EvilCraft guide for All the Mods 10 0.51
EvilCraft guide for All the Mods 10
Last verified for All the Mods 10 v0.51 on Oct 17, 2026 · text last changed Oct 15, 2026
A newer release (8.3) is out Guide for the current version
Also applies to:All the Mods 11 0.10.0-beta to 0.12.0-betaFTB Evolution 2 1.0.2 to 1.4.0
- Sections
- 6
- Recipes shown
- 28
- Items named
- 36
2 sections are written for this pack; 4 are shared from another pack's guide.
Every recipe and number here was checked against All the Mods 10 0.51's own files.
What is EvilCraft?
Same as in the All the Mods 11 0.10.0-beta guide
This pack ships EvilCraft at version 1.2.107, built for NeoForge (the jar is evilcraft-26.1.2-neoforge-1.2.107.jar). So everything in this guide describes that version, not other releases you may have seen in videos or elsewhere.[1]
The mod has been in the pack for a while: it was first included in version 0.0.6 or earlier.[1]
How do you get started with EvilCraft?
4 parts
Same as in the All the Mods 10 0.64 guide
EvilCraft starts underground. Mining Dark Gems is what kicks off the mod's "first evil age", so grab a pickaxe and head down before you worry about any of the fancier machines. Almost every early recipe in the mod runs through that one gem.[2]
Dark Gems pack into Dark Blocks and back again, which is the easiest way to keep a big stash tidy while you mine.[3]
And back to gems again.
Get the mod's own book
Before you build anything else, make a Darkened Apple. Feeding one to an animal creates an anomaly, and throwing a book into that anomaly gets you a copy of the Origins of Darkness, EvilCraft's in-game guide.[2][3]
Your first components
Two small parts show up again and again later: Spikes, which are sharp and durable and which mobs really don't enjoy, and Dark Sticks. Make a few of each early so you're not stopping mid-build to backfill them.[2][3]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: evilcraft:crafting/dark_stick
Into the second age
Crafting a Blood Extractor is the milestone that initiates the second evil age, so treat it as your main early goal once you have gems and Spikes to spare.[2][3]
Crafting Shaped
| Empty slot | any glass blocks | Empty slot |
| Empty slot | Empty slot |
Recipe id: evilcraft:crafting/blood_extractor
You'll want somewhere to put fluids too, and the Dark Tank is the answer. It holds about sixteen buckets, and if that's too small you can place several of them together in a crafting table to combine them into a bigger tank without losing any fluid.[2][3]
Where to go next
Once the blood side of the mod is running, the Blood Infusion Core is the gateway part. It turns into the Blood Infuser, the machine you'll use for most later upgrades, and into the Blood Chest.[3]
Crafting Shaped
Recipe id: evilcraft:crafting/blood_infusion_core
Crafting Shaped
| any cobblestone | any cobblestone | any cobblestone |
| any cobblestone | any cobblestone | |
| any cobblestone | any cobblestone | any cobblestone |
Recipe id: evilcraft:crafting/blood_infuser
The pack's quest book also asks you for a Vein Sword in the basic tools chapter, and it's a natural use for your first Spike and Dark Stick.[3][4]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot | |
Recipe id: evilcraft:crafting/vein_sword
Quest goal: a quest in "?"
One more quality-of-life pick: Dark Gems can be turned straight into an Eternal Water Bucket, and the Eternal Water Block it places is an infinite source of water.[2][3]
Crafting Shaped
| Empty slot | ||
| Empty slot | Empty slot |
Recipe id: evilcraft:crafting/bucket_eternal_water
How does EvilCraft work?
5 parts
Everything in EvilCraft runs on Blood. It is a real fluid measured in millibuckets, so the same tanks, buckets and pipes logic you know from other fluid mods applies, and most of the mod's items are really just blood containers with a use attached. The pack caps how fast that fluid can leave any machine or item at 100 mB per tick, so a single output can only push so much no matter what you hook up to it.[2][5]
Where blood comes from
The most basic source is a Blood Stain: a splash of blood left behind when an entity falls to its death. The pack gives you 20 mB per HP of the mob's maximum health (2 HP is one heart), so a bigger mob makes a bigger stain. Blood stains will not spawn on block entities in this pack, and they are blocked from forming on any Tinkers' Construct block, which matters if you were planning to floor your mob drop with them.[2][5]
Undead Leaves also bleed on their own. On each random tick they can produce at most 25 mB of blood as a blood stain, which makes an undead tree a slow but completely passive trickle.[5]
The hands-on method is the Blood Extractor, the item that marks the start of the second evil age. It holds 5,000 mB in this pack, and the blood you get per point of mob HP is scaled by a multiplier between 5 and 40. Auto-filling held buckets is turned off here, so you top containers up deliberately rather than by accident.[2][5]
Crafting Shaped
| Empty slot | any glass blocks | Empty slot |
| Empty slot | Empty slot |
Recipe id: evilcraft:crafting/blood_extractor
Automating the harvest
Sanguinary Pedestals are the automation answer to blood stains: they drain blood from stains in an area around them, and the second tier drains more from a larger haul. Put a Spiked Plate on top of a pedestal and you have a self-feeding farm, because the plate damages any mob that walks over it and the pedestal collects what it spills.[2]
The Spiked Plate deals 4 damage per hit in this pack and returns 40 mB per point of mob HP. You and other players walk over it unharmed, the Dark Gem in it makes mobs drop what they would when killed by a player, and the plate emits a redstone signal whenever a mob is taking damage, which is a handy trigger for the rest of your setup.[2][5]
Storing and moving blood
The Dark Tank is the workhorse container, and it works either placed in the world or carried in your inventory. The in-game notes put its capacity at about sixteen buckets, and tanks are expandable by putting several of them together in a crafting grid without losing any fluid in the process.[2]
- Right-click a placed tank to give it a purple glow: it opens a hole at the bottom and automatically fills tanks, item containers and players carrying containers underneath it.[2]
- Shift + right-click while holding the tank and not aiming at a block turns on a mode that fills whatever container you are currently holding, if it accepts that fluid.[2]
- Auto-filling held buckets from the Dark Tank is disabled in this pack, so buckets only fill when you ask them to.[5]
For long-distance logistics, Entangled Chalices skip pipes entirely: their contents are omnipresent, so anything you pour into one chalice is available from every other chalice sharing it. Shift + right-click with a chalice to omni-supply from it.[2]
Machines and multiblocks
The Blood Infusion Core is the component at the heart of the mod's machinery, and it feeds directly into both the Blood Infuser and the Blood Chest. If a single Blood Chest is not enough, the Colossal Blood Chest is described as the industry-sized version.[2][6]
Crafting Shaped
Recipe id: evilcraft:crafting/blood_infusion_core
Crafting Shaped
| any cobblestone | any cobblestone | any cobblestone |
| any cobblestone | any cobblestone | |
| any cobblestone | any cobblestone | any cobblestone |
Recipe id: evilcraft:crafting/blood_infuser
Crafting Shaped
| any plank | any plank | any plank |
| any plank | any plank | |
| any plank | any plank | any plank |
Recipe id: evilcraft:crafting/blood_chest
Several of the later blocks are structures you build rather than single blocks, and they will tell you when the build is wrong. The Spirit Furnace cooks Vengeance Spirits to obtain their drops, and it halts with a "no more space for drops" message when its output backs up, so keep it emptied if you want it running unattended. The Spirit Reanimator revives Vengeance Spirits instead, and complains if the box is empty or invalid, if the mob has no spawn egg available, or if you mix different mob eggs into it.[2]
The Sanguinary Environmental Accumulator is the craftable version of the Environmental Accumulator, which is otherwise only found at Dark Temples and cannot be crafted. Its structure check asks for tanks holding blood at specific positions, so it is as much a plumbing job as a building one.[2]
An Environmental Accumulator can fill Biome Extract bottles with the biome it stands in, and throwing a bottle on the ground transforms that area to that biome. The catch is that the machine degrades its own biome over time, so its bottles get progressively more useless, which is exactly why the craftable Biome Extract recipe matters. Neither the crafting blacklist nor the usage blacklist has any biomes in it in this pack, so no biome is off-limits either way.[2][5]
Crafting Shaped
| Empty slot | Empty slot | |
| any glass blocks | any glass blocks | |
| any glass blocks | any glass blocks | any glass blocks |
Recipe id: evilcraft:crafting/biome_extract
Item handling and quality of life
The Display Stand doubles as a small automation block: you can pipe items in and out from the bottom or the top, while interaction from every other side is delegated to the item sitting on it, so you can reach that item's own inventory, fluids or energy through the stand.[2]
The Kineticator pulls loose items toward you, and in this pack it checks its area every tick while only consuming blood once every 20 ticks when there are valid items around. It also moves XP orbs. The repelling variant uses the same timings and XP behaviour, just in the opposite direction.[5]
The Exalted Crafter gives you a crafting grid in your inventory, and attaching a chest to it provides an internal inventory (an Ender Chest works too). It can be bound to a hotkey: pressing that key with the GUI open clears your inventory into it, and holding shift balances the items currently in the grid. A toggle button chooses whether shift-removing items from the grid returns them to the inner inventory or to your player inventory. Striking the crafter with lightning binds it to reality so it can't be destroyed or disappear when dropped.[2]
Finally, keep an eye on your blood bar: the blood GUI overlay is enabled in this pack and renders in the south-east corner with a 5-pixel offset on both axes. Brooms draw from the same pool, costing 1 mB per tick of flight and another 1 mB per block broken.[5]
How do you progress through EvilCraft?
5 parts
Same as in the All the Mods 10 1.0 guide
EvilCraft in this pack runs on one currency: dark gems. Almost every tier of the mod branches off them, and the pack's quests follow that same shape. The first EvilCraft quest simply asks you to hold a Dark Gem, and four more quests unlock from it, so getting your first gems is the real gate on everything below.[7]
Tier 1: dark gems
Hand Dark Gem in for the opening quest and the rest of the EvilCraft chain opens up. Gems compress into Dark Block and back, so storage is easy once you have a steady supply.[7][8]
Uncompress a Dark Block back into gems.
This pack also gives you a bee route: centrifuging the EvilCraft honeycomb from Productive Bees yields Dark Gem and Crushed Dark Gem alongside wax, which is a nice passive trickle once your automation is running.[8]
Centrifuge (productivebees)
Recipe id: productivebees:centrifuge/evilcraft/honeycomb_dark_gem
Tier 2: basic dark gear
With gems in hand you build the workhorse parts: Dark Stick, Spike and Blood Extractor, the tool that gets blood flowing. The Dark Tank is your storage for that blood, and it is one of the four quests that unlocks straight off the dark gem quest.[7][8]
The other early quest on this branch wants a Lightning Bomb. Its little sibling, the Lightning Grenade, is cheap enough to make in bulk.[7][8]
Crafting Shaped
8 × any ender pearl
Recipe id: evilcraft:crafting/lightning_grenade
Tier 3: dark power gems and the Blood Infuser
Dark Power Gem is the step up from a plain gem, and it is the key to the mod's mid game. Combined with a Hardened Blood Shard it makes the Blood Infusion Core, the component that shows up in nearly every serious EvilCraft machine and trinket.[8]
Crafting Shaped
Recipe id: evilcraft:crafting/blood_infusion_core
Crafting Shaped
| any cobblestone | any cobblestone | any cobblestone |
| any cobblestone | any cobblestone | |
| any cobblestone | any cobblestone | any cobblestone |
Recipe id: evilcraft:crafting/blood_infuser
The Blood Infuser is the mod's main crafting machine.
Dark power gems also unlock your first real weapon tier. The Vein Sword is its own quest over in the basic tools chapter, so you can pick it up independently of the main EvilCraft chain.[8][9]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot | |
Recipe id: evilcraft:crafting/vein_sword
Tier 4: infusion-core gear
Once cores are repeatable, spend them on quality-of-life kit: Blood Chest and Colossal Blood Chest for repairing gear, Invigorating Pendant for a wearable buff, and Kineticator or Repelling Kineticator for item pickup. The kineticators also want a filled Blood Orb, so keep your blood production going.[8]
Crafting Shaped
| Empty slot | any glass blocks | Empty slot |
| any glass blocks | any iron ingot | any glass blocks |
| Empty slot | any glass blocks | Empty slot |
Recipe id: evilcraft:crafting/blood_orb_empty
Crafting Shaped
| Empty slot | ||
| any gold ingot | any gold ingot | |
| any diamond gem | Empty slot |
Recipe id: evilcraft:crafting/kineticator
Tier 5: End-tier and empowered gear
The last two quests on the chain are the expensive ones. The Piercing Vengeance Focus pulls in End materials on top of a filled blood orb and a Vengeance Focus, so plan it for after your first End trip.[7][8]
Crafting Shaped
Recipe id: evilcraft:crafting/piercing_vengeance_focus
The Mace of Destruction closes out the chain and needs Garmonbozia and Empowered Inverted Potentia. The same two exotic ingredients feed the Mace of Distortion and the Necromancer Staff, so batch them together.[7][8]
Crafting Shaped
| Empty slot | ||
| Empty slot | ||
| Empty slot | Empty slot |
Recipe id: evilcraft:crafting/mace_of_destruction
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: evilcraft:crafting/inverted_potentia
The plain Inverted Potentia is the base for the empowered version.
Unverified The sources here do not cover how you first obtain Dark Gems from the world, or how Dark Power Gems, Hardened Blood Shards, Garmonbozia and Empowered Inverted Potentia are produced in this pack. Check JEI in game for those steps. This site does hold All the Mods 10's own recipes, read from the pack itself: look the item up in the item browser.
How does EvilCraft work with other mods?
3 parts
Same as in the All the Mods 10 0.53 guide
EvilCraft shows up in a handful of recipes that belong to other mods in this pack. Some were added by the pack itself, and others come from Productive Bees' own EvilCraft support. The recipe dump I have lists no quests that involve EvilCraft, so everything below comes from recipes.[10]
Pack-added recipes
The pack adds a recipe for the Oblivion Shard that needs an EvilCraft item as one of its ingredients. It's a shaped crafting recipe, so you make it at a normal crafting table.[10]
Crafting Shaped
| Empty slot | ||
| Empty slot |
Recipe id: allthemods:allthetweaks/oblivion_shard
The Pulsating Black Hole is the big one. Its pack-added shaped recipe pulls items from several mods at once: AE2, Iron's Spells 'n Spellbooks, Occultism and PneumaticCraft, plus one from EvilCraft.[10]
Crafting Shaped
Recipe id: allthemods:pressure/allthetweaks/pulsating_black_hole
Sawing Undead Planks
The pack also adds sawing recipes that turn EvilCraft's undead logs into Undead Planks. Mekanism's sawmill version gives you Sawdust as a byproduct, and Productive Trees has its own sawmill version that uses Sawdust.[10]
Sawing (mekanism)
- any undead log
Recipe id: allthemods:mekanism/sawing/evilcraft/crafting/undead_planks
Sawmill (productivetrees)
6× Undead Planks
2× Sawdust
- any undead log
Recipe id: allthemods:productivetrees/sawing/evilcraft/crafting/undead_planks
Productive Bees
Productive Bees has its own EvilCraft recipes. These are listed as regular mod recipes, not pack changes. A bee conversion recipe turns a Dark Block into the Dark Gem bee.[10]
Bee Conversion (productivebees)
Recipe id: productivebees:bee_conversion/evilcraft/dark_gem_bee
Two centrifuge recipes connect the mods too. One takes Blood and gives you Wax. The Dark Gem honeycomb recipe gives you Dark Gem, Crushed Dark Gem and wax.[10]
Centrifuge (productivebees)
Recipe id: productivebees:centrifuge/evilcraft/honeycomb_bloody
Centrifuge (productivebees)
Recipe id: productivebees:centrifuge/evilcraft/honeycomb_dark_gem
Finally, a shaped crafting recipe combines a Blood Orb with a Nomad Bee Spawn Egg. The result is a configurable bee and its spawn egg.[10]
Crafting Shaped
Recipe id: productivebees:evilcraft/bloody_bee_2
Which EvilCraft config options matter?
6 parts
The options below all live in one file, config/evilcraft-common.toml. These are the ones you're most likely to care about, with the values this pack's file sets.[5]
Blood collection and flow
- general.general.mbFlowRate is set to 100, the amount of mB that can flow per tick out of machines and items.[5]
- The Blood Extractor's container size is set to 5,000 mB (item.blood_extractor.containerSize). Its mob multipliers are set to a minimum of 5 and a maximum of 40 mB per mob HP (item.blood_extractor.minimumMobMultiplier and item.blood_extractor.maximumMobMultiplier). Auto-filling held buckets is set to false (item.blood_extractor.autoFillBuckets).[5]
- The Vein Sword's maximum uses are set to 32 and its extraction boost to 2 (item.vein_sword.durability, item.vein_sword.extractionBoost).[5]
- The Spiked Plate's damage per time is set to 4, and its mob multiplier (mB received per mob HP) to 40 (block.spiked_plate.damage, block.spiked_plate.mobMultiplier).[5]
Blood Chest repair
- The Blood Chest is set to 5 mB and 2 ticks per repaired damage value (machine.blood_chest.mBPerDamage, machine.blood_chest.ticksPerDamage). The Colossal Blood Chest's config has the same 5 mB and 2 ticks, plus a base of 1 concurrent item (machine.colossal_blood_chest.baseMBPerDamage, machine.colossal_blood_chest.ticksPerDamage, machine.colossal_blood_chest.baseConcurrentItems).[5]
- The option to add random bad enchants when repairing is set to true, with a 1 in 10,000 chance (machine.blood_chest.addRandomBadEnchants, machine.blood_chest.randomBadEnchantsChance). The item blacklist for repairs contains only minecraft:stick (machine.blood_chest.itemBlacklist).[5]
Spirit Furnace and Vengeance Spirits
- The Spirit Furnace is set to consume 25 mB per tick, 100 for a player spirit and 250 for a boss spirit (machine.spirit_furnace.mBPerTick, machine.spirit_furnace.playerMBPerTick, machine.spirit_furnace.bossMBPerTick). The required ticks per HP for cooking an entity is 10 (machine.spirit_furnace.requiredTicksPerHp).[5]
- The Spirit Furnace's villager emerald drop chance is set to 1 in 20 (machine.spirit_furnace.villagerDropEmeraldChance).[5]
- The vengeance spirit spawn limit is set to 5 within a spawn limit area of 32 (mob.vengeance_spirit.spawnLimit, mob.vengeance_spirit.spawnLimitArea). The chance that an actual spirit spawns from actions like mining with the Vengeance Pickaxe is set to 1 in 5 (mob.vengeance_spirit.nonDegradedSpawnChance).[5]
- The spirit entity blacklist lists the vengeance spirit itself, the controlled zombie, the werewolf, the Ender Dragon and the Farming for Blockheads merchant (mob.vengeance_spirit.entityBlacklist).[5]
- The gem stone torch's spirit-proof radius is set to 15 (block.gem_stone_torch.area).[5]
Pendants, staff and other blood users
- The Invigorating Pendant's capacity is set to 5,000. Its usage is 100 blood per cleared bad effect, its reduce duration is 30 seconds from the first found bad effect, and its fire usage is 500 blood per reduction or clearing of fire (item.invig_pendant.capacity, item.invig_pendant.usage, item.invig_pendant.reduceDuration, item.invig_pendant.fireUsage).[5]
- The Primed Pendant's capacity is set to 5,000 and its usage to 10 blood per effect application (item.primed_pendant.capacity, item.primed_pendant.usage). Its potion multipliers list health_boost at -1 (a number smaller than one blacklists that potion) and regeneration at 10 (item.primed_pendant.potionMultipliers).[5]
- The Necromancer Staff's capacity is set to 10,000 and its usage to 2,000 blood per use (item.necromancer_staff.capacity, item.necromancer_staff.usage).[5]
- Rejuvenated Flesh's container size is set to 10,000 mB and its bite usage to 250 mB (item.flesh_rejuvenated.containerSize, item.flesh_rejuvenated.biteUsage).[5]
- The Broom's blood usage is set to 1 mB per tick and 1 mB per block break (item.broom.bloodUsage, item.broom.bloodUsageBlockBreak).[5]
Environmental Accumulator
The environmental accumulator's default process time is set to 100 ticks and its default cooldown to 1,200 ticks (machine.envir_acc.defaultProcessItemTickCount, machine.envir_acc.defaultTickCooldown). For the sanguinary version, the base blood usage is set to 50 mB, which the config says is multiplied with the cooldown time per recipe (machine.sang_envir_acc.baseUsage).[5]
Interface and world options
- The blood GUI overlay option is set to true, with position 1 (SE) and an X and Y offset of -5 (general.general.bloodGuiOverlay, general.general.bloodGuiOverlayPosition, general.general.bloodGuiOverlayPositionOffsetX, general.general.bloodGuiOverlayPositionOffsetY).[5]
- The dark temple loot chest spawn chance is set to 0.15, and extra silverfish blocks are set to false (worldgeneration.general.darkTempleChestChance, worldgeneration.general.extraSilverfish).[5]
- Farting is set to true (general.general.farting). The analytics option and the version checker are also both set to true (core.general.analytics, core.general.versionChecker).[5]
Sources
- All the Mods 11 0.10.0-beta mod list · pack file
- evilcraft tooltips and descriptions (English lang file) · official mod data
- All the Mods 10 0.64 recipe dump: recipes making EvilCraft items · pack recipe dump
- All the Mods 10 0.64 quests: "basic_tools" · pack file
- All the Mods 10 0.51 config: config/evilcraft-common.toml · pack file
- All the Mods 10 0.51 recipe dump: recipes making EvilCraft items · pack recipe dump
- All the Mods 10 1.0 quests: "chapter_2_the_star" · pack file
- All the Mods 10 1.0 recipe dump: recipes making EvilCraft items · pack recipe dump
- All the Mods 10 1.0 quests: "basic_tools" · pack file
- All the Mods 10 0.53 recipe dump: recipes connecting EvilCraft with other mods · pack recipe dump
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 17, 2026.
Guides for other versions: 4.6 to 8.3 · 2.29 to 4.5 · 2.13 to 2.28 · 2.0 to 2.12 · 1.1 to 1.27 · 0.65 to 1.0 · 0.61 to 0.64 · 0.57 to 0.60 · 0.54 to 0.56 · 0.52 to 0.53 · 0.47 to 0.50 · 0.35 to 0.46 · 0.32 to 0.34