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
7 hours ago
2.0
250
Logistics Fluids Circuit network Manufacturing Storage

Changelog

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.