Nodeworks in FTB Evolution 2

FTB Evolution 2 1.4.0 ships version 0.9.21 · First seen in 1.0.2

Checked Oct 11, 2026FTB Evolution 2 1.4.0Sources: FTB Evolution 2 1.4.0 modlist.json · Modrinth

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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 →

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]

Nodeworks BookMod recipe

Crafting Shapeless

Recipe id: nodeworks:nodeworks_book

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]
Celestine ShardAdded by the pack

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]

Device FrameMod recipe

Crafting Shaped

Crafting Shaped
Copper IngotDeepslateCopper Ingot
DeepslateBlank CardDeepslate
Copper IngotNodeCopper 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

Crafting Shaped
DeepslateCelestine ShardDeepslate
Celestine ShardMilky Soul BallCelestine Shard
DeepslateCelestine ShardDeepslate

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]

NodeMod recipe

Crafting Shaped

Crafting Shaped
Copper IngotCelestine ShardCopper Ingot
Celestine Shardany glass panesCelestine Shard
Copper IngotCelestine ShardCopper Ingot

Recipe id: nodeworks:node

4× Vacuum PipeMod recipe

Crafting Shaped

Crafting Shaped
Deepslateany glass panesDeepslate
DeepslateCelestine ShardDeepslate
Deepslateany glass panesDeepslate

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

Crafting Shaped
Empty slotRedstone BlockEmpty slot
NodeMonitorCrafting Table
Empty slotDiamondEmpty 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]

Import ChestMod recipe

Crafting Shaped

Crafting Shaped
Lapis LazuliSticky PistonLapis Lazuli
Deepslateany wooden chestDeepslate
Lapis LazuliNodeLapis Lazuli

Recipe id: nodeworks:import_chest

Export ChestMod recipe

Crafting Shaped

Crafting Shaped
RedstonePistonRedstone
Deepslateany wooden chestDeepslate
RedstoneNodeRedstone

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]

Storage CardMod recipe

Crafting Shapeless

Recipe id: nodeworks:storage_card

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]

Diagnostic ToolMod recipe

Crafting Shaped

Crafting Shaped
Celestine ShardCelestine ShardCelestine Shard
DeepslateObserverDeepslate
DeepslateDeepslateDeepslate

Recipe id: nodeworks:diagnostic_tool

Where to go next

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]

Storage CardMod recipe

Crafting Shapeless

Recipe id: nodeworks:storage_card

The in-pack recipe for the Storage Card.

IO CardMod recipe

Crafting Shapeless

Recipe id: nodeworks:io_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]

BreakerMod recipe

Crafting Shaped

Crafting Shaped
Diamond ShovelDiamond PickaxeDiamond Axe
Empty slotObserver CardEmpty slot
DeepslateDevice FrameDeepslate

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

Crafting Shaped
SubstratePurple Stained Glass PaneSubstrate
Sticky PistonCrafting TableSticky Piston
SubstrateIO CardSubstrate

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]

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]

  1. Open the Broadcast Antenna GUI.[35]
  2. Place a Link Crystal in the top slot.[10][35]
  3. 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]

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]

Celestine ShardAdded by the pack

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]

4× Vacuum PipeMod recipe

Crafting Shaped

Crafting Shaped
Deepslateany glass panesDeepslate
DeepslateCelestine ShardDeepslate
Deepslateany glass panesDeepslate

Recipe id: nodeworks:pipe

This recipe makes 4 Vacuum Pipes.

Crafting Shaped

Crafting Shaped
Empty slotRedstone BlockEmpty slot
NodeMonitorCrafting Table
Empty slotDiamondEmpty 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]

BreakerMod recipe

Crafting Shaped

Crafting Shaped
Diamond ShovelDiamond PickaxeDiamond Axe
Empty slotObserver CardEmpty slot
DeepslateDevice FrameDeepslate

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]

Soul Sand Infusion (nodeworks)

    Recipe id: nodeworks:milky_soul_ball

    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

    Crafting Shaped
    Empty slotGold IngotNether Star
    DeepslateEnder PearlGold Ingot
    Celestine ShardDeepslateEmpty slot

    Recipe id: nodeworks:dimension_range_upgrade

    Crafting Shaped

    Crafting Shaped
    Empty slotNetherite IngotEnd Crystal
    DeepslateEnder EyeNetherite Ingot
    Echo ShardDeepslateEmpty 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]

    Celestine ShardAdded by the pack

    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

    Per-tick rate limits

    These caps stop a runaway script from flooding the server. All of them match the mod defaults.[22]

    Devices and sandbox

    Tip: Running a public server? The config file itself recommends setting disabledMethods to ["CardHandle:insert", "Network:insert"]. That forces scripts to use the partial-success tryInsert variants, which work better with the per-tick item budget. This pack leaves the list empty.[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]

    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

    1. Nodeworks project page (modrinth) · official mod data
    2. FTB Evolution 2 1.1.0 mod list · pack file
    3. In-game guide: Getting Started (nodeworks) · official docs
    4. In-game guide: Overview (nodeworks) · official docs
    5. In-game guide: Celestine Farm (nodeworks) · official docs
    6. In-game guide: Automated Smelting Subnet (nodeworks) · official docs
    7. In-game guide: Cobblestone Generator (nodeworks) · official docs
    8. In-game guide: Milky Soul Ball Farm (nodeworks) · official docs
    9. In-game guide: Smeltery Subnet (nodeworks) · official docs
    10. nodeworks names, screen text and descriptions (English lang file) · official mod data
    11. FTB Evolution 2 1.1.0 recipe dump: recipes making Nodeworks items · pack recipe dump
    12. In-game guide: Celestine Shard (nodeworks) · official docs
    13. In-game guide: Celestine Ore (nodeworks) · official docs
    14. In-game guide: Budding Celestine (nodeworks) · official docs
    15. In-game guide: Device Frame (nodeworks) · official docs
    16. In-game guide: Moving Items (nodeworks) · official docs
    17. In-game guide: Blank Card (nodeworks) · official docs
    18. In-game guide: Diagnostic Tool (nodeworks) · official docs
    19. In-game guide: Crafting CPU (nodeworks) · official docs
    20. In-game guide: Network Controller (nodeworks) · official docs
    21. In-game guide: Vacuum Pipe (nodeworks) · official docs
    22. FTB Evolution 2 1.1.0 config: config/nodeworks-server.toml · pack file
    23. In-game guide: Node (nodeworks) · official docs
    24. In-game guide: IO Card (nodeworks) · official docs
    25. In-game guide: Observer Card (nodeworks) · official docs
    26. In-game guide: Card Programmer (nodeworks) · official docs
    27. In-game guide: Network Wrench (nodeworks) · official docs
    28. In-game guide: Import Chest (nodeworks) · official docs
    29. In-game guide: Export Chest (nodeworks) · official docs
    30. In-game guide: Inventory Terminal (nodeworks) · official docs
    31. In-game guide: Breaker (nodeworks) · official docs
    32. In-game guide: Placer (nodeworks) · official docs
    33. In-game guide: Craft Requester (nodeworks) · official docs
    34. In-game guide: Processing Handler (nodeworks) · official docs
    35. In-game guide: Broadcast Antenna (nodeworks) · official docs
    36. In-game guide: Portable Inventory Terminal (nodeworks) · official docs
    37. In-game guide: Dimension Range Upgrade (nodeworks) · official docs
    38. In-game guide: Multi-Dimension Range Upgrade (nodeworks) · official docs
    39. data/nodeworks/loot_table/blocks/budding_celestine.json (nodeworks's jar) · official mod data
    40. data/nodeworks/loot_table/blocks/celestine_cluster.json (nodeworks's jar) · official mod data
    41. data/nodeworks/loot_table/blocks/celestine_ore.json (nodeworks's jar) · official mod data
    42. data/nodeworks/loot_table/blocks/import_chest.json (nodeworks's jar) · official mod data
    43. data/nodeworks/loot_table/blocks/export_chest.json (nodeworks's jar) · official mod data
    44. FTB Evolution 2 1.1.0 config: config/nodeworks_client.json · pack file
    45. 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 2VersionJarWhere it came from
    1.4.0
    Oct 17, 2026
    0.9.21nodeworks-0.9.21.jarFrom the published release
    1.3.2
    Oct 16, 2026
    0.9.21nodeworks-0.9.21.jarFrom the published release
    1.3.1
    Oct 15, 2026
    0.9.19nodeworks-0.9.19.jarFrom the published release
    1.3.0
    Oct 14, 2026
    0.9.13nodeworks-0.9.13.jarFrom the published release
    1.2.2
    Oct 13, 2026
    0.9.2nodeworks-0.9.2.jarFrom the published release
    1.2.1
    Oct 12, 2026
    0.9.2nodeworks-0.9.2.jarFrom the published release
    1.2.0
    Oct 12, 2026
    0.9.2nodeworks-0.9.2.jarFrom the published release
    1.1.0
    Oct 10, 2026
    0.9.2nodeworks-0.9.2.jarFrom the published release
    1.0.2
    Oct 8, 2026
    0.9.2nodeworks-0.9.2.jarFrom 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.

    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.

    See all 31 settings →

    Show settings
    SettingFTB Evolution 2 valueMod default
    scripting.rateLimits.network.maxItemsMovedPerTickPerNetwork changed by FTB Evolution 2
    Max 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
    016384
    invTerminalAutoFocusSearch
    config/nodeworks_client.json
    truenot documented
    invTerminalAutoPull
    config/nodeworks_client.json
    truenot documented
    invTerminalCraftingCollapsed
    config/nodeworks_client.json
    falsenot documented
    invTerminalFilterMode
    config/nodeworks_client.json
    BOTHnot documented
    invTerminalJeiSync
    config/nodeworks_client.json
    falsenot 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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