Dyson Cube Project guide for All the Mods 10 5.0 to 5.5
Dyson Cube Project guide for All the Mods 10
Last verified for All the Mods 10 v5.5 on Oct 16, 2026 · text last changed Oct 16, 2026
A newer release (8.3) is out Guide for the current version
- Sections
- 7
- Recipes shown
- 8
- Items named
- 8
- Quests covered
- 1
6 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 5.5's own files.
What is Dyson Cube Project?
3 parts
Dyson Cube Project is all about harnessing the power of the Sun. You launch Solar Sails and Beams into orbit around the Sun, then collect that energy back at your base. The Dyson Cube quest calls it the ultimate power source, producing an insane 1GFE/t at maximum output.[1]
This pack includes version 1.0.2 of Dyson Cube Project.[2]
How it works
The setup has two halves. First you build an EM Rail Ejector Controller, which launches Solar Sails and Beams into orbit around the Sun. You can feed it items automatically through the center of its bottom face. It can't fire at midday, at night or during rain.[1]
To collect the energy, you build a Ray Receiver Controller. It outputs power from the center of its bottom face, but it can't receive power at night or during rain.[1]
Who it's for
This is a big endgame project. Reaching maximum output means sending 8,333,333 beams and 49,999,998 sails into orbit. The quest text says you'll definitely need automation to reach maximum power output, so get some robust resource generation in place before you start scaling up.[1]
Where it fits in the pack
In this pack, the mod appears in the Basic Power quest chapter as "Dyson Cube" quest. That quest comes after the End Game Power Options quest, and you complete it by getting both the EM Rail Ejector Controller and the Ray Receiver Controller.[1]
How do you get started with Dyson Cube Project?
6 parts
The Dyson Cube is the ultimate power source in this pack, producing an insane 1GFE/t. You capture the Sun's energy by launching Solar Sails and Beams into orbit, then collecting the power with a receiver. Your guide through all of this is the "Dyson Cube" quest quest in the Basic Power chapter. It unlocks after End Game Power Options, so this is late-game territory.[1]
Make a Beam
Start with a Beam. It goes into both of the controller recipes, and Beams are also one of the two things you launch into orbit.[1][3]
Make a Solar Sail
Next, craft a Solar Sail. You need one for the Ray Receiver Controller, and Solar Sails are the other thing you send into orbit.[1][3]
Crafting Shaped
| any colorless glass panes | any copper ingot | any colorless glass panes |
| any colorless glass panes | any copper ingot | any colorless glass panes |
| any lapi gems | any copper ingot | any lapi gems |
Recipe id: dysoncubeproject:solar_sail
Build the EM Rail Ejector Controller
The EM Rail Ejector Controller launches your Solar Sails and Beams into orbit around the Sun. You can feed items in automatically through the center of its bottom face. It can't fire at midday, at night or during rain, so plan around those times.[1]
Crafting Shaped
| any diamond gem | any redstone dust | |
| any redstone dust | any copper storage block | |
Recipe id: dysoncubeproject:em_railejector_controller
Build the Ray Receiver Controller
To actually collect that glorious 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.[1]
Crafting Shaped
| any iron storage block | any iron storage block | any iron storage block |
Recipe id: dysoncubeproject:ray_receiver_controller
Crafting both controllers completes the tasks of the "Dyson Cube" quest quest.[1]
Switch to packages
Sending sails and beams one at a time gets slow fast. Instead, package them into bundles for quicker launches with the Beam Package and the Solar Sail Package.[1][3]
Crafting Shaped
| Empty slot | Empty slot | |
| any copper storage block | ||
| Empty slot | Empty slot |
Recipe id: dysoncubeproject:beam_package
Crafting Shaped
| any iron storage block | ||
Recipe id: dysoncubeproject:solar_sail_package
Plan for scale
For maximum output, you need to send 8,333,333 beams and 49,999,998 sails into orbit. That's quite a lot, and you'll definitely need automation to get there. Before you start scaling up, make sure you have robust resource generation in place.[1]
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]
Crafting Shaped
| any colorless glass panes | any copper ingot | any colorless glass panes |
| any colorless glass panes | any copper ingot | any colorless glass panes |
| any lapi gems | any copper ingot | any 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]
Crafting Shaped
| Empty slot | Empty slot | |
| any copper storage block | ||
| Empty slot | Empty slot |
Recipe id: dysoncubeproject:beam_package
Crafting Shaped
| any iron storage block | ||
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]
Crafting Shaped
| any diamond gem | any redstone dust | |
| any redstone dust | any copper storage block | |
Recipe id: dysoncubeproject:em_railejector_controller
Crafting Shaped
| any iron storage block | any iron storage block | any 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
The Dyson Cube is one of the biggest power goals in this pack. The quest book places it in the Basic Power chapter as "Dyson Cube" quest, which unlocks after End Game Power Options. So treat this as a late-game project, not something you rush on day one.[1]
The payoff is huge: the quest describes the Dyson Cube as the ultimate power source, producing an insane 1 GFE/t at maximum output. You launch Solar Sails and Beams into orbit around the Sun, then collect the energy back on the ground.[1]
Step 1: Craft the orbital components
Everything starts with the two things you'll be firing into orbit: the Beam and the Solar Sail. You'll need a steady supply of both, so it's worth learning these recipes early.[1][3]
Crafting Shaped
| any colorless glass panes | any copper ingot | any colorless glass panes |
| any colorless glass panes | any copper ingot | any colorless glass panes |
| any lapi gems | any copper ingot | any lapi gems |
Recipe id: dysoncubeproject:solar_sail
Step 2: Package them for faster launches
Sending beams and sails one at a time gets slow fast. You can package them into bundles for faster launches, which is much easier than sending them individually. Craft them into a Beam Package and a Solar Sail Package.[1][3]
Crafting Shaped
| Empty slot | Empty slot | |
| any copper storage block | ||
| Empty slot | Empty slot |
Recipe id: dysoncubeproject:beam_package
Crafting Shaped
| any iron storage block | ||
Recipe id: dysoncubeproject:solar_sail_package
Build the two controllers
The quest asks for two controllers. The EM Rail Ejector Controller launches your Solar Sails and Beams into orbit. The Ray Receiver Controller collects the energy.[1]
Crafting Shaped
| any diamond gem | any redstone dust | |
| any redstone dust | any copper storage block | |
Recipe id: dysoncubeproject:em_railejector_controller
Crafting Shaped
| any iron storage block | any iron storage block | any iron storage block |
Recipe id: dysoncubeproject:ray_receiver_controller
- EM Rail Ejector Controller: you can input items automatically through the center of its bottom face. It cannot fire at midday, at night or during rain.[1]
- Ray Receiver Controller: it outputs power from the center of its bottom face. It cannot receive power at night or during rain.[1]
Scale up to full output
This is where the real grind begins. To hit maximum output, you need to send 8,333,333 beams and 49,999,998 sails into orbit. That is a lot of launching, and the quest says you'll definitely need automation feeding the ejector to get there.[1]
Before you scale up to that level, get some robust resource generation in place. Your raw material supply is what actually limits how quickly your cube grows.[1]
How does Dyson Cube Project work with other mods?
2 parts
Dyson Cube Project doesn't hook into many other mods in this pack, but there are a couple of connections worth knowing about. The pack adds its own custom recipes built on the mod's launch packages, and the mod is part of the pack's power questline, so you'll run into it on your way through the late game.[1][3]
Allthemodium package recipes
The pack adds two shaped KubeJS recipes that take the mod's own packages and turn them into Allthemodium versions. The Beam Package becomes a Allthemodium Beam Package, and the Solar Sail Package becomes a Allthemodium Solar Sail Package. These aren't part of the base mod. The pack adds them specifically, so check the in-game recipes below rather than relying on anything you've seen for the standalone mod.[3]
Shaped (kubejs)
| Empty slot | any allthemodium plate | Empty slot |
| any allthemodium plate | any allthemodium plate | |
| Empty slot | any allthemodium plate | Empty slot |
Recipe id: kubejs:kjs/allthemodium_beam_package
Pack-added upgrade of the Beam Package
Shaped (kubejs)
| any allthemodium plate | any allthemodium plate | any allthemodium plate |
| any allthemodium plate | any allthemodium plate | |
| any allthemodium plate | any allthemodium plate | any allthemodium plate |
Recipe id: kubejs:kjs/allthemodium_solar_sail_package
Pack-added upgrade of the Solar Sail Package
Unverified What the Allthemodium packages actually do, for example how many beams or sails each one holds or whether they can be launched directly from the EM Rail Ejector, isn't confirmed by the available sources. Check the item tooltips in game before you build around them.
Where it fits in the questline
In the pack's "Basic Power" quest chapter, the "Dyson Cube" quest quest unlocks after "End Game Power Options". To complete it you need to get your hands on an EM Rail Ejector Controller and a Ray Receiver Controller.[1]
The quest calls the Dyson Cube the ultimate power source, producing 1GFE/t. The rail ejector launches Solar Sails and Beams into orbit, and the ray receiver collects the energy and outputs it from the center of its bottom face.[1]
The quest also recommends packaging beams and sails into bundles, because it's much faster than launching them one by one. That's exactly where the package items and the pack's Allthemodium variants come in.[1][3]
Which All the Mods 10 quests use Dyson Cube Project?
1 part
Dyson Cube Project shows up in a single quest in this pack: "Dyson Cube" quest, in the Basic Power chapter. It opens up after the End Game Power Options quest, so you reach it once you're already looking at late-game power setups.[1]
To complete it, you need to get both controllers: the EM Rail Ejector Controller and the Ray Receiver Controller. The quest calls the Dyson Cube the ultimate power source and says it produces 1GFE/t.[1]
What the quest teaches you
- Set up the EM Rail Ejector Controller to launch Solar Sails and Beams into orbit around the Sun. You can feed it items automatically through the center of its bottom face.[1]
- Keep the launch window in mind. The quest says the ejector can't fire at midday, at night or during rain.[1]
- Build the Ray Receiver Controller to collect the energy. It outputs power from the center of its bottom face, but it can't receive power at night or in the rain.[1]
- Package your beams and sails into bundles. They launch faster, and that's much easier than sending them one at a time.[1]
What changed in Dyson Cube Project between versions?
Dyson Cube Project has had a short, simple history in All the Mods 10 so far. Here's how it got to the version you're playing today.[2][7][8]
- All the Mods 10 4.13: Dyson Cube Project joins the pack at version 1.0.0.[8]
- All the Mods 10 4.15: the mod is updated from 1.0.1 to 1.0.2.[7]
- All the Mods 10 5.5: the pack ships Dyson Cube Project 1.0.2 (file dysoncubeproject-1.0.2.jar), the same version it moved to in 4.15.[2][7]
The current mod list says the mod was first included in All the Mods 10 4.13 or earlier. That matches the 4.13 changelog, which records the mod as newly added at 1.0.0.[2][8]
Unverified The pack changelogs don't say when the mod went from 1.0.0 to 1.0.1, and no mod changelogs are available. That means the actual gameplay changes in the 1.0.1 and 1.0.2 updates, such as new features, fixes or balance tweaks, can't be confirmed here.
Sources
- All the Mods 10 5.5 quests: "Basic Power" · pack file
- All the Mods 10 5.5 mod list · pack file
- All the Mods 10 5.5 recipe dump: recipes making Dyson Cube Project items · pack recipe dump
- dysoncubeproject tooltips and descriptions (English lang file) · official mod data
- All the Mods 10 4.14 recipe dump: recipes making Dyson Cube Project items · pack recipe dump
- dysoncubeproject tooltips and descriptions (English lang file) · official mod data
- All the Mods 10 changelog (All the Mods 10 4.15) · changelog
- All the Mods 10 changelog (All the Mods 10 4.13) · 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 · 4.15 · 4.13 to 4.14