Not Enough Patterns in FTB Skies 2: Aero

FTB Skies 2: Aero 1.13.0 ships version 0.5.1 · First seen in 1.5.1

Checked Sep 30, 2026FTB Skies 2: Aero 1.13.0Sources: FTB Skies 2: Aero 1.13.0 modlist.json

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Not Enough Patterns is a mod in FTB Skies 2: Aero 1.13.0, where it is version 0.5.1. No verified summary yet. A full guide is planned.

Not Enough Patterns guide for FTB Skies 2: Aero

Written for FTB Skies 2: Aero 1.10.0 · also fits 1.6.1 to 1.9.1 · updated Oct 17, 2026

Last verified for FTB Skies 2: Aero v1.10.0 on Oct 17, 2026 · text last changed Oct 17, 2026

This is the newest guide. It hasn't been checked against 1.13.0 yet.

Sections
7
Recipes shown
14
Items named
27
Quests covered
14

Every recipe and number here was checked against FTB Skies 2: Aero 1.10.0, read from the running game on Sep 22, 2026.

What is Not Enough Patterns?

2 parts

Not Enough Patterns (NEP) lets your AE2 network drive other mods' machines. You encode a pattern for a process, drop it in a Pattern Provider, and the network feeds the machine and runs its recipes. This pack ships version 0.5.1.[1][2]

Every integration is a single auto-crafting step: the Provider feeds the machine, then collects the result and marks the step done. The in-game guide has sections for Actually Additions, Apothic Enchanting, Compact Crafting, Create, Draconic Evolution and Mystical Agriculture.[3][4][5][6][7][8][9]

Matrices

Most supported mods also get a Matrix, a late-game one-block solution for that mod's crafting methods. Two of them have quests in this pack's quest book: the Atomic Empowering Matrix for Actually Additions and the Injector Fusion Matrix for Draconic Evolution.[3][10][11]

Where the quest book puts it

The Atomic Empowering Matrix quest sits in the "Actually Additions" chapter, which is chapter 21 of 31 in the "Tech Mods" group. It comes right after "Empowering Crystals" quest, the quest that introduces the Empowerer and mentions that NEP can connect a Pattern Provider straight to it. The Matrix quest a quest in "Actually Additions" says it handles both Reconstruction and Empowering recipes in one block.[10]

The Injector Fusion Matrix quest a quest in "Draconic Evolution" is in the "Draconic Evolution" chapter, chapter 23 of 31 in the same group. It comes after a quest in "Draconic Evolution", the final injector tier, and no other quest in that chapter follows it. Its text says to place the Matrix next to an AE2 Pattern Provider holding the injection recipe patterns and give it power.[11]

Tip: The Atomic Empowering Matrix needs FE on any face and a powered ME network. It also needs no Import Card, because it returns finished items to the Provider on its own.[12]

How do you get started with Not Enough Patterns?

4 parts

Not Enough Patterns (NEP) turns machines from other mods into steps your ME network can auto-craft. A Pattern Provider feeds the machine, collects the result and marks the step done. Here are the items to look at first, in an order that makes sense for building up.[3]

First: the Import Card

Most modded machines leave their result in an output buffer. To let the system collect it, you install a card on the Provider, and without one some crafts may never finish. That is the job of the Import Card. The Atomic Empowering Matrix and the Miniaturization Controller are the exception: they join the network themselves, return finished items on their own, and need no Import Card.[3][12][13]

Import CardMod recipe

Crafting Shapeless

Recipe id: nep:import_card

Second: Matrix Circuitry

Matrix Circuitry is a shared NEP component in this pack. The pack changes its recipe from the mod's, so use the one below. You will see it again in the recipes for the Miniaturization Controller, the Miniaturization Matrix and the Infused Awakening Matrix, shown after it.[14]

Miniaturization (compactcrafting)

Recipe id: nep:miniaturization_controller

Miniaturization MatrixChanged by the pack

Miniaturization (compactcrafting)

Recipe id: nep:miniaturization_matrix

Third: Machine Hub and Hub Linker

The Machine Hub presents all the inventories it is linked to as one inventory. That lets a Pattern Provider against the Hub load a multiblock whose item and fluid hatches are separate blocks. The pack changes the Hub's recipe.[14][15]

The Hub Linker is the tool you use to plan links and sync them to a Hub.[14][16]

Hub LinkerMod recipe

Crafting Shaped

Crafting Shaped
Empty slotEmpty slotCalculation Processor
Empty slotFluix CrystalEmpty slot
any wooden rodEmpty slotEmpty slot

Recipe id: nep:hub_linker

The pack tunes the Hub. It can link inventories up to 32 blocks away (mod default 16), set by machineHub.linkRange. It takes at most 16 links (mod default 24), set by machineHub.maximumLinks. It also takes up 47 channels on your network (mod default 11), set by machineHub.meNetworkChannels, plus one more for each linked inventory.[15]

Later: the Matrices

Matrices are the late-game, one-block solution for a mod's crafting. NEP has one each for Actually Additions, Compact Crafting, Create, Draconic Evolution and Mystical Agriculture.[3]

In the quest book, the Actually Additions chapter (Tech Mods group) has the quest a quest in "Actually Additions", which asks you to get the Atomic Empowering Matrix and comes after "Empowering Crystals" quest. That block runs both empowering and Atomic Reconstructor recipes without Display Stands or a laser. In the Draconic Evolution chapter, the quest a quest in "Draconic Evolution" asks for the Injector Fusion Matrix and comes after a quest in "Draconic Evolution".[10][11][12]

The pack changes the Atomic Empowering Matrix recipe, so check the one below.[14]

Atomic Empowering MatrixChanged by the pack

Empowering (actuallyadditions)

Recipe id: nep:atomic_empowering_matrix

Watch out: Matrices take up a lot of ME channels in this pack. The Atomic Empowering Matrix takes up 63 (mod default 15), set by modules.actuallyadditions.atomicEmpoweringMatrix.meNetworkChannels. Anything above 8 needs an ME Controller and a dense cable running to it, and a network that cannot spare the channels leaves the Matrix offline.[12][15]

How does Not Enough Patterns work?

8 parts

Not Enough Patterns lets AE2 auto-crafting drive machines from other mods. Depending on the mod, you either build the real machine normally and push a Pattern Provider against it, or use a single-block Matrix that does the whole job internally with no multiblock, belt line or field.[4][5][6][7]

How the Matrix blocks behave

The Matrix blocks and the controllers all work the same way on the ME side. They join your network through their own grid connection, draw a small standing power cost, and hand finished items back to the Pattern Provider on their own. That means they need no Import Card.[12][13][17]

In this pack the standing cost is 10 AE per tick while idle, and a Matrix draws 500 AE per tick while it crafts, for example modules.compactcrafting.miniaturizationMatrix.idleMeNetworkDrain and modules.compactcrafting.miniaturizationMatrix.meNetworkDrain. Progress stops whenever the network cannot supply that power. The Matrix must be on a powered ME network, not just connected to one.[15][17]

Watch out: The pack raised the channel cost of these machines. The Atomic Empowering, Miniaturization, Assembly, Injector Fusion and Infused Awakening Matrices each take 63 channels (the mod default is 15), and the Miniaturization and Sequenced Assembly Controllers take 31 (the mod default is 7). Anything above 8 channels needs a dense cable, and a network with no ME Controller cannot carry more than 8 channels in total, so a network that cannot spare them leaves the machine offline. These values are read when the machine joins a network, so changing them needs a world reload.[12][15]

The screens share the same buttons: Clear Pending Recipes, Empty Buffers and Guide, with Guide always rightmost. The input buffers only accept what a pending craft still needs, so a hopper can top one up without clogging it. A Comparator beside the block reads the output buffer from empty up to a full 15. With auto-request on (it is in this pack), a Matrix that is short of materials pulls or crafts them from the network instead of stalling.[12][13][15][17]

Actually Additions: Empowerer and Atomic Reconstructor

The Atomic Empowering Matrix replaces both Actually Additions crafters. It runs empowering recipes with no Display Stands and Atomic Reconstructor recipes with no laser, and it accepts both pattern types from one Provider. Give it FE on any face. Its cost comes from the recipe, scaled by modules.actuallyadditions.atomicEmpoweringMatrix.energyCostPercent, which is 100 here.[12][15]

Time is set per craft type and the recipe's own duration is never used. An empowering craft takes 20 ticks and an atomic reconstruction craft takes 4 ticks, both the mod defaults. The pack did change the energy side: the buffer is 2,000,000,000 FE (default 320,000) and it accepts up to 100,000,000 FE per tick (default 40,000).[12][15]

A pattern scaled to four crafts is queued as four jobs, run one after another and each charged in full. Only one recipe per result item can be queued at a time, so a second pattern making the same item a different way is refused until the first finishes.[12]

If you prefer the real Empowerer, put a Pattern Provider against it. The base item goes into the Empowerer and one item onto each of the four Display Stands, three blocks out. The stands are the only energy source, and a stand that runs dry pauses the craft with the items still in it. One pattern is one craft, so a pattern scaled to two or more is refused. The finished item stays in the Empowerer unless you add an Import Card to the Provider.[18]

The real Atomic Reconstructor has no item buffer: its input is whatever lies on the ground in the beam. So you aim the Provider at a dropper facing the beam and bring the drops back with a Ranged Collector or a hopper feeding an ME Interface. A Provider face touching a Matrix always uses the Matrix.[19]

Apothic Enchanting: infusion on the Table of the Raven

Put a Pattern Provider against any face of the Enchanting Table of the Raven and that is the whole build. Shelves do nothing for an automated craft, because this table's stats are set rather than gathered. The craft finishes in one tick and the result goes straight back to the Provider. Only infusion automates, since ordinary enchanting has no fixed result.[20]

Infusion costs 3 lapis plus experience, paid as a fluid with the experience tag when one is loaded, or as Bottles o' Enchanting otherwise. This pack keeps the defaults: 20 mB of fluid per experience point and 70 points per bottle. A recipe needing 80 eterna costs 1,631 experience, which is 32,620 mB or 24 bottles. A pattern always pays the cap, so automated infusion never costs less than the same craft by hand.[15][20]

Watch out: A recipe that makes more of its own ingredient cannot be requested. AE2's planner hides the item you asked for from its own crafting calculation, so the plan comes back partial and the pattern is never pushed.[20]

Compact Crafting: miniaturization

The Miniaturization Matrix needs no projectors or field. It takes the item form of everything the recipe's layers ask for plus the catalyst. The recipe has no energy cost of its own, so network power is all it burns.[17]

It refuses recipes whose field is larger than modules.compactcrafting.miniaturizationMatrix.maximumFieldSize, which is set to absurd (9x9x9) here.[15][17]

A Matrix craft takes a percentage of the recipe's own crafting time, set by modules.compactcrafting.miniaturizationMatrix.craftTimePercent. It is 100 in this pack, and a recipe carries its own duration of 200 ticks unless it says otherwise.[15]

The Miniaturization Controller drives a real projector field instead, so there is no field size ceiling. Place it touching one of the four projectors; that contact is the whole binding. It stacks the recipe's blocks from the bottom up at one block per tick, throws the catalyst in once the field matches, waits out the field's own crafting time and pulls the result back in. If the field refuses the layout, the blocks are taken back out and nothing is lost.[13][15]

Watch out: Never wire redstone into the Controller. Any signal reaching a projector switches the whole field off and cancels a craft in progress.[13]

Create: Depot machines, crafter arrays and the Assembly Matrix

For Deploying and Filling, the Depot is the machine and the Provider goes on the Depot, not on the Deployer or Spout. The Deployer or Spout sits two blocks above it. The Deployer must face down and keep spinning, and the Spout's tank must be empty when the craft starts. Filling needs the exact fluid amount from the recipe, or the push is rejected. Reusable tools are lent by the network and returned afterwards.[21][22]

Mechanical Crafting puts the Provider on any crafter in the array. The array needs rotation, every crafter must be empty, and it must form one connected group feeding a single output. A plain processing pattern is never pushed; it has to be a Mechanical Crafting Pattern, either encoded from JEI or captured by sneak right clicking a filled array with a blank pattern.[23]

The Assembly Matrix replaces a whole sequenced assembly line and also runs single Filling and Deploying patterns. It needs rotation on either end of its axis, and a recipe starts once the full shopping list is inside it. Speed scales steeply with stress, and below 32 RPM it does nothing and costs no stress:[15][24]

  • 32 RPM: 8,192 SU, 9 seconds per item.[24]
  • 64 RPM: 49,152 SU, 1.5 seconds per item.[24]
  • 128 RPM: 131,072 SU, 0.6 seconds per item.[24]
  • 256 RPM: 294,912 SU, 0.25 seconds per item.[24]

In this pack modules.create.sequencedAssemblyMatrix.guaranteedResults is false, so the Matrix rolls the recipe's chances like a physical line. Unlucky rolls produce junk that goes to network storage, and that attempt's ingredients are lost. Auto-request lets it retry.[15][24]

For recipes with an energising step under Create: New Age, the Matrix uses an internal FE buffer. modules.create.sequencedAssemblyMatrix.energyCapacity is 1,000,000,000 in this pack (mod default 1,000,000).[15][24]

That buffer charges at up to the rate in modules.create.sequencedAssemblyMatrix.chargeRate, which is 100,000,000 FE per tick here (mod default 100,000).[15][24]

The Sequenced Assembly Controller is the real-line alternative: a black box around your belt line. In the pack its staging tank holds 64,000 mB per fluid, links reach 16 blocks, and a recipe with no progress for 100 ticks counts as halted.[15][25]

Draconic Evolution and Mystical Agriculture Matrices

The Injector Fusion Matrix runs a whole fusion recipe in one block, with no Crafting Core or Injectors. It charges first, then spends 20 ticks on the crafting phase, and accepts up to 10,000,000 FE per tick. The pack sets the highest tier to chaotic and the base buffer to 2,000,000 FE. Upgrade cores in its slot can raise the buffer, cut crafting time and reduce energy cost, and up to 16 cores are accepted.[15][16]

The Infused Awakening Matrix runs infusion and awakening recipes in one block, in 20 ticks per craft whichever recipe it runs, where both real altars normally take 100. It has no energy cost of its own, and its four essence tanks each hold 40 per essence. The real altars also work with a Provider, but they do not return the finished product by themselves.[15]

Machine Hub: loading multiblocks from other mods

The Machine Hub presents all the inventories it is linked to as one inventory, so a Pattern Provider against the Hub can load a multiblock whose item and fluid hatches are separate blocks. You link inventories with the Hub Linker or by pressing the scan button. The pack tuned it: link range 32 blocks (default 16), at most 16 links (default 24), casing depth 1 (default 3), and 47 base channels (default 11) plus 1 per linked inventory.[15][16]

Hub LinkerMod recipe

Crafting Shaped

Crafting Shaped
Empty slotEmpty slotCalculation Processor
Empty slotFluix CrystalEmpty slot
any wooden rodEmpty slotEmpty slot

Recipe id: nep:hub_linker

The scan walks up to 128 blocks from the Hub and always treats blocks from Modern Industrialization, Extended Industrialization, Mekanism, Oritech and PneumaticCraft as machine parts. Player storage and terrain blocks are blocked by default, and links beyond range are refused.[15][16]

Troubleshooting and escape hatches

If a push is refused, turn on debug.verbose_logging (off in the pack) to log why each pattern was accepted or rejected. If a recipe moves to a machine NEP does not drive, patterns.processingPatternConversion (on here) lets a NEP pattern be crafted back into a plain AE2 Processing Pattern. Patterns that keep an ingredient, such as Deploying and Filling, are refused.[15]

How do you progress through Not Enough Patterns?

6 parts

In this pack, Not Enough Patterns (NEP) progression follows the mods it automates. The quest book places its quests in three Tech Mods chapters: Actually Additions (chapter 21 of 31), Create (chapter 22) and Draconic Evolution (chapter 23). Each matrix unlocks in the chapter of the mod it automates, so you progress through NEP by progressing through those mods.[10][11][26]

Stage 1: direct machine hookups

Your first NEP steps need no matrix at all. The "Depot" quest quest (after "Andesite Casing" quest) says an AE2 Pattern Provider can connect straight to the Depot and handle Filling and Deploying recipes from your ME Network. It recommends an Import Card to pull the result back. The "Mechanical Crafter" quest quest (after "The Brass Age" quest) says the same trick works on a Mechanical Crafting grid for shaped recipes.[26]

Actually Additions has its own version. The "Empowering Crystals" quest quest (after "Atomic Reconstructor" quest) lets you connect a Pattern Provider directly to the Empowerer. The four Display Stands must still be powered, because they are the craft's only energy source.[10][18]

Import CardMod recipe

Crafting Shapeless

Recipe id: nep:import_card

The pack uses the mod's own recipe for the Import Card.

Stage 2: Matrix Circuitry

Matrix Circuitry is the shared part for the matrices in the recipe list. The Assembly, Atomic Empowering, Injector Fusion, Infused Awakening and Miniaturization matrices all use it, directly or through Empowered Matrix Circuitry. The pack changed its recipe from the mod's version, so use the recipe below.[14]

Stage 3: Create, the Assembly Matrix

In the Create chapter, a quest in "Create" comes after the Precision Mechanism quest. It covers the Sequenced Assembly Controller and the Sequenced Assembly Linker, which route items and fluids for an assembly line (energisers still need separate power). a quest in "Create" follows it and unlocks the Assembly Matrix, a one-block solution for Filling, Deploying and Sequenced Assembly recipes.[26]

The Controller keeps the mod's own recipe, but the pack changed the Linker and the Assembly Matrix. The Matrix is itself a sequenced assembly recipe, and so is the Hardened Obsidian Plate it needs, which the pack also changed.[14]

The Controller uses the mod's own recipe.

Sequenced Assembly LinkerChanged by the pack

Crafting Shaped

Crafting Shaped
Empty slotEmpty slotEngineering Processor
Empty slotBrass IngotEmpty slot
any wooden rodEmpty slotEmpty slot

Recipe id: nep:sequenced_assembly_linker

The pack changed the Linker recipe.

The pack changed this sequenced assembly recipe.

Tip: The Assembly Matrix runs on Stress and power (if applicable). More Stress at a higher RPM means faster crafting, and it takes Stress from the 2 sides that have a larger circle around the middle.[26]

Stage 4: Actually Additions, the Atomic Empowering Matrix

The a quest in "Actually Additions" quest sits after Empowering Crystals. The Atomic Empowering Matrix handles both Reconstruction and Empowering recipes in one block, so you need neither Display Stands nor a laser. The pack changed its recipe, and the Empowered Matrix Circuitry it relies on is also an empowering recipe the pack changed.[10][12][14]

Empowered Matrix CircuitryChanged by the pack

Empowering (actuallyadditions)

Recipe id: nep:empowered_matrix_circuitry

The pack changed this empowering recipe.

Atomic Empowering MatrixChanged by the pack

Empowering (actuallyadditions)

Recipe id: nep:atomic_empowering_matrix

The pack changed this empowering recipe too.

Tip: This Matrix is an ME machine that joins your network itself and returns finished items to the Provider, so it needs no Import Card. It does need FE on any face and a powered ME network.[12]

Stage 5: Draconic Evolution, the Injector Fusion Matrix

The a quest in "Draconic Evolution" quest comes after a quest in "Draconic Evolution", the final injector tier in the chapter. The Injector Fusion Matrix processes Injection recipes in one block: place it next to an AE2 Pattern Provider holding those patterns and give it power. The pack changed its recipe.[11][14]

Injector Fusion MatrixChanged by the pack

Fusion Crafting (draconicevolution)

Recipe id: nep:fusion_matrix

The pack changed this fusion crafting recipe.

Other NEP recipes

These items have recipes in the pack, but the quest text available here does not cover them. 18 of the 100 Create quests also have text that is not included here, so check the quest book for those.[14][26]

How does Not Enough Patterns work with other mods?

5 parts

Not Enough Patterns is built around AE2, and in this pack it also reaches into Actually Additions, Draconic Evolution, Create and Mystical Agriculture. Most of the links show up in how its items are crafted, so you will be moving between several tech trees to get everything.[10][11][14]

AE2 and its add-ons

The basic parts are made from AE2 components. The Hub Linker, the Import Card and the Sequenced Assembly Controller all use the mod's own recipes. The Machine Hub, Matrix Circuitry and Sequenced Assembly Linker have recipes the pack changed.[14]

Other mods feed into these parts too. The Machine Hub uses the ME Import Export Bus from Advanced AE and a Digital Circuit from Modern Industrialization. Matrix Circuitry also takes that Digital Circuit, plus the Concurrent Processor from ExtendedAE. The Sequenced Assembly Linker needs a Brass Ingot.[14]

The Extended Molecular Assembler from ExtendedAE appears in all four Matrix recipes in the pack, so plan for it early.[14]

Actually Additions

This is the most direct link. With a Pattern Provider placed against an Empowerer, Not Enough Patterns stages the base item in the Empowerer and one item on each of the four Display Stands, three blocks out. The Actually Additions quest about Empowering Crystals tells you that a Provider can feed the Empowerer straight from your ME network.[10][18]

Tip: The Display Stands are still the only energy source for an Empowerer craft, and the Empowerer holds none. Keep all four stands on a power supply that can keep up, or the craft pauses with items still inside.[18]
Watch out: One empowering pattern is one craft. A pattern scaled up to two or more crafts is refused rather than half-staged.[18]

If you want to skip the multiblock, the Atomic Empowering Matrix replaces both the Empowerer setup and the Atomic Reconstructor in a single block. Put a Pattern Provider against any face and give it both empowering and reconstruction patterns. It needs FE on any face and a powered ME network. The pack's quest book covers it in the Actually Additions chapter (group Tech Mods, chapter 21 of 31), right after the Empowering Crystals quest: "Empowering Crystals" quest leads into a quest in "Actually Additions".[10][12]

Reconstructor patterns also work on the real machine. The Reconstructor has no item buffer, so you aim a Provider at a dropper facing the beam and bring the drops back with a Ranged Collector or a hopper feeding an ME Interface.[19]

The Atomic Empowering Matrix itself is crafted with an Actually Additions empowering recipe that the pack changed. So is the Empowered Matrix Circuitry, which uses a Ultimate Control Circuit from Mekanism.[14]

Atomic Empowering MatrixChanged by the pack

Empowering (actuallyadditions)

Recipe id: nep:atomic_empowering_matrix

Crafted with Actually Additions empowering, pack-changed.

Empowered Matrix CircuitryChanged by the pack

Empowering (actuallyadditions)

Recipe id: nep:empowered_matrix_circuitry

Also empowering, pack-changed, with a Mekanism part.

Draconic Evolution

The Injector Fusion Matrix is crafted by Draconic Evolution fusion crafting, with a recipe the pack changed. It needs a Chaotic Core and a Chaotic Fusion Crafting Injector, so you reach it late in the Draconic Evolution progression.[11][14]

Injector Fusion MatrixChanged by the pack

Fusion Crafting (draconicevolution)

Recipe id: nep:fusion_matrix

The quest book agrees. In the Draconic Evolution chapter (group Tech Mods, chapter 23 of 31), a quest in "Draconic Evolution" comes after a quest in "Draconic Evolution". It says the Matrix handles Injection recipes in one block: place it next to an AE2 Pattern Provider holding those patterns and give it power.[11]

Create

Two Matrix items are made with Create sequenced assembly, and the pack changed both recipes. These are the Hardened Obsidian Plate and the Assembly Matrix. The plate uses Obsidian Dust and fluids. The Assembly Matrix needs the plate as an ingredient. The Sequenced Assembly Controller also uses Create parts such as the Brass Casing and the Precision Mechanism.[14]

Hardened Obsidian PlateChanged by the pack

Sequenced Assembly (create)

Recipe id: nep:hardened_obsidian_plate

Mystical Agriculture

The Infused Awakening Matrix uses a Mystical Agriculture awakening recipe, which the pack changed. It takes 40 each of the four elemental essences (air, earth, fire and water), along with Matrix Circuitry and an Extended Molecular Assembler.[14]

Which FTB Skies 2: Aero quests use Not Enough Patterns?

4 parts

Not Enough Patterns shows up in four quest chapters of the pack's quest book. In each one it works as an add-on that connects AE2 Pattern Providers to machines from another mod. The chapters below are in book order, and the quests inside each follow their prerequisites.[10][11][26][27]

Generating Resources (Resources & Logistics)

This is chapter 8 of 31 and has 99 quests. Two of them involve the mod, both on the Mystical Agriculture side. The other 82 quests aren't covered here, so check them in the quest book.[27]

  • "Awakening Altar" quest comes after the Supremium Essence quest. It tells you that Not Enough Patterns lets you connect an AE2 Pattern Provider directly to the Awakening Pedestal, and the items get routed to their blocks from your ME Network. An Import Card is recommended for pulling the result back into your system.[27]
  • a quest in "Generating Resources" comes after the Awakened Essence quest and asks for the Infused Awakening Matrix. It processes Infusion and Awakening recipes in one block, placed next to a Pattern Provider that holds those patterns.[27]

Actually Additions (Tech Mods)

This is chapter 21 of 31. The mod's part starts at "Empowering Crystals" quest, which comes after "Atomic Reconstructor" quest. It explains that you can connect an AE2 Pattern Provider directly to the Empowerer, and it will distribute the items stored in your ME Network to complete the recipe. The quest points you to the NEP section of the AE2 Guideme for more details.[10]

Right after that, a quest in "Actually Additions" asks for the Atomic Empowering Matrix. It handles both Reconstruction and Empowering recipes in a single block. Place it next to a Pattern Provider with those recipes and give it power.[10]

Create (Tech Mods)

This is chapter 22 of 31 and has 100 quests. The mod appears in four places, in this order of progression:[26]

  1. "Depot" quest comes after the Andesite Casing quest. A Pattern Provider connected directly to the Depot will process Filling and Deploying recipes from your ME Network with no extra setup. An Import Card is recommended for pulling the result back.[26]
  2. "Mechanical Crafter" quest comes after The Brass Age. A Pattern Provider connected to any Mechanical Crafting Grid will process any shaped recipe that fits in the grid from items in your ME Network.[26]
  3. a quest in "Create" comes after "Precision Mechanism" quest and asks for the Sequenced Assembly Controller and the Sequenced Assembly Linker. The Controller handles item and fluid routing for an assembly line, though energisers need to be powered separately.[26]
  4. a quest in "Create" comes after the Controller quest and asks for the Assembly Matrix. It processes Filling, Deploying and Sequenced Assembly recipes in one block next to a Pattern Provider.[26]

To set up the Controller, place it near your assembly line and connect it to a Pattern Provider holding that line's pattern. Then use the Linker with right-click to set the input, the output (which must be a depot) and the machines in processing order. Finally, right-click the Controller to store the configuration.[26]

Tip: The Assembly Matrix needs Stress, plus power if applicable. The more Stress you give it and the faster the RPM, the quicker it processes recipes. It accepts Stress from the 2 sides that have a larger circle around the middle.[26]

Draconic Evolution (Tech Mods)

This is chapter 23 of 31, and the mod only appears at the end of it. a quest in "Draconic Evolution" comes after the Chaotic Fusion Crafting Injector quest and asks for the Injector Fusion Matrix. It processes Injection recipes in a single block. Place it next to an AE2 Pattern Provider containing those recipe patterns and provide it with power.[11]

Which Not Enough Patterns config options matter?

4 parts

Everything here lives in config/nep-server.toml. The pack changes quite a few values from the mod defaults. They fall into a few groups: how far the Machine Hub reaches, how many ME channels the machines use, and how big the energy buffers are on some matrices.[15]

Machine Hub

The Machine Hub is switched on in this pack (machineHub.enabled is true). It presents all the inventories it is linked to as one inventory, so a pattern provider can load a multiblock whose item and fluid hatches are separate blocks. These are the values the pack changed:[15]

  • machineHub.linkRange is 32 in this pack (mod default 16, allowed range 1 to 64). It is the maximum distance a linked inventory may sit from the Hub, and also how far the Hub's scan reaches.[15]
  • machineHub.maximumLinks is 16 in this pack (mod default 24, allowed range 1 to 64). That is how many inventories one Hub can link to.[15]
  • machineHub.casingDepth is 1 in this pack (mod default 3, allowed range 0 to 8). It limits how many plain casing blocks in a row the scan may cross between machine parts. Setting it to zero makes the scan follow machine parts alone.[15]
  • machineHub.meNetworkChannels is 47 in this pack (mod default 11, allowed range 0 to 128). That is the channel cost of the Hub itself, before its links are counted.[15]

Each linked inventory adds more channels on top. machineHub.meNetworkChannelsPerLink is 1, which matches the mod default. machineHub.scanBudget is also left at the default 128 blocks. The pack sets machineHub.scanWhitelist to treat blocks from Modern Industrialization, Extended Industrialization, Mekanism, Oritech and PneumaticCraft, plus a few single blocks, as machine parts. machineHub.linkBlacklist and machineHub.scanBlacklist are empty.[15]

ME channel usage

The pack raised the channel cost of the controllers and matrices below. Here is each one, with the mod default in brackets:[15]

Watch out: Anything above 8 channels has to pass through dense cables. These values are read once when the block joins a network, so changing them needs a world reload.[15]

Energy buffers

These matrices have much bigger energy buffers and faster charging than the mod default:[15]

The Draconic Evolution Fusion Matrix keeps its default numbers: modules.draconicevolution.fusionMatrix.energyCapacity is 2,000,000 FE and modules.draconicevolution.fusionMatrix.chargeRate is 10,000,000 FE per tick. modules.draconicevolution.fusionMatrix.maximumTier is set to chaotic, so it can run every fusion tier.[15]

Other options worth knowing

Tip: If a pattern provider is not pushing to a machine and you can't see why, turn on debug.verbose_logging. It is false in this pack. When enabled, it logs every pattern-provider push to a machine and why it was accepted or rejected.[15]

Sources

  1. In-game guide: Not Enough Patterns (nep) · official docs
  2. FTB Skies 2: Aero 1.10.0 mod list · pack file
  3. In-game guide: Overview (nep) · official docs
  4. In-game guide: Actually Additions (nep) · official docs
  5. In-game guide: Apothic Enchanting (nep) · official docs
  6. In-game guide: Compact Crafting (nep) · official docs
  7. In-game guide: Create (nep) · official docs
  8. In-game guide: Draconic Evolution (nep) · official docs
  9. In-game guide: Mystical Agriculture (nep) · official docs
  10. FTB Skies 2: Aero 1.10.0 quests: "Actually Additions" · quest text
  11. FTB Skies 2: Aero 1.10.0 quests: "Draconic Evolution" · quest text
  12. In-game guide: Atomic Empowering Matrix (nep) · official docs
  13. In-game guide: Miniaturization Controller (nep) · official docs
  14. FTB Skies 2: Aero 1.10.0 recipe dump: recipes making Not Enough Patterns items · pack recipe dump
  15. FTB Skies 2: Aero 1.10.0 config: config/nep-server.toml · pack file
  16. nep names, screen text and descriptions (English lang file) · official mod data
  17. In-game guide: Miniaturization Matrix (nep) · official docs
  18. In-game guide: Empowering (nep) · official docs
  19. In-game guide: Atomic Reconstruction (nep) · official docs
  20. In-game guide: Enchantment Infusion (nep) · official docs
  21. In-game guide: Deploying (nep) · official docs
  22. In-game guide: Filling (nep) · official docs
  23. In-game guide: Mechanical Crafting (nep) · official docs
  24. In-game guide: Assembly Matrix (nep) · official docs
  25. In-game guide: Sequenced Assembly (nep) · official docs
  26. FTB Skies 2: Aero 1.10.0 quests: "Create" · pack file
  27. FTB Skies 2: Aero 1.10.0 quests: "Generating Resources" · pack file
Where this guide comes from

Written from what FTB Skies 2: Aero 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

13 releases, first in 1.5.1
FTB Skies 2: AeroVersionJarWhere it came from
1.13.0
Sep 28, 2026
0.5.1nep-1.21.1-0.5.1.jarFrom the published release
1.12.1
Sep 22, 2026
0.5.1nep-1.21.1-0.5.1.jarFrom the published release
1.12.0
Sep 21, 2026
0.5.1nep-1.21.1-0.5.1.jarFrom the published release
1.10.0
Sep 8, 2026
0.5.1nep-1.21.1-0.5.1.jarFrom the published release
1.9.1
Sep 2, 2026
0.5.1nep-1.21.1-0.5.1.jarFrom the published release
1.9.0
Sep 1, 2026
0.5.1nep-1.21.1-0.5.1.jarFrom the published release
1.8.0
Aug 25, 2026
0.5.1nep-1.21.1-0.5.1.jarFrom the published release
1.7.3
Aug 19, 2026
0.5.0nep-1.21.1-0.5.0.jarFrom the published release
1.7.2
Aug 18, 2026
0.5.0nep-1.21.1-0.5.0.jarFrom the published release
1.7.1
Aug 18, 2026
0.5.0nep-1.21.1-0.5.0.jarFrom the published release
1.6.1
Aug 13, 2026
0.3.2nep-1.21.1-0.3.2.jarFrom the published release
1.6.0
Aug 11, 2026
0.3.0nep-0.3.0.jarFrom the published release
1.5.1
Aug 8, 2026
0.2.2nep-0.2.2.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

26 items from the 1.10.0 recipe dump.

FTB Skies 2: Aero quests (5)

Quests from the pack's FTB Quests book that ask for this mod's items.

See all 5 quests →

Actually Additions (1)
Create (2)
Draconic Evolution (1)
Generating Resources (1)

Config options (how FTB Skies 2: Aero sets them)

101 settings shipped in the pack's config files; 15 differ from the mod's documented default.

See all 101 settings →

Show settings
SettingFTB Skies 2: Aero valueMod default
machineHub.casingDepth changed by FTB Skies 2: Aero
How many plain blocks in a row the Machine Hub's scan may step through between one machine part and the next. The scan travels freely through blocks carrying a block entity, which is every hatch, port and controller. Everything else is casing, and casing is only crossed for this many blocks at a time, and only when it belongs to a mod that already owns a machine part nearby. Raise it for a multiblock with thick walls between its hatches; set it to zero to have the scan follow machine parts alone.
config/nep-server.toml
13
machineHub.linkRange changed by FTB Skies 2: Aero
Maximum distance, in blocks, that a linked inventory may sit from the Machine Hub. This is also how far the Hub's scan may reach. Links beyond this range are refused when syncing the Hub Linker, guarding against distant links that would force-load far chunks on every push.
config/nep-server.toml
3216
machineHub.meNetworkChannels changed by FTB Skies 2: Aero
Channels the Machine Hub takes up on its ME network before its links are counted. Each linked inventory adds meNetworkChannelsPerLink on top, and anything above 8 has to pass through dense cables. This is read once when the Hub joins a network, so changing it needs a world reload. Set both this and meNetworkChannelsPerLink to 0 for a Hub that takes up no channels at all.
config/nep-server.toml
4711
modules.actuallyadditions.atomicEmpoweringMatrix.chargeRate changed by FTB Skies 2: Aero
Maximum energy the Matrix accepts per tick, in FE.
config/nep-server.toml
10000000040000
modules.actuallyadditions.atomicEmpoweringMatrix.energyCapacity changed by FTB Skies 2: Aero
Size of the Matrix's internal energy buffer, in FE.
config/nep-server.toml
2000000000320000
modules.actuallyadditions.atomicEmpoweringMatrix.meNetworkChannels changed by FTB Skies 2: Aero
Channels the Matrix takes up on its ME network. Any value above 8 has to pass through dense cables. This is read once when the Matrix joins a network, so changing it needs a world reload. Set to 0 for a Matrix that takes up no channels at all.
config/nep-server.toml
6315
modules.compactcrafting.miniaturizationController.meNetworkChannels changed by FTB Skies 2: Aero
Channels the Controller takes up on its ME network. Any value above 8 has to pass through dense cables. This is read once when the Controller joins a network, so changing it needs a world reload. Set to 0 for a Controller that takes up no channels at all.
config/nep-server.toml
317
modules.compactcrafting.miniaturizationMatrix.meNetworkChannels changed by FTB Skies 2: Aero
Channels the Matrix takes up on its ME network. Any value above 8 has to pass through dense cables. This is read once when the Matrix joins a network, so changing it needs a world reload. Set to 0 for a Matrix that takes up no channels at all.
config/nep-server.toml
6315
modules.create.sequencedAssemblyMatrix.chargeRate changed by FTB Skies 2: Aero
Maximum energy the Matrix accepts per tick, in FE.
config/nep-server.toml
100000000100000

Which FTB Skies 2: Aero mods work with Not Enough Patterns?

The FTB Skies 2: Aero mods that share the most recipes with Not Enough Patterns. Highlighted ones have a guide.

Where does Not Enough Patterns appear in the FTB Skies 2: Aero quest book?

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