Blueprint Node Reference
MBD2 21.1.1MBD2 contributes 235 nodes under mbd2/…. They sit alongside KilaGraph's generic set — math, logic, string, list, map, flow control, and the mc.* vanilla nodes — in the same palette.

Every node carries a description in the editor, so this page is a map of the palette rather than a per-node listing.

Info nodes and info blocks
Several groups use a two-level shape. An info node — Machine Info, Recipe Logic Info, Recipe Info — takes a target and hosts info blocks added with its Add Block button; each block reads one property onto its own output pin.
That is why mbd2/machine holds 38 entries: most are blocks of Machine Info, not standalone nodes. Leave target unwired and the node reads the blueprint's own machine, its recipe logic, or the event's recipe.
Groups
mbd2/event
33 nodes. One entry node per machine event, plus the three that write back into an event: Cancel Event, Set Event Recipe, Set Machine Drops, Set Interaction Result, Set Item Interaction Result.
Entry nodes: On Load, Machine Removed, Machine Placed, Machine Tick, Client Tick, Neighbor Changed, Machine Drops, Open UI, Build UI, Use Without Item, Use Item On, Use Catalyst, State Changed, Structure Formed, Structure Invalid, Custom Data Updated, Animation Keyframe, Recipe Status Changed, Recipe Modify (Before), Recipe Modify (After), Before Recipe Working, On Recipe Working, On Recipe Waiting, After Recipe Working, On Consume Inputs, On Recipe Finish, Fuel Recipe Modify, Fuel Burning Finish.
WARNING
Fuel Burning Finish is never dispatched in 21.1.1. Use Item On has no KubeJS equivalent — this is the only way to script it.
mbd2/machine and mbd2/machine/action
38 and 27 nodes. Reads and writes for the machine itself: state, tier, name, definition, position, front facing, level, block state, block entity, custom data, offset timer, Is Client, Every N Ticks, and the trait lookups. The action group holds the writes — Set Machine State, Set Machine Tier, Set Custom Data, Merge Custom Data, Set Front Facing, Drop Item, Mark Dirty, Notify Block Update, Schedule Render Update, Play State Sound, Trigger Animation — plus the whole runtime value surface:
| Reads | Writes |
|---|---|
| Get Runtime Bool / Int / Decimal / Text / IO / Box | Set Runtime Value (Boolean / Number / Decimal / Text / IO / Box) |
| Is Runtime Value Overridden, Runtime Value Names | Clear Runtime Value, Clear All Runtime Values |
| Auto IO Info, Auto World IO Info, Get Auto IO Side, Get Capability IO Side | Set Auto IO Enabled / Side / Interval, Set Auto World IO Enabled / Side / Interval / Speed / Range, Set Capability IO Side |
Use Merge Custom Data rather than read-modify-write: the tag is change-tracked by content, so merging in place is both correct and cheaper.
mbd2/machine/redstone
8 nodes. Get Redstone Signal, Get Direct Signal, Get Analog Signal and their Set counterparts, plus Can Connect Redstone and Update Signal. These are the machine's own output signal and its per-side reads.
To ask "what is the strongest signal reaching this block from any side", use KilaGraph's vanilla Redstone Power node (mc.redstone) with the machine's Level and Position — that is what redstone_control does.
mbd2/machine/fx
4 nodes. Play Machine FX / Stop Machine FX fire a named entry from the machine's FX library. Emit Photon FX / Kill Photon FX take an effect id directly. All four are client-side.
mbd2/multiblock
9 nodes. Is Formed, Is Formed And Valid, Multiblock Parts, Part Positions, Part Machine, Controller Machine, Part Controllers, Structure Error, Check Pattern. On a single-block machine these answer empty rather than failing, so a blueprint using them is harmless when bound to one.
mbd2/recipe and mbd2/recipe/logic
40 and 26 nodes. mbd2/recipe reads and rewrites a recipe: duration, priority, data, id, XEI visibility, per-tick flag, plus a full content CRUD — Recipe Content Count, Recipe Content At, Add Recipe Content, Set Recipe Content, Remove Recipe Content, Clear Recipe Contents, Content Of, Content With, Content Value, Content Index Of Slot, and an NBT path (Content To Nbt / Content From Nbt) for capabilities with no typed constructor node. Scale Recipe and the Content Modifier nodes apply amount/duration/parallel factors.
mbd2/recipe/logic is the scheduler: Status, Progress, Progress Percent, Max Progress, Is Working / Waiting / Idle / Suspended / Active, Waiting Reason, fuel state, Running Recipe, Origin Recipe Id, Continuous Running Time — and the writes Set Progress, Set Recipe Duration, Set Recipe Status, Set Working Enabled, Set Waiting, Interrupt Recipe, Mark Recipe Dirty, Reset Recipe Logic.
Rewriting a recipe
Only inside Recipe Modify (Before/After), and only on a copy — use Copy Recipe / Deep Copy Recipe, edit it, and hand it to Set Event Recipe. Editing the registry recipe changes it for every machine.
Typed constructors for capability content live in per-mod subgroups: mbd2/recipe/create (Rotation), mbd2/recipe/mekanism (Chemical), mbd2/recipe/pneumaticcraft (Pressure/Air). Item, fluid and entity ingredient nodes are in mbd2/recipe itself.
mbd2/trait and its subgroups
32 nodes across six groups. mbd2/trait resolves a trait to a typed handler: Trait Item Handler, Trait Fluid Handler, Trait Energy Storage, Trait Definition. The rest operate on one:
| Group | Nodes |
|---|---|
mbd2/trait/item | Slot Count, Slot Limit, Is Item Valid, Insert Item, Insert Item Into Slot, Extract Item From Slot, Set Slot |
mbd2/trait/energy | Energy Info, Receive Energy, Extract Energy |
mbd2/trait/mekanism | Trait Chemical Handler, Trait Heat Handler, Chemical Tank Count/Contents, Insert/Extract Chemical, Add Heat, Heat Info |
mbd2/trait/pneumaticcraft | Trait Air Handler, Trait Heat Exchanger, Air Info, Add Air, Heat Exchanger Info, Add Exchanger Heat |
mbd2/trait/ae2 | Trait ME Storage, ME Insert, ME Extract, ME Item Count |
Extract Item From Slot with simulate on is how you read a slot — there is no separate peek node, and forgetting the flag eats the player's items.
mbd2/io
4 nodes. IO Info, IO Of Name, IO Choose, Next IO — for graphs that pass an IO value around, such as an auto-IO side cycler.
Optional integrations
| Group | Requires | Nodes |
|---|---|---|
mbd2/naturesaura | Nature's Aura | Aura In Area, Drain Aura, Store Aura |
mbd2/ars_nouveau | Ars Nouveau | Source In Area, Take Source, Give Source |
These appear only when the mod is loaded, exactly like their traits and capabilities.
mbd2/ui
1 node. Set Item puts an ItemStack into a UI item slot. Everything else a UI blueprint needs — load a template, select by id, add a child, attach a stylesheet, add a class, listen for an event — is a generic LDLib2 UI node. See the Auto IO panel.