II Technology is an Applied Energistics 2 addon built around the "2i" material family: a short material chain, an optional Mekanism silica chemistry line, a configurable AE2 crafting CPU, and a self-contained infinite storage cell.
Everything is playable on its own. AURELIUM is not required and the two mods do not share any registry namespace.
| Mod | Requirement |
|---|---|
| Minecraft 1.21.1 / NeoForge | Required |
| Applied Energistics 2 | Required (19.2.17 or newer) |
| Mekanism | Optional, enables the silica chemical and its processing recipes |
| Data_Energistics | Optional, its explosive leaves a 2i behind when it destroys sand |
| AE2 Lightning Tech | Optional, enables the carried-lightning behaviour of 2i materials |
Four materials: 2i, 2i (2), 2i (3) and 2i (4). All of them are fire resistant.
There is also a bowl recipe for beetroot soup, and a hidden advancement to find along the way.
A native AE2 storage cell that serves a fixed set of items infinitely:
2iminecraft:sandMarked items can be extracted without ever depleting the cell, while inserted items are accepted
and voided. The cell reports its stock to AE2 as ∞ in terminals and drive bays, and it has no
idle power draw. It is crafted from sand around a 2i (4).
A single-block AE2 crafting CPU with an editable storage pool.
Long.MAX_VALUE. Parallel is fixed at 1.Blasts from vanilla TNT, AE2 Tiny TNT and Data_Energistics explosives have a chance to leave a 2i behind when they destroy plain sand, with a per-tick cap so a single blast cannot flood the world. With AE2 Lightning Tech installed, 2i (2) can summon lightning from a lightning rod and 2i (3) carries a lightning charge while held or dropped.
II Technology is designed to sit next to other AE2 addons. Where another mod already patches the same AE2 internals, the conflicting tweak is skipped instead of being forced, so the game keeps loading.
Found a bug or a crash? Open an issue and include your latest.log and the crash report if one
was produced.