Modular Routers guide for All the Mods 10: To the Sky 1.0 to 1.0.2
Modular Routers guide for All the Mods 10: To the Sky
Last verified for All the Mods 10: To the Sky v1.0.2 on Oct 17, 2026 · text last changed Oct 17, 2026
A newer release (2.1.0) is out Guide for the current version
Also applies to:All the Mods 10 0.32 to 8.3FTB Skies 2 1.0.1 to 1.24.0
- Sections
- 7
- Recipes shown
- 18
- Items named
- 50
- Quests covered
- 53
1 section is written for this pack; 6 are shared from another pack's guide.
Every recipe and number here was checked against All the Mods 10: To the Sky 1.0.2's own files.
What is Modular Routers?
1 part
Same as in the All the Mods 10 3.2 guide
Modular Routers is a flexible logistics mod built around one block: the Modular Router. You plug modules into it, and it can pull items from inventories, send them to other inventories near and far, place and break blocks, drop and fling items, pick up dropped items, sort and void things, and even interact with your player inventory. The mod's own guide calls it a super-configurable Hopper on steroids.[1][2][3]
On its own, a router is just a one-slot inventory that hoppers and pipes can feed into and pull from. You give it a job by installing up to nine modules. There are 20 module types, and each has 9 filter slots and four augment slots. The router also has 5 upgrade slots for the 8 upgrade types, which let it run faster, move more items at once, or reach further.[4][5][6]
It's for anyone who wants compact, precise automation. Plenty of other mods can do each of these jobs, but here you do them all in one block by mixing the right modules. That makes it great for small item-handling contraptions, even extending and retracting lines of blocks for drawbridges.[1]
Where it fits in the pack
This pack uses Modular Routers version 13.2.2, and it has its own quest chapter for the mod. Everything starts with getting the router in a quest in "?". From there, the chapter splits into several branches.[7][8]
- The Blank Module quest a quest in "?" leads to the individual modules, such as the Sender Module Mk1, Puller Module Mk1, Breaker Module, Placer Module and Vacuum Module.[8]
- The Blank Upgrade quest a quest in "?" leads to router upgrades like the Speed Upgrade and Stack Upgrade.[8]
- The Augment Core quest a quest in "?" leads to the augments that tweak individual modules.[8]
- The smart filters branch off the Bulk Item Filter quest a quest in "?".[8]
How do you get started with Modular Routers?
4 parts
Same as in the All the Mods 10 3.2 guide
Modular Routers is all about one block, the Modular Router, plus plug-in modules that tell it what to do. Think of it as a super-configurable hopper: with the right modules you can pull items out of inventories, send them to other inventories near and far, place and break blocks, drop items into the world and sort things.[2]
On its own, a router just acts as a one-slot inventory. It only gets useful once you install modules, and it can hold up to nine of them. Every time the router ticks, once per second by default, it runs each installed module in order.[4]
Step 1: Blank Modules
Start with a few Blank Modules. In this pack the Blank Module is the crafting base for the router itself and for almost every module, so you'll want a small stack of them. There's a quest for it too: a quest in "?".[8][10]
Crafting Shaped
| Empty slot | any redstone dust | Empty slot |
| any gold nugget | any gold nugget | any gold nugget |
Recipe id: modularrouters:blank_module
Step 2: The Modular Router
Next, craft the Modular Router. It's the first quest in the Modular Routers chapter, a quest in "?", and every other quest in the chapter branches off from it.[8][10]
Crafting Shaped
| any iron ingot | any iron ingot | |
| any iron ingot | any iron ingot |
Recipe id: modularrouters:modular_router
Step 3: Your first modules
Two modules make a great first pair. The Puller Module Mk1 pulls items from an inventory into the router, and the Sender Module Mk1 sends them on to another inventory. Put both in one router and you have a simple item transport line. They have their own quests: a quest in "?" and a quest in "?".[2][8]
Crafting Shapeless
Blank Module
Bow
- any arrow
Recipe id: modularrouters:sender_module_1
Alternative Sender Mk1 recipe
To set up a module, right-click it in your hand to open its GUI. There you pick its direction relative to the router's facing and fill its 9 filter slots with ghost copies of the items it should handle. You can also configure a module that's already installed by middle-clicking it in the router GUI.[5]
Step 4: Upgrades and augments
Once items are moving, make a Blank Upgrade. It's the base for router upgrades, and the quest a quest in "?" opens up the upgrade branch. A router has 5 upgrade slots, and there are 8 upgrade types that can speed it up or let it handle more items per tick.[4][6][8][10]
Crafting Shaped
| any gold nugget | ||
| any lapi gems | any gold nugget | |
| Empty slot | any gold nugget |
Recipe id: modularrouters:blank_upgrade
Finally, grab an Augment Core (a quest in "?"). Augments are like upgrades, but they go into a module instead of the router, and every module has 4 augment slots. The Augment Core is what you build every augment from, so it unlocks the whole augment branch of the quests.[5][8][10][12]
How does Modular Routers work?
8 parts
Same as in the All the Mods 10 8.1 guide
The Modular Router is the only block in Modular Routers, and everything else is a plug-in. On its own it's just a one-slot inventory that hoppers and other piping mods can insert into and pull out of. The real work is done by modules, upgrades and augments that you slot into it. Think of it as a hopper on steroids.[2][3][4]
Crafting Shaped
| any iron ingot | any iron ingot | |
| any iron ingot | any iron ingot |
Recipe id: modularrouters:modular_router
The router itself, as crafted in this pack.
The router: buffer, slots and ticking
The router has a one-slot buffer that holds up to one stack of items. A comparator placed against the router reads how full that slot is. It also has nine module slots and five upgrade slots.[14]
Every router tick, the router runs each installed module in order, from left to right. By default a router ticks every 20 server ticks, which is once per second. Each Speed Upgrade shortens that interval by 2 server ticks, down to a minimum of every 2 server ticks (10 times per second).[4][14][15]
The top-right button in the router GUI sets how it reacts to redstone:[14]
- Always run, regardless of redstone (the default).[14]
- Only run when there is no redstone signal.[14]
- Only run when there is a redstone signal.[14]
- Don't run at all.[14]
- Run once when a redstone pulse arrives, meaning any signal higher than the previous one.[14]
Eco Mode is a toggle that slows an idle router down. The in-game guide says a router that has done no work for 5 seconds then ticks only once every 5 seconds, whatever its Speed Upgrades. As soon as it does any work it returns to normal speed. The guide says both timings are adjustable in the mod config. This is mainly meant for busy servers, but it also suits routers that rarely run, like one collecting sheared wool from a sheep farm.[11][14]
Unverified The mod's config files aren't among the sources for this pack, so the actual Eco Mode timings and the other config-adjustable values mentioned in this section can't be confirmed beyond what the in-game guide states. Check the mod's config in the pack itself.
Modules and filters
Modules define what the router does. There are 20 module types. Each has 9 filter slots and four augment slots, and many have a direction relative to the router's facing. You open a module's GUI by right-clicking it in hand. You can also hover over an installed module and press the configure key, or middle-click it, without removing it from the router.[5]
A module only operates if the item in the router's buffer matches its filter (or doesn't match it, when blacklisting). An empty whitelist never lets the module run, and an empty blacklist always does. The filter buttons also control damage matching, item component matching (such as enchantments) and item tag matching.[5][11]
Termination
Each module has a 'T' button under its filter slots. Normally the router runs all its modules every tick. With termination on, if that module does any work this tick, the router stops there and the modules to its right don't run.[16]
Moving items: reach and targeting
Pulling and sending modules differ mainly in how far they reach and how you target things:[18][19][20][21][22]
- Puller Mk1 pulls the first eligible item from the adjacent inventory in its configured direction.[18]
- Puller Mk2 pulls from non-adjacent inventories up to 12 blocks away (24 with range augments), with no line of sight needed. You sneak-right-click the target with the module in hand.[19]
- Sender Mk1 reaches an inventory up to 8 blocks away (16 with Range Up Augments). The target must sit directly along the X, Y or Z axis, and the router needs clear line of sight. Glass, fences and iron bars are fine, but opaque blocks are not.[20]
- Sender Mk2 reaches up to 24 blocks (48 with range augments) with no line of sight needed. You target it by sneak-right-clicking the inventory.[21]
- Sender Mk3 can send to any inventory in any dimension. The target must be chunk-loaded, and the module won't load it for you.[22]
The Distributor Module is an extended Sender Mk2 that can serve up to 8 targets. You sneak-right-click an inventory to add it and sneak-right-click again to remove it. Its distribution strategies are Round Robin, Random, Nearest and Furthest.[23]
Crafting Shaped
| Empty slot | Empty slot | |
Recipe id: modularrouters:distributor_module
The Vacuum Module scans a 13x13x13 area around the router, which is 6 blocks in each direction. Range Up Augments can grow it to 25x25x25, and Range Down Augments can shrink it to 3x3x3. If you give it a direction instead of All, the scanned area shifts that way by 6 blocks, plus one per Range Up Augment and minus one per Range Down Augment.[24]
The Dropper Module drops items from the buffer into the world with zero velocity. The Flinger Module works the same way but adds a configurable speed, pitch and yaw. As an example, a speed of 1.0 with 0° pitch and yaw and a horizontal direction throws an item about 7 blocks along the ground.[25][26]
The Breaker Module takes its harvest level, and any enchantments, from the pickaxe it was crafted with. An iron pickaxe, for example, won't break Obsidian. By default its filter matches the items a block would drop rather than the block itself.[27]
Fluids
Routers have no internal tank. They handle fluids through a single fluid container item, such as a bucket, sitting in the buffer. The Fluid Module Mk1 moves fluid between that container and an adjacent block or the world, in either direction. Fluid pipes from other mods can also pump fluid into and out of the container without any Fluid Module installed.[28]
The Fluid Module Mk2 adds distant targeting up to 12 blocks away (24 with Range Up Augments). You sneak-right-click a block to set its target.[29]
The router's overall fluid transfer rate is 1 bucket per second, with a base of 50 mB/tick. Speed Upgrades make fluid transfers happen more often but in smaller amounts, so they don't raise the total. Each Fluid Transfer Upgrade adds 10 mB/tick, up to a maximum of 400 mB/tick, which means at most 35 of them in a router.[28][30]
Energy
An Energy Upgrade gives the router an internal FE buffer. The in-game guide lists 50,000 FE of buffer and 1,000 FE per router tick of transfer rate for each upgrade, and says both figures are adjustable in the mod config. Remember that a router tick is not a server tick. With no Speed Upgrades a router tick is 20 server ticks, so real FE/t throughput is lower than the tooltip number suggests.[31]
Crafting Shaped
| any quartz gem | any redstone storage block | any quartz gem |
| Empty slot | Empty slot | |
| any quartz gem | any gold ingot | any quartz gem |
Recipe id: modularrouters:energy_upgrade
The Energy Output Module pushes FE into an adjacent energy-accepting block. The Energy Distributor Module can spread it to up to 8 nearby blocks. Both draw from the internal buffer first, or else from an energy-holding item in the router's buffer. An energy item in the buffer can also be charged from the router, or can charge it, using a direction button in the GUI.[31][32][33]
The guide says modules cost no energy by default, with the exception of the Activator Module in attack mode. Energy costs are configurable, and module tooltips show their usage where it applies.[31][34]
Augments, upgrades and smart filters
Augments go into a module rather than the router, and each module has four augment slots. Not every module accepts every augment. Some augments can be stacked, and the main ones are:[5][12]
- Stack Augment: each one doubles the items a module processes per tick, up to the item's normal stack size. It overrides any Stack Upgrades in the router. With 6 Stack Upgrades and 2 Stack Augments, the module handles 4 items per tick, not 64.[35]
- Range Up and Range Down: each adds or removes one block of range on modules that have a range.[36][37]
- Regulator: adds a numeric limit so a module only sends, pulls or runs depending on how many of an item are in the target inventory or the router's buffer. On fluid modules it can be a percentage of the tank or an amount in mB.[38]
- Redstone: lets a single module define its own redstone behaviour, separate from the router's.[39]
- Fast Pickup Augment: lets the Vacuum Module skip the normal pickup delay of 40 ticks for player-dropped items and 10 ticks for other drops.[40]
- Pickup Delay Augment: stackable on Dropper and Flinger modules, adding 10 ticks of pickup delay per augment.[41]
- Mimic Augment: on the Extruder Module Mk2, makes extruded fake blocks take on the properties of the block they imitate.[42]
Modules operate on a single item at a time: a Sender Module, for example, sends one item from the buffer each router tick, however many are in there. Stack Upgrades and Stack Augments are how you raise that.[35][43]
Smart filters go in a module's filter slots in place of regular items. The Bulk Item Filter matches up to 54 items and can copy the contents of an inventory, which is handy for sorting systems with a Sender Module. The Mod Filter matches by mod, up to 6 mods per filter. The Regex Filter matches the part of an item's registry name after the colon, with up to 6 entries. The Inspection Filter matches on numeric properties such as durability or fluid and energy level.[9][44][45][46][47]
Protecting your routers
A router with a Security Upgrade can only be opened by players that upgrade whitelists, up to 7 in total including its creator. Placer, Breaker and Activator modules act as a fake player named [Modular Routers] by default. With a Security Upgrade installed they act as the upgrade's owner instead, which plays much better with claim protection on servers. The upgrade doesn't stop a router from being broken, though. A Blast Upgrade makes the router immune to explosions and to being destroyed by boss mobs.[48][49]
How do you progress through Modular Routers?
5 parts
Same as in the All the Mods 10 3.2 guide
Modular Routers doesn't really have power tiers the way a machine mod does. Instead you get one block, the Modular Router, and you load it up with modules, upgrades and augments. Progression means unlocking better versions of a few key modules and building up your stock of upgrades. The pack's quest chapter for the mod follows that layout closely, so it's a great roadmap.[3][8][50]
Step one: the router and the three base parts
Everything starts with the quest a quest in "?", which just asks you to make a Modular Router. Once that's done, the chapter opens three branches, each built around a base crafting part: the Blank Module for modules (a quest in "?"), the Blank Upgrade for upgrades (a quest in "?") and the Augment Core for augments (a quest in "?").[8]
Crafting Shaped
| any iron ingot | any iron ingot | |
| any iron ingot | any iron ingot |
Recipe id: modularrouters:modular_router
Crafting Shaped
| Empty slot | any redstone dust | Empty slot |
| any gold nugget | any gold nugget | any gold nugget |
Recipe id: modularrouters:blank_module
Crafting Shaped
| any gold nugget | ||
| any lapi gems | any gold nugget | |
| Empty slot | any gold nugget |
Recipe id: modularrouters:blank_upgrade
The router quest also leads to a few combo quests that ask for several modules at once. a quest in "?" wants a Breaker Module and a Placer Module. a quest in "?" wants an Activator Module and a Vacuum Module. a quest in "?" wants a Vacuum Module, a Void Module and a Sender Module of any tier.[8]
Module tiers
Most modules are one-off quests hanging off the Blank Module quest. A few of them come in marked tiers, and the quests make you climb those tiers in order.[8]
- Sender line: Sender Module Mk1 (a quest in "?") unlocks Sender Module Mk2 (a quest in "?"), which unlocks Sender Module Mk3 (a quest in "?").[8]
- Puller line: Puller Module Mk1 (a quest in "?") unlocks Puller Module Mk2 (a quest in "?").[8]
- Fluid line: Fluid Module Mk1 (a quest in "?") unlocks Fluid Module Mk2 (a quest in "?").[8]
- Dropper line: Dropper Module (a quest in "?") unlocks the Flinger Module (a quest in "?").[8]
- Energy line: the Distributor Module quest (a quest in "?") needs both the Blank Module quest and the Sender Mk2 quest. It then combines with the Energy Output Module quest (a quest in "?") to unlock the Energy Distributor Module (a quest in "?").[8]
The Sender Mk1 has two separate recipes in this pack, so you can use whichever one suits your materials.[10]
Crafting Shapeless
Blank Module
Bow
- any arrow
Recipe id: modularrouters:sender_module_1
Crafting Shapeless
Sender Module Mk1
- any ender pearl
Recipe id: modularrouters:sender_module_2
Crafting Shapeless
Puller Module Mk1
- any ender pearl
Recipe id: modularrouters:puller_module_2
Extruders and the Player Module
The two Extruder quests are laid out a little oddly. The Extruder Module Mk1 quest (a quest in "?") needs the Blank Module, Breaker Module and Placer Module quests. The Extruder Module Mk2 quest (a quest in "?") only needs the Blank Module quest.[8]
Crafting Shapeless
Blank Module
- any wooden chest
Recipe id: modularrouters:extruder_module_2
Unverified This pack's recipe dump doesn't include a crafting recipe for the Extruder Module Mk1, so how you get it here couldn't be confirmed.
The Player Module (a quest in "?") sits directly off the Blank Module quest. Check its recipe before you plan for it, because it's clearly an endgame craft for this mod.[8][10]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: modularrouters:player_module
Filters
Smart filters get their own small branch. The Bulk Item Filter quest (a quest in "?") unlocks the Tag Filter, Inspection Filter, Mod Filter and Regex Filter quests.[8][44]
Crafting Shaped
| any iron ingot | any glass blocks | any iron ingot |
| any diamond gem | ||
| any iron ingot | any glass blocks | any iron ingot |
Recipe id: modularrouters:bulk_item_filter
Upgrades and augments
Every upgrade quest branches straight off the Blank Upgrade quest. That covers Speed, Stack, Energy, Fluid Transfer, Security, Camouflage, Blast, Muffler and Sync, so you can grab them in any order. According to the in-game guide, a router has 5 upgrade slots, each slot can hold several upgrades, and each upgrade type has its own limit.[6][8]
The in-game guide says a router ticks every 20 server ticks by default, and each Speed Upgrade cuts that by 2 server ticks, down to a minimum of 2. It also notes that these values can be changed in the mod's config, and the pack's actual settings weren't among the sources.[15]
Augments go inside modules, not routers, and their quests nearly all branch off the Augment Core quest. The one exception is the Stack Augment quest (a quest in "?"), which also needs the Stack Upgrade quest first. Watch out, because several augments only fit specific modules. For example, the Fast Pickup Augment only works in the Vacuum Module, and the Mimic Augment only works in the Extruder Module Mk2.[8][40][42][51]
Crafting Shapeless
Blank Upgrade
- any stone brick
- any brick
Recipe id: modularrouters:stack_upgrade
Crafting Shaped
| any redstone dust | any gold ingot | any redstone dust |
| any gold nugget | any gold nugget | |
| any gunpowder | any blaze rod | any gunpowder |
Recipe id: modularrouters:speed_upgrade
How does Modular Routers work with other mods?
3 parts
Same as in the All the Mods 10 3.2 guide
Good news first: you don't need anything from other mods to get into Modular Routers in this pack. The pack's Modular Router quest chapter only asks for Modular Routers items. It starts with the Modular Router and branches out through the Blank Module, Blank Upgrade and Augment Core into the modules, upgrades, augments and filters. No quest in that chapter needs an item from another mod.[8]
Where this mod connects with the rest of your setup is in what the router can work with. With a single block and the right modules, you can pull items from an inventory, send them to other inventories near and far, and move fluids and energy around the world too.[1]
FTB Filter System
The in-game guide has a dedicated page for FTB Filter System. When that mod is installed, you can drop its Smart Filter items straight into a module's filter slots, and they filter items properly. That lets you combine lots of filter conditions through FTB Filter System's GUI.[52]
Unverified The pack's own files provided here don't confirm that FTB Filter System is included in this pack, so check your mod list before planning around it.
Filters that work with other mods' items
- The Mod Filter matches items by the mod they belong to, and you can add up to 6 mods per installed filter. Use it to split one mod's items away from everything else.[46]
- The Inspection Filter can read the fluid level of fluid containers like buckets and tanks, and the energy level of energy containers like batteries and powered tools, both as percentages. That makes it handy for automatically pulling out damaged or discharged items for repair or recharging.[45]
- The Bulk Item Filter remembers what belongs in an inventory, even after that inventory gets emptied. Combine it with a Sender Module to build a sorting system.[9]
XP fluids
The XP Vacuum Augment turns a Vacuum Module into an XP collector that absorbs experience orbs instead of items and converts them into Bottles o' Enchanting at 7XP per bottle. Depending on which other mods are installed, it may also be able to turn orbs into XP fluids. For that, you need a fluid-containing tank either in the router's buffer or next to the router. If the tank is next to the router, make sure the Eject button is enabled in the Vacuum Module's GUI.[53]
Unverified Which XP fluids from this pack's other mods the XP Vacuum Augment can actually fill has not been confirmed.
Which All the Mods 10: To the Sky quests use Modular Routers?
4 parts
Same as in the All the Mods 10 3.2 guide
This pack gives Modular Routers its own quest chapter, called modular_router. It's a branching tree, not a straight line. Almost every quest asks you to get a single router item, so working through it is a great way to discover what the mod can do.[8]
Where it starts
Everything begins with a quest in "?", which asks for a Modular Router. Once that's done, the chapter splits into three main hubs plus a few side quests.[8]
- a quest in "?" asks for a Blank Module and opens the module branch.[8]
- a quest in "?" asks for a Blank Upgrade and opens the upgrade branch.[8]
- a quest in "?" asks for an Augment Core and opens the augment branch.[8]
- Three side quests also unlock straight from the router quest. a quest in "?" wants a Breaker Module and a Placer Module. a quest in "?" wants an Activator Module and a Vacuum Module. a quest in "?" wants a Vacuum Module, a Void Module and any tier of Sender Module.[8]
The module branch
After the Blank Module quest, a big spread of single-module quests opens up. Each of these hangs directly off a quest in "?": a quest in "?" (Detector Module), a quest in "?" (Player Module), a quest in "?" (Void Module), a quest in "?" (Vacuum Module), a quest in "?" (Placer Module), a quest in "?" (Breaker Module), a quest in "?" (Activator Module), a quest in "?" (Energy Output Module), a quest in "?" (Extruder Module Mk2) and a quest in "?" (Bulk Item Filter).[8]
Some modules form short chains, where each quest needs the one before it.[8]
- Senders: a quest in "?" (Sender Module Mk1), then a quest in "?" (Sender Module Mk2), then a quest in "?" (Sender Module Mk3).[8]
- Pullers: a quest in "?" (Puller Module Mk1), then a quest in "?" (Puller Module Mk2).[8]
- Fluids: a quest in "?" (Fluid Module Mk1), then a quest in "?" (Fluid Module Mk2).[8]
- Dropper to flinger: a quest in "?" (Dropper Module) leads to a quest in "?" (Flinger Module).[8]
A few quests have more than one prerequisite. a quest in "?" (Extruder Module Mk1) needs the Blank Module, Breaker Module and Placer Module quests. a quest in "?" (Distributor Module) needs the Blank Module quest and a quest in "?". Finally, a quest in "?" (Energy Distributor Module) needs both the Distributor Module and Energy Output Module quests.[8]
The Bulk Item Filter quest opens four filter quests: a quest in "?" (Tag Filter), a quest in "?" (Inspection Filter), a quest in "?" (Mod Filter) and a quest in "?" (Regex Filter).[8]
The upgrade branch
The Blank Upgrade quest leads to one quest per upgrade: a quest in "?" (Speed Upgrade), a quest in "?" (Stack Upgrade), a quest in "?" (Fluid Transfer Upgrade), a quest in "?" (Energy Upgrade), a quest in "?" (Sync Upgrade), a quest in "?" (Security Upgrade), a quest in "?" (Camouflage Upgrade), a quest in "?" (Muffler Upgrade) and a quest in "?" (Blast Upgrade).[8]
The augment branch
The Augment Core quest opens one quest per augment: a quest in "?" (Range Up Augment), a quest in "?" (Range Down Augment), a quest in "?" (Redstone Augment), a quest in "?" (Regulator Augment), a quest in "?" (Pushing Augment), a quest in "?" (Mimic Augment), a quest in "?" (Fast Pickup Augment), a quest in "?" (Pickup Delay Augment), a quest in "?" (XP Vacuum Augment) and a quest in "?" (Filter Round Robin Augment).[8]
What changed in Modular Routers between versions?
1 part
All the Mods 10: To the Sky 1.0.2 ships Modular Routers 13.2.3. The mod has been in the pack since 1.0 or earlier, so this is the version you're playing with. Here's what that release changed, according to the mod's own changelog.[54][55]
Modular Routers 13.2.3
- The Activator Module is now a range module, so it accepts Range Augments. Its default base range is 5 blocks for both block and entity modes, and it can be extended to 10 blocks.[54]
- The module GUI no longer lets too many augments into its augment slots, and the router GUI no longer lets too many upgrades into its upgrade slots.[54]
- Filter item data no longer sometimes gets lost during GUI edits when other settings are changed.[54]
- A dupe issue with Regulator Augments is fixed.[54]
- A player kick bug is fixed. It happened when a 0 tuning value was given to the Sync Upgrade. The accepted values are now correctly 0..19, not 1..20.[54]
- Scroll wheel behaviour on float-value textfields, such as the flinger module settings, is fixed.[54]
- Module settings no longer sometimes get lost for the Sender Mk3, a problem related to the target not being chunkloaded.[54]
- The ja_jp translation was updated.[54]
Unverified The pack changelogs have no entries for Modular Routers, so any pack-level changes to this mod across releases are unverified.
Sources
- Modular Routers project page (modrinth) · official mod data
- In-game guide: Overview (modularrouters) · official docs
- In-game guide: Modular Router (modularrouters) · official docs
- In-game guide: Modular Router Overview (modularrouters) · official docs
- In-game guide: Modules (modularrouters) · official docs
- In-game guide: Upgrades (modularrouters) · official docs
- All the Mods 10 3.2 mod list · pack file
- All the Mods 10 3.2 quests: "modular_router" · pack file
- In-game guide: Bulk Item Filter (modularrouters) · official docs
- All the Mods 10 3.2 recipe dump: recipes making Modular Routers items · pack recipe dump
- modularrouters tooltips and descriptions (English lang file) · official mod data
- In-game guide: Augments (modularrouters) · official docs
- All the Mods 10 8.1 recipe dump: recipes making Modular Routers items · pack recipe dump
- In-game guide: Modular Router (modularrouters) · official docs
- In-game guide: Speed Upgrade (modularrouters) · official docs
- In-game guide: Termination (modularrouters) · official docs
- In-game guide: Void Module (modularrouters) · official docs
- In-game guide: Puller Module Mk1 (modularrouters) · official docs
- In-game guide: Puller Module Mk2 (modularrouters) · official docs
- In-game guide: Sender Module Mk1 (modularrouters) · official docs
- In-game guide: Sender Module Mk2 (modularrouters) · official docs
- In-game guide: Sender Module Mk3 (modularrouters) · official docs
- In-game guide: Distributor Module (modularrouters) · official docs
- In-game guide: Vacuum Module (modularrouters) · official docs
- In-game guide: Dropper Module (modularrouters) · official docs
- In-game guide: Flinger Module (modularrouters) · official docs
- In-game guide: Breaker Module (modularrouters) · official docs
- In-game guide: Fluid Module Mk1 (modularrouters) · official docs
- In-game guide: Fluid Module Mk2 (modularrouters) · official docs
- In-game guide: Fluid Transfer Upgrade (modularrouters) · official docs
- In-game guide: Energy Upgrade (modularrouters) · official docs
- In-game guide: Energy Distributor Module (modularrouters) · official docs
- In-game guide: Energy Output Module (modularrouters) · official docs
- In-game guide: Activator Module (modularrouters) · official docs
- In-game guide: Stack Augment (modularrouters) · official docs
- In-game guide: Range Down Augment (modularrouters) · official docs
- In-game guide: Range Up Augment (modularrouters) · official docs
- In-game guide: Regulator Augment (modularrouters) · official docs
- In-game guide: Redstone Augment (modularrouters) · official docs
- In-game guide: Fast Pickup Augment (modularrouters) · official docs
- In-game guide: Pickup Delay Augment (modularrouters) · official docs
- In-game guide: Mimic Augment (modularrouters) · official docs
- In-game guide: Stack Upgrade (modularrouters) · official docs
- In-game guide: Smart Filters (modularrouters) · official docs
- In-game guide: Inspection Filter (modularrouters) · official docs
- In-game guide: Mod Filter (modularrouters) · official docs
- In-game guide: Regex Filter (modularrouters) · official docs
- In-game guide: Blast Upgrade (modularrouters) · official docs
- In-game guide: Security Upgrade (modularrouters) · official docs
- In-game guide: Modules (modularrouters) · official docs
- In-game guide: Augments (modularrouters) · official docs
- In-game guide: FTB Filter System (modularrouters) · official docs
- In-game guide: XP Vacuum Augment (modularrouters) · official docs
- Modular Routers 13.2.3 changelog · changelog
- All the Mods 10: To the Sky 1.0.2 mod list · 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 Oct 17, 2026.
Guides for other versions: 1.6 to 2.1.0 · 1.1.1 to 1.2.1