interface imports fluid that reaches one of its import sides again, also when nothing woke it (issue #313): a side that had no pipe stopped being looked at, so fluid from a pipe or machine that connected without a build (a machine's fluid box connects only once its recipe is set, a rotated pump) stayed in the side's tank for good, and a tank the network had no room for stayed full when room came by a partition or a priority change. An interface now looks at such sides at least every few seconds; its window says "waiting" for a side that holds fluid it has not looked at yet.
    - The search of the ME Terminal (Storage and Crafting tabs) and of the item picker finds an item or fluid by the name you see in your language (issue #295), not only by its internal name: with Gregtorio Continued "HV circuit" finds the HV Circuit (processing-unit). The names are translated by your game a few ticks after the first terminal or picker opens; until then the internal name is searched.
    - The picker's quality buttons wrap into rows (issue #291): with a mod that adds many qualities (Infinite Quality Tiers) they ran past the window and the screen, and the higher qualities could not be chosen. With the game's five qualities nothing changes.
    - A character can walk between two solid ME blocks on neighbouring tiles (issue #268): the ME Drive, Chest, Interface, Pattern Provider, Level Maintainer, Circuit Interface, Cell Workbench, Molecular Assembler, Wireless Access Point and Charger have a slightly smaller collision box (a gap of 0.42 tiles instead of 0.3), with no other mod needed. Their selection box is the same. The blocks of a Crafting CPU stay as they were.
    - The cell lights of the ME Drive and the ME Chest are no longer drawn over the character standing in front of the block (issue #267): they are part of the block now and hidden by the character like its picture.
    - The ME Pattern Provider shows its whole picture (issue #269): only its top left quarter was drawn, at twice the size.
    - A crafting job with a processing pattern that asks for more of a fluid than the machine's recipe takes (a typed 15 for a recipe of 14.4, or a tiny bit more) no longer stops after its first run waiting for a machine (issue #270): the fluid the machine leaves behind is no longer taken for a run it did not do. The rest goes back into the network.
    - A processing pattern filled from a recipe in the ME Pattern Terminal shows its fluid amounts as clean numbers (issue #261): 14.4 instead of 14.400000035763 (the engine keeps fluids on a fine grid, and Gregtorio Continued rounds its recipes up to it). The clean amount always means the same as the recipe's (the network still hands the machine exactly what it needs); an amount with more digits than that stays as it is. A pattern from before shows the clean amount in the editor too.
    - The ME Storage Bus window's filter caption says "Blacklist" also when the filter mode (not an Inverter Card) makes the blacklist (issue #194).
    - A player removed from a multiplayer game no longer leaves items parked from remote view (and a hand-over buffer) in the save (issue #179).
    - The ME Interface window says why a card is refused ("This does not fit here", the limit, every slot taken) instead of showing a missing text.
    - Cards in the hand-over buffer no longer fill a card slot again when you take a card out (issue #201): with a stack of cards lying in the buffer beside your inventory (the block takes three, the rest stays), a click on a card in a slot put a new one in at once, so a card seemed to duplicate and shift + click filled your inventory card by card. A stack the block refused is left alone until it changes.
    - The ME Level Maintainer shows whether it works (issue #254): it was always drawn lit, even with no cable to a network. Now it is lit while its network works and its circuit condition lets it run, and dark without power, outside a network or with a false condition (a change through the circuit network shows within a second).
    - Ghosts of the ME Terminal and the ME Level Maintainer show their picture again (issue #258): since the terminal's screen is drawn by the script (issue #128) a ghost of it (blueprint, undo) was invisible, and so was the maintainer's.
  Info:
    - Modding: the ME Import, Export and Storage Bus draw their plate and arrows as a layer of their own over their picture (issue #282), placed by the new bus view of the mod-data "fork-me-network" (docs/API.md), so a graphics mod can replace the picture and keep them. They look as before.
    - Modding: the mod-data "fork-me-network" has a controller view (issue #278, docs/API.md; set it in data.lua or data-updates.lua): an animation for each state of the ME Controller (no power, working, conflict) that is drawn over its picture, for a graphics mod. Without one, it looks as before.
    - Modding: the mod-data "fork-me-network" has a drive view (issues #264, #267, docs/API.md; set it in data.lua or data-updates.lua): where the ME Drive's and the ME Chest's cell lights sit on their pictures and, optionally, sprites for the cells themselves, for a graphics mod that replaces those pictures. Without one, they look as before.
    - Licenses (issues #235, #239): ME Network stays GPLv3 (its GT5-Unofficial graphics LGPL-3.0), and its zip carries that license only. Graphics of Applied Energistics 2 (CC BY-NC-SA 3.0) get a separate, optional mod, ME Network - AE2 Textures, which depends on ME Network and replaces its sprites when you install both; ME Network never needs it. That mod replaces nothing yet, and no sprite of ME Network changes.
Version: 0.5.2
Date: 2026-10-08
  Features:
    - The command /me-remote-probe prints what the game reports for your controller (controller, character, main inventory, cursor), for bug reports from remote view.
  Bugfixes:
    - ME windows work in remote view on a space platform (issue #176): the game has no inventory window there, so the window draws your character's inventory on its left (even when the character is on another planet), and a click on a stack in it sends it to the drive, workbench, provider, bus or network. Before, nothing could be put in at all. Without a character the window says that you have no inventory.
    - Taking an item out of an ME window in remote view (issue #177): a cell, pattern, card or terminal stack goes straight into the character's inventory with the message "Moved to your inventory", never silently through the hand. Without an inventory, or when it is full, it stays in the block and the window says why (it said "inventory full" for a missing inventory). Items that have no place any more are never spilled onto the character's planet from remote view: they are kept for you and come back when you have room.
Version: 0.5.1
Date: 2026-10-07
  Features:
    - Every ME window opens next to the game's own inventory window, with the game's click rules (issues #150, #168). Between them is a hand-over buffer of 20 slots: what you put into it goes where a shift + click sent it before (into the network, a cell into the drive, a pattern into the provider, a card into its slot); what the block cannot take stays there and comes back when the window closes. The map setting "ME windows beside the game's inventory" turns it off (the windows then draw your inventory themselves, as before).
    - Fluids keep their temperature in the network (issue #159): steam that goes in at 250 °C comes out at 250 °C (it came out at 15 °C, too cold for steam engines and turbines). Every temperature of a fluid is stored on its own, in whole degrees, and is a type of its own in the fluid cells; nothing is ever mixed. A fluid at its default temperature is stored as before, so saves, filters, interface rows, patterns and level maintainers keep working unchanged.
    - The picker of the ME windows has a temperature field for fluids: an interface row, an import, export or storage bus filter, a cell partition in the ME Cell Workbench, a level maintainer, a circuit interface filter and a pattern row can name one temperature (the slot shows it as its number). Without one, a filter, an interface row or an export bus takes every temperature of the fluid: the default one first, then from the coldest to the hottest, never a fallback to 15 °C.
    - The terminal shows each temperature of a fluid as an entry of its own ("Steam (250 °C)" in the tooltip).
  Changes:
    - The tooltip of a cell inside a drive (the ME Drive window and the Cells tab of the ME Terminal) tells what the cell's own item tooltip tells and what it holds (issue #147): its name, item or fluid cell and size, the fill, the partition as icons, whitelist or blacklist, the cards and what they do, and the first five kinds it holds with their amounts ("+N more" for the rest), then the click hints.
    - Pasting a recipe onto an ME Interface keeps one craft of the recipe in its rows, not a stack of each item and a side's volume of each fluid; a craft that needs more than a row holds fills the row and says so (issue #157).
    - An export never mixes temperatures: an interface side, a tank or a machine box that holds a fluid gets that fluid only at the same temperature, and a machine whose recipe takes a temperature range gets only what fits it. An export bus that moves nothing for that reason says so in its window ("The network holds steam only at 15 °C, the target takes 200-600 °C").
    - A storage bus on a tank of hot steam stores the steam at its temperature: the network puts steam of that temperature into the tank, and what is taken from it leaves hot (before, it counted as cold steam and nothing went in).
    - Autocrafting: a recipe that makes a hot fluid stores it hot, and a recipe that needs a fluid temperature or a range of temperatures is a pattern now and takes the fluid the network holds at a temperature that fits (it was refused with "needs a fluid temperature the network does not store").
    - The circuit interface's signal of a fluid is the sum of its temperatures; a filter of one temperature gives only that one.
    - The partition buttons of the storage cell window use the mod's picker, so a cell can be partitioned for one temperature of a fluid there too (issue #161).
    - "From contents" of a storage bus on a tank of hot steam makes a filter of that temperature, and a recipe pasted onto an ME Interface or a bus keeps the recipe's exact fluid temperatures (issue #161).
    - An import bus or interface that brings in a fluid the network holds at five or more temperatures says so in its window: fluid whose temperatures mix in pipes before it comes in is a type of its own per degree (issue #161).
    - A processing pattern that names the recipe it was encoded from (as the ME Pattern Terminal encodes it) switches the assembling machine next to its provider to that recipe, as a crafting pattern does: the Molecular Assembler and the machines of other mods no longer need their recipe set by hand, and a machine is switched between the patterns of its jobs one job at a time; a machine busy on another recipe is switched when it is done. A fixed-recipe machine no longer takes a processing pattern of another recipe (issue #158).
    - Saves from before 0.5.0 are no longer converted (issue #146): such a save (ME Network 0.1.0 to 0.3.x, or Gregtorio Continued 0.4.x and older) is refused with a message when it loads, and the file stays as it was. Load it once with ME Network 0.5.0, save it, then update. Gone with it: the hidden old controller, drives and interface of before the ME rework, the old ME Fluid Interface and Fluid Import / Export / Storage Bus, the old fluid drives, and the conversions of patterns from before 0.5.0. The old drive items stay (placing one still gives an ME Drive with its cells); a stray item of an old fluid block becomes its unified block.
    - The legacy single-block Crafting CPUs (ME Crafting CPU, ME Co-Processing Crafting CPU, ME Quantum Crafting CPU) are gone (issue #145). Loading an older save removes the placed ones; a job that ran on one pauses with everything it holds and goes on on a free multiblock CPU of its network that is big enough (Cancel gives everything back). The CPU items in inventories and chests become 1k crafting storages.
    - A pattern machine with a pipe on a fluid box the recipe uses is refused before the provider switches its recipe also when the machine switches its fluid boxes off without a recipe (Gregtorio's machines): the provider window says so at once instead of showing the pattern as usable (issue #164).
  Bugfixes:
    - A job no longer waits forever for a byproduct that comes only at a chance (issue #171, with Gregtorio's ore crushing): a processing step waits only for the outputs the job wants of it, other outputs go into storage when they come. "Fill from a recipe" of a processing pattern leaves products that come at a chance out of the rows (before, such a recipe gave no valid pattern). A job started before the update still waits for every output of its pattern: cancel it and start it again.
Version: 0.5.0
Date: 2026-10-06
  Features:
    - The ME Pattern Terminal (issue #130): a block of its own that encodes patterns, crafting patterns and processing patterns, as GTNH's AE2 has it. It takes its power from the network (8 kW through the controller, no pole) and can be walked over. It has two slots: a blank pattern slot and an output slot. Encode takes one blank pattern from the blank slot, else from the network (with none it does nothing and says why), and puts the encoded pattern into the output slot (shift + click on Encode: into your inventory); an encoded pattern lying in the output slot is encoded again in place without a blank. Clicking the empty blank slot with an empty hand fetches blank patterns from the network. Load pattern and Clear pattern work on the pattern in your hand or in the output slot. Made from an ME Terminal, a blank pattern, a processing unit and fluix cable; unlocked with ME Autocrafting.
  Optimizations:
    - Crafting jobs cost less per step in a big base (issue #59): a step finds a free machine for its pattern faster and no longer reads the recipe's ingredients and the items' stack sizes from the game each time (the job steps take a third less time at 20 000 buses and interfaces). Which machine a job takes is the same.
    - Storage buses and interfaces make less garbage (issue #59): the inventory and fluid box objects of the chests and tanks they read are kept instead of being asked for anew at every visit, and a storage bus read reuses its tables (at the size of a typical base the script time falls by 4 %, its worst ticks by 10 %; a base of 20 000 buses and interfaces keeps about 10 MB more in memory for it).
    - The scheduler and the network's storage functions make less garbage and read fewer prototypes (issue #115): 3 to 5 % less script time from the size of a typical base up to 20 000 buses and interfaces.
    - An ME Interface that imports looks only at the slots it has to: it stops once it has seen every stack instead of reading the empty slots too, and an insert no longer asks storage buses that are known to be full for the item (5 % less script time at 20 000 buses and interfaces).
    - Taking items out of a storage cell that still has room no longer walks every item the cell holds (5 % less script time from 5000 buses and interfaces up).
    - Interfaces and buses find their network without asking the game for their own entity again at every visit (2 % less script time at the size of a typical base).
    - Buses, interfaces, storage buses and crafting jobs keep the game's functions of the chests, tanks and machines they read instead of asking for them at every call: 40 % less garbage at the size of a typical base, 20 % less in a base of 20 000 buses and interfaces (which keeps about 14 MB more in memory for it).
  Changes:
    - The ME Terminal and the ME Level Maintainer take their power from the network (issue #128): no electric pole next to them any more. The ME Controller draws it, 8 kW per terminal and 30 kW per level maintainer (what a pole supplied before), so a network costs what it cost, only from the controller; the terminal's screen is drawn by the script (issue #139); the legacy single-block Crafting CPUs keep their own power connection. They work exactly when their network does: a terminal in a network without power says "The ME Controller has no power", its screen is dark and its light off while the network does not work (no controller, a conflict, no power) and lit when it does, and a level maintainer sleeps until the network works again. A terminal or level maintainer that had no pole in an existing save starts to work.
    - The ME Import Bus, Export Bus, Storage Bus and the ME Terminal can be walked over, like the ME cable (issue #129): the player walks over them instead of around them. Nothing can be built on them and items on the ground keep out. Cars and tanks drive over them as well (they collide through the same layer as the player). The buses are drawn under the character. The ME Interface, drive, controller, pattern provider, level maintainer, circuit interface, crafting blocks and the Cell Workbench stay solid.
    - The ME Terminal has no Patterns tab any more (issue #130): patterns are encoded in the new ME Pattern Terminal (the tooltips of the blank and the encoded pattern say so). Encoding no longer searches your hand and your inventory for a blank pattern: it uses the block's blank slot and the network. Patterns, providers and jobs of existing saves are untouched.
    - The ME Molecular Assembler is one tile instead of 3x3 (issue #131), like AE2's block, in this mod and in Gregtorio Continued; up to three fit around one pattern provider (its fourth side joins the network). Existing 3x3 setups are not converted: an assembler in an old save stays where its centre is and becomes one tile (its recipe, items and cards are kept), so a pattern provider that touched the edge of the old block is one tile away and its patterns say "No machine or chest next to the provider" until you move the assembler or the provider next to each other; a crafting job that was waiting for it waits for a machine (it holds its ingredients and goes on once the machine is moved, or cancel it). New pictures for the idle and the working block.
  Info:
    - The mod description names the Discord server of ME Network and Gregtorio Continued: https://discord.gg/bfkwAanSD8
  Bugfixes:
    - The ME Crafting Monitor counts down (issue #140): it shows the amount the job still has to make and lowers it with every finished craft of the job's steps, where it showed the amount asked for until the job ended.
Version: 0.3.1
Date: 2026-10-06
  Features:
    - The Acceleration Card (issue #110): a card of the ME Network now (it was Gregtorio's own item that did nothing), made from an Advanced Card and a processing unit in the ME Upgrade Cards technology. It is a module: the ME Molecular Assembler has five module slots for it, each card adds 80 % crafting speed and 80 % power use (five cards: 5 times as fast at 5 times the power, as in AE2). No other machine or beacon takes the card, and the assembler takes no other module. The ME Import Bus and Export Bus have four card slots for it as well (the window shows them): 1 to 4 cards make the bus move 8, 32, 64 or 96 times the items per second of the "Bus speed" setting, fluids are not sped up. The cards are kept in blueprints, copies, pastes and clones like the storage bus's, and given back when the bus is mined.
    - An ME Export Bus can feed a lab (issue #86): its filters are the science packs, and it keeps one stack of each in the lab's slots, topping them up as the lab uses them. With science packs storable in the network (issue #76) a pack line can run from the drives into labs. A pack the lab does not use, or any other item, stays in the network; an ME Import Bus facing a lab has nothing to take.
    - The command /me-stats shows what the ME network near you does: its members, how many interfaces and buses are busy, probing or parked (and why), the crafting CPUs and jobs, and the scheduler's work of the whole map over the last minute (visits against the budget, backlog, starved arrivals, missed wakes, the time between two visits of a block with work). /me-stats all lists every network.
  Optimizations:
    - Large networks (issue #38): when a bus or interface with work is visited again follows the machine or chest on its other side: the visit sees what it used or gathered since the last one and comes back before that runs out, instead of taking its turn in one line (5 seconds between two visits of a busy bus with 5000 blocks, 20 seconds with 20 000). A block whose machine had run out is served first the next time. The same rule for the storage bus reads, the level maintainer checks and the crafting job steps: the work per tick is what is due, between a floor and a ceiling.
    - A block with nothing to do on its machine's side (an empty source, a full target) only looks there now and then with one cheap check; a block waiting for the network (its item missing, the network full, no power) costs nothing until the network wakes it, and so does a stocked level maintainer until its item is taken.
    - A block that wakes (its item comes into the network, the power is back, something is built in front of it, its settings change) is visited before the line, not at its end; a level maintainer whose item was taken reacts within a tick again in a big base.
    - Removing many blocks at once is about twice as fast in a base of 20 000 (a removed bus or interface left a list of all of them, which was scanned from the start), and a cable placed next to a big base no longer wakes the unconnected blocks of the whole map.
    - Removing many cables and blocks at once from a big network is several times faster again (1000 blocks from 1.5 s to 0.18 s in a base of 20 000): a removal that cuts the network no longer searches all of it, only the smaller part, and no longer rebuilds the storage index of the rest.
    - Interfaces and buses make less garbage and do less per visit in a big base: an interface with nothing at its sides does not look at them, the chest is walked only when something unexpected lies in it, and a bus learns how long its machine's buffer really lasts, so a steady buffer is visited less often.
    - Storing items and fluids in a big network is much faster: an insert no longer asks every full storage cell that holds the item first (at 20 000 buses and interfaces the script time per tick falls by a quarter, to that of 0.3.0, while the network moves a fifth more).
    - Crafting jobs cost less per step: the ingredients and products of a job's pattern are no longer made anew at every step (a quarter of the job's step time in a big base).
    - Loading a big base no longer stalls the first tick (150 ms at 20 000 buses and interfaces, now 4 ms), and a hitch of 140 ms every 100 seconds in such a base, the check for members that vanished without an event, is gone.
    - Updating the mod in a big base rebuilds the network graph faster (0.8 s to 0.5 s at 5000 buses and interfaces).
    - Starting a crafting job (the Craft button, a level maintainer) no longer stalls a tick with big recipe sets: the check of the pattern providers the job uses before it starts is about five times faster (the start of a deep GregTech item from 37 ms to 12 ms, a vanilla one from 6 to 2 ms), and so is the providers' scan that runs in the background. What the providers find is the same.
    - An open ME Terminal costs much less in a big network: its list of items and fluids is kept while the network's contents do not change and is sorted again from the last one when they do, the storage tab sets only the buttons whose item or amount changed instead of building all of them again every second (an open tooltip stays open), and the cells tab no longer copies every cell's contents.
    - Big networks with many storage buses store and take items faster: the sorted lists of the cells that hold an item are kept up to date when a cell starts or stops holding it, instead of being sorted anew (at 20 000 buses and interfaces 40 % fewer ticks over 5 ms).
  Changes:
    - The tooltip of a storage cell (issue #64) says how it is set up: what it holds (an empty cell: its size in bytes and types), its partition as icons (with the quality where it is not normal, fluids for a fluid cell; 12 at most, then "+N more"), whether it is a whitelist or, with an Inverter Card, a blacklist, and its cards as icons with what Fuzzy, Equal Distribution and Overflow Destruction (in red) do, always in that order. Before, a cell that held anything did not say that it was partitioned, and a blacklist read like a whitelist. The text is written when a cell leaves a drive or the ME Cell Workbench: a cell that already lies in a chest or an inventory keeps its old tooltip until it passes through one of them.
    - ME Cell Workbench: the partition slots are shown without a cell too (issue #37). They set the partition the next cell without one gets: items for an item cell, fluids for a fluid cell, both can be prepared at once. It goes onto the next cell also when "Keep the partition" is off; with it off the workbench forgets its partition when a cell is taken out, as before. "From contents" is greyed out without a cell.
    - ME Cell Workbench (issues #69, #82, #94): the partition slots open a picker of the mod's own, like the game's: the item groups as tabs, a search, the items and fluids of the group, a row with the qualities at the bottom and the green check at its right (the confirm key, "E" by default, takes it in; Escape closes the picker first). Only items (with quality) and fluids can be chosen, no virtual signals and no other signals. A filled slot opens it with its element and quality chosen, right click empties it; with a cell in the workbench the slots are the cell's, of its kind.
    - The filter buttons of the ME Import, Export and Storage Bus, the rows of the ME Interface, the target of the ME Level Maintainer, the filter buttons of the ME Circuit Interface and the rows of the pattern editor in the ME Terminal open the same picker (issue #70): no virtual signal can be chosen any more, items and fluids only (with a quality row where the place takes a quality: the interface rows and the storage bus filters). Right click empties a slot (before, a virtual signal emptied an interface row).
    - Map settings: the visits per tick of interfaces and buses, storage buses, level maintainers and crafting jobs are floors now ("at least"), and each has a ceiling ("at most": 32 interface and bus visits, 24 storage bus reads, 12 maintainer checks, 2 job steps per tick by default) that bounds the script time of a big base.
    - In a base with few busy interfaces and buses the spare visit budget buys margin instead of being saved (issue #51): a bus or interface with work waits at most as many ticks as there are busy ones (at the default budget, never less than 15), so a machine whose input runs out faster than its bus expected no longer waits for it. It costs at most one visit per tick; a big base, where the budget is used, is not affected.
    - /me-stats: the starved arrivals show how long the machine's side had been empty or full (an estimate from the rate of the visit before), and times under a second are shown in ticks.
    - Crafting plans are much faster with big recipe sets (issue #50): a plan of a deep GregTech item took 200 to 500 ms, now 5 to 12 ms, and the crafting tab's preview, a level maintainer retrying a job and the plan at a job start reuse the last plan while nothing it depends on changed (a refresh of the preview costs about 0.3 ms). The plans themselves are the same.
  Bugfixes:
    - Damaged items (a mined wall, belt, chest, turret ...) can be stored in the ME network again (issue #104): the terminal's store, a shift + click in an ME window, an ME Import Bus and an ME Interface take a damaged stack with its health, keep it apart from the whole ones (the terminal shows "Damaged: 50% health") and give it back damaged. Partly used tools, ammunition and repair packs are still refused (the message says so). A storage bus never puts a damaged item into its chest.
    - A damaged item (a mined wall, belt or chest) no longer becomes a whole one in the ME network (issue #84): a storage bus takes only the whole stacks of such an item out of its chest and leaves a damaged stack in it, and the surplus of an ME Interface row never takes a damaged stack. The terminal may show a damaged stack in a storage bus's count until the first take finds it.
    - An ME Import Bus whose chest holds only stacks the network refuses (a used science pack, a damaged item, a blueprint) is no longer parked as if the network were full (issue #85): it is probed like any empty bus, so whole items that arrive in its chest are taken within a few seconds instead of up to a minute. A bus that also has whole items no longer comes back at full speed for the stack it can never take.
    - A chest that refills itself behind an ME Storage Bus (an infinity chest, an inserter feeding it) shows its next stack in the ME Terminal within a fraction of a second after the network took the last one (issue #67), not after one to three seconds: the bus looks at its chest again 5 ticks after an item type ran out, and the terminal refreshes your window once more shortly after you take something. A bus whose second look found nothing does not look again after every item type that runs out (a chest that stays empty costs one extra look), so big bases are not slowed down.
    - The ME Terminal's storage tab (and the contents of a cell in the cell window) shows the description of a stored storage cell or encoded pattern (issue #79): its contents, partition and cards, or what the pattern makes, below the item's usual tooltip. Before, all stored cells and all stored patterns looked alike there.
    - The slots of the ME windows (your inventory on the left of every window, the workbench's cell and card slots, a storage bus's card slots) show the description of the stack in them (issue #75): a storage cell its contents, partition and cards, an encoded pattern what it makes. They showed the item's own text, so cells and patterns could not be told apart where they are handled. The text comes below the item's usual tooltip. Other things a stack has of its own (a blueprint's name, durability, a spoil timer) are still not shown there.
    - Science packs, ammunition and repair packs can be stored in the ME network again, by every way: shift + click and control + click in the inventory pane, the terminal's "Store item in hand", import buses and interfaces (issue #76; they were refused as "items with an inventory or grid" since 0.1.0, so a science pack line could not run through the network). Whole ones go in and come out with the count they went in with; a used one (a science pack or repair pack with durability used, a magazine that was fired) is refused as "damaged or partly used" and stays where it is, and so is a stack whose top item is used. A control + click goes on past a stack the network refuses.
    - A refusal names what was refused: blueprints and books, planners, the spidertron remote, vehicles and other items with entity data, armor, items with an inventory and items with a label each have a message of their own (a label was lost when an item with tags was stored).
    - A used science pack, magazine or repair pack no longer becomes a whole one in the network: an ME Storage Bus on a chest counts and takes only the whole stacks (the used stack stays in the chest, and nothing is put into a chest that holds one), and an ME Interface's surplus of a row is taken from whole stacks only.
    - An export bus with a fluid filter that fills a large tank or fluid box counted as starved at every visit (in /me-stats) and was visited more often than it needed: only an insert that the target's room ended counts now.
Version: 0.3.0
Date: 2026-10-03
  Features:
    - Upgrade cards as in Applied Energistics 2 (technology ME Upgrade Cards): Basic and Advanced Card, Capacity Card, Overflow Destruction Card, Fuzzy Card, Inverter Card and Equal Distribution Card.
    - The ME Storage Bus has 5 card slots: each Capacity Card gives 9 more filters (up to 63), an Inverter Card makes the filters a blacklist, a Fuzzy Card makes them match every quality, and an Overflow Destruction Card destroys what the network stores into the bus and does not fit into its chest or tank (shown in red in the window, with the amount destroyed).
    - ME Storage Bus: "Filter on extract" (off: the filters decide only what goes in, the network sees and takes everything in the chest), "From contents" and "Clear" for the filters.
    - ME Interface priority: when the network has less of an item or fluid than its interfaces want, the interfaces of the higher priority are filled first. Kept in blueprints, settings paste and clones.
    - Cards are never made or lost: a mined storage bus gives its cards back, a destroyed one drops them; blueprints, settings paste and clones copy which cards a bus has and it takes them from the player or the network.
    - ME Cell Workbench (needs neither the network nor power): put a storage cell in to set its partition and its upgrade cards, with From contents, Clear and "keep the partition when the cell is taken out". Item cells take 4 cards, fluid cells 3: Inverter Card (the partition is a blacklist), Fuzzy Card (any quality, item cells), Equal Distribution Card (every kind gets the same share) and Overflow Destruction Card (what does not fit is destroyed). The cards travel with the cell; the cell window shows them.
    - Copy a crafting machine's settings (shift + right click) and paste them (shift + left click) onto an ME Interface, ME Storage Bus, ME Import Bus or ME Export Bus to set it up for the machine's recipe, like a requester chest: the interface gets one stack of each item ingredient and a fluid row for each fluid, the storage bus and the export bus filter the ingredients, the import bus the products. Works with every crafting machine (furnaces give their last recipe); a flying text says what did not fit or when the machine has no recipe.
    - Map settings for the network's work per tick: interface and bus visits per tick, storage bus visits per tick, level maintainer checks per tick, circuit interface updates per second, crafting jobs per tick, the speed of the import and export buses (items and fluid per second) and how long an idle bus or storage bus may wait.
    - Crafting CPUs are built from blocks, as in Applied Energistics 2: any solid rectangle of crafting blocks with at least one crafting storage is a Crafting CPU. Blocks: ME Crafting Unit, ME 1k, 4k, 16k, 64k and 256k Crafting Storage, ME Crafting Co-Processing Unit and ME Crafting Monitor (1x1, members of the ME network, powered through the ME Controller). The smallest CPU is a single 1k crafting storage. Any number of CPUs per network; each runs one job.
    - A crafting job needs crafting storage (AE2's rule: 1 byte per item, 1 per 10 fluid units of every step, 8 per step): a job too big for every CPU of the network is not started, with the bytes it needs and the biggest CPU named. Each co-processing unit makes its CPU hand work to the pattern machines once more per step (up to 16).
    - The plan preview in the ME Terminal shows the bytes of crafting storage a job needs and which Crafting CPUs can take it now, which are big enough but busy and which are too small. The window of a Crafting CPU (click any of its blocks) shows its status (or why its blocks form no CPU), size, crafting storage used and total, co-processors and its job with Cancel. An ME Crafting Monitor shows the item and amount its CPU is crafting.
  Optimizations:
    - Large networks: interfaces, buses, storage buses, level maintainers, circuit interfaces, crafting jobs and pattern provider rescans are no longer done in fixed steps every 15 or 20 ticks; each one has a tick of its own and the work is spread over all ticks. In a test base of 5000 buses and interfaces the script time fell from 2.7 to 1.3 ms per tick on average and from 357 to 10 ticks over 5 ms per minute, while the network moved 14 times as much.
    - A bus moves its speed times the time since its last visit: a bus with work moves 256 items or 4000 fluid per second however many buses the map has (it was about 1 item per second each with 5000 buses).
    - Idle blocks wait longer between visits, and wake at once when their item comes into the network, their settings change, they are rotated or something is built in front of them.
    - Storing and taking items no longer looks at every cell and storage bus of the network; building or removing a block no longer recomputes the whole network (28 ms to 0.2 ms in the test base).
    - The import bus takes ordinary items by count instead of slot by slot (fast on big chests).
    - Circuit interfaces share one list of the network's signals and write only when it changed.
    - A full storage bus is not asked again for every insert until its next read.
    - Drive lights are recolored instead of redrawn.
  Graphics:
    - Real icons for the seven upgrade cards (made from GregTech circuit boards, each with a sign and colour of its own; the Overflow Destruction Card is a warning sign), the ME Upgrade Cards technology, the ME Cell Workbench (with a shadow) and the mod thumbnail.
    - The crafting blocks (from GregTech casings and screens), dark while they form no Crafting CPU and lit when they do.
  Changes:
    - Every ME window shows your inventory on its left. In the ME Terminal shift + click on a stack stores it in the network and control + click stores every stack of that item (this replaces the terminal's own inventory grid); in the ME Interface, the import and export bus, the controller, the level maintainer, the circuit interface and the crafting CPU windows shift + click stores too. In the ME Drive shift + click puts a cell into a free slot, in the ME Pattern Provider an encoded pattern. What a block cannot take stays, with a short message.
    - The windows of the ME Storage Bus and the ME Cell Workbench show your inventory on their left: click a stack to pick it up, put it down, merge or swap it, right click for half a stack, shift + click to put cards or a cell into the block. Click a card or cell slot with an item in hand to put it in; what does not belong there is refused with a message and stays in your hand. While a cell lies in the workbench its cards are items in its card slots; taking the cell out puts them into it. Cards on storage buses and cells in workbenches of older saves are kept.
    - The storage bus modes also show AE2's names (bi-directional, extract only, insert only). A blacklist storage bus is not preferred for an item over other storage of its priority (AE2's rule); a recipe pasted onto a storage bus changes only its filters.
    - The ME Crafting CPU, ME Co-Processing Crafting CPU and ME Quantum Crafting CPU can no longer be crafted: they are legacy blocks that keep working (several jobs of any size), and jobs running on them go on through the update on the same CPU. Their technologies unlock the crafting blocks (ME Co-Processing: the co-processing unit, 16k and 64k crafting storage; ME Quantum Crafting: 256k crafting storage).
    - A crafting job (the Craft button or a level maintainer) starts only on a free Crafting CPU that is big enough; it is no longer queued behind busy CPUs. A job whose CPU loses a block pauses with everything it holds and goes on on the next free CPU that is big enough (the rest of its own CPU too).
    - A level maintainer starts its job as soon as its item is taken below its amount (it was checked in turn: up to 40 seconds in a big network), and checks a circuit target at least every 5 seconds.
    - A storage bus sees a change made by an inserter or a player within 2 seconds at most (setting), never later than before.
    - More than 8 crafting jobs at once no longer slow each other down.
    - The circuit interface lists its signals by name (still the 1000 largest amounts) and updates at most once a second.
  Bugfixes:
    - A click on an ME block with a tool in hand opened the block's window and ended the tool: blueprints and blueprint books (also from the blueprint library), deconstruction and upgrade planners, the copy-paste and cut tool, selection tools of other mods, red, green and copper wires (a wire now connects to an ME Circuit Interface or Level Maintainer), ghosts, rails, spidertron and artillery remotes, capsules and items being built. The window now opens only when the game would open a chest's window: with an empty hand or a plain item.
Version: 0.2.0
Date: 2026-10-02
  Features:
    - The ME Interface handles fluids: its 9 config rows take an item or a fluid, and pipes connect to its four sides. Each side imports what is piped in (the default), is off, or keeps a fluid row's fluid at its amount (up to four fluids at once).
    - The ME Import Bus and ME Export Bus handle items and fluids: up to 9 filters, items and fluids mixed. On a machine with an inventory and fluid boxes (an assembling machine with a fluid recipe, a chemical plant) one bus does both.
    - The ME Storage Bus also works on a storage tank: the fluid of the tank and of every pipe and tank connected to it becomes network storage (as the ME Fluid Storage Bus did). Its 18 filters take items and fluids.
  Changes:
    - The ME Fluid Interface, ME Fluid Import Bus, ME Fluid Export Bus and ME Fluid Storage Bus are gone: no recipe, no technology unlock. ME Fluid Storage unlocks the fluid storage cells only; the unified blocks move fluids from the start.
    - Saves: every placed fluid interface, fluid bus and fluid storage bus becomes the unified block in place, with its settings and its fluid. Their ghosts, items (in inventories, chests, cells and blueprints), patterns and level maintainers get the unified block; old blueprints build the unified blocks.
    - ME Interfaces of older saves get their fluid sides when the game is loaded; a side that an existing pipe already touches is off, so a pipeline running past an interface is not drained (switch it to import in the interface's window).
  Optimizations:
    - Checking whether the network can store an item or fluid no longer copies the mod's prototype data for every storage cell; in the test network (two cells, seven storage buses) one check went from 0.10 ms to 0.025 ms.
  Graphics:
    - The ME Interface shows a pipe connection on each of its four sides.
  Bugfixes:
    - The ME Storage Bus, ME Import Bus and ME Export Bus did not work with the editor's infinity chest ("Faces no chest, logistic chest or cargo wagon").
    - The status line of the ME Terminal showed the fluid cell numbers shifted by one and "__13__" instead of the number of fluid cells.
Version: 0.1.0
Date: 2026-10-02
  Info:
    - First version as a mod of its own. The ME network was made in Gregtorio Continued (up to its 0.4.x) and moved out of it; Gregtorio Continued 0.5.0 depends on this mod and puts it on its GregTech tiers.
    - Saves of Gregtorio Continued with an ME network are taken over when they are loaded with Gregtorio Continued 0.5.0 and this mod: cells with their items and fluids, patterns, running jobs, level maintainers and the settings of every block.
  Features:
    - ME cables and underground cables connect ME blocks; a network runs with one powered ME Controller.
    - ME Drive with 10 slots for storage cells (1k to 256k, items or fluids) that keep their contents when taken out; cell partitions and drive priorities.
    - ME Terminal as the hub: storage with search and sort, crafting with a plan preview, jobs, the drives and cells, encoding patterns.
    - ME Interface, ME Import Bus, ME Export Bus and their fluid versions; ME Storage Bus on a chest, logistic chest or cargo wagon and ME Fluid Storage Bus on a tank's fluid segment.
    - Autocrafting: blank patterns encoded into crafting or processing patterns, ME Pattern Provider with 9 pattern slots, ME Molecular Assembler, ME Crafting CPU with two bigger tiers.
    - ME Level Maintainer (keeps an item or fluid in stock) and ME Circuit Interface (network contents on a circuit wire).
    - Works on its own with vanilla recipes and technologies (red and green science for the network, up to utility science for the biggest crafting CPU).
    - A data-stage API (ME_NETWORK, docs/API.md) for mods that want other recipes or technologies for the ME blocks.