Version 3.0.1-CE - Recommended
Applied Energistics2 - ME Networks provide:
Simple but robust automation tools, and great support for working with other other automation mods.
Includes a system which lets you create and use an automated crafting system.
Ways to include other storage from other mods or the vanilla game.
Lets you monitor your storage and trigger things via redstone.
Ways to alter your setup on redstone signal.
Save yourself a little time with wireless storage access.
Vis/Essentia Logic: React to the state of warded jars, recharging wands, nodes, cauldrons and more.
Redstone Logic: A magic-themed take on "redstone wire", "wireless redstone", clocks, and various bits of logic (including strength-sensitive logic, not just "off" or "on").
Item Logistics: Maintain desired quantities of items in your chests, split supply chains into multiple routes, advanced filters (choose sensitivity to metadata and NBT, or even use text to indicate item names), and more.
Make any chest (or other inventory block) into a pseudo-hungry chest using the Hungry Maw, or use the Finical Maw to make it respect an item filter.
Player "Quality of Life": Quickly drop off items and restock your supplies with a single one-click visit to the Eager Chest, throw a special pearl to gather dropped items even at a distance, etc.
The mod is designed to be a mid-to-late-game complement to less-realistic mods such as Thermal Expansion, Applied Energistics, and Minefactory Reloaded. These mods all offer fun ways to manipulate and "industrialize" your Minecraft world, and rely on a shared power framework.
My core design goal is to provide fun, engaging power systems that are "inspired by" real ones, while maintaining a light-hearted "video game" feel. It should be fun to set up your reactor, fun to modify it, and fun to figure out how to make it work the way you want: more power, less fuel consumption, or even a highly-automated sprawling mega-reactor should all be possible.
Further, the way I wanted the mod to work was to move away from big, heavy-weight UI systems. A reactor shouldn't be a series of toggles on a menu, or slots in an inventory! It should be a giant, humming, enormous machine that you build piece-by-piece. Every piece you add should change how the reactor works, so actually building it is fun.
The quests aren't however included in the mod, it's up to you or a map maker to create them. To create them you will have to use the in-game editor. You can then export the quests to a file to share with your friends or the players of your map.
But that's not all ! Leveraging an extended NEI HUD, it is also capable of showing the name of blocks and mods ingame, right on top of your screen.
And if this is not enough, it comes with a few integrated modules to show internal information of some specific blocks. For now, BC tanks have been implemented (shows the content, capacity and amount of fluid) and IC2 machines (shows the In/out voltage).