Mekanism guide for All the Mods 10: To the Sky 1.6 to 1.6.1
Mekanism guide for All the Mods 10: To the Sky
Last verified for All the Mods 10: To the Sky v1.6.1 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
- 81
- Quests covered
- 45
7 sections are written for this pack; 1 is shared from another pack's guide.
Every recipe and number here was checked against All the Mods 10: To the Sky 1.6.1's own files.
What is Mekanism?
3 parts
Mekanism is a big tech mod, and this pack ships three parts of it together: Mekanism, Mekanism Generators and Mekanism Tools, all at version 10.7.16. If you like building machines, automating your resources and powering everything yourself, this is your corner of the pack.[1][2]
What each mod does
- Mekanism is the core. It adds machinery and ore processing (purification, dissolution, chemical injection and crystallization) that can double, triple, quadruple or even quintuple your ingots per ore. It also brings gadgets like the Jetpack, the Robit and the Digital Miner, plus transmitters for items, fluids, gases, energy and heat.[2]
- Mekanism Generators is the power side. Without it you would need another mod to make energy for Mekanism machines. It adds the Heat Generator, Gas-Burning Generator, Bio-Generator, Solar and Advanced Solar Generators, Wind Generator, Fission Reactor, Fusion Reactor and Turbine.[3]
- Mekanism Tools adds tools, armor and shields in bronze, lapis lazuli, osmium, refined glowstone, refined obsidian and steel. It also adds Paxels (an axe, pickaxe and shovel in one) for those materials and for vanilla wood, stone, iron, gold and diamond.[4]
How it grows with you
Every Mekanism machine can be upgraded to a factory that processes 3 (basic), 5 (advanced), 7 (elite) or 9 (ultimate) items at once, so you can replace walls of furnaces with a single block.[2]
In the pack's quest book
The pack's quest book has Mekanism chapters of its own. One is called "Mekanism: Reactors", and its main quest, "Mekanism: Reactors" quest, starts you on the road to the Fission Reactor. That needs Fissile Fuel, which needs Sulfur Trioxide. You make that by feeding Sulfur Dioxide from a Chemical Oxidizer and Oxygen from an Electrolytic Separator into a Chemical Infuser.[5]
The same chapter covers fusion fuels. For Deuterium ("Deuterium" quest), put a Filter Upgrade in an Electric Pump to pull Heavy Water, then run it through the separator. Tritium ("Tritium" quest) is harder and needs two Thermal Evaporation Plants.[5]
The chapter also describes the Atomic Disassembler as Mekanism's Paxel, able to mine any block an AllTheModium Paxel can. Its "Robit" quest quest says the Robit holds 40kFE and sets its home when you place it on a Chargepad.[5]
How do you get started with Mekanism?
5 parts
Welcome to Mekanism in this pack! The big idea of the mod is getting far more out of your ores than a furnace ever could. Its machines purify, dissolve, inject and crystallize ores so you can multiply your ingots, given enough infrastructure and energy.[2]
Those machines need power, and that comes from the generators add-on. Mekanism Generators exists for exactly that, because without it you would need another mod to power your Mekanism machines. Mekanism Tools is a separate add-on that adds tools, armor, shields and paxels, so you can leave it for later.[3][4]
Step 1: Get some power going
The generators add-on gives you the Heat Generator, Solar Generator, Wind Generator, Advanced Solar Generator and Bio-Generator, plus the bigger fission reactor, fusion reactor and turbine. The mod's own advancements describe the Heat Generator as the way to start making power, the Solar Generator as renewable daytime energy, and the Wind Generator as one that needs some wind nearby.[3][6]
Step 2: Make your circuits
Circuits come in Basic, Advanced, Elite and Ultimate tiers, and Mekanism has an advancement for crafting the very first one. The basic circuit is made by metallurgic infusing rather than at a crafting table, so you will want a Metallurgic Infuser for it.[7][8]
Metallurgic Infusing (mekanism)
- any osmium ingot
- 20× any redstone
Recipe id: mekanism:control_circuit/basic
The first circuit tier is made by metallurgic infusing.
Step 3: Grab the Configurator
The Configurator is how you change the settings of Mekanism blocks. It is also the tool the pack's quests use to set up Fission Reactor ports later on.[5][8]
Crafting Shaped
| any iron ingot | any iron ingot |
| Empty slot | any osmium ingot |
| Empty slot | any steel ingot |
Recipe id: mekanism:configurator
Step 4: Meet the Crusher
The Crusher is one of the machines you can build early. Crushing is also how plants and food turn into Bio Fuel, with many crushing recipes covering things like saplings, leaves, seeds and rotten flesh.[7]
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
A helper for later
Once you have power sorted, the "Robit" quest quest introduces your Robotic Companion. You place the Robit on a Chargepad to set it as his home, because he needs energy to move and work and can hold 40kFE.[5]
Mek Data (mekanism)
| any steel ingot | any steel ingot |
Recipe id: mekanism:chargepad
When you are ready to go big, the "Mekanism: Reactors" quest quest walks you toward Fission Reactors and the armor, starting from Sulfur, a Chemical Oxidizer, an Electrolytic Separator and a Chemical Infuser.[5]
How does Mekanism work?
7 parts
This section covers how Mekanism's machines, power, chemicals and generators fit together in the pack. The sources only partly explain the deeper multiblock mechanics, so I'll stick to what they confirm and flag the rest.[2][8]
Machines and factories
Mekanism wants you to stop smelting ores straight into ingots. Its purification, dissolution, chemical injection and crystallization machines can double, triple, quadruple or even quintuple your ingot output per ore, as long as you have the infrastructure and energy to run them.[2]
Every Mekanism machine can be upgraded into a factory that processes several items at once: 3 at basic tier, 5 at advanced, 7 at elite and 9 at ultimate. That replaces a wall of furnaces with a single block.[2]
The Crusher and the Chemical Crystallizer are two good machines to know early. Here are their in-pack recipes.[7]
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 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
Machine and factory recipes are built around control circuits. The circuit tiers upgrade one into the next, from basic to advanced, elite and ultimate.[7]
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
Machine energy storage (pack changes)
The pack raised the base energy buffer of the machines listed in the Mekanism machine storage config. Every value visible in the sources is higher than the mod default. For example, the Crusher holds 80,000 Joules here instead of the mod default of 20,000 (crusher). The Combiner holds 160,000 instead of 40,000 (combiner).[9]
Bigger machines follow the same pattern. The Chemical Crystallizer buffer is 640,000 instead of 160,000 (chemicalCrystallizer). The Laser is 8,000,000 instead of 2,000,000 (laser). The Laser Amplifier and Laser Tractor Beam are both 20,000,000,000 instead of 5,000,000,000 (laserAmplifier, laserTractorBeam).[9]
The Chargepad is 8,192,000 instead of 2,048,000 (chargepad). The Pressurized Reaction Chamber is 8,000 instead of 2,000 (pressurizedReactionBase).[9]
Moving power, fluids, chemicals and heat
Mekanism has a separate transmitter for each resource. 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 already placed in the world by using the next tier of alloy on them.[8]
For storage, an Energy Cube holds excess power and a Fluid Tank holds fluids. A chemical tank stores almost all of your chemicals, and the Basic Chemical Tank is the entry tier. Items can go into a QIO Drive, whose storage bandwidth you can increase later.[8]
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 and automating
The Configurator changes the settings of blocks, such as which sides a machine uses. Once one machine is set up, use the Configuration Card to copy its configuration onto another machine.[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
The Combiner and the Digital Miner are among the machines the pack gives a bigger buffer. The Digital Miner's base storage is 200,000 Joules, against a mod default of 50,000 (digitalMiner). Tractor beams pull in the drops of blocks that lasers break.[8][9]
The Dictionary shows the generic tags of the things around you. That is handy when you want to know what a machine will accept.[8]
Generators
Mekanism Generators is what actually produces power for your machines. It adds these:[3]
- Heat Generator[3]
- Gas-Burning Generator[3]
- Bio-Generator[3]
- Solar Generator and Advanced Solar Generator[3]
- Wind Generator[3]
- Fission Reactor[3]
- Fusion Reactor[3]
- Turbine[3]
The Solar Generator gives renewable daytime energy, and the Wind Generator needs some wind nearby. The Gas-Burning Generator burns Ethene.[6]
Fission reactor behavior
The fission reactor's fuel and waste capacity grows with each fuel assembly, and so does its maximum burn rate. Each block of the reactor also adds to its coolant volume. Fission fuel produces energy as heat, and each casing block adds heat capacity, so a higher value means more energy is needed to raise the reactor temperature.[6]
Damage matters. Once a reactor's damage passes 100%, there is a chance of a catastrophic meltdown, and that chance scales up linearly as damage keeps rising. If meltdowns are disabled, the reactor instead force-shuts itself off and can't be restarted until damage drops back to safe levels. A reactor rebuilt after a meltdown starts at a configured percentage of damage.[6]
Unverified The sources do not show the pack's actual fission reactor values (burn rate, capacities, meltdown chance, whether meltdowns are enabled), so check the generators config in your own instance. They also do not show 3 more options in the machine storage config.
Mekanism Tools
Mekanism Tools adds armor, shields and tools for Bronze, Lapis Lazuli, Osmium, Refined Glowstone, Refined Obsidian and Steel. It also adds Paxels, a pickaxe, axe and shovel multitool.[4]
The pack adds its own recipes for the steel tools, including the Steel Paxel, which is made from the Steel Axe, Steel Pickaxe and Steel Shovel rather than from raw materials.[7]
Crafting Shaped
| Empty slot | any wooden rod | Empty slot |
| Empty slot | any wooden rod | Empty slot |
Recipe id: allthemods:mekanismtools/steel_paxel
Mobs can spawn wearing Mekanism Tools armor. The mod's default chance is 0.1, compared with vanilla's 0.15, and it is multiplied by the chunk's difficulty modifier. The sources don't show whether the pack changed this.[10]
How do you progress through Mekanism?
6 parts
Mekanism in this pack is built around two ideas: almost everything comes in four tiers (Basic, Advanced, Elite and Ultimate), and a long machine chain leads up to the big payoffs like reactors and the MekaSuit. Here is how that path looks, using the pack's quests and recipes.[5][7]
The four tiers
Each tiered item is built on top of the previous tier. For example, the Advanced Bin is crafted from the Basic Bin, and the Elite Bin and Ultimate Bin follow the same pattern. The same ladder applies to energy cubes and chemical tanks.[7]
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
Each bin tier upgrades the previous one.
Mek Data (mekanism)
| any basic alloy | any basic alloy | |
| any iron ingot | any iron ingot | |
| any basic alloy | any basic alloy |
Recipe id: mekanism:energy_cube/basic
Mek Data (mekanism)
| any infused alloy | any infused alloy | |
| any osmium ingot | any osmium ingot | |
| any infused alloy | any infused alloy |
Recipe id: mekanism:energy_cube/advanced
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 atomic alloy | |
| any diamond gem | any diamond gem | |
| any atomic alloy | any atomic alloy |
Recipe id: mekanism:energy_cube/ultimate
Control circuits follow the same ladder. You can make the Advanced Control Circuit, Elite Control Circuit and Ultimate Control Circuit either by crafting or by metallurgic infusing, so you can pick whichever route suits your setup. The Basic Control Circuit is made by metallurgic infusing.[7]
Metallurgic Infusing (mekanism)
- any basic circuit
- 60× any redstone
Recipe id: mekanism:control_circuit/infused_advanced
Metallurgic infusing route.
Crafting Shaped
| any infused alloy | any basic circuit | any infused alloy |
Recipe id: mekanism:control_circuit/advanced
Crafting route.
Tiers in the energy storage quests
The Induction Cell quest gives the capacity of each tier inside the Energized Induction Matrix, and the totals stack. Basic cells hold 3.2GFE each, Advanced 25.6GFE, Elite 204.8GFE and Ultimate 1.6TFE.[5]
Induction Providers scale the same way, and they raise how much the matrix can input and output per tick. Basic does 102.4kFE, Advanced 819.2kFE, Elite 6.55MFE and Ultimate 52.41MFE.[5]
QIO storage tiers
The QIO system starts at the QIO Drive Array, which holds up to 12 drives. The drive tiers are where the reactor progression really shows. The plain QIO Drive holds 16k items and 128 types, and it is the only drive that does not need a Fission Reactor to craft.[5]
- Hyper-Dense QIO Drive: 128k items and 256 item types. It needs the Fission Reactor.[5]
- Time-Dilating QIO Drive: 1,024 item types and a much higher item limit than the Hyper-Dense drive. It also needs the Fission Reactor.[5]
- Supermassive QIO Drive: 16b items and 8,192 item types. It also needs antimatter.[5]
Road to the reactors
The pack's reactor quest line starts with Fissile Fuel for the Fission Reactor, and that needs Sulfur Trioxide. You put sulfur into a Chemical Oxidizer to get Sulfur Dioxide, make Oxygen from water in an Electrolytic Separator, then tube both into a Chemical Infuser. A follow-up quest, Preparing Uranium, brings in the Enrichment Chamber and Yellow Cake Uranium.[5]
Once the reactor is running, you can swap the coolant from water to sodium. Sodium is more efficient and reaches higher temperatures, but it is harder to get and reuse. It needs a Thermal Evaporation Plant and an Electrolytic Separator.[5]
For fusion, the quests split the fuel in two. Deuterium comes from Heavy Water: put a Filter Upgrade in an Electric Pump, then process the result in an Electrolytic Separator. Tritium is harder and needs a Thermal Evaporation Plant, a Rotary Condensentrator and a Solar Neutron Activator. The quest describes it as harder than Deuterium but easier than Fissile Fuel.[5]
Antimatter
The pack changes how you get Antimatter Pellet: an Antimatter Block decompresses into pellets with a pack-specific recipe. Pellets are needed for the Supermassive QIO Drive and for the Antiprotonic Nucleosynthesizer.[5][7]
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
Tools and armor
The Atomic Disassembler is the first tool step. The quest calls it Mekanism's paxel, and it can mine anything an AllTheModium Paxel can. The Meka-Tool comes after it and does everything better, but instead of modes it uses module units.[5]
Modules are installed through the Modification Station, and every module quest comes after that one. Examples are the Module Excavation Escalation Unit and Module Teleportation Unit for the Meka-Tool, and the Module Solar Recharging Unit for the helmet.[5]
Unverified The Basic Tier, Advanced Tier, Elite Tier and Ultimate Tier quests exist in the pack ("Basic Tier" quest, "Advanced Tier" quest, "Elite Tier" quest, "Ultimate Tier" quest), but their text was not available, so the exact requirements are unconfirmed. Mekanism Tools tiers are also not covered by the available sources.
How does Mekanism work with other mods?
6 parts
Mekanism in this pack is wired into the rest of the modpack through recipes. The pack changed some of Mekanism's own processing recipes and added new ones that use items from other mods. Here is what I could confirm from the pack's recipes and quests.[7]
Ore processing for pack metals
The pack changed Mekanism's multi-step ore-processing recipes so they work with the pack's own metals. Purifying recipes turn ores, raw materials, raw blocks or shards into clumps using Liquid Oxygen. This is covered for Allthemodium, Unobtainium, Vibranium, Aluminum and Iridium, giving for example Vibranium Clump and Iridium Clump.[7]
Injecting recipes use Liquid Hydrogen Chloride to turn ores, raw materials, raw blocks or crystals into shards, such as Unobtainium Shard and Aluminum Shard. Dissolution recipes use Liquid Sulfuric Acid to turn ores, raw materials or raw blocks into dirty slurry. That covers the metals above, plus iron, copper and gold from AllTheOres.[7]
Creative items and the ATM Star
The pack adds its own recipes for Mekanism's creative blocks, and they use items from AllTheModium and AllTheTweaks. The Creative Energy Cube needs an Unobtainium Block, Atomic Alloy, an Energy Tablet and an Ultimate Energy Cube.[7]
Crafting Shaped
Recipe id: allthemods:mekanism/creative_energy_cube
The Creative Chemical Tank and Creative Fluid Tank both take an Unobtainium Ingot, an ATM Star Block and the matching Ultimate tank.[7]
Crafting Shaped
Recipe id: allthemods:mekanism/creative_chemical_tank
Crafting Shaped
Recipe id: allthemods:mekanism/creative_fluid_tank
There is also a Powah energizing recipe added by the pack. It takes an ATM Star and a Creative Energy Cube and gives back a Creative Energy Cube.[7]
Mekanism's SPS Casing and Ultimate Induction Cell also show up in a pack-added recipe for an Iron Jetpacks capacitor, alongside an Unobtainium Block and Powah's Reactor (Nitro).[7]
Crafting Shaped
Recipe id: allthemods:ironjetpacks_creative_capacator
Sawing logs from other mods
The pack added Mekanism sawing recipes that turn logs from several mods into planks plus Sawdust. These cover the Allthemodium logs (ancient, demonic and soul), Ars Nouveau archwood, Forbidden Arcanus aurum, edelwood and fungyss wood, Integrated Dynamics menril, Occultism otherworld wood and Silent Gear netherwood.[7]
Sawing (mekanism)
- any archwood log
Recipe id: allthemods:mekanism/sawing/ars_nouveau/archwood_planks
One example of the sawing recipes.
Coal dust from GeOre shards
The pack added recipes that turn a Coal GeOre Shard into Coal Dust. Mekanism's crushing recipe does it, and so do crushers from Immersive Engineering, Industrial Foregoing and Occultism. You can use whichever machine you already have.[7]
Crushing (mekanism)
Recipe id: allthemods:mekanism/crushing/coal_dust_from_shard
Antimatter compression
The pack changed the recipes that connect Antimatter Pellet with the Antimatter Block from AllTheCompressed. One recipe compresses pellets into a block and the other turns the block back into pellets.[7]
Crafting Shaped
Recipe id: allthecompressed:compress/antimatter_block
Quest links
The Mekanism: Reactors quest chapter ties into AllTheOres too. The "Mekanism: Reactors" quest quest asks for Sulfur as the starting point for Sulfur Dioxide, which leads to Sulfur Trioxide and then Fissile Fuel for the Fission Reactor.[5]
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?
6 parts
Every Mekanism quest I can see for this pack sits in one chapter, "Mekanism: Reactors". It covers fission fuel, fusion fuel, energy storage, QIO item storage, the Meka-Tool and the MekaSuit. The chapter's own quest, "Mekanism: Reactors" quest, is where you start.[5]
Fissile fuel and the fission reactor
- "Mekanism: Reactors" quest asks you to hand in Sulfur, a Chemical Oxidizer, an Electrolytic Separator and a Chemical Infuser. Its text frames this as the first step toward Sulfur Trioxide, which is needed for Fissile Fuel.[5]
- "Preparing Uranium" quest is listed after it and, per its text, covers the radioactive half of the fuel. It asks for an Enrichment Chamber, Yellow Cake Uranium and a Chemical Oxidizer.[5]
- "Fission Reactor Port" quest asks for the Fission Reactor Port. Its text says the reactor needs 4 ports and that you set them up with the Configurator.[5]
- "Sodium Coolant" quest comes after the port quest. It asks for 33 Thermal Evaporation Block, a Thermal Evaporation Controller, a Thermal Evaporation Valve and an Electrolytic Separator, so you can make Sodium as a coolant.[5]
- "Fission Reactor Logic Adapter" quest asks for the Fission Reactor Logic Adapter, which its text describes as a way to monitor and configure the reactor with Redstone.[5]
Deuterium, Tritium and boilers
- "Deuterium" quest asks for an Electric Pump, a Filter Upgrade and an Electrolytic Separator. Its text says the filter upgrade in the pump gets you Heavy Water, and the separator then gives Deuterium.[5]
- "Tritium" quest is described as the harder one. It asks for 33 Thermal Evaporation Block, a controller, a valve, a Rotary Condensentrator and a Solar Neutron Activator.[5]
- "The Thermo part of the Thermoelectric Boiler" quest asks for a Superheating Element and a Pressure Disperser, which its text calls the inner parts of the Thermoelectric Boiler.[5]
Energy storage
Three quests cover the Energized Induction Matrix: "Induction Ports" quest for the Induction Port, "Induction Cells" quest for cells and "Induction Providers" quest for providers. The quest text gives these figures: a Basic cell holds 3.2GFE and an Ultimate cell holds 1.6TFE, while a Basic provider handles 102.4kFE per tick and an Ultimate provider handles 52.41MFE per tick.[5]
QIO storage
"Quantum Item Orchestration" quest asks for the QIO Drive Array. Two quests are listed after it: "QIO Drives" quest for the drives and "QIO Dashboard" quest for the QIO Dashboard. The drive quest text says an array takes up to 12 drives, starting with the basic QIO Drive.[5]
Tools, lasers and helpers
- "Atomic Dissambler" quest asks for the Atomic Disassembler, and "Meka-Tool" quest is listed after it and asks for the Meka-Tool.[5]
- "Modification Station" quest asks for the Modification Station. Every module quest I can see is listed after it.[5]
- "Lasers" quest asks for the Laser, and "Laser Amplifying" quest is listed after it and asks for the Laser Amplifier.[5]
- "Robit" quest asks for the Robit, and "Digital Miner" quest for the Digital Miner is listed after it.[5]
Module unit quests
The module quests are labelled by the gear they go on. Under Meka-Tool the chapter lists "Shearing Unit" quest, "Excavation Escalation Unit" quest, "Teleportation Unit" quest, "Attack Amplification Unit" quest and "Ore Refinement Unit" quest. The quest text for the Teleportation Unit says it can't be used with the Farming Unit or the Shearing Unit.[5]
- Helmet: the chapter lists "Electrolytic Breathing Unit" quest, "Solar Recharging Unit" quest, "Inhalation Purification Unit" quest and "Vision Enhancement Unit" quest.[5]
- Boots: the chapter lists "Hydraulic Propulsion Unit" quest.[5]
- Pants: the chapter lists "Motorized Servo Unit" quest, "Gyroscopic Stabilization Unit" quest and "Locomotive Boosting Unit" quest.[5]
- Bodyarmor: the chapter lists "Charge Distribution Units" quest, "Geiger Unit" quest, "Elytra Unit" quest and "Dosimeter Unit" quest.[5]
- All armor: "Radiation Shielding Unit" quest, "Laser Dissipation Unit" quest and "Color Modulation Unit" quest. The Radiation Shielding quest says you can walk safely in radiation only if every MekaSuit part has the unit installed.[5]
Which Mekanism config options matter?
4 parts
Same as in the All the Mods 10: To the Sky 2.0.4 guide
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.[11][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.[11][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).[11][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).[11][12]
- The Digital Miner stores 200,000 J (default 50,000), but digitalMiner stays at the default 1,000 J per operation.[11][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).[11][12]
- The SPS Port stores 2,000,000,000 J (default 1,000,000,000). That value also sets its max output rate.[11]
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).[11][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?
3 parts
All the Mods 10: To the Sky 1.6.1 ships Mekanism, Mekanism Generators and Mekanism Tools at version 10.7.16. The pack's mod list says each of the three was first included in 1.0 or earlier. Their 10.7.16 changelogs list the same changes.[1][14][15][16]
10.7.16 (the version in this pack)
- Fixed a bug where some multiblock machines needlessly rechecked their structure on redstone updates when Alternate Current is installed.[14][15][16]
- Fixed a missed equals override.[14][15][16]
- Translation updates, including Chinese Simplified.[14][15][16]
10.7.15
This release mostly polished the fission reactor and fluid handling. The changelog available to me is cut off, so there may be more entries than I list here.[17][18][19]
- Sodium coolant is now rendered in the fission reactor, and superheated sodium is marked as gaseous.[17][18][19]
- Fission audio levels were adjusted so they sit at a reasonable level next to the other generators.[17][18][19]
- 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.[17][18][19]
- Fluid multiblock renders now have a minimum height, and the HUD shifts when sound subtitles are being displayed.[17][18][19]
- Added a scanner for missing tags that logs a lot and shows a nag message when you join a world.[17][18][19]
- The minimum NeoForge version was bumped to 21.1.171, and a bug where BlockEnergyCapabilityCache held onto the capability for too long was fixed.[17][18][19]
10.7.14
- The turbine base can now be non-square.[20][21][22]
- Machines can now do bonus operations when the upgrade multiplier would result in less than a 1 tick operation before rounding. A missed bonus calculation for factory tiles was fixed too.[20][21][22]
- Freerunners are supported in Curios slots when the user or pack adds them to the tag.[20][21][22]
- Removed a bad empty check from the fluid extract utils, and capability caches are now cleared when a block is pseudo-unloaded.[20][21][22]
Unverified The pack's own changelogs have no entries for these mods in the material I have, so what changed between pack releases is unconfirmed. The notes above are the mods' own changelogs only.
Sources
- All the Mods 10: To the Sky 1.6.1 mod list · pack file
- Mekanism project page (modrinth) · official mod data
- Mekanism Generators project page (modrinth) · official mod data
- Mekanism Tools project page (modrinth) · official mod data
- All the Mods 10: To the Sky 1.6.1 quests: "Mekanism: Reactors" · pack file
- mekanismgenerators tooltips and descriptions (English lang file) · official mod data
- All the Mods 10: To the Sky 1.6.1 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 1.6.1 config: config/Mekanism/machine-storage.toml · pack file
- mekanismtools tooltips and descriptions (English lang file) · official mod data
- 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 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
- Mekanism 10.7.16 changelog · changelog
- Mekanism Generators 10.7.16 changelog · changelog
- Mekanism Tools 10.7.16 changelog · changelog
- Mekanism Tools 10.7.15 changelog · changelog
- Mekanism Generators 10.7.15 changelog · changelog
- Mekanism 10.7.15 changelog · changelog
- Mekanism Tools 10.7.14 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 · 1.1.1 to 1.2.1 · 1.0 to 1.0.2