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Applied KubeJS
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Applied KubeJS

by rollylindenshnizzer · on CurseForge

A powerful AE2 ↔ KubeJS bridge for modpack developers that adds scriptable AE2 recipes, network monitoring, storage/crafting events, device inspection…

Which build do you need?

This mod ships a separate file for every mod loader and every version of the game. Pick both, then download — the wrong build installs fine and then does nothing in the game.

Mod loader

Minecraft version

⬇ Download for 1.21.1 · NeoForge⬇ Download for 1.20.1 · NeoForge⬇ Download for 1.20.1 · Forge
I don't know my version or loader
Open the Minecraft launcher and look at the profile you play on — it names both, like fabric-loader-1.21.4. The version also shows in the bottom-right corner of the game's main menu.
No loader in the profile name? Then it's plain Minecraft, and these mods won't run — you need Fabric or NeoForge installed first.

Applied KJS (AE2 × KubeJS Bridge)

A powerful AE2 ↔ KubeJS bridge for modpack developers that adds scriptable AE2 recipes, network monitoring, storage/crafting events, device inspection, and optional ME crafting job automation.

Applied KJS is a bridge mod for Applied Energistics 2 (AE2) and KubeJS that gives modpack developers deep, scriptable access to AE2 systems without writing a dedicated Java addon for every pack.

If you want to build AE2-focused progression, automation, diagnostics, alerts, or recipe overhauls in KubeJS, this mod is built for that workflow.

The wiki page can be found here! (coming soon, you can view my pull request here. And you can view the wiki page's raw code here.)


What this mod adds

✅ AE2 recipe scripting helpers for KubeJS

Create and manage AE2 recipe JSON from scripts, including helpers for common AE2 recipe types such as:

Also includes utilities to help with:


✅ AE2 key wrappers (items/fluids) exposed to JS

Work with AE2-style item/fluid keys in KubeJS-friendly objects.

This makes it easier to:

Perfect for scripts that need to understand AE2 storage/crafting data in a clean way.


✅ ME network (grid) monitoring APIs

Inspect and track AE2 networks from scripts.

The bridge can expose grid summaries and network state so you can build custom logic around:

This is especially useful for:


✅ KubeJS events for AE2 activity (server-side)

React to AE2 events directly in your scripts.

Examples of event categories include:

Network lifecycle / status

Storage tracking

Crafting lifecycle

Player interaction / progression hooks

This enables highly dynamic pack logic such as:


✅ Storage threshold watches

Register watches for specific AE2 items/fluids (optionally scoped to a specific grid) and react when stored amounts cross a threshold.

Great for:


✅ Optional scripted AE2 crafting request API (advanced)

Plan and optionally submit AE2 crafting jobs through scripts.

This can be used to:

This is a powerful feature for advanced packs that want script-controlled AE2 automation logic.

Important: The crafting request API is disabled by default in the server config for safety/control. Pack devs must enable it manually.


✅ AE2 device inspection helpers

Inspect AE2-related block entities/devices at positions and read useful state for scripts or admin tools.

Depending on the device, this may include information like:

Useful for:


✅ Progression milestone hooks (AE2-aware)

The bridge includes milestone-style hooks for player progression and tutorial flows.

This makes it easy to build pack onboarding logic like:

Ideal for:


✅ Debug commands and data dumps

Includes optional admin/debug command support (server-side, permission-gated) for collecting stats, grid summaries, and diagnostic dumps.

Excellent for:


Why modpack developers might want this

Applied KJS helps you build systems that would normally require writing a custom Java integration mod, such as:

If you already use KubeJS heavily, this gives you a much deeper way to integrate AE2 into your pack logic.


Example use cases


Configuration (server-side)

The bridge is designed to be configurable for pack/server needs.
Typical options include toggles and limits for areas such as:

Recommended: Start with default settings, then enable advanced features (especially crafting request APIs) only when your scripts need them.


Requirements / Compatibility

Always check the Files tab and changelog for the correct mod versions and dependency versions for your pack.


Notes for script authors

This mod is primarily aimed at server-side pack logic and modpack developer scripting workflows.

In general:


Permissions & Modpack Use

You may include this mod in modpacks subject to the project’s license/permission terms.
Please refer to the project’s repository/license page for exact usage rights.


Issue Reporting / Feedback

When reporting issues, please include:

This makes debugging integration issues much faster.


TL;DR

Applied KJS turns AE2 into a scriptable system for KubeJS-powered modpacks — letting you build recipes, react to ME events, monitor grids, inspect devices, and (optionally) automate AE2 crafting flows with far less custom Java work.

Verified by MCModsHub

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

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