PowerAE2CC Bridge
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A fork of AE2CC Bridge that adds a simple peripheral block that may be used to access an Applied Energistics 2 ME system from ComputerCraft computers.
Does not follow a specific thematic focus apart from vanilla Minecraft.
Used for mods with little to no gameplay elements.
Features machines that process raw materials or automation processes.
Features a method of a programmable language system, ranging from pictographs to real programming languages.
Includes quality of life improvements and small tweaks to enhance and customize gameplay.
A modified or ported version of an existing mod.
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Description
PowerAE2CC Bridge
PowerAE2CC Bridge is a fork of AE2CC Bridge that adds a simple peripheral block that may be used to access an Applied Energistics 2 ME system from ComputerCraft computers.
> Note: Currently, the peripheral only exposes a fairly small API. If you > find that functionality you need is missing, please file a feature request in > our issue tracker.
Block
The bridge block will use when connected to an Applied system 5 AE/t of power as well as consume a channel.
Peripheral API (Functions)
getAvailableObjects()
Returns a list of objects that are currently available in the ME system.
Returns
{ { type = string, id = string, displayName = string, amount = number }... }– a table with a list of objects available in the ME system
getCraftableObjects()
Returns a list of objects that can be crafted by the ME system.
Returns
{ { type = string, id = string, displayName = string }... }– a table with a list of objects that can be crafted by the ME system
getCraftingCPUs()
Returns a list of crafting CPUs available in the ME system.
Returns
{ cpu... }
where cpu is a table defined as follows:
| Key | Type | Description |
|---|---|---|
availableCoProcessors |
number |
The number of available co-processors. |
availableStorage |
number |
The amount of available crafting storage. |
selectionMode |
string |
The selection mode of the CPU. (Either ANY, MACHINE_ONLY, or PLAYER_ONLY.) |
jobStatus |
string? |
Information about the currently running job. |
name |
string? |
The custom name of the CPU. |
where jobStatus is a table defined as follows:
| Key | Type | Description |
|---|---|---|
totalObjects |
number |
The total amount of objects that will be crafted during the job. |
craftedObjects |
number |
The amount of crafted objects. |
elapsedNanos |
number |
The time (in nanoseconds) that has elapsed since the job has started. |
systemID |
string? |
The ID given to the running job by the ME system. |
output |
output |
The job's output. |
where output is defined as follows:
| Key | Type | Description |
|---|---|---|
amount |
number |
The number of requested objects. |
type |
string |
The type of the object. |
id |
string |
The ID of the object. |
displayName |
string |
The display name of the object. |
Remarks
For technical reasons, determining the systemID may fail in some cases. If
this happens, the systemID is not included and an error is logged. If you
are using up-to-date versions of AE2 and AE2CC Bridge, please make sure this
issue is known in the issue tracker for your versions.
getIssuedCraftingJobs
Returns a list of unfinished crafting jobs issued by the peripheral.
Returns
{ { state = string, jobID = string, systemID = string? }... }– a table with a list of objects for each unfinished job issued by the peripheral.
Remarks
For a job to be included in the output, its state must either be SCHEDULED or
STARTED. If the job has started running, an additional systemID is field is
included. This ID is the ID given to the running job by the ME system (opposed
to the jobID which is local to a peripheral).
getAllCraftingRequests
Returns a list of all the currently being processed crafts by all crafting cpus
Returns
{ craftingRequest, ...}
where craftingRequest is a table with the following attributes
| Key | Type | Description |
|---|---|---|
amount |
number |
The amount of the item currently being crafted |
displayName |
string |
The display name of the item being crafted (AKA the in game item name) |
systemID |
string |
The id of the item being crafted (following minecraft's id system) |
Example:
lua
{
{
amount = 1,
displayName = "Oak Planks",
systemID = "minecraft:oak_planks"
}
}
scheduleCrafting(type, id, amount)
Schedules a crafting job.
Parameters
type:string– the type of the object to craft ("fluid" or "item")id:string– the ID of the object to craftamount:number– the amount of the object to craft
Returns
string– a unique ID representing the crafting job
Remarks
> Note: This method is deliberately named scheduleCrafting as scheduling a
> crafting job does not actually start a crafting process immediately. Instead,
> the crafting job is started at some point in the future when the ME system is
> ready.
To work with crafting jobs, it is necessary to understand their lifecycle.
mermaid
flowchart LR
Scheduled --> Started
Started --> Done
Started --> Cancelled
Scheduled --> Cancelled
Initially, a newly created crafting job's state is SCHEDULED. During creation,
the ME system is instructed to prepare for the crafting job (which includes
calculating) the exact crafting plan.
Once the system has finished all necessary preparations, the crafting job's
state changes to STARTED. The ae2cc:crafting_started event can be used to
listen to this state change.
Finally, when the crafting job is finished, it's state changes to DONE and the
ae2cc:crafting_done event is fired.
Additionally, if the job is cancelled or an error occurs at any point of the
crafting job's lifecycle, the ae2cc:crafting_cancelled event is fired.
Peripheral API (Events)
ae2cc:crafting_cancelled
The ae2cc:crafting_cancelled event is fired when a crafting job is cancelled.
Return Values
string– the name of the eventstring– the ID of the cancelled crafting jobstring- the reason for the cancellation
Remarks
The reason for the cancellation is always one of:
| Value | Description |
|---|---|
CANCELLED |
The job was cancelled (either manually or by a machine). |
CPU_NOT_FOUND |
The selected crafting CPU was not found. |
INCOMPLETE_PLAN |
No crafting plan could be calculated for the job. |
NO_CPU_FOUND |
No crafting CPU to execute the job was found. |
CPU_BUSY |
The selected crafting CPU is busy. |
CPU_OFFLINE |
The selected crafting CPU is offline. |
CPU_TO_SMALL |
The selected crafting CPU is too small to process the job. |
MISSING_INGREDIENT |
Could not obtain one of the ingredients needed for the job. |
ae2cc:crafting_done
The ae2cc:crafting_done event is fired when a crafting job is done.
Return Values
string– the name of the eventstring– the ID of the finished crafting job
ae2cc:crafting_started
The ae2cc:crafting_started event is fired when the state of a previously
SCHEDULED crafting job changes to _STARTED_.
Return Values
string– the name of the eventstring– the ID of the started crafting job
PowerAE2CC Bridge
PowerAE2CC Bridge is a fork of AE2CC Bridge that adds a simple peripheral block that may be used to access an Applied Energistics 2 ME system from ComputerCraft computers.
Note: Currently, the peripheral only exposes a fairly small API. If you find that functionality you need is missing, please file a feature request in our issue tracker.
Block
The bridge block will use when connected to an Applied system 5 AE/t of power as well as consume a channel.
Peripheral API (Functions)
getAvailableObjects()
Returns a list of objects that are currently available in the ME system.
Returns
{ { type = string, id = string, displayName = string, amount = number }... }– a table with a list of objects available in the ME system
getCraftableObjects()
Returns a list of objects that can be crafted by the ME system.
Returns
{ { type = string, id = string, displayName = string }... }– a table with a list of objects that can be crafted by the ME system
getCraftingCPUs()
Returns a list of crafting CPUs available in the ME system.
Returns
{ cpu... }
where cpu is a table defined as follows:
| Key | Type | Description |
|---|---|---|
availableCoProcessors |
number |
The number of available co-processors. |
availableStorage |
number |
The amount of available crafting storage. |
selectionMode |
string |
The selection mode of the CPU. (Either ANY, MACHINE_ONLY, or PLAYER_ONLY.) |
jobStatus |
string? |
Information about the currently running job. |
name |
string? |
The custom name of the CPU. |
where jobStatus is a table defined as follows:
| Key | Type | Description |
|---|---|---|
totalObjects |
number |
The total amount of objects that will be crafted during the job. |
craftedObjects |
number |
The amount of crafted objects. |
elapsedNanos |
number |
The time (in nanoseconds) that has elapsed since the job has started. |
systemID |
string? |
The ID given to the running job by the ME system. |
output |
output |
The job's output. |
where output is defined as follows:
| Key | Type | Description |
|---|---|---|
amount |
number |
The number of requested objects. |
type |
string |
The type of the object. |
id |
string |
The ID of the object. |
displayName |
string |
The display name of the object. |
Remarks
For technical reasons, determining the systemID may fail in some cases. If
this happens, the systemID is not included and an error is logged. If you
are using up-to-date versions of AE2 and AE2CC Bridge, please make sure this
issue is known in the issue tracker for your versions.
getIssuedCraftingJobs
Returns a list of unfinished crafting jobs issued by the peripheral.
Returns
{ { state = string, jobID = string, systemID = string? }... }– a table with a list of objects for each unfinished job issued by the peripheral.
Remarks
For a job to be included in the output, its state must either be SCHEDULED or
STARTED. If the job has started running, an additional systemID is field is
included. This ID is the ID given to the running job by the ME system (opposed
to the jobID which is local to a peripheral).
getAllCraftingRequests
Returns a list of all the currently being processed crafts by all crafting cpus
Returns
{ craftingRequest, ...}
where craftingRequest is a table with the following attributes
| Key | Type | Description |
|---|---|---|
amount |
number |
The amount of the item currently being crafted |
displayName |
string |
The display name of the item being crafted (AKA the in game item name) |
systemID |
string |
The id of the item being crafted (following minecraft's id system) |
Example:
{
{
amount = 1,
displayName = "Oak Planks",
systemID = "minecraft:oak_planks"
}
}
scheduleCrafting(type, id, amount)
Schedules a crafting job.
Parameters
type:string– the type of the object to craft ("fluid" or "item")id:string– the ID of the object to craftamount:number– the amount of the object to craft
Returns
string– a unique ID representing the crafting job
Remarks
Note: This method is deliberately named
scheduleCraftingas scheduling a crafting job does not actually start a crafting process immediately. Instead, the crafting job is started at some point in the future when the ME system is ready.
To work with crafting jobs, it is necessary to understand their lifecycle.
flowchart LR
Scheduled --> Started
Started --> Done
Started --> Cancelled
Scheduled --> Cancelled
Initially, a newly created crafting job's state is SCHEDULED. During creation,
the ME system is instructed to prepare for the crafting job (which includes
calculating) the exact crafting plan.
Once the system has finished all necessary preparations, the crafting job's
state changes to STARTED. The ae2cc:crafting_started event can be used to
listen to this state change.
Finally, when the crafting job is finished, it's state changes to DONE and the
ae2cc:crafting_done event is fired.
Additionally, if the job is cancelled or an error occurs at any point of the
crafting job's lifecycle, the ae2cc:crafting_cancelled event is fired.
Peripheral API (Events)
ae2cc:crafting_cancelled
The ae2cc:crafting_cancelled event is fired when a crafting job is cancelled.
Return Values
string– the name of the eventstring– the ID of the cancelled crafting jobstring- the reason for the cancellation
Remarks
The reason for the cancellation is always one of:
| Value | Description |
|---|---|
CANCELLED |
The job was cancelled (either manually or by a machine). |
CPU_NOT_FOUND |
The selected crafting CPU was not found. |
INCOMPLETE_PLAN |
No crafting plan could be calculated for the job. |
NO_CPU_FOUND |
No crafting CPU to execute the job was found. |
CPU_BUSY |
The selected crafting CPU is busy. |
CPU_OFFLINE |
The selected crafting CPU is offline. |
CPU_TO_SMALL |
The selected crafting CPU is too small to process the job. |
MISSING_INGREDIENT |
Could not obtain one of the ingredients needed for the job. |
ae2cc:crafting_done
The ae2cc:crafting_done event is fired when a crafting job is done.
Return Values
string– the name of the eventstring– the ID of the finished crafting job
ae2cc:crafting_started
The ae2cc:crafting_started event is fired when the state of a previously
SCHEDULED crafting job changes to STARTED.
Return Values
string– the name of the eventstring– the ID of the started crafting job
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