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---
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navigation:
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parent: items-blocks-machines/items-blocks-machines-index.md
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title: Storage Cells
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icon: item_storage_cell_1k
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position: 410
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categories:
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- tools
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item_ids:
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- ae2:item_cell_housing
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- ae2:fluid_cell_housing
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- ae2:cell_component_1k
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- ae2:cell_component_4k
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- ae2:cell_component_16k
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- ae2:cell_component_64k
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- ae2:cell_component_256k
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- ae2:item_storage_cell_1k
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- ae2:item_storage_cell_4k
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- ae2:item_storage_cell_16k
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- ae2:item_storage_cell_64k
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- ae2:item_storage_cell_256k
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- ae2:fluid_storage_cell_1k
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- ae2:fluid_storage_cell_4k
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- ae2:fluid_storage_cell_16k
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- ae2:fluid_storage_cell_64k
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- ae2:fluid_storage_cell_256k
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---
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# Ячейки Хранилища
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<Column>
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<Row>
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<ItemImage id="item_storage_cell_1k" scale="4" />
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<ItemImage id="item_storage_cell_4k" scale="4" />
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<ItemImage id="item_storage_cell_16k" scale="4" />
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<ItemImage id="item_storage_cell_64k" scale="4" />
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<ItemImage id="item_storage_cell_256k" scale="4" />
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</Row>
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<Row>
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<ItemImage id="fluid_storage_cell_1k" scale="4" />
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<ItemImage id="fluid_storage_cell_4k" scale="4" />
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<ItemImage id="fluid_storage_cell_16k" scale="4" />
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<ItemImage id="fluid_storage_cell_64k" scale="4" />
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<ItemImage id="fluid_storage_cell_256k" scale="4" />
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</Row>
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</Column>
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Storage Cells are one of the primary methods of storage in Applied Energistics. They go in <ItemLink id="drive" />s
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or <ItemLink id="chest" />s.
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See [Bytes and Types](../ae2-mechanics/bytes-and-types.md) for an explanation of their capacities in bytes and types.
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Storage components can be removed from the housing if the cell is empty by shift-right clicking with the cell in your hand.
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## Storage Capacity with Varying Type Count
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The [upfront cost of types](../ae2-mechanics/bytes-and-types.md) is such that a cell holding 1 type can hold 2x as much as a cell with all 63 types in use.
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| Cell | Total Capacity of Cell With 1 Type In Use | Total Capacity of Cell With 63 Types In Use |
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| ---------------------------------------- | ----------------------------------------: | ------------------------------------------: |
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| <ItemLink id="item_storage_cell_1k" /> | 8,128 | 4,160 |
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| <ItemLink id="item_storage_cell_4k" /> | 32,512 | 16,640 |
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| <ItemLink id="item_storage_cell_16k" /> | 130,048 | 66,560 |
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| <ItemLink id="item_storage_cell_64k" /> | 520,192 | 266,240 |
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| <ItemLink id="item_storage_cell_256k" /> | 2,080,768 | 1,064,960 |
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## Partitioning
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Cells can be filtered to only accept certain items, similar to how <ItemLink id="storage_bus" />ses can be filtered. This is
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done in a <ItemLink id="cell_workbench" />.
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Items can be dragged into the slots from JEI/REI even if you don't actually have any of that item.
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## Upgrades
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Storage cells support the following [upgrades](upgrade_cards.md), inserted via a <ItemLink id="cell_workbench" />:
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* <ItemLink id="fuzzy_card" /> (not available on fluid cells) lets the cell be partitioned by damage level and/or ignore item NBT
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* <ItemLink id="inverter_card" /> switches the filter from a whitelist to a blacklist
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* <ItemLink id="equal_distribution_card" /> allocates the same amount of cell byte space to each type, so one type cannot fill up the entire cell
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* <ItemLink id="void_card" /> voids items inserted if the cell is full (or that specific type's allocated space in the
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case of an equal distribution card), useful for stopping farms from backing up. Be careful to partition this!
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* Portable cells can accept <ItemLink id="energy_card" /> in order to increase their battery capacity
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## Coloring
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Portable item and fluid cells can be colored similar to leather armor, by crafting them together with dyes.
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# Housings
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Cells can be made with a storage component and a housing or with the housing recipe around a storage component:
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<Row>
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<Recipe id="network/cells/item_storage_cell_1k" />
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<Recipe id="network/cells/item_storage_cell_1k_storage" />
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</Row>
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Housings by themselves are crafted like so:
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<Row>
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<RecipeFor id="item_cell_housing" />
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<RecipeFor id="fluid_cell_housing" />
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</Row>
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# Storage Components
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Storage Components are the core of all AE2 cells, determining the capacity of the cells. Each tier increases the capacity
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by 4x and costs 3 of the previous tier.
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<Column>
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<Row>
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<RecipeFor id="cell_component_1k" />
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<RecipeFor id="cell_component_4k" />
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<RecipeFor id="cell_component_16k" />
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</Row>
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<Row>
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<RecipeFor id="cell_component_64k" />
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<RecipeFor id="cell_component_256k" />
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</Row>
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</Column>
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# Item Storage Cells
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Item storage cells can hold up to 63 distinct types of items, and are available in all the standard capacities.
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<Column>
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<Row>
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<Recipe id="network/cells/item_storage_cell_1k_storage" />
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<Recipe id="network/cells/item_storage_cell_4k_storage" />
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<Recipe id="network/cells/item_storage_cell_16k_storage" />
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</Row>
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<Row>
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<Recipe id="network/cells/item_storage_cell_64k_storage" />
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<Recipe id="network/cells/item_storage_cell_256k_storage" />
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</Row>
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</Column>
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## Portable Item Storage
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These act as a tiny <ItemLink id="chest" /> in your pocket, or like a form of backpack. They can be charged in a <ItemLink id="charger" />
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Unlike standard storage cells, these actually *reduce* in type capacity as their byte capacity increases, and have half the
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total byte capacity.
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In addition to the upgrade cards all cells can receive, these also accept <ItemLink id="energy_card" />s to upgrade their internal batteries.
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<Column>
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<Row>
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<RecipeFor id="portable_item_cell_1k" />
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<RecipeFor id="portable_item_cell_4k" />
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<RecipeFor id="portable_item_cell_16k" />
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</Row>
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<Row>
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<RecipeFor id="portable_item_cell_64k" />
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<RecipeFor id="portable_item_cell_256k" />
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</Row>
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</Column>
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# Fluid Storage Cells
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Fluid storage cells can hold up to 5 distinct types of fluids, and are available in all the standard capacities.
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<Column>
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<Row>
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<Recipe id="network/cells/fluid_storage_cell_1k_storage" />
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<Recipe id="network/cells/fluid_storage_cell_4k_storage" />
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<Recipe id="network/cells/fluid_storage_cell_16k_storage" />
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</Row>
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<Row>
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<Recipe id="network/cells/fluid_storage_cell_64k_storage" />
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<Recipe id="network/cells/fluid_storage_cell_256k_storage" />
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</Row>
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</Column>
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## Portable Fluid Storage
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These act as a tiny <ItemLink id="chest" /> in your pocket, or like a form of backpack. They can be charged in a <ItemLink id="charger" />
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Unlike standard storage cells, these actually *reduce* in type capacity as their byte capacity increases, and have half the
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total byte capacity.
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In addition to the upgrade cards all cells can receive, these also accept <ItemLink id="energy_card" />s to upgrade their internal batteries.
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<Column>
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<Row>
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<RecipeFor id="portable_fluid_cell_1k" />
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<RecipeFor id="portable_fluid_cell_4k" />
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<RecipeFor id="portable_fluid_cell_16k" />
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</Row>
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<Row>
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<RecipeFor id="portable_fluid_cell_64k" />
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<RecipeFor id="portable_fluid_cell_256k" />
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</Row>
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</Column>
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# Creative Item and Fluid Cells
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<Row>
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<ItemImage id="creative_item_cell" scale="2" />
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<ItemImage id="creative_fluid_cell" scale="2" />
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</Row>
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Creative item and fluid cells **do not provide infinite storage**. Instead, they act as infinite sources and sinks of whatever
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item or fluid you [partition](cell_workbench.md) them to.
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