Simple Magnets guide for All the Mods 10: To the Sky 1.0 to 1.0.2

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Simple Magnets guide for All the Mods 10: To the Sky

Written for All the Mods 10: To the Sky 1.0.2 · also fits 1.0 · updated Oct 17, 2026

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 0.52 to 2.11All the Mods 11 0.2.1 to 0.12.0-betaAll the Mons 0.3.0-beta to 1.3.0

Sections
7
Recipes shown
4
Items named
4
Quests covered
8

5 sections are written for this pack; 2 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 Simple Magnets?

2 parts

Simple Magnets adds magnets that pick up items and experience around you, so you spend less time chasing drops across the floor. This pack includes version 1.1.12+c of the mod.[1][2]

What you get

  • Basicmagnet: picks up items and experience within a 5 block range of you.[1]
  • Advanced Magnet: the range is configurable, up to a maximum of 11 blocks. Item and experience ranges are set separately, and you can filter items with a whitelist or blacklist.[1]
  • Demagnetization Coil: stops items from being attracted by magnets. Its effective area can be adjusted up to 3 blocks away.[1]
  • Advanced Demagnetization Coil: does the same job with an area of up to 5 blocks, and it can filter items.[1]

Magnets also work in Baubles or Curios slots, and you can toggle them with a key bind. You can also select a magnet in your hotbar and right-click to switch it on or off.[1]

Tip: To set up a filter, shift-right-click the Advanced Magnet to open its GUI. Put the item you want in a filter slot, then choose whitelist or blacklist and whether to match NBT data.[1]

Where it fits in the pack

In the pack's quest book, the mod shows up in the tips_and_tricks chapter. Quest a quest in "?" has the Basic Magnet as its task. The quest data here lists no other Simple Magnets quests, so the sources do not show what comes before or after it.[3]

Unverified The sources here do not show Simple Magnets as part of the ATM Star path, and no in-jar guidebook was found for the mod, so check the quest book in game for any further detail.

How do you get started with Simple Magnets?

3 parts

Simple Magnets is a small mod with one job: it pulls items and experience toward you so you stop chasing drops. The order below goes from the first magnet to the upgrades.[1]

Step 1: Make the Basic Magnet

Start with the Basicmagnet. It picks up items and experience within a 5 block range of you when it is activated. Here is the in-pack recipe:[1][4][5]

BasicmagnetMod recipe

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any iron ingotany iron ingotany lapi gems
any iron ingotany ender pearlEmpty slot
any iron ingotany iron ingotany redstone dust

Recipe id: simplemagnets:basicmagnet

To switch it on or off, select it in your hotbar and right-click. You can also toggle it with a key bind, and magnets can be used in Baubles or Curios slots.[1]

The pack's quest book has a quest for it, a quest in "?", in the tips_and_tricks chapter. It sits alongside the quests for the Sink, the Personal Shrinking Device, the Charging Station and the Jetpack, and a final checkmark quest comes after all five.[3]

Step 2: Upgrade to the Advanced Magnet

The Advancedmagnet is the upgrade. It reaches up to 11 blocks, and its range for items and for experience can be set individually. Its recipe uses the Basic Magnet, which is why you make that one first.[1][4][5]

AdvancedmagnetMod recipe

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any gold ingotany gold ingotany lapi gems
BasicmagnetEnder Eyeany diamond gem
any gold ingotany gold ingotany redstone dust

Recipe id: simplemagnets:advancedmagnet

To open its GUI, select it in your hotbar and shift-right-click. To set up a filter, click a filter slot with the item you want, then choose whitelist or blacklist. You can also choose whether it matches NBT data or not.[1]

Step 3: Add a Demagnetization Coil if you need one

The Basic Demagnetization Coil prevents items from being attracted by magnets. Its area can be adjusted up to 3 blocks away.[1][4][5]

Crafting Shaped

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Empty slotany gold ingotEmpty slot
any redstone dustany iron ingotany redstone dust
any iron ingotany iron ingotany iron ingot

Recipe id: simplemagnets:basic_demagnetization_coil

The Advanced Demagnetization Coil does the same job with an area of up to 5 blocks, and it can filter items. To open a coil's GUI, look at it with an empty hand and right-click.[1][4][5]

Crafting Shaped

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Empty slotany glowstone dustEmpty slot
any redstone dustany gold ingotany redstone dust
any gold ingotBasic Demagnetization Coilany gold ingot

Recipe id: simplemagnets:advanced_demagnetization_coil

Tip: If your magnet keeps grabbing things you don't want, open the Advanced Magnet's GUI and set up a filter. If you want items left alone in one particular spot, place a coil there instead.[1]

How does Simple Magnets work?

4 parts

Same as in the All the Mods 10 2.11 guide

Simple Magnets keeps things easy: there are no multiblocks, no power and no fluids to deal with. The mod adds magnets that pull items and experience toward you, plus coils that stop magnets from attracting items in an area.[1][6]

Magnets

The Basicmagnet picks up items and experience within a range of 5 blocks around you, according to the mod's project page. It has no filter.[1][6]

The Advancedmagnet does the same job with a configurable range of up to 11 blocks. You can set the item range and the experience range separately, and you can filter items with a whitelist or a blacklist.[1][6]

BasicmagnetMod recipe

Crafting Shaped

Crafting Shaped
any iron ingotany iron ingotany lapi gems
any iron ingotany ender pearlEmpty slot
any iron ingotany iron ingotany redstone dust

Recipe id: simplemagnets:basicmagnet

AdvancedmagnetMod recipe

Crafting Shaped

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any gold ingotany gold ingotany lapi gems
BasicmagnetEnder Eyeany diamond gem
any gold ingotany gold ingotany redstone dust

Recipe id: simplemagnets:advancedmagnet

The Advanced Magnet is an upgrade of the Basic Magnet.

Unverified The pack ships no config files for this mod that we could check, so we can't confirm whether the 5 and 11 block ranges are changed here. The numbers above are the mod's own figures.

Using a magnet

  1. To turn a magnet on or off, select it in your hotbar and right-click with it.[1]
  2. To open the Advanced Magnet's GUI, select it in your hotbar and Shift-right-click.[1]

The project page also says magnets work in Baubles or Curios slots and can be toggled with a key bind.[1]

Unverified We haven't confirmed which accessory slot mod, if any, this pack uses for magnets, or what the default key bind is.

Filtering items

Filtering is done in the Advanced Magnet's GUI. Follow these steps:[1]

  1. Open the Advanced Magnet's GUI.[1]
  2. Click one of the filter slots while holding the item you want to filter.[1]
  3. Switch the filter between whitelist and blacklist.[1]
  4. Choose whether the filter should match NBT data or not.[1]

Demagnetization coils

Coils do the opposite of magnets. The Basic Demagnetization Coil prevents items from being attracted by magnets, and you can adjust its effective area up to 3 blocks away.[1][6]

The Advanced Demagnetization Coil works the same way but reaches up to 5 blocks away, and its items can be filtered.[1][6]

  1. To open a coil's GUI, look at the placed coil with an empty hand and right-click it.[1]

Crafting Shaped

Crafting Shaped
Empty slotany gold ingotEmpty slot
any redstone dustany iron ingotany redstone dust
any iron ingotany iron ingotany iron ingot

Recipe id: simplemagnets:basic_demagnetization_coil

Crafting Shaped

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Empty slotany glowstone dustEmpty slot
any redstone dustany gold ingotany redstone dust
any gold ingotBasic Demagnetization Coilany gold ingot

Recipe id: simplemagnets:advanced_demagnetization_coil

This one is an upgrade of the basic coil.

Tip: The coil's area is adjustable, so set it only as large as you need. That way the magnets keep working everywhere else.[1]

How do you progress through Simple Magnets?

3 parts

Simple Magnets in this pack has a magnet line and a demagnetization coil line. Each has a basic tier and an advanced tier, and in both lines the advanced item is crafted from the basic one. So you start with the basic item and upgrade it.[5]

Magnet tiers

The first step is the Basicmagnet. It uses a shaped crafting recipe, so lay it out exactly as the recipe below shows.[5]

BasicmagnetMod recipe

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any iron ingotany iron ingotany lapi gems
any iron ingotany ender pearlEmpty slot
any iron ingotany iron ingotany redstone dust

Recipe id: simplemagnets:basicmagnet

The upgrade is the Advancedmagnet. Its recipe takes your basic magnet as one of its ingredients, so keep the basic one around instead of using it up elsewhere.[5]

AdvancedmagnetMod recipe

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any gold ingotany gold ingotany lapi gems
BasicmagnetEnder Eyeany diamond gem
any gold ingotany gold ingotany redstone dust

Recipe id: simplemagnets:advancedmagnet

Demagnetization coils

The coils follow the same pattern. The Basic Demagnetization Coil is the entry tier, and the Advanced Demagnetization Coil is crafted from it.[5]

Crafting Shaped

Crafting Shaped
Empty slotany gold ingotEmpty slot
any redstone dustany iron ingotany redstone dust
any iron ingotany iron ingotany iron ingot

Recipe id: simplemagnets:basic_demagnetization_coil

Crafting Shaped

Crafting Shaped
Empty slotany glowstone dustEmpty slot
any redstone dustany gold ingotany redstone dust
any gold ingotBasic Demagnetization Coilany gold ingot

Recipe id: simplemagnets:advanced_demagnetization_coil

Where the quest book fits

The quest book puts the basic magnet in the "tips_and_tricks" chapter, which has 12 quests. The quest a quest in "?" asks you to obtain the Basicmagnet.[3]

That quest sits alongside a quest in "?", a quest in "?", a quest in "?" and a quest in "?". All five come before a closing checkmark quest, a quest in "?". No other quest in this chapter asks for a Simple Magnets item, so the advanced magnet and both coils are not part of its quest tasks.[3]

Which All the Mods 10: To the Sky quests use Simple Magnets?

2 parts

Simple Magnets shows up in one quest chapter in this pack: "tips_and_tricks". It's a chapter of 12 quests, and the magnet only has a single quest in it.[3]

The magnet quest

The quest a quest in "?" has an item task: you hand in a Basicmagnet. The book gives it no title of its own, so it is named after the item. It has no quest listed before it, so you can do it whenever you like.[3]

What it leads to

The magnet quest is one of five that feed into the checkmark quest a quest in "?". That quest is only available after you have finished all five of these:[3]

The same chapter also has quests for a quest in "?" and a quest in "?", plus a few untitled ones. They sit alongside the magnet quest and aren't part of that list of five.[3]

Which Simple Magnets config options matter?

Same as in the All the Mods 10 2.11 guide

The pack's Simple Magnets config values aren't something I can show you here, so this section sticks to what the mod's project page says about ranges and filters. Treat these as the mod's own figures, not confirmed pack settings.[1]

The Basic Magnet picks up items and experience within 5 blocks. The Advanced Magnet has a configurable range of up to 11 blocks, and you can set the item range and the experience range separately.[1]

The Demagnetization Coil can be adjusted up to 3 blocks away, and the Advanced Demagnetization Coil up to 5 blocks. The Advanced Demagnetization Coil can filter items. The Advanced Magnet can filter with a whitelist or blacklist, and you can choose whether it matches NBT data or not.[1]

Tip: The ranges and filters for the Advanced Magnet are set in its GUI. Select the magnet in your hotbar and Shift-Right-Click to open it.[1]

Unverified Whether this pack changes any Simple Magnets values from the mod defaults, such as maximum ranges or other limits, could not be confirmed. No config files for this mod were available, so check the in-game GUI to see what you actually get.

What changed in Simple Magnets between versions?

1 part

All the Mods 10: To the Sky 1.0.2 ships Simple Magnets 1.1.12c, and the mod has been in the pack since 1.0 or earlier. Here is what the mod's own changelog says changed from its first 1.21 release up to the version you are running.[2][7]

Mod changelog for Minecraft 1.21

  • 1.1.11: initial release of Simple Magnets for Minecraft 1.21.[7]
  • 1.1.11a: fixed a crash on startup.[7]
  • 1.1.11b: fixed magnets not going in Curios slots.[7]
  • 1.1.12: fixed demagnetization coil option changes not always getting saved.[7]
  • 1.1.12a: fixed the advanced magnet data component not being comparable.[7]
  • 1.1.12b: fixed a crash when changing advanced magnet options.[7]
  • 1.1.12c: fixed integration with Curios. This is the version in the pack.[2][7]

Every release listed here is a bug fix after the initial 1.21 release, so nothing in this history adds new features or changes how the magnets work.[7]

Unverified No pack changelog entries for Simple Magnets were available, so this history only covers the mod's own changelog. Whether the pack changed any of the mod's values or recipes between releases is unverified.

Sources

  1. Simple Magnets project page (modrinth) · official mod data
  2. All the Mods 10: To the Sky 1.0.2 mod list · pack file
  3. All the Mods 10: To the Sky 1.0.2 quests: "tips_and_tricks" · pack file
  4. simplemagnets names, screen text and descriptions (English lang file) · official mod data
  5. All the Mods 10: To the Sky 1.0.2 recipe dump: recipes making Simple Magnets items · pack recipe dump
  6. simplemagnets tooltips and descriptions (English lang file) · official mod data
  7. Simple Magnets 1.1.12+c changelog · changelog
Where this guide comes from

Written from what All the Mods 10: To the Sky itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.

Guide last verified Oct 17, 2026.

Guides for other versions: 1.6 to 2.1.0 · 1.1.1 to 1.2.1

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