
Mekanism in All the Mods 10: To the Sky
All the Mods 10: To the Sky 2.1.0 ships version 10.7.19 · First seen in 1.0
Mekanism is a mod in All the Mods 10: To the Sky 2.1.0, where it is version 10.7.19. High-tech machinery, powerful energy generation, fancy gadgets and more. Now on Modrinth! (Summary from the mod's Modrinth page.)
Changed in 2.1.0
2 recipes changed
Compared with 2.0.7, the last version we have recipe data for. Everything that changed in 2.1.0 →
Mekanism guide for All the Mods 10: To the Sky
Last verified for All the Mods 10: To the Sky v2.1.0 on Sep 20, 2026 · text last changed Sep 20, 2026
- Sections
- 8
- Recipes shown
- 29
- Items named
- 71
- Quests covered
- 38
Every recipe and number here was checked against All the Mods 10: To the Sky 2.1.0, read from the running game on Oct 15, 2026.
What is Mekanism?
3 parts
Mekanism is a big tech mod built around machines that get better as you progress. It covers low, mid and high tier machinery, energy generation, high-tech tools and transmitters that move items, fluids, gases, energy and even heat. Its main draw is ore processing: with enough infrastructure and power, you can get double, triple, quadruple or even quintuple the ingots from every ore instead of smelting it straight into one ingot.[1]
All the Mods 10: To the Sky 2.0.4 ships all three parts of the Mekanism family covered in this guide: Mekanism, Mekanism Generators and Mekanism Tools, all at version 10.7.19.[2]
The three mods at a glance
- Mekanism is the core mod. It adds the machines, the ore processing chain, the transmitters and gadgets like the Jetpack, the Robit and the Digital Miner.[1]
- Mekanism Generators is the official power addon. It adds the Heat Generator, Bio-Generator, Solar Generator and Wind Generator, and scales up to the Fission Reactor, Fusion Reactor and Turbine. Without it, your Mekanism machines would need power from another mod.[3]
- Mekanism Tools adds armor, shields and tools, including Paxels (an axe, pickaxe and shovel in one), for Bronze, Lapis Lazuli, Osmium, Refined Glowstone, Refined Obsidian and Steel. It also adds Paxels for the vanilla tool materials.[4]
Who it's for
Mekanism is a great fit if you like steady tech progression and want to replace walls of furnaces with compact, efficient setups. Any Mekanism machine can be upgraded into a factory that works on 3 (basic), 5 (advanced), 7 (elite) or 9 (ultimate) items at once. You can also build item networks that sort and filter using Logistical Transporters.[1]
Where it fits in this pack
This pack has its own Mekanism quest chapters: a main "Mekanism" chapter and a separate "Mekanism: Reactors" chapter covering reactors, fuels and endgame gear like the Robit and the Atomic Disassembler.[5][6]
The "Mekanism: Reactors" chapter is part of the pack's ATM Star path. Its opening quest, "Mekanism: Reactors" quest, tells you this is the place to be if you want reactors and "Invincible Armor". It starts you off on the Fission Reactor, which runs on Fissile Fuel, so expect a chemistry-heavy chain before the big payoffs.[5]
Unverified The ATM Star chapter itself could not be checked, so which Mekanism items or multiblocks the ATM Star directly requires is unconfirmed.
How do you get started with Mekanism?
4 parts
Mekanism is all about swapping tedious mining and crafting for machines. Its biggest early payoff is ore processing. Every time you smelt an ore straight into an ingot, you waste most of what you mined. With enough infrastructure and energy, Mekanism's processing lines can double, triple, quadruple and even quintuple the ingots you get from each ore.[1]
Step one: get power
Mekanism machines run on energy, and Mekanism Generators is the official addon that makes it. Without it you'd need some other mod to power your Mekanism machines, so plan your power before you plan your machines.[3]
- Heat Generator: the mod's own advancement calls this the way to start making power, so it makes a natural first generator.[7]
- Solar Generator: renewable energy, but only during the day.[7]
- Wind Generator: works best where there's some wind nearby.[7]
- Bio-Generator and Advanced Solar Generator are also part of the Generators lineup once you want more options.[3]
Step two: circuits and a Configurator
Mekanism's own advancements point you toward crafting a Basic Control Circuit and a Configurator early on. You use the Configurator to change the settings of blocks, and you'll keep using it all the way into the late game. For example, it's how you set up the ports on a Fission Reactor.[5][8]
Most machines, at least the simpler ones, also accept Upgrades, so you can boost your first machines instead of replacing them.[6]
Step three: early gear
Mekanism Tools adds armor, shields and tools for Mekanism materials: Bronze, Osmium, Steel, Refined Glowstone, Refined Obsidian and Lapis Lazuli. That includes Paxels, which combine an axe, pickaxe and shovel in one tool. It also adds Paxels for the vanilla Wood, Stone, Iron, Gold and Diamond tiers, which makes them handy in the early game.[4]
Shaped (kubejs)
| Empty slot | Empty slot |
Recipe id: kubejs:kjs/mekanism_atomic_disassembler
The pack's own Atomic Disassembler recipe
Where this leads
Once your basics are running, the "Mekanism: Reactors" quest quest chapter takes over for reactors and endgame armor. It starts by making Sulfur Trioxide for Fissile Fuel with a Chemical Oxidizer, an Electrolytic Separator and a Chemical Infuser.[5]
Unverified The in-pack recipes for early machines such as the Metallurgic Infuser, Enrichment Chamber, Crusher and Heat Generator, and the exact quest order of the main Mekanism chapter, were not in the provided data. Check the in-game recipe viewer and the quest book for those. This site does hold All the Mods 10: To the Sky's own recipes, read from the pack itself: look the item up in the item browser.
How does Mekanism work?
7 parts
Mekanism runs on a network of powered machines, advanced transmission systems and a deep ore processing chain. It covers every stage of the game, from simple single-item machines all the way to very high-end tech. It is less a single mod and more a whole tech progression you build up over time.[1]
Base Mekanism doesn't generate its own power. That's what the Mekanism Generators addon is for. Without it you'd need another mod to power your Mekanism machines. Generators adds the Heat Generator, Gas-Burning Generator, Bio-Generator, Solar and Advanced Solar Generators, and the Wind Generator. It also adds the big endgame options: the Fission Reactor, Fusion Reactor and Turbine.[3]
The Heat Generator is the one the mod points you to for getting power started. The Gas-Burning Generator burns Ethene. Solar gives you renewable energy during the day, and the Wind Generator needs some wind nearby to do its job.[7]
Machine energy buffers in this pack
Here's an important difference in All the Mods 10: To the Sky. The pack has raised the base energy storage of Mekanism's machines above the mod defaults. For every machine listed in the pack's machine storage config, the internal buffer is four times the default. Your machines can soak up much more power before they're full, which helps them ride out gaps in supply.[10]
- Crusher, Enrichment Chamber and Energized Smelter: 80,000 Joules each in this pack instead of the default 20,000 (crusher, enrichmentChamber, energizedSmelter).[10]
- Metallurgic Infuser, Precision Sawmill, Rotary Condensentrator and Seismic Vibrator: 80,000 Joules each, up from 20,000 (metallurgicInfuser, precisionSawmill, rotaryCondensentrator, seismicVibrator).[10]
- Combiner and Formulaic Assemblicator: 160,000 Joules each, up from 40,000 (combiner, formulaicAssemblicator).[10]
- Purification Chamber, Osmium Compressor, Chemical Infuser, Chemical Oxidizer, Chemical Washer, Isotopic Centrifuge and Pigment Mixer: 320,000 Joules each, up from 80,000 (purificationChamber, chemicalWasher).[10]
- Chemical Crystallizer, Chemical Dissolution Chamber, Chemical Injection Chamber and Electrolytic Separator: 640,000 Joules each, up from 160,000 (chemicalCrystallizer, chemicalDissolutionChamber, chemicalInjectionChamber, electrolyticSeparator).[10]
- Digital Miner: 200,000 Joules, up from 50,000 (digitalMiner).[10]
- Laser: 8,000,000 Joules, up from 2,000,000. Laser Amplifier and Laser Tractor Beam: 20,000,000,000 Joules each, up from 5,000,000,000 (laser, laserAmplifier, laserTractorBeam).[10]
- Chargepad: 8,192,000 Joules, up from 2,048,000 (chargepad).[10]
- Pressurized Reaction Chamber: its base storage is 8,000 Joules in this pack instead of 2,000 (pressurizedReactionBase).[10]
Ore processing
This is the heart of Mekanism. When you smelt an ore straight into an ingot, you waste most of what you mined. Mekanism's processing chain uses purification, dissolution, chemical injection and crystallization to get more out of every ore. With enough infrastructure and energy, you can double, triple, quadruple or even quintuple your ingots per ore.[1]
Your first step into that chain is the Enrichment Chamber, which the mod describes as the way to increase material efficiency. The top of the chain involves the Chemical Crystallizer together with the Dissolution Chamber and the Washer.[8]
Crafting Shaped
| any basic alloy | any basic circuit | any basic alloy |
| any iron ingot | any iron ingot | |
| any basic alloy | any basic circuit | any basic alloy |
Recipe id: mekanism:enrichment_chamber
Your entry point into better ore yields
Crafting Shaped
| any refined obsidian ingot | any fluorite gem | any refined obsidian ingot |
| any ultimate circuit | any ultimate circuit | |
| any refined obsidian ingot | any fluorite gem | any refined obsidian ingot |
Recipe id: mekanism:chemical_crystallizer
Needed for the highest-tier processing
Unverified The exact machine order and the yield at each step of the processing chain in this pack could not be confirmed from the available sources. Check JEI in-game for the recipes. This site does hold All the Mods 10: To the Sky's own recipes, read from the pack itself: look the item up in the item browser.
Factories and tiers
You don't need rows of slow furnaces. Mekanism machines can be upgraded into factories that process several items at once in a single block: 3 at basic, 5 at advanced, 7 at elite and 9 at ultimate.[1]
You can get a factory by crafting one directly or by using a Tier Installer on a machine. The tiers are tied to control circuits, which go from basic through Advanced Control Circuit and Elite Control Circuit up to Ultimate Control Circuit.[8][9]
Crafting Shaped
| any infused alloy | any basic circuit | any infused alloy |
Recipe id: mekanism:control_circuit/advanced
Crafting Shaped
| any reinforced alloy | any advanced circuit | any reinforced alloy |
Recipe id: mekanism:control_circuit/elite
Crafting Shaped
| any atomic alloy | any elite circuit | any atomic alloy |
Recipe id: mekanism:control_circuit/ultimate
Moving energy, fluids, chemicals and heat
Mekanism gives you a separate transmitter for each kind of resource. You link your machines together with these instead of stacking them next to each other.[8]
- Universal Cable carries energy.[8]
- Mechanical Pipe carries fluids.[8]
- Pressurized Tube carries chemicals.[8]
- Thermodynamic Conductor carries heat.[8]
- Item transporters handle items, and there is an option with precise per-side control.[8]
For storage, you can build an Energy Cube to hold excess power. A Basic Fluid Tank stores fluids, and a Basic Chemical Tank stores almost all your chemicals.[8][9]
Crafting Shaped
| any basic alloy | any iron ingot | any basic alloy |
| any iron ingot | Empty slot | any iron ingot |
| any basic alloy | any iron ingot | any basic alloy |
Recipe id: mekanism:fluid_tank/basic
Crafting Shaped
| any basic alloy | any osmium ingot | any basic alloy |
| any osmium ingot | Empty slot | any osmium ingot |
| any basic alloy | any osmium ingot | any basic alloy |
Recipe id: mekanism:chemical_tank/basic
Configuring your machines
Use the Configurator to change the settings of blocks. Once you've set up one machine the way you want, a Configuration Card copies its configuration onto another machine, which saves a lot of clicking when you build a row of identical machines.[8]
There are two more handy tools here. A Gauge Dropper can be used on the gauges inside Mekanism GUIs to clean them out. The Dictionary shows you the generic tags of blocks and items around you, which is useful when you set up filters.[8]
Crafting Shaped
| any iron ingot | any iron ingot |
| Empty slot | any osmium ingot |
| Empty slot | any steel ingot |
Recipe id: mekanism:configurator
Crafting Shaped
| Empty slot | any infused alloy | Empty slot |
| any infused alloy | any basic circuit | any infused alloy |
| Empty slot | any infused alloy | Empty slot |
Recipe id: mekanism:configuration_card
Automation
Mekanism can take over a lot of the tedious work for you. It has a machine that does your crafting, and the Digital Miner (built, as the mod jokes, from your best friend the Robit) mines for you. Laser Tractor Beams pull in the drops of blocks they break. For bulk item storage, QIO Drives store your items, and higher drive tiers increase the storage bandwidth.[8]
Crafting Shaped
| any steel ingot | any steel ingot | |
| any basic circuit | any basic circuit | |
| any steel ingot | any wooden chest | any steel ingot |
Recipe id: mekanism:formulaic_assemblicator
Mekanism's automated crafting machine
Crafting Shapeless
Paper
- any basic circuit
Recipe id: mekanism:crafting_formula
Unverified How the Formulaic Assemblicator uses Crafting Formulas, and how the Digital Miner's filters and range work, could not be confirmed from the available sources.
The Fission Reactor
The Fission Reactor scales with how you build it. Each fuel assembly adds to the reactor's fuel and waste capacity and raises its maximum burn rate. Every block of the reactor's volume adds space for both cooled and heated coolant. Each casing block adds heat capacity, so the reactor needs more energy to heat up. The reactor turns fission fuel into heat.[7]
Keep an eye on the waste. When the output waste tank passes a set percentage, excess waste is triggered. Keep an eye on damage too. Once the reactor's damage goes above 100%, there's a chance of a catastrophic meltdown, and that chance grows as the damage keeps rising. If meltdowns are disabled in the config, the reactor instead forces itself off and won't turn back on until its damage is back to safe levels.[7]
Unverified Whether meltdowns are enabled in All the Mods 10: To the Sky 2.0.4, and the pack's values for burn rate, coolant and fuel capacity, could not be confirmed from the available sources. The same goes for how to build the Fusion Reactor, Turbine, Dynamic Tank and Boiler multiblocks.
How do you progress through Mekanism?
5 parts
Mekanism in this pack runs across two quest chapters: the main Mekanism chapter and the Mekanism: Reactors chapter. The reactor chapter's opening quest, "Mekanism: Reactors" quest, is where you go if you want the reactors and the endgame armor. Your first goal there is a Fission Reactor, which runs on Fissile Fuel.[5][6]
The four tiers
Tiered Mekanism blocks come in Basic, Advanced, Elite and Ultimate versions. Bins show the pattern clearly. Each upgrade uses the previous tier's Bin, so you improve what you already have instead of starting over: Basic Bin becomes Advanced Bin, then Elite Bin, and finally Ultimate Bin.[9]
Crafting Shaped
| any stone crafting material | any basic circuit | any stone crafting material |
| any basic alloy | Empty slot | any basic alloy |
| any stone crafting material | any stone crafting material | any stone crafting material |
Recipe id: mekanism:bin/basic
Mek Data (mekanism)
| any stone crafting material | any advanced circuit | any stone crafting material |
| any infused alloy | any infused alloy | |
| any stone crafting material | any stone crafting material | any stone crafting material |
Recipe id: mekanism:bin/advanced
Mek Data (mekanism)
| any stone crafting material | any elite circuit | any stone crafting material |
| any reinforced alloy | any reinforced alloy | |
| any stone crafting material | any stone crafting material | any stone crafting material |
Recipe id: mekanism:bin/elite
Mek Data (mekanism)
| any stone crafting material | any ultimate circuit | any stone crafting material |
| any atomic alloy | any atomic alloy | |
| any stone crafting material | any stone crafting material | any stone crafting material |
Recipe id: mekanism:bin/ultimate
Compare the four Bin recipes to see which circuit and alloy belong to each tier.
Energy storage tiers
The Energized Induction Matrix shows exactly how much each tier gets you. You place Induction Cells inside the matrix for storage and Induction Providers for input and output speed. Their totals stack, and Induction Port blocks in the walls move energy in and out.[5]
- Basic Induction Cell holds 3.2GFE, and Basic Induction Provider moves 102.4kFE each tick.[5]
- Advanced Induction Cell holds 25.6GFE, and Advanced Induction Provider moves 819.2kFE each tick.[5]
- Elite Induction Cell holds 204.8GFE, and Elite Induction Provider moves 6.55MFE each tick.[5]
- Ultimate Induction Cell holds 1.6TFE, and Ultimate Induction Provider moves 52.41MFE each tick.[5]
The reactor path
- "Mekanism: Reactors" quest: turn Sulfur into Sulfur Dioxide in a Chemical Oxidizer. Split Water into Oxygen with an Electrolytic Separator. Then combine the two in a Chemical Infuser to get Sulfur Trioxide.[5]
- "Preparing Uranium" quest: process Uranium Ingots in an Enrichment Chamber to make Yellow Cake Uranium, then oxidize it into Uranium Oxide.[5]
- "Sulfur Trioxide into Hydrofluoric Acid" quest: make Water Vapor with a Rotary Condensentrator and infuse it with Sulfur Trioxide to get Sulfuric Acid. Then dissolve Fluorite into that acid in a Chemical Dissolution Chamber to get Hydrofluoric Acid.[5]
- "Fissile Fuel" quest: infuse Uranium Oxide with Hydrofluoric Acid to make Uranium Hexafluoride, then run it through an Isotopic Centrifuge to get Fissile Fuel.[5]
- "Fissile Fuel storage and usage" quest: Fission Fuel Assembly blocks store the fuel. Each stack needs a Control Rod Assembly on top, or it won't work.[5]
- "Fission Reactor" quest: this quest opens once you've done the Fission Reactor Port, Logic Adapter and fuel storage quests. The ports start as Input Only, and you switch them to Output Waste or Output Coolant with the Configurator.[5]
Deuterium and Tritium come next. "Deuterium" quest is fairly easy: put a Filter Upgrade in an Electric Pump to collect Heavy Water, then split it in an Electrolytic Separator. "Tritium" quest is harder. You need two Thermal Evaporation Plants, a Rotary Condensentrator and a Solar Neutron Activator. The quest itself calls Tritium harder than Deuterium but easier than Fissile Fuel.[5]
Heads up: the pack uses its own recipes for the Thermal Evaporation Block and the Solar Neutron Activator, so check them in-game rather than relying on memory from other packs.[9]
Shaped (kubejs)
| any bronze ingot | any steel ingot | any bronze ingot |
| any steel ingot | any steel ingot | |
| any bronze ingot | any steel ingot | any bronze ingot |
Recipe id: kubejs:kjs/mekanism_thermal_evaporation_block
Shaped (kubejs)
| any bronze ingot | any bronze ingot | any bronze ingot |
Recipe id: kubejs:kjs/mekanism_solar_neutron_activator
QIO drive tiers
QIO storage is another tier ladder, and it is tied directly to your reactor progress. A QIO Drive Array holds up to 12 drives, and the better the drive, the more items and item types it stores.[5]
- QIO Drive: 16k items and 128 types. This is the only drive that doesn't need a Fission Reactor to craft.[5]
- Hyper-Dense QIO Drive: 128k items and 256 types. From this drive onward, you need the Fission Reactor.[5]
- Time-Dilating QIO Drive: a big step up in item storage, with 1,024 item types.[5]
- Supermassive QIO Drive: needs Antimatter to craft, and holds 16b items and 8,192 types.[5]
Endgame gear
The pack adds its own recipe for the Atomic Disassembler. According to its quest, it can mine any block an Allthemodium Paxel can. The "Meka-Tool" quest quest comes after it, and the Meka-Tool also uses a pack-specific recipe.[5][9]
Shaped (kubejs)
| Empty slot | Empty slot |
Recipe id: kubejs:kjs/mekanism_atomic_disassembler
Shaped (kubejs)
| any unobtainium plate | any unobtainium plate | |
Recipe id: kubejs:kjs/mekanism_meka_tool
All four MekaSuit pieces and the module units also use recipes added by the pack. You install modules into your armor and tools at a Modification Station, and the module quests come after the Modification Station quest.[5][9]
Shaped (kubejs)
Recipe id: kubejs:kjs/mekanism_mekasuit_bodyarmor
The helmet, pants and boots use matching pack recipes.
Unverified The main Mekanism chapter also has "Basic Tier" quest, "Advanced Tier" quest, "Elite Tier" quest, "Ultimate Tier" quest and "Tier Installers" quest quests. Their details and the Tier Installer recipes weren't available, so check them in-game. This site does hold All the Mods 10: To the Sky's own recipes, read from the pack itself: look the item up in the item browser.
How does Mekanism work with other mods?
5 parts
Mekanism is woven deep into this pack. Its chemical machines handle ore processing for metals from other mods, its Coal Dust can be made from GeOre shards in several different machines, and its top-tier storage blocks feed into pack-made creative recipes.[9]
Ore processing for other mods' metals
The pack hooks its extra metals into Mekanism's ore processing chain. Allthemodium, Vibranium and Unobtainium all have Mekanism recipes that turn ores, raw ores and raw blocks into dirty slurry, Allthemodium Shard-style shards and Allthemodium Clump-style clumps. The pack has changed all of these recipes, so check JEI for the in-pack versions rather than relying on what you remember from other packs.[9]
- Aluminum, iridium and nickel get the full dirty slurry, shard and clump set, giving you items like Aluminum Clump, Iridium Shard and Nickel Clump.[9]
- Copper, gold, iron, lead and osmium all have pack-changed dissolution recipes that turn them into dirty slurry.[9]
- Shards can also be made from crystals, and clumps can be made from shards, so each step feeds the next like normal Mekanism processing.[9]
Injecting (mekanism)
Liquid Hydrogen Chloride
- 3× any unobtainium raw material
Recipe id: allthemodium:processing/unobtainium/shard/from_raw_ore
Example: Unobtainium shards via Mekanism injecting
Purifying (mekanism)
Liquid Oxygen
- any vibranium shard
Recipe id: allthemodium:processing/vibranium/clump/from_shard
Example: Vibranium clumps via Mekanism purifying
Coal Dust from GeOre shards
The pack adds recipes that turn a Coal GeOre Shard into Mekanism's Coal Dust, and you can do it in whichever crusher you've already built: Mekanism's own crushing, the Immersive Engineering crusher, the Industrial Foregoing crusher or Occultism crushing.[9]
Crushing (mekanism)
Recipe id: allthemods:mekanism/crushing/coal_dust_from_shard
Creative items and endgame crafting
The pack adds its own recipes for the Creative Energy Cube, Creative Chemical Tank and Creative Fluid Tank. They combine Mekanism's ultimate-tier storage with endgame materials from other mods, so these are long-term goals.[9]
Shaped (kubejs)
Recipe id: allthemods:mekanism/creative_energy_cube
Shaped (kubejs)
Recipe id: allthemods:mekanism/creative_chemical_tank
Shaped (kubejs)
Recipe id: allthemods:mekanism/creative_fluid_tank
There's also a pack-added Powah energizing recipe that outputs a Creative Energy Cube. Mekanism's endgame parts also show up in a pack-added recipe for an Capacitor.[9]
Energizing (powah)
Recipe id: allthemods:energizing/mekanism_creative_energy_cube
Shaped (kubejs)
Recipe id: allthemods:ironjetpacks_creative_capacator
Compressing antimatter
If you're making lots of Antimatter Pellet, you can pack them into an Antimatter Block and unpack them again later. The pack has changed both of these recipes.[9]
Crafting Shaped
Recipe id: allthecompressed:compress/antimatter_block
Cross-mod links in the quests
The "Mekanism: Reactors" quest chapter starter asks for sulfur from All The Ores alongside Mekanism machines. You run that sulfur through a Chemical Oxidizer as the first step toward Fissile Fuel.[5]
The "Atomic Disassembler" quest quest also says the Atomic Disassembler can mine any block an Allthemodium Paxel can. That makes it a solid all-in-one tool alongside the pack's other gear.[5]
Which All the Mods 10: To the Sky quests use Mekanism?
5 parts
Almost all of the Mekanism quests in this pack are in one big chapter called Mekanism: Reactors. It opens with "Mekanism: Reactors" quest, which asks for Sulfur, a Chemical Oxidizer, an Electrolytic Separator and a Chemical Infuser. With these you turn Sulfur and Oxygen into Sulfur Trioxide, the first step toward Fissile Fuel.[5]
The Fission Reactor line
This part of the chapter is also on the ATM Star path, so it's worth doing in order. After the opening quest the path splits in two, joins back together for the fuel, and ends with the reactor itself.[5]
- "Preparing Uranium" quest asks for an Enrichment Chamber, Yellow Cake Uranium and a Chemical Oxidizer. You enrich Uranium Ingots into Yellow Cake, then oxidize that into Uranium Oxide.[5]
- "Sulfur Trioxide into Hydrofluoric Acid" quest opens at the same time. It asks for a Rotary Condensentrator, a Chemical Infuser, a Chemical Dissolution Chamber and Fluorite. You turn Water Vapor and Sulfur Trioxide into Sulfuric Acid, then dissolve Fluorite in it to make Hydrofluoric Acid.[5]
- "Fissile Fuel" quest needs both quests above. It asks for a Chemical Infuser and an Isotopic Centrifuge, which turn Uranium Hexafluoride into Fissile Fuel.[5]
- "Fissile Fuel storage and usage" quest comes next and asks for a Fission Fuel Assembly and a Control Rod Assembly. Each stack of fuel assemblies needs a control rod on top.[5]
- "Fission Reactor" quest unlocks once you've done that quest, "Fission Reactor Port" quest and "Fission Reactor Logic Adapter" quest. It asks for every reactor part: casing, port, logic adapter, fuel assembly and control rod assembly.[5]
Fusion fuels and energy storage
"Deuterium" quest asks for an Electric Pump, a Filter Upgrade and an Electrolytic Separator, so you can pump Heavy Water and split it. "Tritium" quest is harder. It asks for the three Thermal Evaporation Plant blocks, a Rotary Condensentrator and a Solar Neutron Activator.[5]
For power storage, "Induction Cells" quest accepts any tier of cell, from the Basic Induction Cell at 3.2GFE up to the Ultimate Induction Cell at 1.6TFE. "Induction Providers" quest and "Induction Ports" quest cover the rest of the Energized Induction Matrix.[5]
Tools, helpers and storage
- "Robit" quest unlocks "Digital Miner" quest.[5]
- "Atomic Disassembler" quest unlocks "Meka-Tool" quest.[5]
- "Lasers" quest unlocks "Laser Amplifying" quest.[5]
- "Quantum Item Orchestration" quest asks for a QIO Drive Array and unlocks "QIO Drives" quest and "QIO Dashboard" quest. A drive array holds up to 12 drives, and every drive except the basic QIO Drive needs the Fission Reactor to craft.[5]
MekaSuit and Meka-Tool modules
"Modification Station" quest is the gateway to the module quests. Each module has its own quest after it, grouped by where the module goes: Meka-Tool, Helmet, Bodyarmor, Pants, Boots or All Armor. Examples are "Excavation Escalation Unit" quest, "Electrolytic Breathing Unit" quest, "Charge Distribution Units" quest, "Locomotive Boosting Unit" quest, "Hydraulic Propulsion Unit" quest and "Radiation Shielding Unit" quest.[5]
The ATM Star
Mekanism shows up again in Chapter 4: The ATM Star. Two untitled quests there ask for a Module Gravitational Modulating Unit (a quest in "Chapter 4: The ATM Star") and an Antimatter Pellet (a quest in "Chapter 4: The ATM Star"). The Antimatter Pellet quest comes after a quest in "Mekanism: Reactors".[11]
Unverified The chapter also has quests for turbines, boilers, the Fusion Reactor, the SPS and the MekaSuit pieces, but their tasks and order couldn't be confirmed from the available quest data.
Which Mekanism config options matter?
4 parts
This pack turns up Mekanism's energy numbers almost everywhere. Machines hold much bigger internal buffers and most of them use more power per operation than the mod defaults, so plan your power setup around the pack's values, not what an older guide tells you.[10][12]
Machine buffers and power use
Most machines' base energy storage in crusher and its neighbours is four times the mod default. Energy per operation in machine-usage.toml is mostly doubled, and a few machines go higher. The Nucleosynthesizer is the exception: it keeps its default 1,000,000,000 J buffer and 100,000 J per operation.[10][12]
- The Crusher, Enrichment Chamber, Energized Smelter, Precision Sawmill and Metallurgic Infuser each store 80,000 J (default 20,000) and use 100 J per operation (default 50).[10][12]
- The Formulaic Assemblicator and Painting Machine use 400 J per operation, up from a default of 100.[12]
- The Laser stores 8,000,000 J (default 2,000,000) and uses 40,000 J per operation (default 10,000).[10][12]
- The Digital Miner stores 200,000 J (default 50,000), but digitalMiner stays at the default 1,000 J per operation.[10][12]
- The Dimensional Stabilizer costs 10,000 J per chunk per tick, double the default 5,000.[12]
- The Chargepad stores 8,192,000 J (default 2,048,000) and moves 2,048,000 J per charge operation (default 1,024,000).[10][12]
- The SPS Port stores 2,000,000,000 J (default 1,000,000,000). That value also sets its max output rate.[10]
Teleporting costs more here too. teleporter.base is 4,000 J (default 1,000), teleporter.distance is 12 J per block of distance (default 10), and teleporter.dimensionPenalty adds a flat 80,000 J for crossing dimensions (default 10,000). The Teleporter's buffer is 20,000,000 J to match (default 5,000,000).[10][12]
randomizedConsumption is off. Chemical Injection Chambers and Purification Chambers therefore don't use a semi-randomized amount of chemical per operation.[12]
MekaSuit
The MekaSuit holds more energy but spends it much faster. mekasuit.baseEnergyCapacity is 52,000,000 J (default 16,000,000) and mekasuit.chargeRate is 480,000 J per tick (default 100,000). Both scale quadratically with upgrades.[13]
- Damage absorption costs 960,000 J per unit of damage (default 100,000).[13]
- Flight with Gravitational Modulation costs 9,600 J per tick (default 1,000).[13]
- Jump boost costs 3,200 J and sprint boost costs 800 J per 0.1 of added motion (defaults 1,000 and 100).[13]
- Fall damage reduction costs 800 J per half heart (default 50).[13]
- The helmet's solar recharging gives 1,200 J/t per upgrade (default 500). The Charge Distribution Unit charges your inventory at 64,000 J/t (default 10,000).[13]
- Each jetpack unit stores 48,000 mB of Hydrogen (default 24,000) and fills at 1,024 mB/t (default 256).[13]
Meka-Tool
The Meka-Tool hits much harder here. mekatool.baseDamage is 24 (default 4) and mekatool.attackSpeed is -0.2 (default -2.4). It also stores 48,000,000 J (default 16,000,000) and accepts 320,000 J per tick (default 100,000).[13]
Using it costs more as well. The base usage is 120 J (default 10) and silk touch is 800 J (default 100), and both are multiplied by the speed factor. Teleporting 10 blocks costs 9,600 J (default 1,000), and dealing 4 units of damage costs 6,400 J (default 2,000).[13]
Gear left at defaults
The Atomic Disassembler keeps its default numbers, including a 1,000,000 J battery. Its Fast and Slow modes are enabled, but atomic_disassembler.veinMining is set to false, so Vein Mining mode is off. The Jetpack (24,000 mB tank), Free Runners, Electric Bow, Canteen and Energy Tablet also use their default values.[13]
What changed in Mekanism between versions?
In All the Mods 10: To the Sky 2.0.4, all three parts of the Mekanism family ship on the same version: Mekanism, Mekanism Generators and Mekanism Tools are each on 10.7.19, built for Minecraft 1.21.1.[2]
- Mekanism 10.7.19, from the file Mekanism-1.21.1-10.7.19.85.jar.[2]
- Mekanism Generators 10.7.19, from the file MekanismGenerators-1.21.1-10.7.19.85.jar.[2]
- Mekanism Tools 10.7.19, from the file MekanismTools-1.21.1-10.7.19.85.jar.[2]
All three mods were first included in version 2.0.4 of the pack or earlier, so they may have been around for several releases before this one.[2]
Unverified No pack changelog entries or mod changelogs were available for these mods, so the pack version where they first appeared and any changes across pack releases (version bumps, recipe tweaks or config changes) could not be confirmed.
Sources
- Mekanism project page (modrinth) · official mod data
- All the Mods 10: To the Sky 2.0.4 mod list · pack file
- Mekanism Generators project page (modrinth) · official mod data
- Mekanism Tools project page (modrinth) · official mod data
- All the Mods 10: To the Sky 2.0.4 quests: "Mekanism: Reactors" · pack file
- All the Mods 10: To the Sky 2.0.4 quests: "Mekanism" · pack file
- mekanismgenerators tooltips and descriptions (English lang file) · official mod data
- mekanism tooltips and descriptions (English lang file) · official mod data
- All the Mods 10: To the Sky 2.0.4 recipe dump: recipes making Mekanism items · pack recipe dump
- All the Mods 10: To the Sky 2.0.4 config: config/Mekanism/machine-storage.toml · pack file
- All the Mods 10: To the Sky ATM Star path quests in "Chapter 4: The ATM Star" · pack file
- All the Mods 10: To the Sky 2.0.4 config: config/Mekanism/machine-usage.toml · pack file
- All the Mods 10: To the Sky 2.0.4 config: config/Mekanism/gear.toml · pack file
Where this guide comes from
Written from what All the Mods 10: To the Sky itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.
Guide last verified Sep 20, 2026.
Guides for other versions: 1.6 to 1.6.1 · 1.1.1 to 1.2.1 · 1.0 to 1.0.2
Report wrong info
Version in each release
25 releases, first in 1.0
| All the Mods 10: To the Sky | Version | Jar | Where it came from |
|---|---|---|---|
| 2.1.0 Oct 15, 2026 | 10.7.19 | Mekanism-1.21.1-10.7.19.85.jar | From the published release |
| 2.0.7 Oct 5, 2026 | 10.7.19 | Mekanism-1.21.1-10.7.19.85.jar | From the published release |
| 2.0.6 Sep 21, 2026 | 10.7.19 | Mekanism-1.21.1-10.7.19.85.jar | From the published release |
| 2.0.5 Sep 21, 2026 | 10.7.19 | Mekanism-1.21.1-10.7.19.85.jar | From the published release |
| 2.0.4 Sep 11, 2026 | 10.7.19 | Mekanism-1.21.1-10.7.19.85.jar | From the published release |
| 2.0.3 Sep 9, 2026 | 10.7.19 | Mekanism-1.21.1-10.7.19.85.jar | From the published release |
| 2.0.2 Apr 1, 2026 | 10.7.18 | Mekanism-1.21.1-10.7.18.84.jar | From the published release |
| 2.0.1 Mar 27, 2026 | 10.7.18 | Mekanism-1.21.1-10.7.18.84.jar | From the published release |
| 2.0.0 Feb 24, 2026 | 10.7.18 | Mekanism-1.21.1-10.7.18.84.jar | From the published release |
| 1.9.1 Feb 5, 2026 | 10.7.17 | Mekanism-1.21.1-10.7.17.83.jar | From the published release |
| 1.9 Feb 4, 2026 | 10.7.17 | Mekanism-1.21.1-10.7.17.83.jar | From the published release |
| 1.8 Dec 20, 2025 | 10.7.17 | Mekanism-1.21.1-10.7.17.83.jar | From the published release |
| 1.7 Nov 28, 2025 | 10.7.17 | Mekanism-1.21.1-10.7.17.83.jar | From the published release |
| 1.6.1 Oct 23, 2025 | 10.7.16 | Mekanism-1.21.1-10.7.16.82.jar | From the published release |
| 1.6 Oct 17, 2025 | 10.7.16 | Mekanism-1.21.1-10.7.16.82.jar | From the published release |
| 1.5.1b Oct 2, 2025 | 10.7.16 | Mekanism-1.21.1-10.7.16.82.jar | From the published release |
| 1.5 Sep 26, 2025 | 10.7.16 | Mekanism-1.21.1-10.7.16.82.jar | From the published release |
| 1.4 Sep 11, 2025 | 10.7.15 | Mekanism-1.21.1-10.7.15.81.jar | From the published release |
| 1.3.1 Sep 3, 2025 | 10.7.15 | Mekanism-1.21.1-10.7.15.81.jar | From the published release |
| 1.2.1 Aug 28, 2025 | 10.7.15 | Mekanism-1.21.1-10.7.15.81.jar | From the published release |
| 1.2 Aug 28, 2025 | 10.7.15 | Mekanism-1.21.1-10.7.15.81.jar | From the published release |
| 1.1.2 Aug 22, 2025 | 10.7.15 | Mekanism-1.21.1-10.7.15.81.jar | From the published release |
| 1.1.1 Aug 21, 2025 | 10.7.15 | Mekanism-1.21.1-10.7.15.81.jar | From the published release |
| 1.0.2 Aug 15, 2025 | 10.7.14 | Mekanism-1.21.1-10.7.14.79.jar | From the published release |
| 1.0 Aug 14, 2025 | 10.7.14 | Mekanism-1.21.1-10.7.14.79.jar | From the published release |
"From pack files" means the list came from the pack's own files; "from the published release" means ForgeBase read the jars of the release itself.
Items and blocks
381 items from the 2.1.0 recipe dump.
Advanced Bin
Advanced Chemical Tank
Advanced Combining Factory
Advanced Compressing Factory
Advanced Control Circuit
Advanced Crushing Factory
Advanced Energy Cube
Advanced Enriching Factory
Advanced Fluid Tank
Advanced Induction Cell
Advanced Induction Provider
Advanced Infusing Factory
Advanced Injecting Factory
Advanced Logistical Transporter
Advanced Mechanical Pipe
Advanced Pressurized Tube
Advanced Purifying Factory
Advanced Sawing Factory
Advanced Smelting Factory
Advanced Thermodynamic Conductor
Advanced Tier Installer
Advanced Universal Cable
Atomic Alloy
Infused Alloy
Reinforced Alloy
Antiprotonic Nucleosynthesizer
Atomic Disassembler
Basic Bin
Basic Chemical Tank
Basic Combining Factory
Basic Compressing Factory
Basic Control Circuit
Basic Crushing Factory
Basic Energy Cube
Basic Enriching Factory
Basic Fluid Tank
Basic Induction Cell
Basic Induction Provider
Basic Infusing Factory
Basic Injecting Factory
Basic Logistical Transporter
Basic Mechanical Pipe
Basic Pressurized Tube
Basic Purifying Factory
Basic Sawing Factory
Basic Smelting Factory
Basic Thermodynamic Conductor
Basic Tier Installer
Basic Universal Cable
Bio Fuel
Block of Bio Fuel
Block of Bronze
Block of Charcoal
Block of Fluorite
Block of Lead
Block of Osmium
Block of Raw Lead
Block of Raw Osmium
Block of Raw Tin
Block of Raw Uranium
...and 321 more.
All the Mods 10: To the Sky quests (176)
Quests from the pack's FTB Quests book that ask for this mod's items.
Basic Armor (2)
- Hazmat Suit (0)
- MekaSuit (As much Energy you can supply)
Basic Logistics (6)
- Mekanism
- A quest in "Basic Logistics" (Heat)
- A quest in "Basic Logistics" (Gas+More)
- A quest in "Basic Logistics" (Fluids)
- A quest in "Basic Logistics" (Energy)
- A quest in "Basic Logistics" (Blocks+Items)
Config options (how All the Mods 10: To the Sky sets them)
371 settings shipped in the pack's config files; 146 differ from the mod's documented default.
Show settings
| Setting | All the Mods 10: To the Sky value | Mod default |
|---|---|---|
mekasuit.baseEnergyCapacity changed by All the Mods 10: To the SkyEnergy capacity (Joules) of MekaSuit items without any installed upgrades. Quadratically scaled by upgrades. config/Mekanism/gear.toml | 52000000 | 16000000 |
mekasuit.chargeRate changed by All the Mods 10: To the SkyAmount (joules) of energy the MekaSuit can accept per tick. Quadratically scaled by upgrades. config/Mekanism/gear.toml | 480000 | 100000 |
mekasuit.energy_usage.damage changed by All the Mods 10: To the SkyEnergy usage (Joules) of MekaSuit per unit of damage applied. config/Mekanism/gear.toml | 960000 | 100000 |
mekasuit.energy_usage.energyUsagePotionTick changed by All the Mods 10: To the SkyEnergy usage (Joules) of MekaSuit when lessening a potion effect. config/Mekanism/gear.toml | 96000 | 40000 |
mekasuit.energy_usage.fall changed by All the Mods 10: To the SkyEnergy cost multiplier in Joules for reducing fall damage with MekaSuit Boots. Energy cost is: FallDamage * fall. (1 FallDamage is 1 half heart) config/Mekanism/gear.toml | 800 | 50 |
mekasuit.energy_usage.gravitationalModulation changed by All the Mods 10: To the SkyEnergy usage (Joules) of MekaSuit per tick when flying via Gravitational Modulation. config/Mekanism/gear.toml | 9600 | 1000 |
mekasuit.energy_usage.itemAttraction changed by All the Mods 10: To the SkyEnergy usage (Joules) of MekaSuit per tick of attracting a single item. config/Mekanism/gear.toml | 480 | 250 |
mekasuit.energy_usage.jump changed by All the Mods 10: To the SkyEnergy usage (Joules) of MekaSuit when adding 0.1 to jump motion. config/Mekanism/gear.toml | 3200 | 1000 |
mekasuit.energy_usage.magicReduce changed by All the Mods 10: To the SkyEnergy cost multiplier in Joules for reducing magic damage via the inhalation purification unit. Energy cost is: MagicDamage * magicReduce. (1 MagicDamage is 1 half heart). config/Mekanism/gear.toml | 4800 | 1000 |
mekasuit.energy_usage.nutritionalInjection changed by All the Mods 10: To the SkyEnergy usage (Joules) of MekaSuit per half-food of nutritional injection. config/Mekanism/gear.toml | 48000 | 20000 |
Which All the Mods 10: To the Sky mods work with Mekanism?
The All the Mods 10: To the Sky mods that share the most recipes with Mekanism. Highlighted ones have a guide.
- AllTheOres
- AllTheModium
- Mekanism Generators
- Ender IO
- Applied Energistics 2
- GeOre
- Modern Industrialization
- Oritech
- AllTheCompressed
- AllTheTweaks
- Neo Vitae
- BBL Routers
Where does Mekanism appear in the All the Mods 10: To the Sky quest book?
Official documentation
Official Mekanism Wiki (249 pages)
Licensed none stated (all rights reserved): we link to it rather than copying or summarizing it.
- Advanced Solar Generator
- Aesthetic Blocks
- Alloys
- Anchor Upgrade
- Antimatter
- Armor
- Armored Jetpack
- Atomic Disassembler
- Balloon
- Bins
- Bio Fuel
- Bio-Generator
- Bronze Armor
- Bronze Block
- Bronze Ingot
- Bronze Tools
- Cardboard Box
- Charcoal Block
- Chargepad
- Chemical Crystallizer
- Chemical Dissolution Chamber
- Chemical Infuser
- Chemical Injection Chamber
- Chemical Oxidizer
- Chemical Tanks
- Chemical Washer
- Clumps
- Combiner
- Configurator
- Control Circuits
- Control Rod Assembly
- Copper Block
- Copper Ingot
- Copper Ore
- Crafting
- Crusher
- Crystals
- Dictionary
- Digital Miner
- Dimensional Stabilizer
- Diversion Transporter
- Dosimeter
- Dusts
- Dynamic Glass
- Dynamic Tank
- Dynamic Valve
- Electric Bow
- Electric Pump
- Electrolytic Core
- Electrolytic Separator
- Electromagnetic Coil
- Energized Smelter
- Energy Cube
- Energy Tablet
- Energy Unit Conversion
- Energy Upgrade
- Enriched Carbon
- Enriched Diamond
- Enriched Iron
- Enriched Obsidian
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