
AE2 Crafting Time in Project Infinity 0.1
Project Infinity 0.1 0.0.51.4-hotfix-2 ships version 1.2.4 · First seen in 0.0.51.4
AE2 Crafting Time is a mod in Project Infinity 0.1 0.0.51.4-hotfix-2, where it is version 1.2.4. Shows when AE2 autocrafting should finish and helps you spot slow outputs, delays, and bottlenecks. (Summary from the mod's Modrinth page.)
AE2 Crafting Time guide for Project Infinity 0.1
Last verified for Project Infinity 0.1 v0.0.51.4-hotfix-2 on Oct 13, 2026 · text last changed Oct 13, 2026
- Sections
- 6
Every recipe and number here was checked against Project Infinity 0.1 0.0.51.4-hotfix-2, read from the running game on Sep 19, 2026.
What is AE2 Crafting Time?
2 parts
AE2 Crafting Time is an unofficial Applied Energistics 2 addon that shows when your autocrafting jobs should finish and helps you spot slow outputs, delays and bottlenecks. This pack includes version 1.2.4.[1][2]
It learns from completed crafts on the server, then uses that history to estimate when current jobs should finish. The estimates show up inside AE2's crafting plan and status screens. It also works in singleplayer, and it saves its timing history with the world.[1][3]
It does not make your machines craft faster. TTC means "time to craft", and these times are estimates, not deadlines. Your machines, shared workload and server performance can all change the result.[4]
What you will see
- A brand new output may show "No data yet". That only means there is no usable timing history for it, not that the recipe is broken.[3][5]
- An estimate becomes reliable after at least three samples when none had to be excluded. Before that, the time stays visible with a question mark so you know the history is thin.[6]
- The Crafting Status screen can swap the time for a red DELAYED label, but only when pending work has learned history and no output has arrived for a while. It points to where work stopped and does not prove a machine is broken.[7]
- Hover a supported row for timing, sample, confidence and accuracy details. Hold Ctrl and click it to print a compact report in chat.[8]
Optional integrations and the guide book
The mod can also show estimates in the AE2: Crafting Tree addon, and some addon crafting CPUs can contribute to the learned history. None of these are required. If one is missing, the mod skips only that part and keeps its core behavior.[9][10]
The mod ships its own in-game guide book, with an introduction and chapters on your first estimate, features and statuses. Its contents are packaged with the mod, so you can read and search it without an internet connection.[3][4][11]
How do you get started with AE2 Crafting Time?
3 parts
There's nothing to build first with this mod. AE2 Crafting Time watches the autocrafting you already do and shows time estimates (TTC, "time to craft") inside AE2's crafting screens. It doesn't make your machines faster, and the book doesn't set up a network for you. So the first step is simply to use an AE2 network that can already autocraft something.[3][4]
The mod is on from the start in this pack: enabled is true, so you don't need to switch anything on.[12]
Get your first estimate
- Pick an item your network can already autocraft and request a small amount from an AE2 crafting terminal. Before you confirm, look at Crafting Plan.[3]
- Don't worry if the row has no estimate or says "No data yet". That only means there's no usable timing history for that output yet, not that the recipe is broken.[3][13]
- Start the job and let the network produce the output. Crafting Status lets you follow progress and any available estimates. Learning happens as real outputs arrive, so you don't need to keep the guide open.[3]
- Request the same output again. Once usable samples exist, the estimate uses your network's measured production speed.[3]
Why the first numbers are shaky
Each completed production window counts as one sample. An estimate becomes reliable after at least three samples, as long as none had to be excluded. Until then the time stays visible with a question mark so you know the history is thin.[6]
This pack keeps the 10 most recent samples per output through maxSamples. outlierMultiplier is set to 4, so samples that are 4 times slower or faster than the median get ignored. These values are in the pack's config file, and a very low sample limit can stop an estimate from ever becoming reliable.[6][12]
Useful habits early on
- Hover a row to see timing, sample and confidence details. Hold Ctrl and click to print a compact report in chat.[8]
- If you permanently replace a slow machine setup, hold Ctrl+Alt and click that output to clear its history and relearn the new speed.[8]
- If chat spam bothers you, showChatMessages controls the Ctrl-click details and reset notices. It doesn't block the reset itself.[12][15]
Unverified The mod's own guide describes a craftable in-game guide book, but this pack's recipe list doesn't confirm any recipe that produces it, so whether you can craft it here is unverified. This site does hold Project Infinity 0.1's own recipes, read from the pack itself: look the item up in the item browser.
How does AE2 Crafting Time work?
9 parts
AE2 Crafting Time does not make your machines faster or change how AE2 crafts. It watches what your ME network actually produces, learns from it, and turns that history into time-to-craft (TTC) estimates on the crafting screens. Here is how that works under the hood.[1][4]
How the mod learns
Learning happens on the server, and only from outputs your AE2 network actually accepts. The mod measures a production window for each output and keeps the recent completed windows. Parallel batches are combined, so two machines running at once teach their real combined speed instead of adding both durations.[3][13]
For example, if a network accepts 64 processors over eight seconds, that window teaches roughly eight processors per second. Each ME network learns its own history, so a second network never borrows your first network's machine speed. Items are counted as items, while fluids and supported chemicals use millibuckets. A new output shows No data yet until one usable window has completed, and changing machines only affects later samples.[13][16]
Confidence and outliers
Each completed production window is one sample, and newer usable samples count more than older ones. An estimate becomes reliable after at least three samples when none had to be excluded. Until then TTC stays visible with a ? so you know the history is thin.[6]
From five samples on, unusually fast or slow duration-per-unit values can be excluded relative to the median. That way one paused machine run among several normal runs does not make every later estimate look slow. The tooltip shows how many samples were retained and how many were used.[6]
In this pack maxSamples is 10 (allowed range 1 to 100) and outlierMultiplier is 4 (allowed range 1.0 to 1000.0), so samples four times slower or faster than the median are ignored. A very low sample limit can stop an estimate from ever becoming reliable.[6][12]
Reading plans and running jobs
Crafting Plan shows TTC beside every row with learned data, and each row covers the whole To Craft amount, not a single pattern operation. The total under the CPU details only adds the known rows, so with missing data it covers just the known part of the job.[14]
Crafting Status uses the same row estimates while the job runs. Its total follows the longest remaining dependency path, so parallel branches are not added up. Two independent ten-second branches can still finish in about ten seconds, while two dependent steps take about twenty. These are estimates, not deadlines.[14]
Both screens open sorted by TTC, longest first, and a toolbar button cycles through AE2 order, shortest first and longest first. Badge colors run from green through yellow to red relative to the other visible known times, so red alone does not mean a delay.[17]
Job accuracy
When AE2 accepts a job, the mod freezes its whole-plan prediction. After a successful finish it compares that prediction with the actual wall time and the nominal game-tick time. Ctrl-click details in chat show coverage, mean absolute percentage error (MAPE) and the actual-to-TTC ratio. A ratio near 1.0x means the prediction was close. Cancelled, restored or unpredicted jobs are excluded, and accuracy never changes learned throughput automatically.[18]
Delay detection
A Crafting Status row switches from TTC to a red DELAYED label only when it has learned history and production has stopped for both 30 seconds and more than twice the learned average production interval. Any accepted output restarts the timer. Finishing, cancelling, resetting that output or reloading clears the delay state.[7][19]
Hover a delayed row to see its estimate, idle time, active and scheduled amounts, and recent parallel-slot use. The advice follows the evidence: free slots can suggest more Pattern Providers or machines, saturated slots can suggest Crafting Co-Processors, and the active machine may need speeding up. The owner of the craft also gets a private notice when notifyOnDelayed is on, which it is in this pack. A delay points to where work stopped; it does not prove a machine is broken.[7][12][20]
Blocking statuses
Scheduled work that cannot dispatch gets a specific label instead. The statuses chapter lists them in priority order, and you should use the first label you see. NO SPACE applies to finished output stuck in a CPU, and the rest apply to scheduled batches while an active batch may still finish.[5][21]
- NO SPACE: a CPU holds finished output it cannot return to writable ME storage.[21]
- NO PROVIDER: AE2 cannot find the exact encoded pattern on a connected Pattern Provider. It outranks the other scheduled blocking reasons.[22]
- NO POWER: the ME network cannot extract enough energy for the next real pattern dispatch.[23]
- LOCKED: a dispatch attempt found an active Pattern Provider crafting lock.[24]
- INPUT BLOCKED: a usable destination exists, but blocking mode or an observed insertion rejection prevents dispatch.[25]
- NO TARGET: no usable destination was found on any eligible provider side.[26]
- Waiting: the normal fallback when scheduled work has not dispatched and no more specific reason applies.[27]
The lock, input, target and power observations clear on the next successful, unknown or changed evaluation, and otherwise expire after 20 server ticks and a refresh. These states are runtime-only and are not restored after reopening the world.[23][24][25][26]
Saved history and resets
Completed throughput samples are saved with the world and restored on load, scoped by AE2 network and output, with each output keeping only the newest configured number of samples. In-progress batches, delay state, recent parallel capacity and job-accuracy history are runtime-only.[16]
To clear one output's history on your current network, hold Ctrl+Alt and click its row or node. This is useful after you permanently replace a slow machine setup. Reset is validated by the server and works only for an eligible target with retained samples. Turning off showChatMessages hides the Ctrl-click report and the reset notice, but the reset still happens.[8][12]
Optional integrations
With AE2: Crafting Tree installed on Minecraft 1.20.1 or 1.21.1, its nodes can show recursive known TTC, including dependency work. Missing dependency data makes the result partial instead of invented. Setting showInTree to false hides those badges and interactions.[10][12]
With ME Requester on those same versions, each request row can show TTC for the current shortfall only, which is the requested amount minus what is already stored. If the full amount is stored, no badge is shown.[28]
Applied Mekanistics chemical keys use the same millibucket units as AE2 fluids. Compatible crafting CPUs from AdvancedAE, NeoEco and AE2 Lightning Tech can also contribute profiling events. None of these addons is required: when one is absent or unsupported, the mod skips only that adapter.[9]
Config at a glance
Everything lives in one file, and the pack ships it with the mod's usual settings. enabled turns profiling and server-owned stats on or off and is true here. Changes to the sample window or outlier boundary need a game or server restart, because they are applied when the profiler is created.[12][15]
How do you progress through AE2 Crafting Time?
2 parts
There are no tiers to climb with this mod. What grows as you play is the timing history your AE2 network builds up, and your estimates get more trustworthy at each stage. The mod's in-game guide follows the same idea: Chapter 2 covers features and Chapter 3 covers statuses.[13][29]
How an estimate matures
- A brand new output shows No data yet until a usable production window has completed. The mod learns only from outputs your network actually accepts, and each ME network keeps its own history.[13]
- Once samples exist, the estimate is shown with a question mark. Each completed production window is one sample, and the estimate becomes reliable after at least three samples when none had to be excluded.[6]
- Starting with five samples, unusually fast or slow values can be excluded relative to the median. The default boundary is four times above or below it, so one paused machine run won't make every later estimate look slow.[6]
- After a successful job, the mod compares the predicted time with the actual time. This accuracy check is diagnostic only and never changes learned throughput automatically.[18]
Optional integrations
Beyond the core screens, the mod can show its estimates in other places when the right mods are installed. AE2: Crafting Tree nodes can show recursive known TTC, and ME Requester rows can show TTC for the current shortfall. Compatible crafting CPUs from AdvancedAE, NeoEco, and AE2 Lightning Tech can also contribute profiling events. If one of these is absent, the mod skips only that adapter and keeps its core behavior.[9][10][28]
Which AE2 Crafting Time config options matter?
3 parts
Everything for this mod lives in config/ae2craftingtime-common.toml. It's a short file, and here is exactly how the pack sets each option.[12]
The main switch
- enabled is set to true. This is the toggle for tracking and showing real AE2 crafting performance, so the mod is active in this pack.[12]
How the estimates are built
- maxSamples is set to 10, within an allowed range of 1 to 100. It controls how many recent samples are kept for each crafted output, so the history for an item is its 10 most recent samples.[12]
- outlierMultiplier is set to 4, within an allowed range of 1.0 to 1000.0. Samples that are this many times slower or faster than the median are ignored.[12]
What you see and get told
- notifyOnDelayed is set to true. When an output becomes delayed, the craft owner gets a private notification.[12]
- showChatMessages is set to true. This posts the Ctrl-click TTC details and reset notices in chat.[12]
- showInTree is set to true. TTC stats show up in AE2: Crafting Tree when that is installed.[12]
What changed in AE2 Crafting Time between versions?
1 part
Project Infinity 0.1 0.0.51.4-hotfix-2 ships AE2 Crafting Time 1.2.4. The mod was already in the pack as of 0.0.51.4 or earlier, so you won't have to update to get what's below.[2]
AE2 Crafting Time 1.2.4
This is the version you have in the pack. Its changelog says it makes active crafting jobs easier to compare and removes a misleading ETA before work starts.[2][30]
- Added: the Crafting CPUs list now shows the total time to craft for every visible busy CPU, so you can compare running jobs side by side.[30]
- Fixed: Crafting Status no longer shows a wildly incorrect native ETA before the first item finishes.[30]
Unverified No pack changelog entries for this mod were available, so what changed in earlier versions of the mod, and which pack release first updated it, is unverified.
Sources
- AE2 Crafting Time project page (modrinth) · official mod data
- Project Infinity 0.1 0.0.51.4-hotfix-2 mod list · pack file
- In-game guide: Chapter 1: Your first estimate (ae2craftingtime) · official docs
- In-game guide: AE2 Crafting Time (ae2craftingtime) · official docs
- In-game guide: Chapter 3: Statuses (ae2craftingtime) · official docs
- In-game guide: Confidence (ae2craftingtime) · official docs
- In-game guide: Delay diagnostics (ae2craftingtime) · official docs
- In-game guide: Details and reset (ae2craftingtime) · official docs
- In-game guide: Addon support (ae2craftingtime) · official docs
- In-game guide: AE2: Crafting Tree (ae2craftingtime) · official docs
- In-game guide: The guide book (ae2craftingtime) · official docs
- Project Infinity 0.1 0.0.51.4-hotfix-2 config: config/ae2craftingtime-common.toml · pack file
- In-game guide: Learning throughput (ae2craftingtime) · official docs
- In-game guide: Time estimates (ae2craftingtime) · official docs
- In-game guide: Configuration (ae2craftingtime) · official docs
- In-game guide: Saved history (ae2craftingtime) · official docs
- In-game guide: Sorting and colors (ae2craftingtime) · official docs
- In-game guide: Job accuracy (ae2craftingtime) · official docs
- In-game guide: DELAYED (ae2craftingtime) · official docs
- ae2craftingtime names, screen text and descriptions (English lang file) · official mod data
- In-game guide: NO SPACE (ae2craftingtime) · official docs
- In-game guide: NO PROVIDER (ae2craftingtime) · official docs
- In-game guide: NO POWER (ae2craftingtime) · official docs
- In-game guide: LOCKED (ae2craftingtime) · official docs
- In-game guide: INPUT BLOCKED (ae2craftingtime) · official docs
- In-game guide: NO TARGET (ae2craftingtime) · official docs
- In-game guide: Waiting (ae2craftingtime) · official docs
- In-game guide: ME Requester (ae2craftingtime) · official docs
- In-game guide: Chapter 2: Features (ae2craftingtime) · official docs
- AE2 Crafting Time 1.2.4 changelog · changelog
Where this guide comes from
Written from what Project Infinity 0.1 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 13, 2026.
Report wrong info
Version in each release
3 releases, first in 0.0.51.4
| Project Infinity 0.1 | Version | Jar | Where it came from |
|---|---|---|---|
| 0.0.51.4-hotfix-2 Sep 16, 2026 | 1.2.4 | ae2-crafting-time-1.2.4-forge-1.20.1.jar | From the published release |
| 0.0.51.4-hotfix-1 Sep 15, 2026 | 1.2.4 | ae2-crafting-time-1.2.4-forge-1.20.1.jar | From the published release |
| 0.0.51.4 Sep 14, 2026 | 1.2.4 | ae2-crafting-time-1.2.4-forge-1.20.1.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
We can't match this mod to the pack's item list: it registers as ae2craftingtime, and the pack's recipe dump has nothing under that name. That means we found nothing, not that the mod adds nothing. Search the item browser
Config options (how Project Infinity 0.1 sets them)
6 settings this pack ships for the mod. We don't have the mod's own defaults to compare them against yet.
Show settings
| Setting | Project Infinity 0.1 value |
|---|---|
enabled Track and show real AE2 crafting performance. config/ae2craftingtime-common.toml | true |
maxSamples How many recent samples to keep for each crafted output. config/ae2craftingtime-common.toml | 10 |
notifyOnDelayed Privately notify the craft owner when an output becomes delayed. config/ae2craftingtime-common.toml | true |
outlierMultiplier Ignore samples this many times slower or faster than the median. config/ae2craftingtime-common.toml | 4 |
showChatMessages Post Ctrl-click TTC details and reset notices in chat. config/ae2craftingtime-common.toml | true |
showInTree Show TTC stats in AE2: Crafting Tree when it is installed. config/ae2craftingtime-common.toml | true |
Comments and tips
Loading comments...