Mekanism guide for All the Mods 10: To the Sky 1.1.1 to 1.2.1
Mekanism guide for All the Mods 10: To the Sky
Last verified for All the Mods 10: To the Sky v1.2.1 on Oct 17, 2026 · text last changed Oct 17, 2026
A newer release (2.1.0) is out Guide for the current version
- Sections
- 8
- Recipes shown
- 26
- Items named
- 82
- Quests covered
- 40
Every recipe and number here was checked against All the Mods 10: To the Sky 1.2.1's own files.
What is Mekanism?
3 parts
Mekanism is the big tech mod of the pack: machines, energy generation, gadgets and logistics, all in one. This pack includes Mekanism, Mekanism Generators and Mekanism Tools, all at version 10.7.15.[1][2]
What the mod does
The big idea is better ore processing. Smelting an ore straight into an ingot wastes most of it. With purification, dissolution, chemical injection and crystallization, you can double, triple, quadruple or even quintuple your ingot output per ore, given enough infrastructure and energy.[1]
Machines come in tiers. Every Mekanism machine can be upgraded to a factory that processes 3 (basic), 5 (advanced), 7 (elite) or 9 (ultimate) items at once. That replaces whole walls of furnaces.[1]
The mod also adds the Jetpack, the Robit, the Digital Miner and Logistical Transporter networks for sorting and filtering items. It has transmitters for items, fluids, gases, energy and heat too.[1]
The three mods in this guide
- Mekanism is the core: machines, processing, transport, storage and gadgets.[1]
- Mekanism Generators is the official power addon. Without it you would need another mod to produce energy for your Mekanism machines. It adds the Heat Generator, Gas-Burning Generator, Bio-Generator, Solar Generator, Advanced Solar Generator, Wind Generator, Fission Reactor, Fusion Reactor and Turbine. The Fusion Reactor requires this addon.[1][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 vanilla Wood, Stone, Iron, Gold and Diamond.[4]
Where it fits in the pack's quest book
The quest book has a chapter named Mekanism and another named Mekanism: Reactors. In the Reactors chapter, the quest "Mekanism: Reactors" quest says that if you want your Reactors and Invincible Armor, you are in the right spot. It starts you on Fissile Fuel for a Fission Reactor, which needs Sulfur Trioxide. You make that with a Chemical Oxidizer, an Electrolytic Separator and a Chemical Infuser.[5][6]
Fusion fuel has its own quests in that chapter. "Deuterium" quest covers getting Deuterium with an Electric Pump and a Filter Upgrade. "Tritium" quest covers Tritium, which the quest says is harder than Deuterium but easier than Fissile Fuel.[5]
The same chapter also covers handy gear. The Atomic Disassembler is described as Mekanism's Paxel and can mine any block an AllTheModium Paxel can. The Robit holds 40kFE and needs a Chargepad as its home.[5]
How do you get started with Mekanism?
4 parts
Mekanism's machines run on energy, but the main mod doesn't make any. The Mekanism Generators addon is what adds generators, and without it you'd need another mod to power your machines. So your first goal is a power source. The Heat Generator even has an advancement for starting to make power, and the Solar Generator (daytime energy) and Wind Generator are also on the list.[3][7]
Control circuits come first
The circuit tiers chain together: Advanced is built from Basic, Elite from Advanced, and Ultimate from Elite. Machines and storage blocks later in the tree ask for specific circuit tiers, so the Basic Control Circuit is where it all starts. In this pack it's a metallurgic infusing recipe, not a crafting table recipe, so you'll need a Metallurgic Infuser.[8]
Metallurgic Infusing (mekanism)
- any osmium ingot
- 20× any redstone
Recipe id: mekanism:control_circuit/basic
Basic Control Circuit, made by metallurgic infusing.
Your first processing machine
The Crusher is a good early machine. It has a normal crafting recipe, and it also turns plants and food into Bio Fuel through a long list of crushing recipes, including apples, bread, leaves, saplings and seeds.[8]
Crafting Shaped
| any redstone dust | any basic circuit | any redstone dust |
| any lava bucket | any lava bucket | |
| any redstone dust | any basic circuit | any redstone dust |
Recipe id: mekanism:crusher
The Configurator
The Configurator changes the settings of blocks, so you'll want it as soon as you start piping things in and out of machines. It also comes back later: the Fission Reactor ports are set up with it.[5][9]
Crafting Shaped
| any iron ingot | any iron ingot |
| Empty slot | any osmium ingot |
| Empty slot | any steel ingot |
Recipe id: mekanism:configurator
Looking ahead
The pack's Reactors quest points you toward Fission Reactors and armor. The route to Fissile Fuel starts with Sulfur in a Chemical Oxidizer, then water through an Electrolytic Separator to make Oxygen. Both chemicals go into a Chemical Infuser to make Sulfur Trioxide. Fissile Fuel is a longer project, so build up your power and circuits first.[5]
Mek Data (mekanism)
| any infused alloy | any basic circuit | any infused alloy |
| any infused alloy | any basic circuit | any infused alloy |
Recipe id: mekanism:chemical_infuser
Unverified The pack's Mekanism quest chapter has entries for the Metallurgic Infuser, Enrichment Chamber and Crusher. I couldn't read their text, so I can't confirm a quest-given order. The order above follows what each item needs, not a pack-defined progression. How to craft the Metallurgic Infuser, Steel Casing and the generators wasn't visible in the sources either.
How does Mekanism work?
6 parts
Mekanism is built around a simple idea: process everything with machines, power them, and move the results around automatically. This section covers how those systems behave in the pack, including where the pack changes the mod's defaults.[1]
Machines, factories and ore processing
Every Mekanism machine can be upgraded to a factory. A factory processes 3 items at once at basic tier, 5 at advanced, 7 at elite and 9 at ultimate. That replaces whole walls of furnaces with a single block. The in-game advancement for this also mentions the Tier Installer.[1][9]
The big payoff is ore processing. Smelting an ore straight into an ingot wastes most of it. With purification, dissolution, chemical injection and crystallization, you can double, triple, quadruple or even quintuple your ingot output per ore, as long as you have enough infrastructure and energy. The Enrichment Chamber is the entry point for better material efficiency.[1][9]
The Chemical Crystallizer is the end of the full chain. The Crystallizer, Dissolution Chamber and Washer share one advancement, so they are meant to be built as a set.[9]
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
The Combiner and the Crusher are two more processing machines you will build early.[8]
Crafting Shaped
| any redstone dust | any basic circuit | any redstone dust |
| any lava bucket | any lava bucket | |
| any redstone dust | any basic circuit | any redstone dust |
Recipe id: mekanism:crusher
Crafting Shaped
| any reinforced alloy | any elite circuit | any reinforced alloy |
| any stone crafting material | any stone crafting material | |
| any reinforced alloy | any elite circuit | any reinforced alloy |
Recipe id: mekanism:combiner
Power: bigger buffers in this pack
The pack raises the base energy storage of the machines in the machine-storage config. Every value shown in the file is exactly 4 times the mod default. The numbers are in Joules.[10]
- crusher: 80,000 instead of 20,000. The Enrichment Chamber, Energized Smelter and Precision Sawmill use the same values.[10]
- combiner: 160,000 instead of 40,000.[10]
- chemicalCrystallizer: 640,000 instead of 160,000. The Chemical Dissolution Chamber, Chemical Injection Chamber and Electrolytic Separator match it.[10]
- digitalMiner: 200,000 instead of 50,000.[10]
- chargepad: 8,192,000 instead of 2,048,000.[10]
- laser: 8,000,000 instead of 2,000,000. laserAmplifier and laserTractorBeam are both 20,000,000,000 instead of 5,000,000,000.[10]
- pressurizedReactionBase: 8,000 instead of 2,000.[10]
Three more options in that file were not visible to me, so I can't say how they are set. Each option has a valid range of 1 up to 9,223,372,036,854,775,807.[10]
To bank extra power, build an Energy Cube. Mekanism Generators supplies the power itself. Without it you would need another mod's generators for your Mekanism machines.[3][9]
The generators on offer are the Heat Generator, Gas-Burning Generator, Bio-Generator, Solar Generator, Advanced Solar Generator, Wind Generator, Fission Reactor, Fusion Reactor and Turbine.[3]
The Gas-Burning Generator is the one that burns Ethene. The Heat Generator is the easy way to start making power. Solar is renewable daytime energy, and the Wind Generator wants a windy spot.[7]
Fission reactor settings
The Fission Reactor is the one generator where the config tells you a lot about how it works. Each fuel assembly adds to the maximum burn rate (max burn rate is fuel assemblies times the per-assembly value). Each assembly also adds to the fuel and waste capacity.[7]
Coolant capacity scales with the reactor's volume, with separate per-block amounts for cooled and heated coolant. Each casing block also adds heat capacity, so a larger reactor needs more energy to heat up.[7]
Damage matters. Once a reactor's damage passes 100%, there is a chance of a catastrophic meltdown, and that chance rises linearly as damage keeps climbing. If meltdowns are disabled in the config, the reactor instead forces itself off and cannot restart until the damage is back to a safe level. I can't confirm which of these is set in this pack.[7]
Unverified The actual values the pack uses for the fission reactor options (burn rates, capacities, meltdown chance and whether meltdowns are enabled) were not in the sources I had.
Moving things around
Each resource type has its own transport block. A Universal Cable carries energy, a Mechanical Pipe carries fluids, a Pressurized Tube carries chemicals, and a Thermodynamic Conductor carries heat. You can also upgrade transmitters in the world by using the next tier of alloy on them.[9]
For storage, the Chemical Tank holds almost all of your chemicals, and a Fluid Tank holds fluids. For items, QIO Drives store your items, and higher drive tiers raise the storage bandwidth.[9]
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
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
Tractor beams pull in the drops of the blocks they break, which pairs nicely with automated mining.[9]
Configuring and automating
The Configurator changes the settings of blocks. Once one machine is set up, the Configuration Card copies its configuration onto another. The Dictionary shows the generic tags of the world around you.[9]
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
For automated crafting, Mekanism has a machine that does the crafting for you, the Formulaic Assemblicator. It works from a Crafting Formula.[8][9]
Crafting Shapeless
Paper
- any basic circuit
Recipe id: mekanism:crafting_formula
Most advanced machines need control circuits, which come in basic, advanced, elite and ultimate tiers. You will keep making them as you progress.[8]
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
Pack-specific additions
The pack adds recipes for the Creative Energy Cube, Creative Fluid Tank and Creative Chemical Tank. Each one builds on the ultimate-tier version of that block.[8]
Crafting Shaped
Recipe id: allthemods:mekanism/creative_energy_cube
Crafting Shaped
Recipe id: allthemods:mekanism/creative_fluid_tank
Crafting Shaped
Recipe id: allthemods:mekanism/creative_chemical_tank
The pack also changes how you get Antimatter Pellets. A recipe turns an Antimatter Block back into pellets. The Antiprotonic Nucleosynthesizer has its own mod recipe.[8]
Crafting Shapeless
Recipe id: allthecompressed:decompress/antimatter_block
Crafting Shaped
| any ultimate circuit | ||
| any antimatter pellet | any antimatter pellet | |
| any ultimate circuit |
Recipe id: mekanism:antiprotonic_nucleosynthesizer
Mekanism Tools adds tools, armor and shields, plus Paxels, which combine axe, pickaxe and shovel in one tool. The pack adds its own recipes for the steel tools, and the Steel Paxel is built from the steel axe, pickaxe and shovel.[4][8]
Crafting Shaped
| Empty slot | any wooden rod | Empty slot |
| Empty slot | any wooden rod | Empty slot |
Recipe id: allthemods:mekanismtools/steel_paxel
How do you progress through Mekanism?
6 parts
Mekanism in this pack runs on the Basic, Advanced, Elite and Ultimate tiers. Almost everything scales along them, including bins, chemical tanks, energy cubes, control circuits, induction cells and induction providers. Once you see the pattern, planning your whole base gets a lot easier.[5][8]
How a tier upgrade works
Each tier of a bin, chemical tank or energy cube is crafted from the previous tier's version of that block, so you always build up the chain. Circuits and alloys follow the same ladder: the Advanced tier uses Infused Alloy, Elite uses Reinforced Alloy and Ultimate uses Atomic Alloy.[8]
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
Bins follow the same pattern all the way to the Ultimate Bin.
Mek Data (mekanism)
| any reinforced alloy | any reinforced alloy | |
| any gold ingot | any gold ingot | |
| any reinforced alloy | any reinforced alloy |
Recipe id: mekanism:energy_cube/elite
Mek Data (mekanism)
| any atomic alloy | any osmium ingot | any atomic alloy |
| any osmium ingot | any osmium ingot | |
| any atomic alloy | any osmium ingot | any atomic alloy |
Recipe id: mekanism:chemical_tank/ultimate
Circuits can be made by crafting from the previous circuit tier, or by running the previous circuit through a Metallurgic Infuser. The Basic circuit is made by infusing an osmium ingot with redstone.[8]
Metallurgic Infusing (mekanism)
- any elite circuit
- 240× any refined obsidian
Recipe id: mekanism:control_circuit/infused_ultimate
The infusing route to the Ultimate Control Circuit.
Crafting Shaped
| any atomic alloy | any elite circuit | any atomic alloy |
Recipe id: mekanism:control_circuit/ultimate
The crafting route.
Machines gate on circuit tier
The circuit a machine needs is a good indicator of when you can expect to build it. Here is how some key machines line up in this pack:[8]
- Basic circuit: Crusher, Chemical Infuser, Chemical Oxidizer, Energized Smelter and Digital Miner.[8]
- Advanced circuit: Boiler Valve.[8]
- Elite circuit: Combiner and Chemical Injection Chamber.[8]
- Ultimate circuit: Chemical Dissolution Chamber, Chemical Crystallizer, Chemical Washer and Antiprotonic Nucleosynthesizer.[8]
Energy storage tiers
For big power storage you build an Energized Induction Matrix. Its Basic Induction Cell line adds storage and its Basic Induction Provider line adds input and output speed. Totals stack on each other within the matrix.[5]
- Induction Cells hold 3.2GFE (Basic), 25.6GFE (Advanced), 204.8GFE (Elite) and 1.6TFE (Ultimate) each.[5]
- Induction Providers move 102.4kFE (Basic), 819.2kFE (Advanced), 6.55MFE (Elite) and 52.41MFE (Ultimate) each tick.[5]
The reactor path
The quest "Mekanism: Reactors" quest kicks off the big endgame branch: reactors and the MekaSuit. The Fission Reactor needs Fissile Fuel, and that starts with Sulfur Trioxide. You oxidize sulfur in a Chemical Oxidizer, make oxygen from water in an Electrolytic Separator, then tube both into a Chemical Infuser.[5]
Fusion fuel is easier. Deuterium comes from heavy water: put a Filter Upgrade in an Electric Pump, then split the heavy water in an electrolytic separator. Tritium takes two Thermal Evaporation Plants, a Rotary Condensentrator and a Solar Neutron Activator. The quests rate it harder than Deuterium but easier than Fissile Fuel.[5]
QIO storage tiers
The QIO Drive Array holds up to 12 drives. The drive tier you can reach depends on how far you are in the reactor path.[5]
- QIO Drive: 16k items and 128 types. It is the only drive that does not need a Fission Reactor to craft.[5]
- Hyper-Dense QIO Drive: 128k items and 256 types. It needs the Fission Reactor.[5]
- Time-Dilating QIO Drive: more items than the Hyper-Dense drive, with 1,024 item types. It also needs the Fission Reactor.[5]
- Supermassive QIO Drive: 16b items and 8,192 types. It needs antimatter to craft.[5]
The pack changed how you get Antimatter Pellets: you can decompress an Antimatter Block into Antimatter Pellet.[8]
Crafting Shapeless
Recipe id: allthecompressed:decompress/antimatter_block
Tools and armor
The tool path starts with the Atomic Disassembler, which the quest calls Mekanism's Paxel. The Meka-Tool comes next and does everything the disassembler does, only better. Instead of modes it uses module units, which you install with a Modification Station.[5]
Unverified The pack has Basic, Advanced, Elite and Ultimate Tier quests, plus Tier Installers, but their text wasn't available. Their requirements, the Mekanism Tools material stats and the Mekanism Generators output values are not confirmed here.
How does Mekanism work with other mods?
5 parts
Mekanism connects to the rest of the pack in three big ways: ore processing, sawing logs, and the Creative-tier items. All of these show up in the pack's own recipes, so you can plan around them.[8]
Ore processing with All the Ores and Allthemodium
The pack changed Mekanism's chemical ore-processing recipes so they cover the pack's own metals. Purifying recipes use Liquid Oxygen to turn ores, raw materials, raw blocks or shards into clumps, such as Aluminum Clump, Iridium Clump, Allthemodium Clump, Unobtainium Clump and Vibranium Clump.[8]
Injecting recipes use Liquid Hydrogen Chloride to turn ores, raw materials, raw blocks or crystals into shards, for example Aluminum Shard, Iridium Shard, Allthemodium Shard, Unobtainium Shard and Vibranium Shard.[8]
Dissolution recipes use Liquid Sulfuric Acid to make dirty slurries. The pack has these for aluminum, iridium, Allthemodium, Unobtainium and Vibranium, and also for copper, gold, iron and lead.[8]
The Mekanism: Reactors quest chapter also starts from sulfur, which comes from All the Ores, before you build up to Fissile Fuel and the Fission Reactor.[5]
Sawing logs from other mods
The pack adds Mekanism sawing recipes that turn modded logs into planks plus Sawdust. This covers Allthemodium's Ancient, Demonic and Soul logs, which give Ancient Planks, Demonic Planks and Soul Planks.[8]
It also covers wood from several other mods: Archwood Planks, Aurum Planks, Edelwood Planks, Fungyss Planks, Menril Planks, Otherplanks and Netherwood Planks.[8]
Creative items and other pack recipes
The pack adds crafting recipes for Mekanism's Creative items. Each one combines Mekanism parts with items from other mods in the pack.[8]
Crafting Shaped
Recipe id: allthemods:mekanism/creative_energy_cube
Crafting Shaped
Recipe id: allthemods:mekanism/creative_chemical_tank
Crafting Shaped
Recipe id: allthemods:mekanism/creative_fluid_tank
There is also a pack recipe in Powah's energizing recipe type that involves the Creative Energy Cube.[8]
Energizing (powah)
Recipe id: allthemods:energizing/mekanism_creative_energy_cube
Mekanism parts also feed into a pack recipe for an Iron Jetpacks capacitor.[8]
Crafting Shaped
Recipe id: allthemods:ironjetpacks_creative_capacator
Antimatter compression
The pack changed the recipes that link Antimatter Pellet with Antimatter Block, so you can compress pellets into a block and break the block back into pellets.[8]
Crafting Shaped
Recipe id: allthecompressed:compress/antimatter_block
Crafting Shapeless
Recipe id: allthecompressed:decompress/antimatter_block
Quest link to Allthemodium
The "Atomic Dissambler" quest quest says the Atomic Disassembler can mine any block an Allthemodium Paxel can.[5]
Which All the Mods 10: To the Sky quests use Mekanism?
5 parts
In the quest text available for this guide, the Mekanism quests sit in one chapter, "Mekanism: Reactors". The quests listed below range from fuel chemistry and reactors to storage, tools and the MekaSuit. Several of them are marked as unlocking after another quest.[5]
Where the chapter starts: fuel chemistry
The opener is "Mekanism: Reactors" quest. It asks for sulfur, a Chemical Oxidizer, an Electrolytic Separator and a Chemical Infuser. The quest text says the goal is Sulfur Trioxide, which it describes as what you need to make Fissile Fuel.[5]
"Preparing Uranium" quest is marked as unlocking after that. It asks for an Enrichment Chamber, Yellow Cake Uranium and a Chemical Oxidizer, and the quest text calls this the radioactive part of Fissile Fuel.[5]
Fission reactor quests
- "Fission Reactor Port" quest asks for a Fission Reactor Port. The quest text says the reactor needs 4 ports and that you use a Configurator to set them to Input Only, Output Waste or Output Coolant.[5]
- "Sodium Coolant" quest is marked as unlocking after the port quest. It asks for 33 Thermal Evaporation Block, a Thermal Evaporation Controller, a Thermal Evaporation Valve and an Electrolytic Separator. The quest text presents sodium as an alternative coolant to water.[5]
- "Fission Reactor Logic Adapter" quest asks for the Fission Reactor Logic Adapter. The quest text says it is used to monitor and configure the reactor with redstone.[5]
- "The Thermo part of the Thermoelectric Boiler" quest asks for a Superheating Element and a Pressure Disperser, which the quest text describes as the inside of the Thermoelectric Boiler.[5]
Deuterium and Tritium
"Deuterium" quest asks for an Electric Pump, a Filter Upgrade and an Electrolytic Separator. The quest text describes it as relatively simple: the filter in the pump is used to extract Heavy Water, and the separator is used on that Heavy Water to get Deuterium.[5]
"Tritium" quest asks for 33 Thermal Evaporation Blocks, a controller, a valve, a Rotary Condensentrator and a Solar Neutron Activator. The quest text calls Tritium harder than Deuterium but easier than Fissile Fuel.[5]
Power storage, QIO and machines
- Induction Matrix: "Induction Ports" quest (asks for the Induction Port), "Induction Cells" quest (asks for any tier of induction cell) and "Induction Providers" quest (asks for any tier of induction provider).[5]
- QIO storage starts with "Quantum Item Orchestration" quest, which asks for the QIO Drive Array. "QIO Drives" quest and "QIO Dashboard" quest are marked as unlocking after it. The QIO Drives quest text says you can place up to 12 drives in an array, that the basic QIO Drive is the only one not needing a Fission Reactor to craft, and that the Supermassive drive needs Antimatter to craft.[5]
- "Robit" quest introduces the Robit. "Digital Miner" quest is marked as unlocking after it and asks for the Digital Miner.[5]
- "Lasers" quest asks for a Laser. "Laser Amplifying" quest is marked as unlocking after it and asks for a Laser Amplifier.[5]
Tools and MekaSuit modules
"Atomic Dissambler" quest asks for the Atomic Disassembler. "Meka-Tool" quest is marked as unlocking after it and asks for the Meka-Tool, which the quest text says uses modules instead of modes.[5]
"Modification Station" quest asks for the Modification Station, which the quest text describes as how you put module units into tools and armor. The module quests below are each marked as unlocking after it and ask for one module item each, labelled with the gear they go on. Examples:[5]
- Meka-Tool: "Shearing Unit" quest, "Excavation Escalation Unit" quest, "Teleportation Unit" quest, "Attack Amplification Unit" quest and "Ore Refinement Unit" quest. The quest text says the Shearing and Teleportation units can't be used with the Farming unit, and that the Ore Refinement unit can't be used with the Silk Touch unit.[5]
- Helmet: "Electrolytic Breathing Unit" quest, "Solar Recharging Unit" quest, "Inhalation Purification Unit" quest and "Vision Enhancement Unit" quest.[5]
- Bodyarmor: "Charge Distribution Units" quest, "Geiger Unit" quest, "Elytra Unit" quest and "Dosimeter Unit" quest.[5]
- Pants and boots: "Motorized Servo Unit" quest, "Gyroscopic Stabilization Unit" quest, "Locomotive Boosting Unit" quest and "Hydraulic Propulsion Unit" quest.[5]
- All armor: "Radiation Shielding Unit" quest and "Laser Dissipation Unit" quest.[5]
Unverified The quest data available for this guide is cut off partway through the chapter. Quests for the turbine, fusion reactor, SPS, remaining MekaSuit parts and the other module units, and the order in which Deuterium, Tritium and the Thermoelectric Boiler quests unlock, could not be confirmed.
Which Mekanism config options matter?
4 parts
The pack rewrites a lot of Mekanism's defaults. Machines hold more energy but also cost more to run, and the MekaSuit and Meka-Tool get big upgrades. Below are the options you're most likely to notice, with the pack value and the mod default side by side.[10][11][12]
Machine energy storage
Nearly every machine has a bigger internal energy buffer than the mod default. Here are the ones you'll run into most (values in Joules):[10]
- crusher is 80,000 in the pack (mod default 20,000).[10]
- digitalMiner is 200,000 (mod default 50,000).[10]
- chargepad is 8,192,000 (mod default 2,048,000).[10]
- teleporter is 20,000,000 (mod default 5,000,000).[10]
- laserAmplifier is 20,000,000,000 (mod default 5,000,000,000).[10]
- spsPort is 2,000,000,000 (mod default 1,000,000,000). It also defines the port's max output rate.[10]
- antiprotonicNucleosynthesizer is the exception. It stays at the default of 1,000,000,000.[10]
Machine energy usage
Most machines also cost more per operation. Energy per operation, in Joules:[11]
- crusher is 100 (mod default 50).[11]
- formulaicAssemblicator is 400 (mod default 100).[11]
- laser is 40,000 (mod default 10,000).[11]
- teleporter.base is 4,000 (mod default 1,000). teleporter.dimensionPenalty is 80,000 (mod default 10,000), and teleporter.distance is 12 Joules per unit of distance (mod default 10).[11]
- chargepad is 2,048,000 per charge operation (mod default 1,024,000).[11]
- digitalMiner (1,000), modificationStation (400) and antiprotonicNucleosynthesizer (100,000) are unchanged from the defaults.[11]
- randomizedConsumption is false, so Chemical Injectors and Purification Chambers don't use a semi-randomized amount of chemical per operation.[11]
MekaSuit and Meka-Tool
The MekaSuit and Meka-Tool see the biggest buffs, and their energy costs rise too. The base capacity is for gear without any upgrades installed, and both capacity and charge rate scale quadratically with upgrades.[12]
- mekasuit.baseEnergyCapacity is 52,000,000 Joules (mod default 16,000,000), and mekasuit.chargeRate is 480,000 per tick (mod default 100,000).[12]
- mekasuit.energy_usage.gravitationalModulation is 9,600 per tick of flight (mod default 1,000), and mekasuit.energy_usage.jump is 3,200 (mod default 1,000).[12]
- mekasuit.jetpackMaxStorage is 48,000 mB of Hydrogen per installed jetpack unit (mod default 24,000).[12]
- mekatool.baseDamage is 24 (mod default 4), and mekatool.attackSpeed is -0.2 (mod default -2.4), so the Meka-Tool hits harder and swings much faster than in the base mod.[12]
- mekatool.baseEnergyCapacity is 48,000,000 Joules (mod default 16,000,000), and mekatool.chargeRate is 320,000 (mod default 100,000).[12]
- mekatool.energy_usage.teleport is 9,600 Joules to teleport 10 blocks (mod default 1,000).[12]
Atomic Disassembler
The Atomic Disassembler's numbers are all at their defaults, for example atomic_disassembler.maxEnergy at 1,000,000 and atomic_disassembler.miningCount at 128. The pack does set atomic_disassembler.veinMining to false, so its Vein Mining mode is turned off. Fast and slow modes stay enabled.[12]
Unverified The gear file has 19 more options that weren't available to me, and I had no config data for Mekanism Generators or Mekanism Tools. Check those config files in your own instance before relying on any value not listed here.
What changed in Mekanism between versions?
2 parts
All the Mods 10: To the Sky 1.2.1 includes Mekanism, Mekanism Generators and Mekanism Tools at version 10.7.15, and the pack's mod list says each was first included in 1.0 or earlier. The 10.7.15 changelogs for the three show the same entries, so the notes below apply to the whole set.[2][13][14][15]
Unverified Pack changelog entries for these mods are not available, so any change the pack itself made to Mekanism between releases is unverified. Everything below comes from the mod's own changelogs.
10.7.15 (the version in the pack)
The 10.7.15 changelog I have is cut off, so this is only part of the list. Here's what stands out for you as a player.[15]
- Vents now insert into their tank instead of overwriting it. Vent fluid tanks are also exposed to LookingAt plugins, and the buffered amount is now actually saved.[15]
- Fission reactor visuals and sound: sodium coolant is now rendered inside the reactor, and fission audio levels were adjusted to sit at a reasonable volume next to the other generators.[15]
- Superheated sodium is now marked as gaseous.[15]
- Fluid multiblock renders now have a minimum height.[15]
- The HUD shifts when sound subtitles are being displayed.[15]
- A new scanner looks for missing tags, logs a lot of detail and shows a nag message when you join a world.[15]
- The minimum NeoForge version was bumped to 21.1.171, and a bug where a block energy capability cache held onto the capability for too long was fixed.[15]
10.7.14
- The turbine base can now be non-square.[16][17]
- Machines can do bonus operations when the upgrade multiplier results in less than 1 tick per operation before rounding, and a missed bonus calculation for factory tiles was fixed.[16]
- Freerunners are supported in curios slots, once you or the pack adds them to the tag.[16]
- Capability caches are now cleared when a block is pseudo-unloaded, and a bad empty check was removed from the fluid extract utilities.[16]
Sources
- Mekanism project page (modrinth) · official mod data
- All the Mods 10: To the Sky 1.2.1 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 1.2.1 quests: "Mekanism: Reactors" · pack file
- All the Mods 10: To the Sky 1.2.1 quests: "Mekanism" · pack file
- mekanismgenerators tooltips and descriptions (English lang file) · official mod data
- All the Mods 10: To the Sky 1.2.1 recipe dump: recipes making Mekanism items · pack recipe dump
- mekanism tooltips and descriptions (English lang file) · official mod data
- All the Mods 10: To the Sky 1.2.1 config: config/Mekanism/machine-storage.toml · pack file
- All the Mods 10: To the Sky 1.2.1 config: config/Mekanism/machine-usage.toml · pack file
- All the Mods 10: To the Sky 1.2.1 config: config/Mekanism/gear.toml · pack file
- Mekanism Tools 10.7.15 changelog · changelog
- Mekanism Generators 10.7.15 changelog · changelog
- Mekanism 10.7.15 changelog · changelog
- Mekanism 10.7.14 changelog · changelog
- Mekanism Generators 10.7.14 changelog · changelog
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 Oct 17, 2026.
Guides for other versions: 1.7 to 2.1.0 · 1.6 to 1.6.1 · 1.0 to 1.0.2