
Nodeworks in FTB Evolution 2
FTB Evolution 2 1.4.0 ships version 0.9.21 · First seen in 1.0.2
Nodeworks is a mod in FTB Evolution 2 1.4.0, where it is version 0.9.21. Create programmable logistics and automation networks (Summary from the mod's Modrinth page.)
Changed in 1.4.0
1 recipe removed
Compared with 1.3.2, the last version we have recipe data for. Everything that changed in 1.4.0 →
Nodeworks guide for FTB Evolution 2
Last verified for FTB Evolution 2 v1.4.0 on Oct 17, 2026 · text last changed Oct 17, 2026
- Sections
- 7
- Recipes shown
- 17
- Items named
- 31
Every recipe and number here was checked against FTB Evolution 2 1.4.0, read from the running game on Oct 17, 2026.
What is Nodeworks?
2 parts
Nodeworks is a network-based automation and inventory management mod. You build a network out of controllers and nodes, then hang devices off it to move, store and craft items. This pack ships version 0.9.2, and the mod has been in the pack since 1.0.2 or earlier.[1][2]
The easiest way in is an Inventory Terminal. It lets you view the contents of every connected chest from a single viewport, and there is also a portable version. The in-game guide's first network does exactly this, with no scripting involved.[1][3]
What it can do
- Autocrafting with a Crafting CPU, Processing Sets and Instruction Sets. It handles vanilla recipes, and machine recipes through Processing Handlers or your own script handlers.[1]
- Import/Export Chests for automatic intake and output between network storage and the world, with wireless transfer when paired with antennas.[1]
- Antennas and subnets: you split automation into small, focused networks, and antennas let them share recipes across dimensions.[1]
- A Diagnostic Tool that shows network topology, crafting trees, jobs and errors.[1]
- A Lua Scripting Terminal with autocomplete, hover docs, inline diagnostics and syntax highlighting. Every device can be programmed in Lua, but you can get far without it.[1]
The mod's own guidebook is split into Getting Started, Scripting Reference, Nodeworks Mechanics, Items/Blocks and Example Setups. The examples include a cobblestone generator, a celestine farm, a milky soul ball farm and a smelting subnet that trades items and recipes with a main network.[4][5][6][7][8][9]
Where it sits in the quest book
Unverified The sources here do not show where the pack's quest book places Nodeworks (chapter, group, or what comes before and after it), or whether the ATM Star path uses it. Check the pack's quest book in game for that.
How do you get started with Nodeworks?
6 parts
Nodeworks is a programmable logistics and automation network. You can start without writing any code: the guide's first network has no scripting at all and just lets you view items from as many connected chests as you like through an Inventory Terminal. Here is the order I'd go in.[3][4]
Craft the guide book
Make the Nodeworks Book first. Right-clicking it opens the Nodeworks guide, so you can look things up without leaving the game.[10]
Find Celestine
Celestine Shard is a core ingredient for many Nodeworks blocks and items, so getting a supply comes before anything else.[12]
- Celestine Ore spawns naturally below y level 0, and the lang file names it Deepslate Celestine Ore.[10][13]
- Budding Celestine is found in Celestine Geodes, much like Amethyst geodes. Pick it up with a Silk Touch pickaxe and it keeps growing Celestine buds, which gives you a regrowable supply.[14]
- This pack also adds processing recipes that produce shards. One example is Hephaestus Forge casting, which turns 90 Molten Celestine into a shard. A grinding recipe from Horse Powered turns one shard into 2, and a crushing recipe from Occultism gives 2 shards.[11]
Casting Table (hephaestus)
- 90× Molten Celestine
Recipe id: ftb:hephaestus_materials/casting/celestine/gem
Added by the pack: casting Molten Celestine into a Celestine Shard.
Device Frame, Controller and Node
The Device Frame is an ingredient for all devices, so make it early.[15]
Crafting Shaped
| Copper Ingot | Deepslate | Copper Ingot |
| Deepslate | Deepslate | |
| Copper Ingot | Copper Ingot |
Recipe id: nodeworks:device_frame
Every network needs a Network Controller, and a network can only have one. The game tells you when a network has no controller, or when you try to add a second.[10]
Crafting Shaped
| Deepslate | Deepslate | |
| Deepslate | Deepslate |
Recipe id: nodeworks:network_controller
Controllers and nodes build up and connect networks, so craft a Node next. The Vacuum Pipe is worth making too.[1][10]
Crafting Shaped
| Copper Ingot | Copper Ingot | |
| any glass panes | ||
| Copper Ingot | Copper Ingot |
Recipe id: nodeworks:node
Crafting Shaped
| Deepslate | any glass panes | Deepslate |
| Deepslate | Deepslate | |
| Deepslate | any glass panes | Deepslate |
Recipe id: nodeworks:pipe
One craft gives 4 Vacuum Pipes.
See and move your items
The Inventory Terminal lets you view network storage from a single viewport.[1]
Crafting Shaped
| Empty slot | Redstone Block | Empty slot |
| Monitor | Crafting Table | |
| Empty slot | Diamond | Empty slot |
Recipe id: nodeworks:inventory_terminal
For moving items without scripting, anything placed inside an Import Chest is inserted into network storage. The Export Chest handles output from network storage.[1][6][16]
Crafting Shaped
| Lapis Lazuli | Sticky Piston | Lapis Lazuli |
| Deepslate | any wooden chest | Deepslate |
| Lapis Lazuli | Lapis Lazuli |
Recipe id: nodeworks:import_chest
Crafting Shaped
| Redstone | Piston | Redstone |
| Deepslate | any wooden chest | Deepslate |
| Redstone | Redstone |
Recipe id: nodeworks:export_chest
Storage Card items let you route items by filter. In the guide's filtering example, logs go into one card, cobblestone into another, and everything else into the default. The Blank Card is the base item for all other cards.[16][17]
Keep a Diagnostic Tool handy
The Diagnostic Tool is a handheld inspector. Right-click a block on a network and it opens a panel summarising what the network is made of and what it is doing. If the block isn't on a network, it tells you so.[18]
Crafting Shaped
| Deepslate | Observer | Deepslate |
| Deepslate | Deepslate | Deepslate |
Recipe id: nodeworks:diagnostic_tool
Where to go next
- Autocrafting: a Crafting CPU has exactly one Crafting Core and needs at least one Crafting Buffer touching it. Wire the Core to a Node and it lights up.[10][19]
- Cooling: for a starter Crafting CPU, the guide recommends two Crafting Coolant blocks connected to the Crafting Buffer so Efficiency is at least 100%.[19]
- Scripting: the Scripting Terminal is the Lua scripting terminal, for when you want custom logic.[1][10]
How does Nodeworks work?
10 parts
Nodeworks is a programmable logistics and automation network. You build a network out of a controller, pipes and nodes, put cards on the nodes to reach nearby inventories, and then move items around with chests, devices, autocrafting or Lua scripts. This section covers how those systems fit together in this pack.[1][4]
Building a network
Every network needs exactly one Network Controller. Without it, the pipes and nodes connected to it stay dormant. Place a controller, run pipes from it, and any block that connects to those pipes joins the network. Pipes connect automatically when placed next to each other or next to a network block.[20][21]
If two controllers end up on the same pipe run, they conflict and both networks shut down until you remove one. The controller's GUI lets you name the network and pick a colour, which tints the node glows so nearby networks are easy to tell apart. It also has a chunk loading toggle that force-loads every chunk the network touches, handy for autocrafting while you are far away.[20]
The pack leaves chunk loading enabled: scripting.scripting.devices.networkControllerChunkLoading is true. If it is set to false, the toggle is hidden from the controller's GUI and existing claims drop on the next controller tick.[22]
Nodes, faces and cards
A Node is the block that holds cards. Connectivity itself runs through pipes, so you drop a node into a pipe run wherever you want cards to interact with a neighbouring block. Each face adapts to what is next to it: a face touching another network block becomes part of the pipe and disables its card slots, while a face touching a regular block hosts up to 9 cards that target that neighbour.[23][24]
Right-click a non-pipe face to open its card grid. Shift + right-click opens the opposite face, which helps when the side you want is buried. Multiple cards on one face stack, so a face with both an IO Card and a Redstone Card can move items and emit a redstone signal from the same side.[23]
- IO Card: lets the network and scripts read from and write to the adjacent block's inventory on demand. That block is not part of network storage, so scripts have to move items to or from it explicitly.[24]
- Storage Card: marks the adjacent block's inventory as network storage. Storage Cards also take filter rules and a channel colour.[6][16][23]
- Redstone Card: reads and emits redstone signals from its face.[10][23]
- Observer Card: reads the state of the block it faces, including state properties such as growth age, and offers a change callback to scripts.[23][25]
All cards start from a Blank Card. The Card Programmer copies settings from a template card onto a target card without consuming the template, with toggles to also copy the name and the channel. Channels scope which scripts and devices can address a card or pull from it.[17][24][26]
The in-pack recipe for the Storage Card.
The in-pack recipe for the IO Card.
Reshaping the network with the wrench
The Network Wrench toggles individual pipe connections. Shift + right-click a face where two network blocks touch to switch the pipe stub off, and repeat to restore it. You can use this to keep a block sitting next to another without merging into one branch, or to split a network in two.[27]
Focus Nodes are the exception for long distance. Shift + right-click a Focus Node on a face that is not touching another network block to select it, then right-click another Focus Node to toggle a link. Both must be in the same dimension and on the same network controller, so the wrench cannot bridge two separate networks.[27]
Moving items in and out of storage
The Import Chest is a 9-slot chest that pushes anything placed in it into network storage. Items it cannot place stay in the chest so you can see what is stuck. You can set a channel to restrict the push to Storage Cards on that channel, toggle round robin to spread inserts across storage cards, and set the tick interval, which defaults to once per second.[28]
The Export Chest does the reverse: a 9-slot chest that pulls items out of network storage into its own buffer. It uses filter rules, and an empty filter idles the chest so a fresh placement does not drain your network. You can also pick a push face to auto-drain the buffer into an adjacent hopper, furnace or machine, and set a channel to pull only from Storage Cards on that channel.[29]
Both chests have a redstone setting: High is active while powered, Low is active while unpowered, and Ignored means redstone does nothing. The Inventory Terminal is a viewport into network storage.[28][29][30]
Breakers and Placers
The Breaker destroys the block in front of it over time and routes the drops back to network storage. It is diamond-pickaxe tier, and its break time uses the wooden-pickaxe formula, so harder blocks take noticeably longer. Its GUI has a target filter: leave it empty to break anything, or set a block to restrict it. Placed at the base of a tree, it fells the whole tree.[31]
The Placer places block-form items in front of itself, pulling the matching item from network storage each time it fires. Tools, food and miscellaneous items fail the place call. Both devices use the same High, Low and Ignored redstone settings as the chests. With Ignored, they only fire when a script calls them. Setting Low makes a device always active without a signal, which is how the guide's cobblestone generator and Celestine farm keep their Breakers running.[5][7][31][32]
Crafting Shaped
| Diamond Shovel | Diamond Pickaxe | Diamond Axe |
| Empty slot | Empty slot | |
| Deepslate | Deepslate |
Recipe id: nodeworks:breaker
The in-pack recipe for the Breaker.
Autocrafting with the Crafting CPU
A Crafting CPU reads recipes from storage blocks, pulls ingredients out of the network, runs the craft and puts the result back. It always has exactly one Crafting Core, plus at least one Crafting Buffer touching it. Without a buffer the CPU stays dark. Placement is freeform with no wrench or GUI step: blocks that touch the Core, or chain off the CPU, are absorbed on the next tick. Wire the Core to a node and it lights up.[19]
- Crafting Buffer: required at least once, gives room for ingredients and intermediates during a craft, and carries 2 heat each.[19]
- Crafting Co-Processor: each one lets the CPU run one additional craft in parallel, and carries 3 heat.[19]
- Crafting Coolant: cancels heat. A lone block gives 1 cooling and each touching Coolant block adds 1 more, so a block surrounded by four others outputs 5 cooling.[19]
- Crafting Substrate: the speed block. Every Buffer or Co-Processor face touching Substrate adds 10% speed, up to a cap of 4x (400%). Substrate faces touching the Core, other Substrate or Coolant do nothing.[19]
Stacking heat sources face to face adds 1 extra heat per shared face, and each Coolant block's output is split evenly across the heat sources it touches. If total cooling cannot cover total heat, speed throttles down to a floor of 25%. Only Substrate boosts speed above 100%.[19]
Crafting Shaped
| Substrate | Purple Stained Glass Pane | Substrate |
| Sticky Piston | Crafting Table | Sticky Piston |
| Substrate | Substrate |
Recipe id: nodeworks:co_processor
The in-pack recipe for the Crafting Co-Processor.
The Craft Requester starts a job when it receives a redstone signal. Right-click it with an item to set what it crafts, then with an empty hand to set the batch size and output channel. It keeps queueing one batch at a time while the signal stays on. Pair it with a button for one-shot crafts, or a Storage Meter for autostock.[10][33]
Processing Handlers and subnets
For recipes that are not crafting table recipes, a Processing Handler routes ingredients into a machine and pulls outputs back without any Lua. Its back face joins the parent network, and its front face anchors its own micro-network of pipes, nodes and Storage Cards. The handler acts as the controller for that side, so no Network Controller is needed or allowed there.[34]
You bind it to a Processing Set from the parent network's Processing Storage. Each ingredient gets its own channel colour, default blue, plus one shared output colour, default red. Inputs go to Storage Cards on the micro-network matching the ingredient colour, and finished outputs are pulled back from cards on the output channel. In the furnace example, a blue card on top receives the raw input and a red card on the bottom collects the result. It is the no-script equivalent of a scripted handler, which you use for custom timing or multi-step flows.[34]
Wireless links and range
The Broadcast Antenna does a different job depending on what it sits on. On a Network Controller it gives wireless access, so a paired Portable Inventory Terminal can use the network in range. On processing storage it broadcasts recipes, and on an Export Chest it acts as a wireless drop-off for a paired Receiver Antenna on an Import Chest in another network.[28][29][35][36]
- Open the Broadcast Antenna GUI.[35]
- Place a Link Crystal in the top slot.[10][35]
- Take the crystal out. It is now paired.[35]
The default broadcast range is 128 blocks. A Dimension Range Upgrade extends access across the dimension the antenna is in, and a Multi-Dimension Range Upgrade extends it across any dimension. A Portable Inventory Terminal takes its paired Link Crystal in its top-right slot, and its item texture lights up in the network's colour while the link is live.[35][36][37][38]
Scripting limits in this pack
Every device can also be driven from the Scripting Terminal in Lua, using the global network and scheduler tables. The limits below keep one badly written script from stalling the server. Every numeric value listed here matches the mod default.[1][22]
- scripting.localTickBudgetMs is 5 ms per engine per tick, and scripting.globalTickBudgetMs is 10 ms across all engines. Once the global budget is spent, remaining engines are skipped for that tick.[22]
- scripting.callbackSoftAbortMs is 1000 ms per callback and scripting.topLevelSoftAbortMs is 3000 ms for the top-level chunk. With scripting.turnOffAutoRunOnTimeout set to true, a top-level timeout clears the terminal's autoRun flag.[22]
- scripting.rateLimits.engine.maxCallbacksPerKind is 256 registered callbacks per kind per engine. The 257th registration throws a fatal Lua error and locks the terminal.[22]
- Per network, per tick: scripting.rateLimits.network.maxItemMoveCallsPerTick is 100 insert calls, scripting.rateLimits.network.maxPlacementsPerTick is 5 placements, scripting.rateLimits.network.maxRedstoneWritesPerTick is 20 redstone writes and scripting.rateLimits.network.maxVariableWritesPerTick is 100 variable writes.[22]
- scripting.rateLimits.network.maxPrintsPerTick and scripting.rateLimits.network.maxErrorLogsPerTick are both 20, and scripting.rateLimits.network.maxItemsMovedPerTickPerNetwork is 0, which means unlimited items moved.[22]
- scripting.scripting.devices.userDeniedItems stops the User device from driving items in the #c:foods or #c:tools/ranged_weapon tags.[22]
- scripting.scripting.sandbox.enabledModules loads bit32, table, string and math, and scripting.scripting.sandbox.disabledMethods is empty, so no script methods are denied.[22]
Debugging with the Diagnostic Tool
How do you progress through Nodeworks?
4 parts
Nodeworks is a programmable logistics and automation network. The in-game guide builds it up in a clear order: grow celestine, set up a first network, then expand into moving items, autocrafting and wireless range. That is the order this section follows.[3][4]
Step 1: Get celestine
Celestine is the starting material, and the guide has a whole Getting Started section about growing it. Clusters grow from a budding block. Budding celestine only drops itself when mined with Silk Touch, so don't break it carelessly.[3][39]
A fully grown celestine cluster drops Celestine Shard items, and Fortune adds a bonus. With Silk Touch you get the cluster itself instead. Celestine ore also drops shards, again boosted by Fortune, or the ore block itself with Silk Touch.[40][41]
The pack also adds several ways to turn celestine into shards using other mods' machines: Ender IO SAG milling, Energized Power pulverizing, FTB Industrial Contraptions macerating, Horse Powered grinding, LTX Industries grinding, Occultism crushing (which gives 2 shards), and two Oritech machines, the fragment forge and the pulverizer. Neo Vitae smelting and blasting of celestine dust also make shards.[11]
Casting Table (hephaestus)
- 90× Molten Celestine
Recipe id: ftb:hephaestus_materials/casting/celestine/gem
The pack also adds this casting table recipe from Hephaestus Forge.
Step 2: Your first network
The guide's first network needs no scripting. It is a handful of devices linked together, with connectors to reach external blocks such as chests, so you can view items from as many connected chests as you like through an Inventory Terminal.[3]
The core pieces are the Network Controller, the Node and the Vacuum Pipe, which links the devices together.[3][11]
Crafting Shaped
| Deepslate | any glass panes | Deepslate |
| Deepslate | Deepslate | |
| Deepslate | any glass panes | Deepslate |
Recipe id: nodeworks:pipe
This recipe makes 4 Vacuum Pipes.
Crafting Shaped
| Empty slot | Redstone Block | Empty slot |
| Monitor | Crafting Table | |
| Empty slot | Diamond | Empty slot |
Recipe id: nodeworks:inventory_terminal
Step 3: Move items and automate
From there the guide points you to moving items, autocrafting and its example setups. The simplest move is with an Import Chest: items placed inside it are inserted into network storage. An Export Chest can pull items out of network storage into its inventory.[3][16][42][43]
The Breaker is the first real automation block. It breaks the block in front of it and sends the drops to network storage. It works at diamond-pickaxe tier, and if you place it at the base of a tree it fells the whole tree.[31]
Crafting Shaped
| Diamond Shovel | Diamond Pickaxe | Diamond Axe |
| Empty slot | Empty slot | |
| Deepslate | Deepslate |
Recipe id: nodeworks:breaker
The guide's example setups show what you can build with these blocks:[4]
- Cobblestone generator: put a Breaker in front of a generator, set it to break cobblestone and set its redstone mode to Low so it is always active.[7]
- Celestine farm: Breakers set to Low redstone mode break the fully grown clusters and put them into network storage.[5]
- Milky Soul Ball farm: a User milks cows with empty buckets, a Placer places soul sand, and another User uses the milk on it. Placers and Users are set to Low redstone mode.[8]
- Smelting subnet: two networks are bridged with an Import Chest and an Export Chest, so one network pushes raw materials to a smaller furnace network and gets the cooked results back.[6]
This recipe is a soul sand infusion and makes 4 Milky Soul Balls.
Step 4: Wireless range
The Broadcast Antenna broadcasts parts of your network wirelessly. Placed on a chest, it acts as a wireless drop-off that a paired chest on another network can forward into its own network. On processing storage, it shares that storage's recipes so another network can use them for autocrafting.[35]
Range is the upgradeable part. The Dimension Range Upgrade makes the antenna reachable across the same dimension it is placed in. The Multi-Dimension Range Upgrade extends that to any dimension.[37][38]
Crafting Shaped
| Empty slot | Gold Ingot | Nether Star |
| Deepslate | Ender Pearl | Gold Ingot |
| Deepslate | Empty slot |
Recipe id: nodeworks:dimension_range_upgrade
Crafting Shaped
| Empty slot | Netherite Ingot | End Crystal |
| Deepslate | Ender Eye | Netherite Ingot |
| Echo Shard | Deepslate | Empty slot |
Recipe id: nodeworks:multi_dimension_range_upgrade
How does Nodeworks work with other mods?
The only place the pack's recipes connect Nodeworks to another mod is the Celestine Shard. The pack adds a casting recipe that links Hephaestus Forge to Nodeworks: you can cast Celestine Shard from ftb:molten_celestine in a Hephaestus casting table.[11]
Casting Table (hephaestus)
- 90× Molten Celestine
Recipe id: ftb:hephaestus_materials/casting/celestine/gem
Added by the pack. One shard takes 90 units of Molten Celestine.
This is a pack-added recipe, not something Nodeworks does by default. If you already have molten celestine in your Hephaestus setup, this is how you turn it back into shards.[11]
Mining is still the other way to get shards. Celestine ore drops them, and so do fully grown celestine clusters, with Fortune boosting the amount.[40][41]
Beyond this recipe, the sources here show no other recipes that mix Nodeworks items with items from other mods.[11]
Which Nodeworks config options matter?
4 parts
Most of what you can tune in Nodeworks is the Lua scripting safety net in scripting.globalTickBudgetMs and its neighbours. Wherever the file states the mod default, this pack's value is the same as that default, so nothing in the options below is shown as changed by the pack. Here is how the pack sets everything.[22]
Tick budgets and timeouts
- scripting.globalTickBudgetMs is 10 ms: the total time all Lua across every running engine may use per server tick. Once it is spent, the remaining engines are skipped for that tick.[22]
- scripting.localTickBudgetMs is 5 ms per engine per tick. When an engine runs out, its remaining callbacks wait for the next tick.[22]
- scripting.callbackSoftAbortMs is 1000 ms for each callback invocation. On a timeout, that callback is removed from its registry so it can't fire again next tick.[22]
- scripting.topLevelSoftAbortMs is 3000 ms for the top-level chunk (main). It is longer because setup work like building big route tables can take a few seconds.[22]
- scripting.turnOffAutoRunOnTimeout is true. If the top-level chunk times out, the terminal's autoRun flag is cleared so a bad script doesn't pin the server again on the next world load.[22]
- scripting.instructionsPerWallClockCheck is 32 Lua instructions between wall-clock checks, which is also the mod default.[22]
Per-tick rate limits
These caps stop a runaway script from flooding the server. All of them match the mod defaults.[22]
- scripting.rateLimits.engine.maxCallbacksPerKind is 256 per kind per engine. The 257th registration throws a fatal Lua error and locks the terminal.[22]
- scripting.rateLimits.network.maxItemMoveCallsPerTick is 100 insert, tryInsert or route calls per tick per network.[22]
- scripting.rateLimits.network.maxItemsMovedPerTickPerNetwork is 0, which means unlimited item throughput. If you set a limit, tryInsert returns partial counts and atomic insert returns false.[22]
- scripting.rateLimits.network.maxPlacementsPerTick is 5, the lowest cap because placing blocks is heavy.[22]
- scripting.rateLimits.network.maxRedstoneWritesPerTick, scripting.rateLimits.network.maxPrintsPerTick and scripting.rateLimits.network.maxErrorLogsPerTick are each 20.[22]
- scripting.rateLimits.network.maxVariableWritesPerTick is 100.[22]
Devices and sandbox
- scripting.scripting.devices.grappleMaxDistance is 24 blocks for the Grapple Beam's attach raycast, and scripting.scripting.devices.grappleEntities is true, so the beam can attach to and pull entities. Set it to false to restrict grapples to terrain.[22]
- scripting.scripting.devices.networkControllerChunkLoading is true, so the Network Controller can force-load chunks. If you turn it off to let another chunk loading mod handle it, the toggle disappears from the Controller GUI and existing claims drop on the next controller tick.[22]
- scripting.scripting.devices.userDeniedItems is set to #c:foods and #c:tools/ranged_weapon, so the User device refuses to drive food and ranged weapons. You can add #c:tools/melee_weapon to block sword automation too.[22]
- scripting.scripting.sandbox.enabledModules loads bit32, table, string and math. The base library and the package library load regardless.[22]
- scripting.scripting.sandbox.disabledMethods is an empty list, so no script API methods are blocked.[22]
Client options
The Inventory Terminal settings live in invTerminalLayout and its siblings. In this pack the layout is SMALL and the sort mode is COUNT_DESC. Filter mode and kind mode are both BOTH.[44]
- invTerminalAutoFocusSearch and invTerminalAutoPull are true.[44]
- invTerminalCraftingCollapsed and invTerminalJeiSync are false.[44]
- invTerminalFilterMode and invTerminalKindMode are "BOTH", and invTerminalSortMode is "COUNT_DESC".[44]
- scriptTerminalLayout is 0.[44]
What changed in Nodeworks between versions?
1 part
FTB Evolution 2 1.1.0 ships Nodeworks 0.9.2. The mod was already in the pack in 1.0.2 or earlier, so it is not new in this release.[2]
Nodeworks 0.9.2
- The mod's own changelog for 0.9.2 lists one change: the NeoForge version was bumped to 26.1.2.76.[45]
Unverified The sources here show no pack changelog entries for Nodeworks, so any pack-level changes to the mod between releases are not confirmed. Check the FTB Evolution 2 release notes for that.
Sources
- Nodeworks project page (modrinth) · official mod data
- FTB Evolution 2 1.1.0 mod list · pack file
- In-game guide: Getting Started (nodeworks) · official docs
- In-game guide: Overview (nodeworks) · official docs
- In-game guide: Celestine Farm (nodeworks) · official docs
- In-game guide: Automated Smelting Subnet (nodeworks) · official docs
- In-game guide: Cobblestone Generator (nodeworks) · official docs
- In-game guide: Milky Soul Ball Farm (nodeworks) · official docs
- In-game guide: Smeltery Subnet (nodeworks) · official docs
- nodeworks names, screen text and descriptions (English lang file) · official mod data
- FTB Evolution 2 1.1.0 recipe dump: recipes making Nodeworks items · pack recipe dump
- In-game guide: Celestine Shard (nodeworks) · official docs
- In-game guide: Celestine Ore (nodeworks) · official docs
- In-game guide: Budding Celestine (nodeworks) · official docs
- In-game guide: Device Frame (nodeworks) · official docs
- In-game guide: Moving Items (nodeworks) · official docs
- In-game guide: Blank Card (nodeworks) · official docs
- In-game guide: Diagnostic Tool (nodeworks) · official docs
- In-game guide: Crafting CPU (nodeworks) · official docs
- In-game guide: Network Controller (nodeworks) · official docs
- In-game guide: Vacuum Pipe (nodeworks) · official docs
- FTB Evolution 2 1.1.0 config: config/nodeworks-server.toml · pack file
- In-game guide: Node (nodeworks) · official docs
- In-game guide: IO Card (nodeworks) · official docs
- In-game guide: Observer Card (nodeworks) · official docs
- In-game guide: Card Programmer (nodeworks) · official docs
- In-game guide: Network Wrench (nodeworks) · official docs
- In-game guide: Import Chest (nodeworks) · official docs
- In-game guide: Export Chest (nodeworks) · official docs
- In-game guide: Inventory Terminal (nodeworks) · official docs
- In-game guide: Breaker (nodeworks) · official docs
- In-game guide: Placer (nodeworks) · official docs
- In-game guide: Craft Requester (nodeworks) · official docs
- In-game guide: Processing Handler (nodeworks) · official docs
- In-game guide: Broadcast Antenna (nodeworks) · official docs
- In-game guide: Portable Inventory Terminal (nodeworks) · official docs
- In-game guide: Dimension Range Upgrade (nodeworks) · official docs
- In-game guide: Multi-Dimension Range Upgrade (nodeworks) · official docs
- data/nodeworks/loot_table/blocks/budding_celestine.json (nodeworks's jar) · official mod data
- data/nodeworks/loot_table/blocks/celestine_cluster.json (nodeworks's jar) · official mod data
- data/nodeworks/loot_table/blocks/celestine_ore.json (nodeworks's jar) · official mod data
- data/nodeworks/loot_table/blocks/import_chest.json (nodeworks's jar) · official mod data
- data/nodeworks/loot_table/blocks/export_chest.json (nodeworks's jar) · official mod data
- FTB Evolution 2 1.1.0 config: config/nodeworks_client.json · pack file
- Nodeworks 0.9.2 changelog · changelog
Where this guide comes from
Written from what FTB Evolution 2 itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.
Guide last verified Oct 17, 2026.
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Version in each release
9 releases, first in 1.0.2
| FTB Evolution 2 | Version | Jar | Where it came from |
|---|---|---|---|
| 1.4.0 Oct 17, 2026 | 0.9.21 | nodeworks-0.9.21.jar | From the published release |
| 1.3.2 Oct 16, 2026 | 0.9.21 | nodeworks-0.9.21.jar | From the published release |
| 1.3.1 Oct 15, 2026 | 0.9.19 | nodeworks-0.9.19.jar | From the published release |
| 1.3.0 Oct 14, 2026 | 0.9.13 | nodeworks-0.9.13.jar | From the published release |
| 1.2.2 Oct 13, 2026 | 0.9.2 | nodeworks-0.9.2.jar | From the published release |
| 1.2.1 Oct 12, 2026 | 0.9.2 | nodeworks-0.9.2.jar | From the published release |
| 1.2.0 Oct 12, 2026 | 0.9.2 | nodeworks-0.9.2.jar | From the published release |
| 1.1.0 Oct 10, 2026 | 0.9.2 | nodeworks-0.9.2.jar | From the published release |
| 1.0.2 Oct 8, 2026 | 0.9.2 | nodeworks-0.9.2.jar | From the published release |
"From pack files" means the list came from the pack's own files; "from the published release" means ForgeBase read the jars of the release itself.
Items and blocks
56 items from the 1.4.0 recipe dump.
Antenna Coil Assembly
Blank Card
Breaker
Broadcast Antenna
Budding Celestine
Card Programmer
Celestine Antenna Array
Block of Celestine
Celestine Cluster
Deepslate Celestine Ore
Celestine Receiver Dish
Celestine Shard
Charged Beam Catalyst
Crafting Co-Processor
Covered Vacuum Pipe
Crafting Core
Crafting Buffer
Craft Requester
Device Frame
Diagnostic Tool
Dimension Range Upgrade
Export Chest
Focus Node
Grapple Beam
Import Chest
Instruction Set
Instruction Storage
Inventory Terminal
IO Card
Large Celestine Bud
Link Crystal
Medium Celestine Bud
Milky Soul Ball
Monitor
Multi-Dimension Range Upgrade
Network Controller
Network Wrench
Node
Nodeworks Book
Observer Card
Vacuum Pipe
Placer
Portable Inventory Terminal
Processing Handler
Processing Set
Processing Storage
Receiver Antenna
Redstone Card
Small Celestine Bud
Crafting Coolant
Storage Card
Storage Meter
Crafting Substrate
Scripting Terminal
User
Variable
Config options (how FTB Evolution 2 sets them)
31 settings shipped in the pack's config files; 1 differ from the mod's documented default.
Show settings
| Setting | FTB Evolution 2 value | Mod default |
|---|---|---|
scripting.rateLimits.network.maxItemsMovedPerTickPerNetwork changed by FTB Evolution 2Max items moved per tick per network across all script insert and tryInsert calls. Independent of maxItemMoveCallsPerTick (a single call can move many items, so call count != item count). When exhausted, tryInsert silently moves what it can and insert fails with an error in the terminal. The default of 16384 is 256 full stacks per tick. 0 also means 16384, this one has no unlimited setting. config/nodeworks-server.toml | 0 | 16384 |
invTerminalAutoFocusSearch config/nodeworks_client.json | true | not documented |
invTerminalAutoPull config/nodeworks_client.json | true | not documented |
invTerminalCraftingCollapsed config/nodeworks_client.json | false | not documented |
invTerminalFilterMode config/nodeworks_client.json | BOTH | not documented |
invTerminalJeiSync config/nodeworks_client.json | false | not documented |
Which FTB Evolution 2 mods work with Nodeworks?
The FTB Evolution 2 mods that share the most recipes with Nodeworks. Highlighted ones have a guide.
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