Dyson Cube Project guide for All the Mods 10 4.15

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What is Dyson Cube Project?

2 parts

Dyson Cube Project lets you capture the power of the Sun itself. You launch Solar Sails and Beams into orbit around the Sun, then beam that energy back down to your base. At full scale it is billed as the ultimate power source, producing an insane 1GFE/t. This pack runs version 1.0.2 of the mod.[1][2]

This mod is for you if you've already mastered automation and want a true megaproject. Reaching maximum output means feeding it a huge amount of material, so it rewards players who have solid resource generation running before they start.[2]

Where it fits in the pack

The mod shows up in the Basic Power quest chapter as "Dyson Cube" quest. That quest unlocks after End Game Power Options, so treat the Dyson Cube as an endgame power goal, not an early-game generator. To complete the quest you need both an EM Rail Ejector Controller and a Ray Receiver Controller.[2]

How it works

  • The EM Rail Ejector Controller launches Solar Sails and Beams into orbit around the Sun. You can feed it items automatically through the center of its bottom face.[2]
  • The ejector cannot fire at midday, at night or during rain, so plan your launches around those windows.[2]
  • The Ray Receiver Controller collects the energy and outputs power from the center of its bottom face. It cannot receive power at night or during rain.[2]
  • You can package beams and sails into bundles for faster launches, which is much easier than sending them one by one.[2]
Watch out: Maximum output takes 8,333,333 beams and 49,999,998 sails in orbit. You will need automation to get there, so set up robust resource generation before you start scaling up.[2]

How do you get started with Dyson Cube Project?

5 parts

The Dyson Cube is the ultimate power source in this pack, producing an insane 1GFE/t once it's fully built. It's an end-game project: in the Basic Power quest chapter, the "Dyson Cube" quest quest comes after End Game Power Options. So get your base and resource generation going before you jump in.[2]

Here's how it works. An EM Rail Ejector Controller launches Solar Sails and Beams into orbit around the Sun, and a Ray Receiver Controller collects that energy back on the ground. The quest asks you to make both controllers.[2]

Watch out: The pack has changed every Dyson Cube Project crafting recipe, so recipes you remember from other setups may not work here. Use the recipe blocks below. They show the exact in-pack recipes.[3]

Step 1: Beams and Solar Sails

Start with the Beam and the Solar Sail. These are what you'll be firing into orbit, so you'll need a steady supply of both.[2][3]

2× BeamChanged by the pack

Crafting Shaped

Crafting Shaped
any iron nuggetany iron storage blockany iron nugget
Iron Barsany iron storage blockIron Bars
any iron nuggetany iron storage blockany iron nugget

Recipe id: dysoncubeproject:beam

Solar SailChanged by the pack

Crafting Shaped

Crafting Shaped
any colorless glass panesany copper ingotany colorless glass panes
any colorless glass panesany copper ingotany colorless glass panes
any lapi gemsany copper ingotany lapi gems

Recipe id: dysoncubeproject:solar_sail

Step 2: The EM Rail Ejector Controller

Next, build the EM Rail Ejector Controller. You feed it items through the center of its bottom face, and this input can be automated. It can't fire at midday, at night or during rain, so don't worry if it sits idle at those times.[2][3]

EM Rail Ejector ControllerChanged by the pack

Crafting Shaped

Crafting Shaped
any diamond gemany redstone dustBeam
any redstone dustany copper storage blockBeam
Smooth Stone SlabSmooth Stone SlabSmooth Stone Slab

Recipe id: dysoncubeproject:em_railejector_controller

Tip: The mod's tooltip says power is optional for ejecting. Giving it power lets you ramp up how many beams and sails are ejected.[4]

The Ray Receiver Controller

To actually collect the energy, build a Ray Receiver Controller. It outputs power from the center of its bottom face. It can't receive power at night or during rain, so plan your storage around that.[2][3]

Ray Receiver ControllerChanged by the pack

Crafting Shaped

Crafting Shaped
Solar SailSolar SailSolar Sail
Smooth Stone SlabBeamSmooth Stone Slab
any iron storage blockany iron storage blockany iron storage block

Recipe id: dysoncubeproject:ray_receiver_controller

Packages for faster launches

Sending sails and beams one by one gets slow fast. You can package them into bundles for faster launches, which is much easier. Craft Beam Package and Solar Sail Package to do this.[2][3]

Beam PackageChanged by the pack

Crafting Shaped

Crafting Shaped
Empty slotBeamEmpty slot
Beamany copper storage blockBeam
Empty slotBeamEmpty slot

Recipe id: dysoncubeproject:beam_package

Solar Sail PackageChanged by the pack

Crafting Shaped

Crafting Shaped
Solar SailSolar SailSolar Sail
Solar Sailany iron storage blockSolar Sail
Solar SailSolar SailSolar Sail

Recipe id: dysoncubeproject:solar_sail_package

Planning for full power

Full output takes 8,333,333 beams and 49,999,998 sails in orbit, which is quite a lot. You'll definitely need automated item input to get there. Before you start scaling up, make sure you've got some robust resource generation in place.[2]

How does Dyson Cube Project work?

3 parts

Same as in the All the Mods 10 4.14 guide

The sources I have for this mod only cover its crafting chain, not how its machines and multiblocks behave once they are built. So this section is short on purpose, and I'm only describing what can be confirmed.[5]

The crafting chain

Everything here starts from the basic components: the Beam and the Solar Sail. The pack has changed the recipes for both, so don't rely on what you remember from the mod's defaults.[5]

2× BeamChanged by the pack

Crafting Shaped

Crafting Shaped
any iron nuggetany iron storage blockany iron nugget
Iron Barsany iron storage blockIron Bars
any iron nuggetany iron storage blockany iron nugget

Recipe id: dysoncubeproject:beam

Solar SailChanged by the pack

Crafting Shaped

Crafting Shaped
any colorless glass panesany copper ingotany colorless glass panes
any colorless glass panesany copper ingotany colorless glass panes
any lapi gemsany copper ingotany lapi gems

Recipe id: dysoncubeproject:solar_sail

Packages

Each component has a packaged version with its own recipe, also changed by the pack: the Beam Package is made from the beam, and the Solar Sail Package is made from the solar sail.[5]

Beam PackageChanged by the pack

Crafting Shaped

Crafting Shaped
Empty slotBeamEmpty slot
Beamany copper storage blockBeam
Empty slotBeamEmpty slot

Recipe id: dysoncubeproject:beam_package

Solar Sail PackageChanged by the pack

Crafting Shaped

Crafting Shaped
Solar SailSolar SailSolar Sail
Solar Sailany iron storage blockSolar Sail
Solar SailSolar SailSolar Sail

Recipe id: dysoncubeproject:solar_sail_package

The mod's text includes a tooltip that reads "Contains %s solar sail(s)", where the %s is filled in with a count. The sources don't say which item shows it.[6]

Controllers

The controller blocks you can craft are the EM Rail Ejector Controller and the Ray Receiver Controller. Both use a beam as a crafting component, and the pack has changed both recipes. The ray receiver controller also needs a solar sail.[5]

EM Rail Ejector ControllerChanged by the pack

Crafting Shaped

Crafting Shaped
any diamond gemany redstone dustBeam
any redstone dustany copper storage blockBeam
Smooth Stone SlabSmooth Stone SlabSmooth Stone Slab

Recipe id: dysoncubeproject:em_railejector_controller

Ray Receiver ControllerChanged by the pack

Crafting Shaped

Crafting Shaped
Solar SailSolar SailSolar Sail
Smooth Stone SlabBeamSmooth Stone Slab
any iron storage blockany iron storage blockany iron storage block

Recipe id: dysoncubeproject:ray_receiver_controller

Unverified How the controllers are assembled into multiblocks, what power they use or produce, how items move in and out, and how solar sails are launched or received are not covered by the sources here. No guidebook, config files or documentation were available for this mod in the pack, so check these in-game before relying on them.

How do you progress through Dyson Cube Project?

4 parts

Dyson Cube Project is an endgame power build in this pack. Its questline is a single quest, "Dyson Cube" quest, in the Basic Power chapter, and it unlocks after the End Game Power Options quest. So treat this as something to tackle once your base is already well established.[2]

The payoff is huge: the quest describes the Dyson Cube as the ultimate power source, producing 1GFE/t. You launch components into orbit around the Sun, then collect the energy back on the ground.[2]

Watch out: Every Dyson Cube Project recipe covered here has been changed by the pack, so don't rely on recipes you remember from other packs or from the mod's defaults. Check the recipe blocks below, which show the exact in-pack versions.[3]

Tier 1: Orbital components

The building blocks of the whole system are the Beam and the Solar Sail. These are what you actually fire into orbit. Craft these first, because the controller recipes build on them.[2][3]

2× BeamChanged by the pack

Crafting Shaped

Crafting Shaped
any iron nuggetany iron storage blockany iron nugget
Iron Barsany iron storage blockIron Bars
any iron nuggetany iron storage blockany iron nugget

Recipe id: dysoncubeproject:beam

Solar SailChanged by the pack

Crafting Shaped

Crafting Shaped
any colorless glass panesany copper ingotany colorless glass panes
any colorless glass panesany copper ingotany colorless glass panes
any lapi gemsany copper ingotany lapi gems

Recipe id: dysoncubeproject:solar_sail

Tier 2: The controllers

The quest asks for two controllers. The EM Rail Ejector Controller launches your Solar Sails and Beams into orbit around the Sun. The Ray Receiver Controller collects the energy and sends it back to you.[2]

EM Rail Ejector ControllerChanged by the pack

Crafting Shaped

Crafting Shaped
any diamond gemany redstone dustBeam
any redstone dustany copper storage blockBeam
Smooth Stone SlabSmooth Stone SlabSmooth Stone Slab

Recipe id: dysoncubeproject:em_railejector_controller

Ray Receiver ControllerChanged by the pack

Crafting Shaped

Crafting Shaped
Solar SailSolar SailSolar Sail
Smooth Stone SlabBeamSmooth Stone Slab
any iron storage blockany iron storage blockany iron storage block

Recipe id: dysoncubeproject:ray_receiver_controller

  • The EM Rail Ejector accepts items through the center of its bottom face, so that's where your automation should feed in.[2]
  • The ejector can't fire at midday, at night or during rain.[2]
  • The Ray Receiver outputs power from the center of its bottom face, so put your cables or conduits there.[2]
  • The receiver can't receive power at night or during rain, so plan some buffer storage for those times.[2]

Packages for faster launches

Firing components one at a time gets slow fast. You can bundle them into a Beam Package or a Solar Sail Package for faster launches. The quest calls this much easier than sending them one by one.[2][3]

Beam PackageChanged by the pack

Crafting Shaped

Crafting Shaped
Empty slotBeamEmpty slot
Beamany copper storage blockBeam
Empty slotBeamEmpty slot

Recipe id: dysoncubeproject:beam_package

Solar Sail PackageChanged by the pack

Crafting Shaped

Crafting Shaped
Solar SailSolar SailSolar Sail
Solar Sailany iron storage blockSolar Sail
Solar SailSolar SailSolar Sail

Recipe id: dysoncubeproject:solar_sail_package

Scaling to maximum output

This is where it gets serious. For maximum output, you need 8,333,333 beams and 49,999,998 sails in orbit. The quest says you'll definitely need automation to reach maximum power.[2]

Tip: Before you start scaling up, get some robust resource generation running. Then automate crafting the components and packages, and pipe everything into the bottom face of the ejector. Doing this by hand at these numbers just isn't realistic.[2]

How does Dyson Cube Project work with other mods?

2 parts

Dyson Cube Project mostly stands on its own in this pack, but there is one clear bridge to the rest of the modpack: the pack adds two allthemodium versions of the Dyson Cube launch packages. These are custom items created by the pack, not part of the base mod, so you won't find them in a standalone install.[3]

Allthemodium packages

The pack adds Allthemodium Beam Package, which builds on the regular Beam Package. Check the recipe below for the exact layout.[3]

Allthemodium Beam PackageAdded by the pack

Crafting Shaped

Crafting Shaped
Empty slotany allthemodium plateEmpty slot
any allthemodium plateBeam Packageany allthemodium plate
Empty slotany allthemodium plateEmpty slot

Recipe id: minecraft:kjs/allthemodium_beam_package

Recipe added by the pack

It also adds Allthemodium Solar Sail Package, which builds on the regular Solar Sail Package.[3]

Crafting Shaped

Crafting Shaped
any allthemodium plateany allthemodium plateany allthemodium plate
any allthemodium plateSolar Sail Packageany allthemodium plate
any allthemodium plateany allthemodium plateany allthemodium plate

Recipe id: minecraft:kjs/allthemodium_solar_sail_package

Recipe added by the pack

Unverified The sources don't say what the allthemodium packages do differently from the regular ones, such as whether they hold more beams or sails per launch. They also don't say whether the EM Rail Ejector Controller accepts them directly. Test this in-game before you plan your automation around them.

Where it fits in the pack's progression

In the pack's questline, the Dyson Cube comes in the Basic Power chapter through "Dyson Cube" quest, which unlocks after End Game Power Options. To complete it, you need an EM Rail Ejector Controller and a Ray Receiver Controller.[2]

The quest calls the Dyson Cube the ultimate power source at 1GFE/t. It also reminds you that packaging beams and sails into bundles makes launches faster than sending them one by one. That's where the packages above come in.[2]

Watch out: For maximum output, you need 8,333,333 beams and 49,999,998 sails in orbit. The quest recommends getting robust resource generation going before you scale up. Automation is pretty much a must, and you can feed items into the ejector through the center of its bottom face.[2]

Which All the Mods 10 quests use Dyson Cube Project?

2 parts

The pack's quests cover Dyson Cube Project with a single quest, "Dyson Cube" quest, in the "Basic Power" chapter. It unlocks after the "End Game Power Options" quest in the same chapter, so you reach it once you're already looking at late-game power.[2]

What the quest asks for

To complete "Dyson Cube" quest, you need two items. Both are the controllers for the two halves of the setup.[2]

What the quest tells you

The quest describes the Dyson Cube as the ultimate power source, producing 1GFE/t. You feed the EM Rail Ejector Controller through the center of its bottom face, and you can do that automatically. The quest says you'll definitely need automation to reach maximum power output.[2]

Watch out: The quest notes that the EM Rail Ejector Controller can't fire at midday, at night, or during rain. The Ray Receiver Controller can't receive power at night or during rain. Expect gaps in both launching and power collection.[2]

The Ray Receiver Controller outputs power from the center of its bottom face, so plan your cables around that side.[2]

Tip: You can package beams and sails into bundles for faster launches. The quest points out this is much easier than sending them one by one.[2]

For maximum output, the quest says you need to send 8,333,333 beams and 49,999,998 sails into orbit. That's a huge amount, so the quest advises setting up robust resource generation before you start scaling up.[2]

What changed in Dyson Cube Project between versions?

Dyson Cube Project is a pretty fresh addition to All the Mods 10, so its history in the pack is short. It joined the pack in All the Mods 10 4.13 at version 1.0.0.[7]

  • All the Mods 10 4.13: Dyson Cube Project 1.0.0 is added to the pack.[7]
  • All the Mods 10 4.15: Dyson Cube Project is updated from 1.0.1 to 1.0.2.[8]

If you're playing All the Mods 10 4.15, you're on Dyson Cube Project 1.0.2, shipped as the file dysoncubeproject-1.0.2.jar.[1]

Unverified The pack changelogs available here don't show which release moved the mod from 1.0.0 to 1.0.1. The mod's own changelogs for these versions aren't available either, so it's unconfirmed what actually changed in 1.0.1 or 1.0.2 (new features, fixes or balance tweaks).

Sources

  1. All the Mods 10 4.15 mod list · pack file
  2. All the Mods 10 4.15 quests: "Basic Power" · pack file
  3. All the Mods 10 4.15 recipe dump: recipes making Dyson Cube Project items · pack recipe dump
  4. dysoncubeproject tooltips and descriptions (English lang file) · official mod data
  5. All the Mods 10 4.14 recipe dump: recipes making Dyson Cube Project items · pack recipe dump
  6. dysoncubeproject tooltips and descriptions (English lang file) · official mod data
  7. All the Mods 10 changelog (All the Mods 10 4.13) · changelog
  8. All the Mods 10 changelog (All the Mods 10 4.15) · 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 Oct 16, 2026.

Guides for other versions: 6.0 to 8.3 · 5.0 to 5.5 · 4.13 to 4.14

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