Modular Routers guide for All the Mods 10: To the Sky 1.1.1 to 1.2.1

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Modular Routers guide for All the Mods 10: To the Sky

Written for All the Mods 10: To the Sky 1.2.1 · also fits 1.1.1 to 1.2 · updated Oct 17, 2026

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

Also applies to:All the Mods 10 0.32 to 8.3FTB Skies 2 1.0.1 to 1.24.0

Sections
6
Recipes shown
14
Items named
43
Quests covered
54

5 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 1.2.1's own files.

What is Modular Routers?

1 part

Modular Routers is a logistics mod built around one block, the Modular Router, plus plug-in modules. With the right modules you can pull items from an inventory, send them to other inventories near and far, place and break blocks, drop items into the world, absorb dropped items, sort items and void the ones you don't want. The mod's own guide calls it a super-configurable Hopper on steroids.[1][2]

On its own the router does nothing except act as a one-slot inventory that hoppers and other pipes can feed. To make it useful you install modules, up to nine of them. Every time the router ticks (once per second by default) it runs every installed module in order. The quest book adds that most modules need a redstone signal to work.[3][4]

There are 20 module types. Each has 9 filter slots and 4 augment slots. Augments go into modules, while upgrades go into the router itself, which has 5 upgrade slots and 8 upgrade types to choose from.[4][5][6][7]

Where it sits in the quest book

This pack gives the mod its own chapter, "Modular Routers", with 55 quests. It opens with "Modular Routers" quest, which asks you to make a router, and explains that the Buffer is the router's single item slot. Six quests come straight after it:[4]

The mod is not on the ATM Star quest path, so you only need it if you want to build with it. 21 of the 55 quests in the chapter are not covered here, so check the quest book for those.[4]

How do you get started with Modular Routers?

5 parts

Modular Routers is a logistics mod built around one block, the Modular Router, plus plug-in modules that decide what it does. Think of it as a super-configurable hopper. The pack's quest book has a Modular Routers chapter, and it opens with "Modular Routers" quest, which simply asks you to make a router.[2][4]

Step 1: Make a Blank Module

Start with the Blank Module. The pack's recipe makes 6 at a time, and the router recipe and many module recipes build on it. The "Modules" quest quest in the chapter asks for it too.[4][8]

Crafting Shaped

Crafting Shaped
Empty slotany redstone dustEmpty slot
PaperPaperPaper
any gold nuggetany gold nuggetany gold nugget

Recipe id: modularrouters:blank_module

Step 2: Craft the router

Crafting Shaped

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any iron ingotIron Barsany iron ingot
Iron BarsBlank ModuleIron Bars
any iron ingotIron Barsany iron ingot

Recipe id: modularrouters:modular_router

One craft gives 4 routers.

On its own the router does nothing except act as a one-slot inventory, called the buffer, which hoppers and other pipes can feed. It takes up to nine modules and runs each one in order, once per second by default. The quest book also reminds you that most modules need a redstone signal to work.[3][4]

Step 3: Add your first modules

The Puller Module Mk1 pulls items from an adjacent inventory into the router's buffer. The Sender Module Mk1 moves buffer items into another inventory, but only one on the same axis as the router with a clear line of sight. Pull in with one, send out with the other.[4]

When that line-of-sight rule gets in your way, the Sender Module Mk2 drops the same-axis and line-of-sight requirements, though the target must be in the same dimension.[4]

Crafting Shapeless

Recipe id: modularrouters:sender_module_2

Right-click a module in hand to open its GUI. Every module has 9 filter slots, and you can also configure an installed module without removing it from the router.[5]

Step 4: Upgrade the router

Upgrades go straight into the router, which has 5 upgrade slots. They affect every module they can, and usually stack. Everything starts from the Blank Upgrade, and the pack's recipe makes 4 at a time.[4][7][8]

Crafting Shaped

Crafting Shaped
PaperPaperany gold nugget
Paperany lapi gemsany gold nugget
Empty slotPaperany gold nugget

Recipe id: modularrouters:blank_upgrade

Two upgrades are worth getting early. A router acts every 20 ticks (1 second) by default, and the Speed Upgrade shortens that. A router also moves 1 item per action normally, and the Stack Upgrade raises it: 1 upgrade gives 2 items, 2 give 4, and 6 give 64.[4]

Crafting Shaped

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any redstone dustany gold ingotany redstone dust
any gold nuggetBlank Upgradeany gold nugget
any gunpowderany blaze rodany gunpowder

Recipe id: modularrouters:speed_upgrade

One craft gives 3 Speed Upgrades.

Stack UpgradeMod recipe

Crafting Shapeless

Recipe id: modularrouters:stack_upgrade

Step 5: Filter what moves

A module only has 9 filter slots, so when you need more, make a Bulk Item Filter. It matches up to 54 items, and you can load its contents straight from an inventory. The quest book also says it is needed to craft the other smart filters.[4][5][9]

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any iron ingotany glass blocksany iron ingot
Blank Moduleany diamond gemBlank Module
any iron ingotany glass blocksany iron ingot

Recipe id: modularrouters:bulk_item_filter

From here the chapter branches into "Routers for Mining" quest, "Routers for Farming" quest and "Routers for Mob Farms" quest example setups, plus "Augments" quest for per-module tweaks, which start from the Augment Core.[4]

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.[10][11][12]

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any iron ingotIron Barsany iron ingot
Iron BarsBlank ModuleIron Bars
any iron ingotIron Barsany 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).[11][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.[14][16]

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.[17]

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.[16][17]

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.[18]

Tip: Say a quarry feeds your router and you want to void Cobblestone but send everything else onward. Put a Void Module with a Cobblestone whitelist first, followed by a Sender Module. Turn termination on for the Void Module. Otherwise the Sender would also ship out the rest of a stack the Void Module had only partly destroyed.[18]
Watch out: The Void Module permanently destroys items in the router's buffer. The in-game guide strongly recommends configuring it with a whitelist filter so valuable items aren't deleted by accident.[19]

Moving items: reach and targeting

Pulling and sending modules differ mainly in how far they reach and how you target things:[20][21][22][23][24]

  • Puller Mk1 pulls the first eligible item from the adjacent inventory in its configured direction.[20]
  • 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.[21]
  • 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.[22]
  • 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.[23]
  • 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.[24]

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.[25]

Crafting Shaped

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Empty slotSender Module Mk2Empty slot
Sender Module Mk2Blank ModuleSender Module Mk2

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.[26]

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.[27][28]

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.[29]

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.[30]

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.[31]

Crafting Shapeless

Recipe id: modularrouters:fluid_module_2

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.[30][32]

Watch out: The router will pour out whatever fluid is in its container, including lava from a lava bucket, so double-check the transfer direction. The Force Emptying option can also waste fluid, for example by emptying lava into an existing lava block.[16][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.[33]

Energy UpgradeMod recipe

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any quartz gemany redstone storage blockany quartz gem
Empty slotBlank UpgradeEmpty slot
any quartz gemany gold ingotany 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.[33][34][35]

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.[33][36]

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:[17][37]

  • 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.[38]
  • Range Up and Range Down: each adds or removes one block of range on modules that have a range.[39][40]
  • 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.[41]
  • Redstone: lets a single module define its own redstone behaviour, separate from the router's.[42]
  • 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.[43]
  • Pickup Delay Augment: stackable on Dropper and Flinger modules, adding 10 ticks of pickup delay per augment.[44]
  • Mimic Augment: on the Extruder Module Mk2, makes extruded fake blocks take on the properties of the block they imitate.[45]

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.[38][46]

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.[47][48][49][50][51]

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.[52][53]

How do you progress through Modular Routers?

4 parts

The Modular Routers quest chapter has 55 quests, and it all starts with "Modular Routers" quest: make a Modular Router. The quest explains that the Buffer is the single item slot items pass through, and that most modules need a redstone signal to work. From there the chapter splits into three branches: Modules, Upgrades and Augments. Three example quests (mining, farming and mob farms) hang off the first quest too.[4]

Crafting Shaped

Crafting Shaped
any iron ingotIron Barsany iron ingot
Iron BarsBlank ModuleIron Bars
any iron ingotIron Barsany iron ingot

Recipe id: modularrouters:modular_router

One craft makes 4 routers.

Modules and their tiers

Modules decide what a router actually does. The "Modules" quest quest asks for a Blank Module, which is the base for many of the modules in the chapter. Modules go into the router, and several can be installed at once. Filters go into the modules themselves.[4][8]

Crafting Shaped

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Empty slotany redstone dustEmpty slot
PaperPaperPaper
any gold nuggetany gold nuggetany gold nugget

Recipe id: modularrouters:blank_module

One craft makes 6 Blank Modules.

The chapter's clearest tier ladders are below. In each one, the higher tier is crafted from the tier before it.[4][8]

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Recipe id: modularrouters:sender_module_2

Crafting Shapeless

Recipe id: modularrouters:sender_module_3

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Recipe id: modularrouters:puller_module_2

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Recipe id: modularrouters:fluid_module_2

The quest book chains a few more modules off these. Distributor Module comes after the Sender Mk2 quest and sends to several selected inventories (Round Robin, Random, Nearest First or Farthest First). Energy Distributor Module comes after both the Distributor and the Energy Output Module. Flinger Module follows the Dropper Module, and Extruder Module Mk1 follows the Breaker and Placer quests.[4]

Player ModuleMod recipe

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Empty slotDiamond HelmetEmpty slot
Sender Module Mk3Wither Skeleton SkullPuller Module Mk2
Empty slotDiamond ChestplateEmpty slot

Recipe id: modularrouters:player_module

Upgrades

Upgrades go into the router itself and affect every module they can. There are 8 upgrade types and 5 upgrade slots, and you can put several upgrades in one slot, up to a per-type limit. The "Upgrades" quest quest asks for a Blank Upgrade, the base for all of them.[4][7][8]

Crafting Shaped

Crafting Shaped
PaperPaperany gold nugget
Paperany lapi gemsany gold nugget
Empty slotPaperany gold nugget

Recipe id: modularrouters:blank_upgrade

One craft makes 4 Blank Upgrades.

  • Stack Upgrade: each one doubles the items a module handles per router tick, up to 64 or the item's stack size, so 6 is the most that is useful.[54]
  • Speed Upgrade: a router ticks every 20 server ticks by default, and each upgrade cuts 2 ticks, down to a minimum of 2.[55]
  • Fluid Transfer Upgrade: it only affects the two Fluid Modules. It adds 10 mB/tick on top of the 50 mB/tick base, up to 400 mB/tick, so 35 is the most you can use.[56]
  • Energy Upgrade: each one adds 50,000 FE of buffer and 1,000 FE per router tick, and these figures are adjustable in the mod config.[57]
  • Sync Upgrade: routers with the same tuning value (0 to 19) and the same number of Speed Upgrades always run on the same tick, handy for groups of Extruders.[58]
  • Security Upgrade, Blast Upgrade, Camouflage Upgrade and Muffler Upgrade cover protection, explosion immunity, disguise and noise. One Muffler silences sounds, two also remove particles, and three also stop the router's animation.[4][59][60][61][62]
Tip: For performance, the in-game guide recommends Stack Upgrades over Speed Upgrades wherever you can. The base tick rate, the step per upgrade and the minimum are all set in the mod's common config file (modularrouters-common.toml).[55]

Augments

Augments are like upgrades, but for individual modules. The "Augments" quest quest asks for an Augment Core, and each augment is crafted from one of these cores. A single craft makes 4 cores.[4][8][63]

Crafting Shapeless

Recipe id: modularrouters:augment_core

  • Range Up Augment and Range Down Augment add or remove one block of range per augment on modules that have a range. Each can be crafted straight from the other.[8][64][65]
  • Stack Augment does the Stack Upgrade's job for a single module, and it overrides the upgrades instead of adding to them. The quest comes after the Stack Upgrade quest.[4]
  • Fast Pickup Augment works only on the Vacuum Module, which then ignores the normal pickup delay. You can add at most one.[66]
  • Mimic Augment works only on the Extruder Module Mk2, and extruded fake blocks take on the properties of the block they copy.[67]
  • Redstone Augment lets a module use its own redstone behaviour instead of the router's.[68]

Filters

The Bulk Item Filter holds many more whitelist or blacklist entries than a module's normal filter slots, and the quest says you need it to craft the more unique filters. Tag Filter, Inspection Filter, Mod Filter and Regex Filter all come after it in the quest book, and their recipes each use the Bulk Item Filter.[4][8][69]

Crafting Shaped

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any iron ingotany glass blocksany iron ingot
Blank Moduleany diamond gemBlank Module
any iron ingotany glass blocksany iron ingot

Recipe id: modularrouters:bulk_item_filter

Which All the Mods 10: To the Sky quests use Modular Routers?

5 parts

Everything for this mod lives in one quest chapter, "Modular Routers", which has 55 quests in this pack. Almost every quest just asks you to hand in the item it is named after, so the chapter works as a checklist of what the mod offers.[4]

Where it starts

The chapter opens with "Modular Routers" quest, which asks for a Modular Router. Its text explains that the Buffer is the single item slot items pass through, and that most modules need a Redstone signal to work.[4]

Six quests branch straight off it: "Routers for Mining" quest, "Routers for Farming" quest, "Routers for Mob Farms" quest, "Modules" quest, "Augments" quest and "Upgrades" quest. The last three are the hubs for the rest of the chapter.[4]

Example setups

Modules branch

"Modules" quest asks for a Blank Module and explains that modules decide what the router does. Most module quests hang off it: a quest in "Modular Routers", a quest in "Modular Routers", a quest in "Modular Routers", a quest in "Modular Routers", a quest in "Modular Routers", a quest in "Modular Routers", a quest in "Modular Routers", a quest in "Modular Routers", a quest in "Modular Routers", a quest in "Modular Routers", a quest in "Modular Routers", a quest in "Modular Routers", a quest in "Modular Routers" and a quest in "Modular Routers".[4]

Some of these then lead on to follow-ups:[4]

There is also an untitled checkmark quest after Modules, a quest in "Modular Routers". Its text says you don't need the creative item it mentions to finish the chapter.[4]

Upgrades branch

"Upgrades" quest asks for a Blank Upgrade and says the router can hold 5 upgrades. These quests follow it: a quest in "Modular Routers", a quest in "Modular Routers", a quest in "Modular Routers", a quest in "Modular Routers", a quest in "Modular Routers", a quest in "Modular Routers", a quest in "Modular Routers", a quest in "Modular Routers" and a quest in "Modular Routers".[4]

Augments branch

"Augments" quest asks for an Augment Core. The augment quests after it are a quest in "Modular Routers", a quest in "Modular Routers", a quest in "Modular Routers", a quest in "Modular Routers", a quest in "Modular Routers", a quest in "Modular Routers", a quest in "Modular Routers", a quest in "Modular Routers", a quest in "Modular Routers" and a quest in "Modular Routers". a quest in "Modular Routers" needs both Augments and a quest in "Modular Routers". Its text says the Stack Augment overrides Stack Upgrades instead of stacking with them.[4]

What changed in Modular Routers between versions?

1 part

Pack version 1.2.1 ships Modular Routers 13.2.3. The mod was already in the pack in 1.0 or earlier, so you have had it from the start. Here is what the mod's own changelog says changed in 13.2.3.[70][71]

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.[70]
  • 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.[70]
  • Filter item data no longer gets lost during GUI edits when other settings are changed.[70]
  • A dupe issue with Regulator Augments is fixed.[70]
  • Giving the Sync Upgrade a tuning value of 0 used to kick the player. That is fixed, and the accepted values are now correctly 0..19 instead of 1..20.[70]
  • Scroll wheel behaviour on float-value text fields, such as the flinger module settings, is fixed.[70]
  • Module settings sometimes getting lost on the Sender Mk3 is fixed. This was related to the target not being chunkloaded.[70]
  • The ja_jp translation was updated.[70]
Tip: If you use the Sync Upgrade, remember the tuning range is 0..19 in this version.[70][71]

Unverified The pack's own changelogs have no entries for this mod, so changes to Modular Routers between pack releases are not confirmed here.

Sources

  1. Modular Routers project page (modrinth) · official mod data
  2. In-game guide: Overview (modularrouters) · official docs
  3. In-game guide: Modular Router Overview (modularrouters) · official docs
  4. All the Mods 10: To the Sky 1.2.1 quests: "Modular Routers" · pack file
  5. In-game guide: Modules (modularrouters) · official docs
  6. In-game guide: Augments (modularrouters) · official docs
  7. In-game guide: Upgrades (modularrouters) · official docs
  8. All the Mods 10: To the Sky 1.2.1 recipe dump: recipes making Modular Routers items · pack recipe dump
  9. In-game guide: Bulk Item Filter (modularrouters) · official docs
  10. In-game guide: Modular Router (modularrouters) · official docs
  11. In-game guide: Modular Router Overview (modularrouters) · official docs
  12. In-game guide: Overview (modularrouters) · official docs
  13. All the Mods 10 8.1 recipe dump: recipes making Modular Routers items · pack recipe dump
  14. In-game guide: Modular Router (modularrouters) · official docs
  15. In-game guide: Speed Upgrade (modularrouters) · official docs
  16. modularrouters tooltips and descriptions (English lang file) · official mod data
  17. In-game guide: Modules (modularrouters) · official docs
  18. In-game guide: Termination (modularrouters) · official docs
  19. In-game guide: Void Module (modularrouters) · official docs
  20. In-game guide: Puller Module Mk1 (modularrouters) · official docs
  21. In-game guide: Puller Module Mk2 (modularrouters) · official docs
  22. In-game guide: Sender Module Mk1 (modularrouters) · official docs
  23. In-game guide: Sender Module Mk2 (modularrouters) · official docs
  24. In-game guide: Sender Module Mk3 (modularrouters) · official docs
  25. In-game guide: Distributor Module (modularrouters) · official docs
  26. In-game guide: Vacuum Module (modularrouters) · official docs
  27. In-game guide: Dropper Module (modularrouters) · official docs
  28. In-game guide: Flinger Module (modularrouters) · official docs
  29. In-game guide: Breaker Module (modularrouters) · official docs
  30. In-game guide: Fluid Module Mk1 (modularrouters) · official docs
  31. In-game guide: Fluid Module Mk2 (modularrouters) · official docs
  32. In-game guide: Fluid Transfer Upgrade (modularrouters) · official docs
  33. In-game guide: Energy Upgrade (modularrouters) · official docs
  34. In-game guide: Energy Distributor Module (modularrouters) · official docs
  35. In-game guide: Energy Output Module (modularrouters) · official docs
  36. In-game guide: Activator Module (modularrouters) · official docs
  37. In-game guide: Augments (modularrouters) · official docs
  38. In-game guide: Stack Augment (modularrouters) · official docs
  39. In-game guide: Range Down Augment (modularrouters) · official docs
  40. In-game guide: Range Up Augment (modularrouters) · official docs
  41. In-game guide: Regulator Augment (modularrouters) · official docs
  42. In-game guide: Redstone Augment (modularrouters) · official docs
  43. In-game guide: Fast Pickup Augment (modularrouters) · official docs
  44. In-game guide: Pickup Delay Augment (modularrouters) · official docs
  45. In-game guide: Mimic Augment (modularrouters) · official docs
  46. In-game guide: Stack Upgrade (modularrouters) · official docs
  47. In-game guide: Smart Filters (modularrouters) · official docs
  48. In-game guide: Bulk Item Filter (modularrouters) · official docs
  49. In-game guide: Inspection Filter (modularrouters) · official docs
  50. In-game guide: Mod Filter (modularrouters) · official docs
  51. In-game guide: Regex Filter (modularrouters) · official docs
  52. In-game guide: Blast Upgrade (modularrouters) · official docs
  53. In-game guide: Security Upgrade (modularrouters) · official docs
  54. In-game guide: Stack Upgrade (modularrouters) · official docs
  55. In-game guide: Speed Upgrade (modularrouters) · official docs
  56. In-game guide: Fluid Transfer Upgrade (modularrouters) · official docs
  57. In-game guide: Energy Upgrade (modularrouters) · official docs
  58. In-game guide: Sync Upgrade (modularrouters) · official docs
  59. In-game guide: Blast Upgrade (modularrouters) · official docs
  60. In-game guide: Camouflage Upgrade (modularrouters) · official docs
  61. In-game guide: Muffler Upgrade (modularrouters) · official docs
  62. In-game guide: Security Upgrade (modularrouters) · official docs
  63. In-game guide: Augments (modularrouters) · official docs
  64. In-game guide: Range Down Augment (modularrouters) · official docs
  65. In-game guide: Range Up Augment (modularrouters) · official docs
  66. In-game guide: Fast Pickup Augment (modularrouters) · official docs
  67. In-game guide: Mimic Augment (modularrouters) · official docs
  68. In-game guide: Redstone Augment (modularrouters) · official docs
  69. In-game guide: Smart Filters (modularrouters) · official docs
  70. Modular Routers 13.2.3 changelog · changelog
  71. All the Mods 10: To the Sky 1.2.1 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 · 1.0 to 1.0.2

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