Modular Routers guide for All the Mods 10: To the Sky 1.1.1 to 1.2.1
Modular Routers guide for All the Mods 10: To the Sky
Last verified for All the Mods 10: To the Sky v1.2.1 on Oct 17, 2026 · text last changed Oct 17, 2026
A newer release (2.1.0) is out Guide for the current version
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]
- "Modules" quest, which leads on to the individual module quests such as a quest in "Modular Routers", a quest in "Modular Routers" and a quest in "Modular Routers". a quest in "Modular Routers" comes after both Modules and the Sender Module Mk2, and a quest in "Modular Routers" comes after Modules, the Breaker and the Placer.[4]
- "Upgrades" quest, which leads on to router upgrades such as a quest in "Modular Routers", a quest in "Modular Routers" and a quest in "Modular Routers".[4]
- "Augments" quest, which leads on to module augments such as a quest in "Modular Routers", a quest in "Modular Routers" and a quest in "Modular Routers".[4]
- Three example setups: "Routers for Mining" quest, "Routers for Farming" quest and "Routers for Mob Farms" quest.[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
| Empty slot | any redstone dust | Empty slot |
| any gold nugget | any gold nugget | any gold nugget |
Recipe id: modularrouters:blank_module
Step 2: Craft the router
Crafting Shaped
| any iron ingot | any iron ingot | |
| any iron ingot | any 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
Sender Module Mk1
- any ender pearl
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
| any gold nugget | ||
| any lapi gems | any gold nugget | |
| Empty slot | any 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
| 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
One craft gives 3 Speed Upgrades.
Crafting Shapeless
Blank Upgrade
- any stone brick
- any brick
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]
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
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]
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).[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]
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
| 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.[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]
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]
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]
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.[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
| any iron ingot | any iron ingot | |
| any iron ingot | any 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
| Empty slot | any redstone dust | Empty slot |
| any gold nugget | any gold nugget | any 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]
- Senders: Sender Module Mk1 only sends to inventories on the same XYZ axis as the router with a direct line of sight. Sender Module Mk2 drops those two limits but must stay in the same dimension. Sender Module Mk3 works anywhere in the same world.[4][8]
- Pullers: Puller Module Mk1 pulls from adjacent inventories into the Buffer. Puller Module Mk2 pulls from any inventory nearby.[4][8]
- Fluids: Fluid Module Mk1 only works on blocks next to the router. Fluid Module Mk2 can use any liquid source nearby.[4][8]
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
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]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty 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
| any gold nugget | ||
| any lapi gems | any gold nugget | |
| Empty slot | any 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]
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]
- 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
| 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
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
- "Routers for Mining" quest asks for a Breaker Module and a Placer Module. The idea is to place ores and let the Breaker mine them. The pickaxe used to craft the Breaker has to be enchanted first, because the module itself can't be enchanted.[4]
- "Routers for Farming" quest asks for an Activator Module and a Vacuum Module. The Activator works the crops and the Vacuum collects them.[4]
- "Routers for Mob Farms" quest asks for a Vacuum Module, a Void Module and a Sender Module, and any of the three Sender marks is accepted. It sets up a tidy mob farm drop line that sends loot on to storage.[4]
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]
- Senders go in order: a quest in "Modular Routers", then a quest in "Modular Routers", then a quest in "Modular Routers". a quest in "Modular Routers" needs the Mk2 Sender quest as well as Modules.[4]
- a quest in "Modular Routers" leads to a quest in "Modular Routers", and a quest in "Modular Routers" leads to a quest in "Modular Routers".[4]
- a quest in "Modular Routers" leads to a quest in "Modular Routers".[4]
- a quest in "Modular Routers" needs Modules plus the Breaker and Placer quests.[4]
- a quest in "Modular Routers" comes after a quest in "Modular Routers" and a quest in "Modular Routers".[4]
- The filters follow 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]
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]
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
- Modular Routers project page (modrinth) · official mod data
- In-game guide: Overview (modularrouters) · official docs
- In-game guide: Modular Router Overview (modularrouters) · official docs
- All the Mods 10: To the Sky 1.2.1 quests: "Modular Routers" · pack file
- In-game guide: Modules (modularrouters) · official docs
- In-game guide: Augments (modularrouters) · official docs
- In-game guide: Upgrades (modularrouters) · official docs
- All the Mods 10: To the Sky 1.2.1 recipe dump: recipes making Modular Routers items · pack recipe dump
- In-game guide: Bulk Item Filter (modularrouters) · official docs
- In-game guide: Modular Router (modularrouters) · official docs
- In-game guide: Modular Router Overview (modularrouters) · official docs
- In-game guide: Overview (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
- modularrouters tooltips and descriptions (English lang file) · official mod data
- In-game guide: Modules (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: Augments (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: Bulk Item Filter (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: Stack Upgrade (modularrouters) · official docs
- In-game guide: Speed Upgrade (modularrouters) · official docs
- In-game guide: Fluid Transfer Upgrade (modularrouters) · official docs
- In-game guide: Energy Upgrade (modularrouters) · official docs
- In-game guide: Sync Upgrade (modularrouters) · official docs
- In-game guide: Blast Upgrade (modularrouters) · official docs
- In-game guide: Camouflage Upgrade (modularrouters) · official docs
- In-game guide: Muffler Upgrade (modularrouters) · official docs
- In-game guide: Security Upgrade (modularrouters) · official docs
- In-game guide: Augments (modularrouters) · official docs
- In-game guide: Range Down Augment (modularrouters) · official docs
- In-game guide: Range Up Augment (modularrouters) · official docs
- In-game guide: Fast Pickup Augment (modularrouters) · official docs
- In-game guide: Mimic Augment (modularrouters) · official docs
- In-game guide: Redstone Augment (modularrouters) · official docs
- In-game guide: Smart Filters (modularrouters) · official docs
- Modular Routers 13.2.3 changelog · changelog
- 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