Badges update automatically and link to the mod page on MineUniverse.
Every fuel the Portable Engine accepts, and how long each one really burns — in one JEI tab.
The Create: Aeronautics Portable Engine will happily eat coal, blaze cake, diesel, plant oil or lava, and it tells you nothing about which of those is worth putting in it. This mod adds a Portable Engine Fuel tab to JEI that lists every accepted fuel, ranked, with the burn time the engine will actually give you.
Click any Portable Engine in JEI to open it.

20:00 per bucket (24000 ticks) — minutes and seconds for planning, ticks for comparing./reload. Edit a fuel value, reload, reopen the tab — the new numbers are there, no restart.Liquid fuel support does not burn a fluid for the burn_time written in its data map entry. It converts that value into ticks-per-millibucket first, with integer division, and then burns a whole bucket's worth:
ticksPerMb = max(1, burn_time / 1000)
burnTime = 1000 * ticksPerMb
Any burn_time that is not a whole multiple of 1000 quietly loses its remainder:
Defined burn_time |
Actually burns | Lost |
|---|---|---|
| 24000 | 24000 | — |
| 26400 | 26000 | 400 ticks |
| 9600 | 9000 | 600 ticks |
| 4800 | 4000 | 800 ticks |
A tab that simply printed the configured values would tell you a fuel is up to 17% better than it is, and would rank two fuels wrongly against each other. This one reproduces the engine's own arithmetic instead, and that arithmetic is covered by unit tests.
Some fuels run the engine superheated, which doubles its generated speed. The tab marks these on their own line.
Worth knowing: superheating changes the engine's output, not the fuel's duration. A superheated fuel does not last longer — it does twice as much work in the same time. Fuels are ranked by burn time, so check the superheated marker before assuming the top of the list is the best choice for your build.
| Fuel type | Burn time read from | Superheated when |
|---|---|---|
| Liquids | the engine_fuel and super_engine_fuel fluid data maps, with super_engine_fuel taking precedence |
the entry came from super_engine_fuel |
| Items | the item's smelting burn time — the same value the engine's own fuel slot checks | Create's superheated blaze burner fuel data map has an entry for it |
These are the exact sources the engine reads when it decides what to do with what you fed it, which is why the tab cannot drift out of sync with the game.
Two behaviours the tab reflects but does not repeat on every row: item fuel takes priority over liquid fuel, and while the tank holds any fluid at all, items cannot be inserted.
Install the jar on the server as well as on the client.
The burn times live in data maps that are not synchronised to clients. In single player that goes unnoticed, because the client and the integrated server share the same registries. On a dedicated server the client genuinely has no way to read them, and any mod that tries to build this tab client-side alone will show you an empty category.
So the server builds the fuel table and sends it to each player on login, and again whenever the datapacks are reloaded. The client caches it and hands it to JEI.
The sync packet is registered as optional, which means a client carrying this mod is never refused by a server that lacks it — you simply get the item fuels, which need no server support.
Client and server side both. No configuration files, no commands, no keybinds — install it and the tab is there.
Liquid fuel support for the Portable Engine is the work of XenraO, in Create Aeronautics: Portable Engine Liquid Fuel. This mod adds no fuel behaviour of its own whatsoever — it reads what that mod and Create already define, and shows it to you. The Portable Engine is from Create Simulated, part of Create: Aeronautics.
Released under the MIT License. Source and issues on GitHub.
<sub>Originally written for a private Create warships modpack, where telling diesel from creosote at a glance mattered rather a lot. It has no pack-specific behaviour and works anywhere the Portable Engine does.</sub>