Items and Commands
Items
| Item | Purpose |
|---|---|
| Blueprint | Stores a structure id in NBT and shows the structure name in the tooltip. The item display name also includes the structure name when available, for example Coke Oven - Blueprint. Used by structure-view UI features. |
| Debug Tool | Right-click a machine controller to generate a debug dump, when debugTool = true. |
| Priority Setter | Cycles an output priority value from 0 to 10 and applies it to output ports while sneaking. |
| Multiblock Saver | Marks two corners and writes captured structure files. |
| Structure Builder | Selects, previews, builds, completes, or dismantles multiblock structures. |
| Input Gateway | Routes resources to the input ports of a nearby or formed machine. |
| Machine Wrench | Provides machine-link information and unlinking controls. |
| Machine Network Linker | Links a machine to its owner/team and an AE2 network. |
Blueprint display names
Blueprint stacks are named after their target structure when the structure name can be resolved. For example, a blueprint for a structure named Coke Oven appears as Coke Oven - Blueprint in item lists/JEI instead of every blueprint appearing only as Blueprint.
Priority Setter
- Right-click in air: cycles the priority stored on the item from
0through10, then back to0. - Sneak + right-click in air: resets the stored priority to
0. - Sneak + right-click an output port: applies the stored priority to that output port.
- Input ports reject priority application.
Recipe output distribution tries higher-priority ports first for items, fluids, energy, and Mekanism chemicals. When priorities tie, destinations are processed in a deterministic order. Output ports that auto-push to adjacent MM input ports also serve higher-priority neighbors first. Priority 0 is the default.
Input Gateway
The Input Gateway is mm:input_gateway. It has no inventory of its own; it forwards items, fluids, FE, and supported Mekanism chemicals to the machine’s input ports. See Ports for placement and supported resource types.
Structure Builder
The Structure Builder is mm:structure_builder. Shift+use opens its gallery and settings. Right-click previews/builds; Shift+right-click twice or hold the rebindable dismantle key to dismantle. Press the rebindable anchor key (G by default) to save/release a remote placement target. See Structure Builder for placement, ME integration, energy, and supported .nbt structures.
Network Linker and Machine Wrench
Use the Machine Network Linker to link a machine to an AE2 network and its owner/team. Its modes include linking and inspecting/unlinking. Operators can use the Machine Wrench’s info mode to inspect or unlink a machine link. This integration requires Applied Energistics 2.
Multiblock Saver
The source contains a multiblock saver item that marks two corners and captures a structure region.
Basic behavior:
- Right-click a block to set corner 1.
- Right-click another block to set corner 2.
- Right-click in air to capture and save.
- Sneak actions clear or explicitly set corner 1 depending on whether you click air or a block.
The capture helper writes JSON and JS-style output paths and has internal safety checks such as a 50,000-block capture limit and a limit on unique key characters.
/mm reform
The 1.20.1 build supports:
/mm reform
It requires permission level 2. It scans loaded chunks around players, finds machine controller block entities, checks whether they match known structures, and reforms matching controllers. This is useful after changes to structures or after migration where controller state needs to be refreshed.
Debug dumps
With debugTool = true, right-clicking a controller with the Debug Tool writes a debug dump and sends a clickable path to the player. Use this when a structure will not form or a recipe will not run.