HomeJavaModsC.E.L.L.S
C.E.L.L.S
ModsJava

C.E.L.L.S

by Aedial · on CurseForge

An AE2-UEL addon providing additional storage cells with extended capacity and special features. This mod is primarily focused on performance.

⬇ Download on CurseForge
C.E.L.L.S — screenshot 1C.E.L.L.S — screenshot 2

Compacting/Extra Large Lattice Storage (C.E.L.L.S.)

FAQ

My Compacting Cells are not refreshing in the ME Chest's GUI until I reopen it

This is a limitation of the ME Chest's implementation, which doesn't listen for changes on the network. It only listens to what the player manually inserts, which doesn't work well with the virtual items of the Compacting Cells. This issue is purely visual, and resolves itself when leaving the GUI and reopening it.

 

I have 9.2+ Quintillion items but the terminal shows way less than that

It may be that your version of AE2 does not handle Long overflows (so far, AE2-UEL 0.56.7 doesn't), causing the count to wrap around and show incorrect values. This is purely a display issue, and your items are safe in the cells. Cell Terminal should show the correct values as it does not accumulate the content of multiple cells, but rather shows each cell separately.
 

How do I easily transfer the content of a cell to another?

If you are asking that to upgrade the cell, you can easily do that by crafting the cell with the component of choice. NOTE that it only works with cells of the CELLs mod and the same type (Item/Fluid/Compacting) if not empty (different type works if empty). This means a 1k Hyper-Density Item Cell + 16k Hyper-Density Item component => 16k Hyper-Density Item Cell + 1k Hyper-Density Item component. Configurable Cells have a similar system that only works with Configurable Cells as they have a different casing (they don't support Hyper-Density componentns, anyway).

 

What mods does C.E.L.L.S. support?

The mod requires AE2-UEL. It also has support for:

Why does the Essentia Import Interface require a Pull Card?

Because Thaumcraft's essentia transport system is pull-based: anything importing needs to pull and anything exporting is passive. Tubes pull every few ticks and jars pull from tubes all the same. Doing that would basically be the same as using the Pull Card, but with either more lag or less throughput. The Pull Card allows the interface to pull in a more optimized and controlled way.

 

Why such heavy warnings on increasing number of types?

Because of limitations in Minecraft and AE2 :

 

Features

Import Interface Import Interface (Item, Fluid, Gas, Essentia)

A block that acts as a filtered interface for importing content into the ME network. It needs to be configured to allow specific content, and can be used to import items/fluids into the network from machines that don't necessarily have a filtered export capability (Woot, Ultimate Mob Farm, etc). It does not have any pulling, exporting/stocking, or crafting capabilities, and only works as an import interface.

The top part of each slot is used for the filter, while the bottom part is used for the actual import. The size of the slots can be configured in the GUI, allowing higher/lower amount of each item/fluid to be kept in the interface if the export targets are full (up to max long, external I/O is capped to max int by Minecraft). The polling rate can also be configured, allowing content to be imported at a fixed interval (in ticks) instead of AE2's adaptive rates.

The Import Interface works best with machines that do not try to merge items stacks, as the insertion slot has no impact on where the item goes. Only being part of the filter and the remaining space in its dedicated slot matters.

These interfaces hold 36 slots, expandable up to 5x with capacity cards.

 

Export Interface (Item, Fluid, Gas, Essentia)

The counterpart to the Import Interface, allowing content to be exported from the ME network to any outside piping. Slot size and polling rate apply all the same as the Import Interface.

undefined

The Essentia Export Interface works with Storage Bus, Essentia Hatch, Thaumatorium, and Infusion out of the box. Tubes also work, but are hampered by their 1 essentia type limit.

 

Subnet Proxy

A two-block multipart that bridges two ME networks together with a configurable, filtered window. Unlike the classic AE2 Subnet bridge (Storage Bus on Interface), the Subnet Proxy has :

 

What it is

The Subnet Proxy comes as a pair of cable parts that have to be placed facing each other across one block boundary, like a storage bus aimed at an ME interface:

Once both halves are placed, the front part starts publishing a filtered view of the back's network into the main network, exactly like an extra cell on a drive would.

 

What it is for

Common use cases:

 

How to use it

  1. Craft the Subnet Proxy item and place the Back part then the Front part facing each other across a block boundary, like a storage bus aimed at an ME interface. The order of placement does not matter, but they have to be placed facing each other. The proxy will automatically detect the connection and start working, no configuration needed for it to start sharing the subnet's content with the main network.
  2. Right-click any of the 2 parts to open the filter GUI. The filter works like a Storage Bus filter:
    • Drag items, fluids, gases, or essentia into the filter slots to whitelist them. Inventory/JEI dragging and quick-add keybind work, as well as the '+' button in JEI, which will add the inputs of a recipe to the filter. The
    • Use the Filter Mode button (top-right) to switch between Item / Fluid / Gas / Essentia modes for what the filter slots convert to.
    • Add a Capacity Card to unlock additional pages of filter slots; navigate with the page arrows.
    • Add a Fuzzy Card to enable fuzzy matching (damage / NBT-tolerant).
    • Add an Inverter Card to invert the filter (everything except the listed items passes through).
  3. Click the wrench button (top-left of the filter GUI) to open the standard AE2 priority screen. The proxy honors priority on both directions just like a drive does:
    • Higher priority means the main network prefers extracting from this proxy first when multiple sources have the requested item.
    • Higher priority means the main network prefers inserting into this proxy first (when an Insertion Card is installed).
  4. (Optional) Add an Insertion Card to make the bridge two-way. Without it the proxy is read-only (the front network can see and pull from the back network, but cannot push back). With it, items matching the same filter that land on the front network can be routed back into the back network through the proxy.

 

Behavior notes & guard-rails

 

Compacting Pattern Exposer

A block that exposes compression/decompression recipes as processing patterns to the ME network, in the same way as the Compacting Cells (1 up, 1 down). It acts as an alternative to the Compacting Cell, when you need to store the content somewhere else but still want the convenience of automatic compression/decompression. Only the set of recipes defined in the GUI is exposed to the network, as to not bloat it or generate conflicting recipes. As AE2 gets confused when 2 recipes produce the same output, the GUI prevents you from adding conflicting recipes. By default, the exposed recipe only does 1 action of compression/decompression (e.g. 1 block → 9 ingots) per CPU operation (multiplied by co-processors), but you can change the multiplier on a slot, exposing the recipes as a bigger conversion (e.g. 100 blocks → 900 ingots) to save CPU time at the cost of flexibility.

 

Creative Cell (Item, Fluid, Gas, Essentia)

A cell that can only be set in creative mode, providing 4.6 quintillion of each set item (up to 63 different items per cell). It is the equivalent of a Drawer with the Vending upgrade.

 

Compacting Storage Cell Compacting Storage Cells

Storage cells that automatically expose compressed and decompressed forms of items to the ME network, similar to Storage Drawers' Compacting Drawer.

How It Works

  1. Partition Required: Compacting cells require a partition to be set before they can accept items.
  2. Compression Chain: When partitioned with an item (e.g., Iron Ingot), the cell automatically detects the compression chain:
    • Higher tier: Iron Block (compressed form)
    • Main tier: Iron Ingot (the partitioned item)
    • Lower tier: Iron Nugget (decompressed form)
  3. Virtual Conversion: Items are stored in a unified pool and can be extracted in any compression tier:
    • Insert 81 Iron Nuggets → Extract 81 Nuggets, 9 Iron Ingots, or 1 Iron Block
    • Insert 1 Iron Block → Extract 9 Iron Ingots, 81 Iron Nuggets, or 1 Iron Block
    • All conversions are lossless and instant
    • Due to size limitations, the maximum capacity is ~9.2 Quintillion items of the lowest tier. This is mainly an issue with high compression chains (using compression/decompression cards)
  4. Single Item Type: Each compacting cell stores only one item type (with its compression variants).
  5. Storage Counting: Storage capacity is measured in main tier (partitioned item) units, so no need to worry about conversion factors when checking capacity.

 

Available Tiers

Partition Protection

 

Hyper-Density Storage Cell Hyper-Density Storage Cells

Storage cells with an internal multiplier of ~2.1 billion per displayed byte:

 

Hyper-Density Fluid Storage Cell Hyper-Density Fluid Storage Cells

Fluid storage cells with the same massive multiplier:

undefined

Hyper-Density Compacting Cell Hyper-Density Compacting Cells

Combining hyper-density storage with compacting functionality:

 

Configurable Storage CellConfigurable Storage Cell

A universal storage cell that accepts a ME Storage Component to define its capacity and storage type:

Component Whitelist

The list of accepted storage components is defined in configurable_components.cfg. To add or remove supported components, place a copy of this file in your Forge config directory (config/configurable_components.cfg). The config override takes priority over the bundled file.

Each entry has the format:

registry_name@metadata = bytes,storage_type,tier_name

Use cases:

 

EMC Cell

A cell that acts like a Personal EMC Link from ProjectEX, allowing you to convert items to EMC and back. It is the strict equivalent of configured Storage Bus on an EMC Link, allowing in only the items that are whitelisted in the filter, but not with strict matching. The matching rules are the same as the ones for other ProjectEx blocks. To spare performance, accumulated EMC is only flushed to the player's network once a second (configurable).

 

Upgrades

 

Void Overflow Upgrade Card Void Overflow Card

Install in a cell's upgrade slots to void excess items when full. Useful for automated systems where overflow should be destroyed.

Compatible with: Compacting Cells, Hyper-Density Cells, Hyper-Density Compacting Cells, Configurable Storage Cells, Import Interfaces

 

Trash Unselected Upgrade Card Trash Unselected Card

Install in an Import Interface to void items that don't match any filter. This is useful to prevent clogging the machine with leftover items, especially when used with machines that export items without filtering capabilities.

Compatible with: Import Interfaces

 

Pull Card

Install in an Import Interface to pull content from adjacent inventories. This is useful for automated systems where content needs to be imported from external sources. Can set the time interval, quantity per operation, and quantity to maintain in the adjacent inventories. The quantity is per interface's filter.

Compatible with: Import Interfaces

 

Push Card

Equivalent to the Pull Card, for pushing into adjvacent inventories.

Compatible with: Export Interfaces

 

Equal Distribution Card

Limits the number of types a cell can hold and divides capacity equally among them. Available in 7 variants:

Use cases:

Compatible with: Hyper-Density Storage Cells

 

Oredict Card

Install in a Compacting Cell's upgrade slots to enable oredict support for compression/decompression. When enabled, the cell will consider items in the same oredict group as equivalent. For example, if you have both Copper Ingots from mod A and mod B in the same oredict group, the cell accepts both and converts them into the partitioned item, unifying the storage. This is equivalent to the "Convertion Upgrade" from Storage Drawers, but for Compacting Cells.

Compatible with: Compacting Cells

 

9x Decompression Upgrade Card Compression/Decompression Cards

Install in a Compacting Cell's upgrade slots to increase the number of compression tiers that are available for compression/decompression. Do note it only goes in one direction at a time (compressing or decompressing), depending on the card used.

Compatible with: Compacting Cells

 

Insertion Card

Install in a Subnet Proxy to allow the Proxy to receive content from the network it exposes to, in addition to letting it be pulled from. This makes the proxy two-way, allowing you to push items from the main network into the subnet through the proxy (still respecting the filter, of course). Without it, the proxy is read-only and only allows the main network to pull from the subnet.

 

Compatible with: Subnet Proxy

 

Refined/Compressed EMC Cards

Install in an EMC Cell to increase the number of partition slots the cell can hold, in the same way as the Personal/Refined/Compressed EMC Links. The number of slots is configurable per card in the config, and you can even add more cards with a possibly infinite number of slots by adding custom entries in the config file, but you will need to provide textures and localization for them yourself. The first value in the config entry is the default number of slots without card.

Compatible with: EMC Cell

 

Configuration

The mod includes a server-side configuration file with an in-game GUI editor:

Max Types

Configure the maximum number of types allowed per cell:

Idle Power Drain

Configure power drain per tick for each cell type:

Upgrades slots

Change the number of upgrades slots available for each cell type (will lose upgrades in extra slots):

Cell Toggles

Enable or disable entire cell categories:

Import/Export Interface

You can set the Maximum Slot Size and the Minimum Polling Rate one can set in the GUI.

 

NBT Debug

Enable or disable the NBT Size tooltip for all cells. This tooltip shows an upper bound estimation of the NBT size of the cell's content, to help with realizing when to move NBT-heavy content somewhere else, to avoid chunkbanning or AE2's network kick. This setting may take some performance away if your cells have items with large NBT data flickering in and out of them, but this should be rare in practice and is generally not a problem for most use cases.

 

Commands

/fillcell

Fill a storage cell with a specified quantity of items or fluids, for testing purposes.

/inspectSlots

Show the available slots from the block the player is looking at.

Credits

Quick facts

Install steps are the general flow for this file type — see the MC Java Mods guides for the full walkthrough.

Verified by MCModsHub

These come from our own check of the pack file, not from the source page.

Explore more