Ars Technica guide for All the Mods 10 5.5
Ars Technica guide for All the Mods 10
Last verified for All the Mods 10 v5.5 on Sep 20, 2026 · text last changed Sep 20, 2026
A newer release (8.3) is out Guide for the current version
Also applies to:All the Mons 0.3.0-beta to 1.1.1
- Sections
- 7
- Recipes shown
- 19
- Items named
- 46
Every recipe and number here was checked against All the Mods 10 5.5's own files.
What is Ars Technica?
This pack includes Ars Technica version 2.6.1, so any mechanics you look up elsewhere should be checked against that version.[1]
Unverified The available sources don't confirm what Ars Technica adds, who it is aimed at, or where it fits in this pack's progression, so those details are left out here.
How do you get started with Ars Technica?
5 parts
Ars Technica blends Ars Nouveau magic with Create machinery. Its recipes mix items from both mods, and its spell glyphs copy Create-style processing like pressing, polishing and crushing. Here's a sensible order for your first few crafts in this pack.[2][3]
Step 1: The Calibrated Precision Mechanism
Your first real goal is the Calibrated Precision Mechanism. You make it in the Enchanting Apparatus, not a crafting table. It's worth making early because it goes into the Source Motor, the Mark of Technomancy, the ars_technica:runic_spanner and the Spy Monocle. Crafting a few at once saves you trips back to the apparatus. Getting your first one also unlocks an advancement.[2][3]
Enchanting Apparatus (ars_nouveau)
Recipe id: ars_technica:calibrated_precision_mechanism
Step 2: The Source Motor
Next, build a Source Motor. This block turns Source into rotational force, so your magic setup can power Create contraptions. It must be supplied by a nearby Source Jar.[3]
Crafting Shaped
| any brass ingots | any brass ingots | |
| any brass ingots | any brass ingots |
Recipe id: ars_technica:source_motor
- Place the Source Motor near a Source Jar so it can draw Source.[3]
- Adjust the RPM using the sides of the motor.[3]
- Right-click elsewhere on the motor to adjust the SU-to-RPM ratio.[3]
- Changing the SU-to-RPM ratio also changes how much Source the motor needs.[3]
Step 3: Your first glyphs
The mod's glyphs work on item entities lying in the world. Glyph Press flattens items into their pressed variants, and Glyph Polish refines them into polished variants. Glyph Insert puts item entities into nearby containers within a medium radius of where the spell goes off.[3]
Once those are working, Glyph Whirl is a strong next pick. It creates a whirlwind that centrifuges item entities, and you can combine it with water, flare, smelt or hex to wash, smoke, blast or haunt items.[3]
Glyph (ars_nouveau)
Manipulation Essence
Chest
Crafting Table
- any iron storage block
Recipe id: ars_technica:glyph_pack
Changed by the pack
Glyph (ars_nouveau)
Manipulation Essence
Anvil
- any diamond storage block
Recipe id: ars_technica:glyph_obliterate
Changed by the pack
Step 4: Tools
With spare mechanisms, you can make the ars_technica:runic_spanner and the Spy Monocle. Both are Enchanting Apparatus recipes, and each one unlocks its own advancement.[2][3]
Enchanting Apparatus (ars_nouveau)
Manipulation Essence
Calibrated Precision Mechanism
Wrench
- any gold ingot
Recipe id: ars_technica:runic_spanner
Unverified The available sources don't describe exactly what the Runic Spanner and Spy Monocle do, so check their in-game tooltips before relying on them.
Looking ahead: armor
Later you can upgrade to the Artificer, Machinaguard or Technomancer armor sets. Each set's bonus reduces damage from Create machinery and speeds up nearby schematic cannons.[3]
Enchanting Apparatus (ars_nouveau)
Manipulation Essence
Wilden Tribute
Calibrated Precision Mechanism
Precision Mechanism
- any copper ingot
- any iron ingot
- any zinc ingot
- any brass plates
- any gold plate
Recipe id: ars_technica:mark_of_technomancy
How does Ars Technica work?
8 parts
Ars Technica connects Ars Nouveau spellcasting to Create machinery. Instead of a stack of new machines, most of what it adds are spell glyphs that do Create-style processing on dropped items, such as crushing, pressing, polishing, mixing and washing. It also adds a block that turns Source into rotational force, a focus that boosts those glyphs, and armor made for working around Create contraptions.[3]
The Source Motor: Source into rotation
The Source Motor converts Source into rotational force. It needs a Source Jar nearby to draw from, so place one close to the motor before you hook it up to your Create network.[3]
To set the speed, adjust the RPM on the sides of the motor. Right-click anywhere else on it to change the SU-to-RPM ratio. The ratio also works as your cost dial: changing it changes how much Source the motor needs to run.[3]
Crafting Shaped
| any brass ingots | any brass ingots | |
| any brass ingots | any brass ingots |
Recipe id: ars_technica:source_motor
The motor's key component, the Calibrated Precision Mechanism, is made in the Enchanting Apparatus rather than a crafting table.[2]
Enchanting Apparatus (ars_nouveau)
Recipe id: ars_technica:calibrated_precision_mechanism
Processing glyphs
The core idea is that you cast spells on item entities lying in the world, and the glyph processes them the way a Create machine would. Here's what each one does:[3]
- Obliterate hits foes with an arcane hammer. Add Sensitive and it processes item entities like Create Crushing Wheels instead of destroying them.[3]
- Press flattens item entities into their pressed variants.[3]
- Polish refines item entities into their polished variants.[3]
- Carve cuts identical item entities into stairs, and it only works on stone and wood. Dampen switches the recipe to slabs and Amplify switches it to walls.[3]
- Pack condenses identical item entities using 2x2 recipes. Amplify changes the grid to 3x3 and Dampen changes it to 1x1.[3]
- Fuse slams item entities together to mix them. Add Smelt for heated mixing, or Superheat for super-heated mixing if Superheat is enabled in the config.[3]
- Whirl creates a whirlwind that centrifuges item entities in an area. Combine it with water, flare, smelt or hex to wash, smoke, blast or haunt the items.[3]
- Apply uses the item in your offhand to do Manual Item Application, or to Deploy onto blocks or items.[3]
- Insert puts item entities into nearby containers within a medium radius of where the spell goes off.[3]
- Telefeast consumes the first food or potion, or some amount of liquid, found in the container or tank you cast it on.[3]
Augmenting the glyphs
Standard Ars Nouveau augments change how these glyphs behave, and it's worth learning them:[3]
- AOE on Press, Polish and Fuse increases how many items get processed. On Carve and Pack it widens the area where item entities are collected.[3]
- AOE on Whirl increases both the size and the range of the whirlwind, and Extend Time makes the processing last longer.[3]
- AOE on Apply lets it apply to more items and affect a larger area of blocks. Pierce increases the depth of blocks affected.[3]
- Amplify on Obliterate makes the hammer bigger and hit harder. Fortune raises the chance of extra items from crushing recipes, with diminishing returns.[3]
- Split on Insert spreads items evenly across all valid containers.[3]
- Sensitive on Telefeast makes it try to use items that aren't food or drink, such as experience gems. Pierce forwards the consumable in a magic bubble.[3]
Automating with spell casters
Apply has a detail that matters for automation: when a non-player caster uses it, it takes items from adjacent inventories instead of an offhand. Insert handles item entities, which is exactly what the other processing glyphs work on, so it's the glyph that gets items into storage.[3]
Unverified The sources don't confirm which Ars Nouveau casters count as non-player casters for Apply, or the exact radius of Insert, so test a setup in creative before building it for real.
Focus of Transmutation
The Focus of Transmutation augments your spells with Luck and makes several of these glyphs much stronger. Hold the shift key on its tooltip to see the full list. It gives:[3]
- +1 Luck Augment per glyph in your spell.[3]
- 2x chance-based item outputs from Crush, Obliterate and Whirl.[3]
- 2x damage dealt by Obliterate.[3]
- 2x items processed by Press and Polish.[3]
- 2x speed for Press, Polish and Whirl.[3]
There's also a transmutation turret that casts spells infused with the Focus of Transmutation, at a higher Source cost than normal.[3]
Unverified The exact Source cost multiplier of the transmutation turret isn't given in the sources.
Obliterate settings in this pack
Obliterate is enabled in this pack. It is a tier 3 glyph with a cost of 100, both the same as the mod defaults, and it is not a starter glyph. There's effectively no cap on how many times it can appear in one spell: the per-spell limit is 2,147,483,647.[4]
Watch out for Fortune. This pack's Obliterate config limits the Fortune augment to 4 uses, and it also lists Fortune under invalid combos, the setting that blocks certain glyphs from sharing a spell with Obliterate.[4]
Unverified How the Fortune limit and the Fortune invalid-combo entry interact in game is not confirmed. Check whether Obliterate accepts Fortune in your own spellbook before planning a Fortune crushing spell.
Gear for working around Create
The Artificer, Machinaguard and Technomancer armor sets all have the same set bonus: they reduce damage from Create machinery and speed up nearby schematic cannons. That makes them handy when you're working inside your own contraptions.[3]
This pack changes the Artificer armor recipes. Each piece is made with an armor upgrade recipe, and the pack's versions replace the mod's default ones, so use the recipes shown here rather than the defaults you might see elsewhere.[2]
Armor Upgrade (sauce)
Mark of Mastery
Sorceror's Wrap
- 2× any brass ingots
- any netherite ingot
Recipe id: ars_technica:artificer_tunic
The pack's version. The Cap, Pants and Shoes follow the same pattern.
Experience gems
Ars Technica adds two larger experience gem tiers. You can craft a Giant Experience Gem up into a Gargantuan Experience Gem and back down again, so storing experience in bulk is easy.[2]
Crafting Shapeless
Recipe id: ars_technica:gargantuan_experience_gem
How do you progress through Ars Technica?
5 parts
Ars Technica bridges Ars Nouveau magic and Create machinery. Nearly every recipe in this pack mixes the two mods, so you'll want a working Create setup (brass, precision mechanisms) and an Ars Nouveau Enchanting Apparatus before you dive in. The recipes fall into a clear order: one core component first, then glyphs and tools, then the armor upgrades at the top.[2]
Step 1: The Calibrated Precision Mechanism
Your first real goal is the Calibrated Precision Mechanism. You make it in the Enchanting Apparatus by infusing a Create Precision Mechanism. This is the backbone of the mod: the Source Motor, Mark of Technomancy, ars_technica:runic_spanner, Spy Monocle, the Pressure thread and the Focus of Transmutation all need one. Make a few extra.[2]
Enchanting Apparatus (ars_nouveau)
Recipe id: ars_technica:calibrated_precision_mechanism
Crafted in the Enchanting Apparatus
Step 2: Glyphs
The mod adds a set of new spell glyphs, and most of them are cheap enough to pick up early. Most use Ars Nouveau essences plus a themed Create or vanilla item. The glyph added in this pack's recipes are Glyph Apply, Glyph Carve, Glyph Fuse, Glyph Insert, Glyph Obliterate, Glyph Pack, Glyph Polish, Glyph Press, Glyph Superheat, Glyph Telefeast and Glyph Whirl.[2]
Glyph (ars_nouveau)
Manipulation Essence
Anvil
- any diamond storage block
Recipe id: ars_technica:glyph_obliterate
Changed by the pack
Glyph (ars_nouveau)
Manipulation Essence
Chest
Crafting Table
- any iron storage block
Recipe id: ars_technica:glyph_pack
Changed by the pack
Step 3: Tools and devices
Once you have Calibrated Precision Mechanisms, you can move on to the mod's tools and devices. Most are made in the Enchanting Apparatus, while the Source Motor is a regular shaped crafting recipe.[2]
- ars_technica:runic_spanner: made by upgrading a Create Wrench in the Enchanting Apparatus.[2]
- Spy Monocle: made by upgrading a vanilla spyglass in the Enchanting Apparatus.[2]
- Source Motor: a shaped crafting recipe that uses Create parts and a Calibrated Precision Mechanism.[2]
- Pressure: an Ars Nouveau thread made in the Enchanting Apparatus, with a Create Copper Backtank as one of the ingredients.[2]
- Focus of Transmutation: this pack changed its recipe. It's also needed for the Transmutation Infused Turret, which upgrades an Ars Nouveau Enchanted Spell Turret.[2]
Enchanting Apparatus (ars_nouveau)
Manipulation Essence
Calibrated Precision Mechanism
Rabbit Foot
- any emerald gem
- any brass ingots
Recipe id: ars_technica:transmutation_focus
Changed by the pack
Enchanting Apparatus (ars_nouveau)
Recipe id: ars_technica:transmutation_turret
Step 4: Armor upgrades
The top tier is armor. Each Ars Technica set is an upgrade of an Ars Nouveau armor set, so craft the Ars Nouveau pieces first. Arcanist's gear becomes the Technomancer set (Technomancer's Hat, Technomancer's Robes, Technomancer's Leggings, Technomancer's Boots). Sorceror's gear becomes the Artificer set (Artificer's Cap, Artificer's Tunic, Artificer's Pants, Artificer's Shoes). Battlemage's gear becomes the Machinaguard set (Machinaguard's Helmet, Machinaguard's Chestplate, Machinaguard's Leggings, Machinaguard's Boots). Every upgrade also needs brass and netherite, and the helmets also need Create's Engineer's Goggles.[2]
Armor Upgrade (sauce)
Mark of Mastery
Arcanist's Robes
- 2× any brass ingots
- any netherite ingot
Recipe id: ars_technica:technomancer_chestplate
Pack version, example of the changed armor upgrades
Enchanting Apparatus (ars_nouveau)
Manipulation Essence
Wilden Tribute
Calibrated Precision Mechanism
Precision Mechanism
- any copper ingot
- any iron ingot
- any zinc ingot
- any brass plates
- any gold plate
Recipe id: ars_technica:mark_of_technomancy
Used by the mod's original armor upgrade recipes
All twelve armor pieces can also be recolored with any dye through Ars Nouveau's dye recipes, so you can match your set to your base.[2]
Side path: Experience gems
Alongside the main path, the mod adds bigger experience gems for storing XP. A Greater Experience Gem from Ars Nouveau crafts into a Giant Experience Gem, which in turn crafts into a Gargantuan Experience Gem. You can also craft a Gargantuan gem back into a Giant one. These are all shapeless crafting recipes.[2]
Unverified The recipes don't show how many smaller gems go into a bigger one, or how much experience each gem holds. Check in-game before you rely on specific amounts.
How does Ars Technica work with other mods?
4 parts
Ars Technica is a bridge mod. Almost every recipe it adds mixes magic items like Manipulation Essence and Source Gem with mechanical parts like Precision Mechanism and Cogwheel. If you're already running both a magic setup and a contraption setup, this mod gives you a reason to connect them.[2]
The Calibrated Precision Mechanism
Start here. The Calibrated Precision Mechanism is made in the Enchanting Apparatus from a mechanical part plus some magic, and it goes into a lot of the mod's gear.[2]
Enchanting Apparatus (ars_nouveau)
Recipe id: ars_technica:calibrated_precision_mechanism
- Mark of Technomancy, an Enchanting Apparatus recipe.[2]
- ars_technica:runic_spanner, a magical take on the Wrench.[2]
- Source Motor, a normal crafting table recipe.[2]
- Pressure, a spell thread that also uses a Copper Backtank.[2]
- Focus of Transmutation. The pack changed this recipe from the mod's default.[2]
Crafting Shaped
| any brass ingots | any brass ingots | |
| any brass ingots | any brass ingots |
Recipe id: ars_technica:source_motor
Enchanting Apparatus (ars_nouveau)
Manipulation Essence
Calibrated Precision Mechanism
Wrench
- any gold ingot
Recipe id: ars_technica:runic_spanner
Once you have the focus, you can combine it with an Enchanted Spell Turret in the Enchanting Apparatus to make the Transmutation Infused Turret.[2]
Enchanting Apparatus (ars_nouveau)
Recipe id: ars_technica:transmutation_turret
Armor upgrades
Each of the three Ars Nouveau armor sets upgrades into an Ars Technica set. Sorceror's pieces like the Sorceror's Collar become Artificer's gear like the Artificer's Cap. Battlemage's pieces like the Battlemage's Hood become Machinaguard's gear like the Machinaguard's Helmet. Arcanist's pieces like the Arcanist's Hat become Technomancer's gear like the Technomancer's Hat.[2]
Here's the pack-specific twist. The mod's default upgrade recipes use the Mark of Technomancy. This pack adds its own versions that use the Mark of Mastery instead. That links the armor tiers to Ars Elemental progression too.[2]
Armor Upgrade (sauce)
Mark of Mastery
Arcanist's Hat
Engineer's Goggles
- any brass ingots
- any netherite ingot
Recipe id: ars_technica:technomancer_helmet
Pack version with the Mark of Mastery
Glyphs
Several of the mod's glyphs use mechanical parts in their glyph recipes, including Glyph Press, Glyph Polish, Glyph Apply and Glyph Superheat. The pack changed the recipes for Glyph Obliterate and Glyph Pack from the mod's defaults.[2]
Glyph (ars_nouveau)
Manipulation Essence
Anvil
- any diamond storage block
Recipe id: ars_technica:glyph_obliterate
Changed by the pack
Glyph (ars_nouveau)
Manipulation Essence
Chest
Crafting Table
- any iron storage block
Recipe id: ars_technica:glyph_pack
Changed by the pack
Experience gems
You can turn a Greater Experience Gem into a Giant Experience Gem with a shapeless recipe, and turn it back the same way.[2]
Both the Giant Experience Gem and the Gargantuan Experience Gem can also be ground into Liquid Experience. That lets you feed stored magic XP straight into an XP automation line.[2]
Grinding (create_enchantment_industry)
Recipe id: create_enchantment_industry:grinding/ars_technica/giant_experience_gem
Which Ars Technica config options matter?
3 parts
The only config file for this mod in the pack's sources is the Obliterate glyph's settings, so this section covers that one glyph. For its numeric values, the pack uses the mod defaults. For the list and on/off options, the pack's values are shown below, but the mod defaults for those aren't available.[4]
Is it available, and how hard is it to get?
- general.enabled is set to true, so the glyph is turned on in this pack.[4]
- general.starter is set to false, so it isn't one of your starter glyphs.[4]
- general.glyph_tier is 3, the same as the mod default. The allowed range is 1 to 99.[4]
Cost and spell limits
- general.cost is 100, unchanged from the mod default.[4]
- general.per_spell_limit is 2,147,483,647, which is also the mod default. In practice, the number of times you can put Obliterate in one spell has no meaningful cap.[4]
- general.augment_cost_overrides is an empty list, so every augment on Obliterate costs whatever its own augment config says.[4]
Fortune rules
Two options in this pack mention the Fortune glyph (ars_nouveau:glyph_fortune). general.augment_limits limits Fortune to 4 applications on Obliterate. general.invalid_combos lists Fortune, which, according to that option's description, means Fortune can't be used in the same spell as Obliterate.[4]
Unverified The sources don't show the mod's default values for the Fortune limit, the invalid combo list, or the enabled and starter settings. It's unconfirmed whether the pack changed these or kept the defaults. The sources also don't explain what the Obliterate glyph does.
What changed in Ars Technica between versions?
1 part
Ars Technica has been part of All the Mods 10 since release 2.47, and the pack has updated it many times since. Here's the version history, so you can see which build you're running and when each update landed.[1][5]
All the Mods 10 5.5 ships Ars Technica 2.6.1, in the file ars_technica-1.21.1-2.6.1.jar. The pack's mod list says it was first included in All the Mods 10 2.47 or earlier.[1]
Updates by pack release
- All the Mods 10 2.47: Ars Technica was added to the pack at version 2.1.0.[5]
- All the Mods 10 3.0: updated from 2.1.0 to 2.1.1.[6]
- All the Mods 10 3.2: updated from 2.1.1 to 2.2.0.[7]
- All the Mods 10 4.0: updated from 2.2.0 to 2.2.2.[8]
- All the Mods 10 4.5: updated from 2.2.2 to 2.3.0.[9]
- All the Mods 10 4.15: updated from 2.3.0 to 2.4.0.[10]
- All the Mods 10 5.5: updated from 2.4.0 to 2.6.1, the version in the current pack.[1][11]
Unverified The pack changelogs only record version numbers, not what changed inside the mod. No changelogs for the shipped Ars Technica jars were available, so we can't confirm any new features, fixes or balance changes in these updates, including the latest one.
Sources
- All the Mods 10 5.5 mod list · pack file
- All the Mods 10 5.5 recipe dump: recipes making Ars Technica items · pack recipe dump
- ars_technica tooltips and descriptions (English lang file) · official mod data
- All the Mods 10 5.5 config: config/ars_technica/glyph_obliterate.toml · pack file
- All the Mods 10 changelog (All the Mods 10 2.47) · changelog
- All the Mods 10 changelog (All the Mods 10 3.0) · changelog
- All the Mods 10 changelog (All the Mods 10 3.2) · changelog
- All the Mods 10 changelog (All the Mods 10 4.0) · changelog
- All the Mods 10 changelog (All the Mods 10 4.5) · changelog
- All the Mods 10 changelog (All the Mods 10 4.15) · changelog
- All the Mods 10 changelog (All the Mods 10 5.5) · changelog
Where this guide comes from
Written from what All the Mods 10 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 Sep 20, 2026.
Guides for other versions: 6.0 to 8.3 · 5.0 to 5.4 · 4.15 · 2.47 to 4.14