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C.E.L.L.S

Mod

by Aedial

An AE2-UEL addon providing additional storage cells with extended capacity and special features. This mod is primarily focused on performance.

Type

Mod

CurseForge Downloads

13,171

CurseForge ID

1470965

Last Updated

Apr 12, 2026

Description

Compacting/Extra Large Lattice Storage (C.E.L.L.S.)

FAQ

My Compacting Cells are not refreshing in the ME Chest's GUI until I reopen it

This is a limitation of the ME Chest's implementation, which doesn't listen for changes on the network. It only listens to what the player manually inserts, which doesn't work well with the virtual items of the Compacting Cells. This issue is purely visual, and resolves itself when leaving the GUI and reopening it.

 

I have 9.2+ Quintillion items but the terminal shows way less than that

It may be that your version of AE2 does not handle Long overflows (so far, AE2-UEL 0.56.7 doesn't), causing the count to wrap around and show incorrect values. This is purely a display issue, and your items are safe in the cells. Cell Terminal should show the correct values as it does not accumulate the content of multiple cells, but rather shows each cell separately.

 

What mods does C.E.L.L.S. support?

The mod requires AE2-UEL. It also has support for:
  • MixinBooter: Allows C.E.L.L.S.'s Storage Cells to stack to 64. Without it, allowing them to stack enables a duplication exploit with the ME Chest. Also provides the item count display for the JEI Cell Preview.
  • JEI: Import Interface drag-and-drop and quick-add features, Creative Cell drag-and-drop feature, and JEI Cell Preview feature
  • Thaumic Energistics: Configurable Cell components, Creative Cell, Export/Import Interface
  • Mekanism Energistics: Configurable Cell components, Creative Cell, Export/Import Interface

Why does the Essentia Import Interface require a Pull Card?

Because Thaumcraft's essentia transport system is pull-based: anything importing needs to pull and anything exporting is passive. Tubes pull every few ticks and jars pull from tubes all the same. Doing that would basically be the same as using the Pull Card, but with either more lag or less throughput. The Pull Card allows the interface to pull in a more optimized and controlled way.

 

Why such heavy warnings on increasing number of types?

Because of limitations in Minecraft and AE2 :
  • Let's take the default packet size of 2MB. It's what you are fixed to unless you use a mod to increase it. An enchanted piece of armor can take 100s-1000s of bytes of NBT data, a normal drive can store 10 cells, so 2MB / 1000B / 10 cells = a measly 200 different items before you hit the limit. That's really not a lot!
  • If a chunk contains more than that limit across all machines/containers, the chunk will fail to load and kick all players trying to load it. This is a vanilla Minecraft limitation. That's why you should isolate and separate your NBT-heavy content into different chunks and networks, to avoid chunk-banning yourself. Getting stuck in that chunk will result in a crash loop until you manually move your player with an NBT editor to a different chunk, or remove the offending machines. There are ways to avoid this issue, but they come at a performance cost and do not solvee the issue below, which is inherent to AE2's design.
  • AE2 will kick you from the network if the total NBT size of the network's storage exceeds this limit. This means the total combined NBT size of all your cells on a single network. Of course, making a separate network can alleviate this issue, but not solve the root of it. Hyper-Density Cells are not much bigger than regular cells in terms of NBT size, as the extra capacity is negligible compared to the NBT size of the items themselves.
  • TL;DR: The item count itself doesn't matter, what you store does.

 

Features

Import Interface Import Interface (Item, Fluid, Gas, Essentia)

A block that acts as a filtered interface for importing content into the ME network. It needs to be configured to allow specific content, and can be used to import items/fluids into the network from machines that don't necessarily have a filtered export capability (Woot, Ultimate Mob Farm, etc). It does not have any pulling, exporting/stocking, or crafting capabilities, and only works as an import interface.

The top part of each slot is used for the filter, while the bottom part is used for the actual import. The size of the slots can be configured in the GUI, allowing higher/lower amount of each item/fluid to be kept in the interface if the export targets are full (up to max long, external I/O is capped to max int by Minecraft). The polling rate can also be configured, allowing content to be imported at a fixed interval (in ticks) instead of AE2's adaptive rates.

The Import Interface works best with machines that do not try to merge items stacks, as the insertion slot has no impact on where the item goes. Only being part of the filter and the remaining space in its dedicated slot matters.

These interfaces hold 36 slots, expandable up to 5x with capacity cards.

 

Export Interface (Item, Fluid, Gas, Essentia)

The counterpart to the Import Interface, allowing content to be exported from the ME network to any outside piping. Slot size and polling rate apply all the same as the Import Interface.   The Essentia Export Interface works with Storage Bus, Essentia Hatch, Thaumatorium, and Infusion out of the box. Tubes also work, but are hampered by their 1 essentia type limit.

 

Creative Cell (Item, Fluid, Gas, Essentia)

A cell that can only be set in creative mode, providing 4.6 quintillion of each set item (up to 63 different items per cell). It is the equivalent of a Drawer with the Vending upgrade.

 

Compacting Storage Cell Compacting Storage Cells

Storage cells that automatically expose compressed and decompressed forms of items to the ME network, similar to Storage Drawers' Compacting Drawer.

How It Works

  1. Partition Required: Compacting cells require a partition to be set before they can accept items.
  2. Compression Chain: When partitioned with an item (e.g., Iron Ingot), the cell automatically detects the compression chain:
    • Higher tier: Iron Block (compressed form)
    • Main tier: Iron Ingot (the partitioned item)
    • Lower tier: Iron Nugget (decompressed form)
  3. Virtual Conversion: Items are stored in a unified pool and can be extracted in any compression tier:
    • Insert 81 Iron Nuggets → Extract 81 Nuggets, 9 Iron Ingots, or 1 Iron Block
    • Insert 1 Iron Block → Extract 9 Iron Ingots, 81 Iron Nuggets, or 1 Iron Block
    • All conversions are lossless and instant
    • Due to size limitations, the maximum capacity is ~9.2 Quintillion items of the lowest tier. This is mainly an issue with high compression chains (using compression/decompression cards)
  4. Single Item Type: Each compacting cell stores only one item type (with its compression variants).
  5. Storage Counting: Storage capacity is measured in main tier (partitioned item) units, so no need to worry about conversion factors when checking capacity.

Available Tiers

  • 1k - 2G Compacting Storage Cells (normal sizes)
  • 1k - 1G Hyper-Density Compacting Storage Cells (with ~2.1B multiplier per byte)

Partition Protection

  • If a compacting cell contains items, the partition cannot be changed.
  • Empty the cell first before changing what item type it stores.

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Hyper-Density Storage Cell Hyper-Density Storage Cells

Storage cells with an internal multiplier of ~2.1 billion per displayed byte:

  • 1k - 1G Hyper-Density Storage Cells (each "byte" holds ~17.2B items)

 

Hyper-Density Fluid Storage Cell Hyper-Density Fluid Storage Cells

Fluid storage cells with the same massive multiplier:

  • 1k - 1G Hyper-Density Fluid Storage Cells (each "byte" holds ~17.2B buckets)

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Hyper-Density Compacting Cell Hyper-Density Compacting Cells

Combining hyper-density storage with compacting functionality:

  • 1k - 1G Hyper-Density Compacting Storage Cells (each "byte" holds ~17.2B items, with compression capabilities)

 

Configurable Storage CellConfigurable Storage Cell

A universal storage cell that accepts a ME Storage Component to define its capacity and storage type:

  • Insert a component into the Cell's GUI to configure its capacity and storage type.
  • Built-in equal distribution: capacity is divided equally among all types (configurable max types, default 63). The bytes overhead is taken into account proactively, meaning the cell only has 50% of its total bytes available for storage, reserving the other 50% for overhead.
  • Per-type capacity limit: configure a maximum items/mB per type via the GUI text field.
  • Shift-right-click to disassemble (returns cell, component, and upgrades).
  • The cell can be crafted with a component for automated insertion. The recipe is registered for all existing components in configurable_components.cfg, including custom ones.
  • Components cannot be removed while the cell has content. Swapping to another component of the same type (item↔item, fluid↔fluid, etc) is allowed if the new component has enough capacity for the existing data.

Component Whitelist

The list of accepted storage components is defined in configurable_components.cfg. To add or remove supported components, place a copy of this file in your Forge config directory (config/configurable_components.cfg). The config override takes priority over the bundled file.

Each entry has the format:

registry_name@metadata = bytes,storage_type,tier_name
  • registry_name@metadata: The item's registry name and damage value (e.g. appliedenergistics2:material@35)
  • bytes: Total byte capacity of the component (e.g. 1024 for 1K)
  • storage_type: item, fluid, gas, essentia
  • tier_name: Used for texture selection and name (e.g. 1k, 64k, 1g)

Use cases:

  • Having cells with very limited sizes (expensive automations).
  • Giving an easy upgrade path without having to empty the cell.
  • Creating new components with ContentTweaker (via configurable_components.cfg).

 

Upgrades

 

Void Overflow Upgrade Card Void Overflow Card

Install in a cell's upgrade slots to void excess items when full. Useful for automated systems where overflow should be destroyed.

Compatible with: Compacting Cells, Hyper-Density Cells, Hyper-Density Compacting Cells, Configurable Storage Cells, Import Interfaces

 

Trash Unselected Upgrade Card Trash Unselected Card

Install in an Import Interface to void items that don't match any filter. This is useful to prevent clogging the machine with leftover items, especially when used with machines that export items without filtering capabilities.

Compatible with: Import Interfaces

 

Pull Card

Install in an Import Interface to pull content from adjacent inventories. This is useful for automated systems where content needs to be imported from external sources. Can set the time interval, quantity per operation, and quantity to maintain in the adjacent inventories. The quantity is per interface's filter.

Compatible with: Import Interfaces

 

Push Card

Equivalent to the Pull Card, for pushing into adjvacent inventories.

Compatible with: Export Interfaces

 

Equal Distribution Card

Limits the number of types a cell can hold and divides capacity equally among them. Available in 7 variants:

  • 1x Equal Distribution Upgrade Card 1x: 1 type (all capacity to one item)
  • 2x Equal Distribution Upgrade Card 2x: 2 types (half capacity each)
  • 4x Equal Distribution Upgrade Card 4x: 4 types (quarter capacity each)
  • 8x Equal Distribution Upgrade Card 8x: 8 types
  • 16x Equal Distribution Upgrade Card 16x: 16 types
  • 32x Equal Distribution Upgrade Card 32x: 32 types
  • 63x Equal Distribution Upgrade Card 63x: 63 types (default max)
  • unbounded Equal Distribution Upgrade Card unbounded: inherits max types from the cell (see config)

Use cases:

  • Force a cell to hold exactly one item type with maximum capacity (1x)
  • Prevent one item from dominating cell storage
  • Ensure fair storage distribution across multiple stored items

Compatible with: Hyper-Density Storage Cells

 

Oredict Card

Install in a Compacting Cell's upgrade slots to enable oredict support for compression/decompression. When enabled, the cell will consider items in the same oredict group as equivalent. For example, if you have both Copper Ingots from mod A and mod B in the same oredict group, the cell accepts both and converts them into the partitioned item, unifying the storage. This is equivalent to the "Convertion Upgrade" from Storage Drawers, but for Compacting Cells.

Compatible with: Compacting Cells

 

9x Decompression Upgrade Card Compression/Decompression Cards

Install in a Compacting Cell's upgrade slots to increase the number of compression tiers that are available for compression/decompression. Do note it only goes in one direction at a time (compressing or decompressing), depending on the card used.

  • 3x Card: Allows compressing/decompressing up to 3 tiers (e.g., nugget → ingot → block → double block)
  • 6x Card: Allows compressing/decompressing up to 6 tiers
  • 9x Card: Allows compressing/decompressing up to 9 tiers
  • 12x Card: Allows compressing/decompressing up to 12 tiers
  • 15x Card: Allows compressing/decompressing up to 15 tiers

Compatible with: Compacting Cells

Configuration

The mod includes a server-side configuration file with an in-game GUI editor:

Max Types

Configure the maximum number of types allowed per cell:

  • Hyper-Density Storage Cells
  • Hyper-Density Fluid Storage Cells
  • Configurable Storage Cells

Idle Power Drain

Configure power drain per tick for each cell type:

  • Compacting Cells
  • Hyper-Density Cells
  • Hyper-Density Compacting Cells
  • Hyper-Density Fluid Cells
  • Configurable Cells

Upgrades slots

Change the number of upgrades slots available for each cell type (will lose upgrades in extra slots):

  • Compacting Cells
  • Hyper-Density Cells
  • Hyper-Density Compacting Cells
  • Hyper-Density Fluid Cells
  • Configurable Cells

Cell Toggles

Enable or disable entire cell categories:

  • Compacting Cells
  • Hyper-Density Cells
  • Hyper-Density Compacting Cells
  • Hyper-Density Fluid Cells
  • Configurable Cells

Import/Export Interface

You can set the Maximum Slot Size and the Minimum Polling Rate one can set in the GUI.

 

NBT Debug

Enable or disable the NBT Size tooltip for all cells. This tooltip shows an upper bound estimation of the NBT size of the cell's content, to help with realizing when to move NBT-heavy content somewhere else, to avoid chunkbanning or AE2's network kick. This setting may take some performance away if your cells have items with large NBT data flickering in and out of them, but this should be rare in practice and is generally not a problem for most use cases.

 

Commands

/fillcell

Fill a storage cell with a specified quantity of items or fluids, for testing purposes.

  • Usage: /fillCell <item id>|<fluid id>|<essentia id>|<gas id> <count>
  • Supports suffixes for count: k (thousand), m (million), b (billion), t (trillion), q (quadrillion), qq (quintillion).
  • The storage cell must be held in the main hand.
  • Example: /fillCell minecraft:iron_ingot 10k fills the held cell with 10,000 Iron Ingots.

/inspectSlots

Show the available slots from the block the player is looking at.

  • Usage: /inspectSlots [--handler] [arg1] [arg2] ...
  • The player must be looking at a block with slots (e.g., a chest or a tank).
  • --handler can be used to bypass IItemRepository and show the IItemHandler slots.
  • Additional arguments can be passed to simulate insertions against these slots. Autocompletion is offered for these arguments.

Credits

  • Hyper-Density Item/Fluid Cells and Cell Components: ArchEzekiel
  • Chinese translation: ZHAY10086
  • Russian translation: MrKoteo

Screenshots

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