Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Links
Details
AE2 Omni Cells
AE2 Omni Cells provides a unified AE2 storage solution: store multiple different kinds of resources in the same storage cell at the same time. Here, “resource kinds” are AE2’s resource keys (AE Key) — for example items and fluids (as well as anything other mods expose as AE Keys). Capacity spans 1k → 256m, and there are three product lines (including portable variants) differentiated by the maximum number of different kinds that can be stored simultaneously. This mod does not charge extra capacity for “adding one more new kind”; it only enforces behavior via the “type cap”.
What does this actually mean (why “Omni”)
- You can put items and fluids (and other resources recognized by AE2) into the same disk.
For example: put “cobblestone, iron ingots, redstone, liquid experience, latex, pink slime” together into the same 64k disk, instead of using separate “item disks” and “fluid disks”. - No ‘type fee’: capacity (bytes) only represents the total amount, and is independent of “how many distinct things you currently have”; you’ll only be refused when you try to add a brand-new kind while the disk’s type cap is already full.
- Works even for addons that don’t provide AE2 storage disks:
Even if certain addons don’t have “dedicated AE2 disks”, their resources (as long as AE2 recognizes them) can be stored directly in Omni cells.
In short: one cell can hold ‘anything’ (Omni), but how many different kinds can coexist depends on the chosen series and capacity; the total amount depends on the capacity.
Product lines & type cap policy
Series | Max number of different kinds stored simultaneously | Recommended stage |
---|---|---|
Omni | Fixed 63 kinds | Early game, resource-tight |
Complex Omni | Scales with capacity (e.g., 1k≈12 → 256m≈6400) | Mid game, sufficient resources |
Quantum | Unlimited | Late game, abundant resources |
Tip: All three series share the same capacity ladder (1k / 4k / 16k / 64k / 256k / 1m / 4m / 16m / 64m / 256m). Every tier has a portable variant, and portable vs. disk have identical capacity/type caps.
How it differs from original AE2 storage
- Traditionally, “items” and “fluids” are managed separately; Omni stores different types together in the same cell.
- You do not lose more capacity just because you “added a new kind”; capacity only represents total amount.
- The behavioral boundary is the type cap — once you hit the cap, adding a new kind is refused, but existing kinds can continue to be inserted (as long as you still have capacity).
Data & safety
- Small-NBT strategy: the item itself only stores necessary preview info (usage, state, etc.); actual storage data lives in a separate container, reducing large-NBT risk.
- Save location: data resides in the world save at
data/ae_universal_cell_data
. - Fault-tolerant loading: entries that can’t be read aren’t immediately purged; they are retried on world load to accommodate changing mod environments.
FAQ
Q: Can I store the Warden’s soul from Industrial Foregoing: Souls?
A: It’s a bit involved, but yes. Although Soulplied Energistics provides AE key recognition, it doesn’t offer complete adapters for Import Bus and Export Bus. You can only insert via ME IO Port together with a Storage Bus. I recommend additionally installing Applied Soul to complete the Import/Export Bus logic.
Q: What’s the difference between portable cells and regular cells?
A: Capacity and “type cap” are identical; only the form factor and usage scenarios differ.
Feedback & license
- Feedback: In your issue, please provide reproduction steps, expected vs. actual results, and relevant logs/crash reports.
- Code license: LGPL-3.0
- Textures & art assets: CC BY-NC-SA 3.0