Immersive Engineering guide for All the Mods 10 1.4 to 1.9
Immersive Engineering guide for All the Mods 10
Last verified for All the Mods 10 v1.9 on Oct 2, 2026 · text last changed Oct 2, 2026
A newer release (8.3) is out Guide for the current version
- Sections
- 8
- Recipes shown
- 17
- Items named
- 52
- Quests covered
- 2
7 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 1.9's own files.
What is Immersive Engineering?
1 part
Immersive Engineering is a tech mod with a retro-futuristic charm. Instead of glowing tubes and single blocks that magically spit out dust, it gives you big, noisy machinery: a crusher that fills a 5x3x3 multiblock with rotating wheels and breaking particles, and an Excavator that takes up a 3x7x8 space and digs ore out of the ground with a giant bucketwheel. The whole mod leans toward realism-inspired technology and aims to be more balanced and prettier than the average tech mod.[1]
Power works a little differently here. It uses the Forge Energy API you already know from other tech mods, so it plays nicely with the rest of the pack, but it does not move energy through lanes of conduit blocks. Instead you string actual hanging powerlines between connectors, which is a big part of why IE bases look the way they do. Generation comes from waterwheels, windmills, biodiesel and more, and a lot of the machines are multiblocks.[1]
Beyond the crusher and excavator, the mod's machinery covers a wide spread of jobs, including a blast furnace with preheaters, a fermenter, a sawmill, a bottling machine, a refinery, an assembler, an arc furnace and an automatic workbench.[2]
Where it fits in this pack
The pack includes Immersive Engineering 12.0.0-182, and the mod has been part of the pack since at least version 1.4.[3]
It also shows up in the pack's quest book. Chapter 2 asks you for an Engineer's Hammer in a quest in "?", and once that is done, a quest in "?" unlocks and asks for a Tesla Coil. The hammer is your entry point either way, since it is the tool you use to work with the mod.[1][4]
Unverified Whether those two quests are required for the ATM Star itself, or are just optional steps in that chapter, is not confirmed by the sources used for this page.
How do you get started with Immersive Engineering?
5 parts
Immersive Engineering is a retro-futuristic tech mod: instead of glowing pipes you get hanging powerlines strung between connectors, and instead of single-block magic machines you get big multiblocks like the Crusher and the Excavator. It runs on the Forge Energy API, so it plugs into the rest of the pack's tech, but it can also be played completely standalone.[1]
The mod also ships its own in-game documentation, the Engineer's Manual, and it is genuinely worth reading alongside this guide because it covers every machine and multiblock in detail.[1]
The Engineer's Hammer
Your very first craft is the Engineer's Hammer. The mod hands you an advancement for crafting one, and the pack builds a quest around it too, so make it before anything else.[4][5][6]
Crafting Shaped
| Empty slot | any iron ingot | any string |
| Empty slot | any wooden rod | any iron ingot |
| any wooden rod | Empty slot | Empty slot |
Recipe id: immersiveengineering:crafting/hammer
Handing in the hammer completes a quest in "?", which unlocks the follow-up quest for the Tesla Coil.[4]
Blueprints
Engineer's Blueprints come in several flavours, and the two you want early are the components blueprint and the molds blueprint. Both are cheap paper-and-dye crafts, and they open up the parts and molds you will be making constantly from here on.[5]
Crafting Shaped
| any copper ingot | any aluminum ingot | any iron ingot |
| any blue dye | any blue dye | any blue dye |
| any paper | any paper | any paper |
Recipe id: immersiveengineering:crafting/blueprint_components
Components blueprint
Crafting Shaped
| Empty slot | any iron plate | Empty slot |
| any blue dye | any blue dye | any blue dye |
| any paper | any paper | any paper |
Recipe id: immersiveengineering:crafting/blueprint_molds
Molds blueprint
Toward steel
Steel is the gateway to the mod's mid-game, and the mod tracks your first steel ingot with its own advancement. The bricks you need on that path are the Blast Brick and, once you have steel plates to spare, the Reinforced Blast Brick.[5][6]
Crafting Shaped
| any nether brick | any brick | any nether brick |
| any brick | any brick | |
| any nether brick | any brick | any nether brick |
Recipe id: immersiveengineering:crafting/blastbrick
Crafting Shapeless
Blast Brick
- any steel plate
Recipe id: immersiveengineering:crafting/blastbrick_reinforced
The mod also has the Kiln Brick and the Blast Furnace Preheater, and it tracks forming both the Crude Blast Furnace and the Improved Blast Furnace as separate advancements, so expect to upgrade the setup once it is running.[5][6]
Unverified Exactly which multiblock each brick belongs to, and how many of each you need, is not covered by the sources used for this page. Check the Engineer's Manual in game before you start mining.
Your first power setup
Once you have treated wood and a little redstone acid, the LV Accumulator gives you somewhere to put energy, the Charging Station lets you top up tools, and the Breaker Switch gives you a simple on/off for a wire run.[5]
Crafting Shaped
| any treated wood | any lead plate | any treated wood |
| any iron ingot | 1000× any redstone acid | any iron ingot |
| any treated wood | any lead plate | any treated wood |
Recipe id: immersiveengineering:crafting/capacitor_lv
Crafting Shaped
| any glass blocks | any iron plate | any glass blocks |
| any treated wood | any treated wood |
Recipe id: immersiveengineering:crafting/charging_station
Crafting Shaped
| Empty slot | Empty slot | |
| any connector insulator | any copper ingot | any connector insulator |
Recipe id: immersiveengineering:crafting/breaker_switch
The Tesla Coil goal
The second quest in the chain asks for a Tesla Coil, which is a proper high-voltage build: it wants an HV Accumulator, an Electrum Coil Block, an Iron Mechanical Component and an Advanced Electronic Component. Treat it as your medium-term target rather than something to rush.[4][5]
Crafting Shaped
| any aluminum plate | any aluminum plate | any aluminum plate |
| Empty slot | Empty slot | |
Recipe id: immersiveengineering:crafting/tesla_coil
How does Immersive Engineering work?
7 parts
Immersive Engineering is a tech mod built around retro-futurism: instead of glowing pipes and magic boxes, you get hanging powerlines, rotating wheels and huge industrial multiblocks. It runs on the Forge Energy API, so it talks to just about every other tech mod in the pack, but it can also be played completely standalone from start to finish.[1]
The single most important thing to know is that the mod documents itself. The Engineer's Manual, crafted with a book and a lever, is the in-game documentation for every machine, multiblock and tool, and it is kept up to date with the version you are playing.[1]
Power: wires, connectors and capacitors
Unlike most tech mods, this one does not move power through lanes of blocks. You place connectors and span cables between them, which makes wiring feel like actual electrical engineering rather than pipe spaghetti.[1]
Wires lose energy over distance, and the mod tells you about it: an Engineer's tooling readout reports the average loss between two points as a percentage, and connectors can report the average energy transferred over the last stretch of ticks in Flux per tick. Energy readouts in general are shown as stored Flux out of a maximum.[6]
Capacitors are the mod's batteries and come in three voltage tiers, each with its own input, output and storage limits. In this pack those are set to the following values.[8]
- LV capacitor: 256 Flux/tick in, 256 Flux/tick out, 100,000 Flux stored.[8]
- MV capacitor: 1,024 Flux/tick in, 1,024 Flux/tick out, 1,000,000 Flux stored.[8]
- HV capacitor: 4,096 Flux/tick in, 4,096 Flux/tick out, 4,000,000 Flux stored.[8]
Each wire tier has its own colour in the world, and the client config lets you recolour them: there are separate entries for copper, insulated copper, electrum, insulated electrum, redstone, steel, and the two structural cables (rope and steel).[7]
Generating power
Power generation ranges from early-game mechanical setups to proper fuel burners. Waterwheels and windmills spin a Kinetic Dynamo, and later you can move up to biodiesel and other fuels.[1][6]
The Kinetic Dynamo's output in this pack uses a modifier of 3, which is then scaled by the rotation modifier of the waterwheel or windmill attached to it. The Diesel Generator outputs 4,096 Flux per tick while it runs, and the burn time of the fuel you feed it determines how much total energy you get out.[8]
Multiblocks
Most of the mod's real machines are multiblocks: you build the structure out of its component blocks and then hit it with an Engineer's Hammer to form it. The Crusher is a 5x3x3 structure with rotating wheels that visibly chews through ore, and the Excavator is a monstrous 3x7x8 build with a rotating bucketwheel that digs ore out of mineral veins.[1]
The progression of multiblocks is easy to read off the mod's advancements: the Crude Blast Furnace and then the Improved Blast Furnace for steel, the Metal Press, the Diesel Generator, and eventually the Arc Furnace.[6]
Other multiblocks and machines you will meet along the way include the Fermenter, Refinery, Sawmill, Bottling Machine, Assembler, Automatic Workbench, Garden Cloche and Core Sample Drill.[2][6]
Several machines have per-recipe energy and time modifiers in the server config rather than fixed costs. In this pack the Arc Furnace, Auto Workbench, Bottling Machine and Crusher all sit at a modifier of 1 for both energy and time, so recipe costs are unchanged from their defaults.[8]
- The Assembler consumes 80 Flux to craft an item from a recipe.[8]
- The Charging Station can push 256 Flux per tick into an item.[8]
- Graphite Electrodes in the Arc Furnace take 1 damage per tick while the furnace works, and can take 96,000 damage total, about 8 consecutive in-game days of continuous running.[8]
- Arc Furnace recycling is no longer a config toggle; it is driven by a datapack recipe list, so pack-side changes to recycling live in a recipe file rather than the config.[8]
Mineral veins and the Core Sample Drill
Ore from the Excavator comes from mineral veins buried in chunks, and you find them with the Core Sample Drill. In this pack the drill draws 40 Flux per tick and takes 200 ticks to work out which mineral a chunk holds.[1][8]
The drill reports back in chat: it either tells you no minerals were found, names the vein it did find, or reports the vein's remaining integrity if it has been dug into. Prospecting on foot gives softer hints too: traces of a mineral, a direction towards a vein, a rough number of steps and a heading, or a message that the vein is right under you. A sample can be transferred onto a Mineral Deposit Map, though the map will refuse it if the sample is from another dimension or outside the map's borders.[6]
Item and fluid automation
Logistics are handled with physical, visible blocks rather than pipes. Conveyor Belts move items along the ground, with variants including Dropping and Extracting belts, and Sheetmetal Chutes move items vertically, bouncy enough that there is an advancement for messing around in them.[6]
For sorting and buffering there is the Item Router and the Item Batcher, and the Reinforced Storage Crate gives you bulk storage that can be sealed and picked up with its contents intact.[6]
Fluids are handled by pumps and fluid-holding machines. The Fluid Pump has a toggle for whether it replaces drained fluid blocks with cobblestone; turning that off is possible but the game warns you it can cause lag with large fluid volumes. Some containers also refuse to store gasses, so check the tooltip before you plumb something in. The Bottling Machine can be set either to hold containers until they are completely full or to allow partial filling.[6]
Redstone control
Most IE blocks have consistent redstone handling that you configure by right-clicking with a hammer or screwdriver. Machines can have their redstone control inverted or not inverted, and blocks that emit a signal can likewise have their output inverted, set to a specific redstone level, or switched between a strong and a weak signal.[6]
Tools and upgrades
The Engineer's Workbench is where you modify your gear. The Mining Drill, Buzzsaw, Revolver, Railgun and Accumulator Backpack all take upgrades applied at the workbench, and each has an advancement for being fully upgraded.[6]
Beyond that you get the Chemical Thrower, the Skyhook for zipping along structural cables, and a glider that will take damage if you fly it too fast. Steel tools and armour round out the set once you have a blast furnace running.[5][6]
Crafting Shaped
| any steel ingot | any steel ingot |
| any steel ingot | any treated wood rod |
| Empty slot | any treated wood rod |
Recipe id: immersiveengineering:crafting/axe_steel
Steel tools are your reward for getting a blast furnace going.
Unverified Exact multiblock build layouts, wire lengths and per-tier transfer rates are not covered by the sources used here. Build them from the Engineer's Manual in game, which shows the structure block by block.
How do you progress through Immersive Engineering?
4 parts
Everything in this mod hangs off one tool: the Engineer's Hammer. It is the entry-level craft, and it is also the very first thing the pack's quest book asks you to make, so treat it as step one before you plan anything bigger.[4][5]
Crafting Shaped
| Empty slot | any iron ingot | any string |
| Empty slot | any wooden rod | any iron ingot |
| any wooden rod | Empty slot | Empty slot |
Recipe id: immersiveengineering:crafting/hammer
Your first craft for the mod.
The quest path here is short and points straight at the top of the electrical line. a quest in "?" wants the hammer, and completing it unlocks a quest in "?", which asks for a Tesla Coil. That second quest is a real jump in tier, so expect to build most of the mod's mid-game chain in between.[4]
Crafting Shaped
| any aluminum plate | any aluminum plate | any aluminum plate |
| Empty slot | Empty slot | |
Recipe id: immersiveengineering:crafting/tesla_coil
The target of the second quest.
Voltage tiers
Power gear in this pack is split across three voltage steps, and the item names tell you where each piece sits. Accumulators come in low, medium and high voltage versions, and the coil blocks follow the same split.[5]
- LV Accumulator is the low-voltage energy store, and the Copper Coil Block is the matching low-voltage coil.[5]
- MV Accumulator is the medium-voltage store, paired with the Electrum Coil Block.[5]
- HV Accumulator is the high-voltage store, and it is one of the parts the Tesla Coil is built from, which is why that quest sits at the end of the chain.[5]
Material tiers
Alongside the voltage ladder there are two material lines. Steel gives you a full armour set, Steel Helmet, Steel Chestplate, Steel Leggings and Steel Boots, plus the Steel Axe.[5]
Aluminium covers the other half. It gives you the Faraday set, Faraday Helmet, Faraday Chestplate, Faraday Leggings and Faraday Boots, along with the structural range: Aluminium Scaffolding, Aluminium Structural Arm, Aluminium Post, Aluminium Fence and Aluminium Wallmount.[5]
Furnace bricks
The furnace building blocks form their own small tier chain: Kiln Brick for kiln work, then Blast Brick, which you upgrade into Reinforced Blast Brick. Once the furnace is running, the Blast Furnace Preheater is the next step up.[5]
Heavy tools
At the far end of the tool line sit the Buzzsaw and the Chemical Thrower. Both are built around the Heavy Engineering Block, so they come after you can produce heavy machine parts in bulk rather than early on.[5]
Crafting Shaped
| Empty slot | Empty slot | |
| any steel rod | ||
| any steel rod | Empty slot | Empty slot |
Recipe id: immersiveengineering:crafting/buzzsaw
Crafting Shaped
| Empty slot | ||
| Empty slot | ||
| Empty slot |
Recipe id: immersiveengineering:crafting/chemthrower
Unverified The available pack data covers the quest chain and the crafting recipes, but not the multiblock build steps, wire voltage limits, machine throughput numbers or quest rewards. Check those in game or in the in-game guide book before you plan around them.
How does Immersive Engineering work with other mods?
4 parts
Immersive Engineering runs standalone, but this pack ties it into several other mods. Most of the links come from recipes the pack changed or added, so what you see in-game can differ from the mod's defaults.[1][5]
Plates and storage blocks use All the Ores items
The pack changed the Engineer's Hammer plate recipes so they produce All the Ores plates. This covers aluminum, constantan, copper, electrum, gold, iron, lead, nickel, silver, steel and uranium, for example Steel Plate and Copper Plate. The recipe takes any ingot of the matching metal, so you are not locked to one mod's ingot. You craft it with the Engineer's Hammer.[5]
Crafting Shapeless
- any steel ingot
Engineer's Hammer
Recipe id: immersiveengineering:crafting/plate_steel_hammering
The steel plate recipe, as changed by the pack.
Immersive Engineering's storage slabs also turn into All the Ores blocks. The pack changed these recipes for aluminum, constantan, electrum, lead, nickel, silver, steel and uranium. For example, Steel Slab crafts into Steel Block.[5]
Recycling Immersive Engineering gear
You can melt old steel gear back into metal. The pack changed the smelting and blasting recipes so the steel tools and armor give Steel Nugget. That covers the Steel Sword, Steel Pickaxe, Steel Axe, Steel Shovel and the four Steel armor pieces. The Faraday armor (Faraday Helmet, Faraday Chestplate, Faraday Leggings and Faraday Boots) gives Aluminum Nugget instead.[5]
The pack also added Ender IO alloy smelting recipes with the same results, so you can recycle this gear in an Ender IO alloy smelter as well as in a furnace or blast furnace.[5]
Smelting
Recipe id: immersiveengineering:smelting/nugget_steel_recycle_pick
One of the recycling recipes; the others work the same way.
The Tesla Coil in a pack-made recipe
The pack added a recipe for the Nexium Emitter that needs the Tesla Coil alongside items from several other mods. Those are the Quantum Computer Multi-Threader, Infinity Range Booster, Module Gravitational Modulating Unit, Large Advanced Motor and Player Transmitter (Nitro). So the Tesla Coil is a stepping stone toward a much bigger crafting goal.[5]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | ||
Recipe id: allthemods:allthetweaks/nexium_emitter
The Tesla Coil also has a quest in the chapter_2_the_star quest chapter. You get it after a quest in "?", which asks for the Engineer's Hammer, by completing a quest in "?".[4]
HOP Graphite from other mods
You can get Immersive Engineering's HOP Graphite without making it the usual way. A Mystical Agriculture recipe turns Hop Graphite Essence into HOP Graphite Ingot. A Productive Bees centrifuge recipe gives HOP Graphite Dust and Wax. Both are mod recipes that the pack did not change.[5]
Crafting Shaped
Recipe id: mysticalagriculture:essence/immersiveengineering/hop_graphite_ingot
Centrifuge (productivebees)
Recipe id: productivebees:centrifuge/immersiveengineering/honeycomb_hop_graphite
Which All the Mods 10 quests use Immersive Engineering?
Immersive Engineering shows up in one quest chapter that I can confirm from the pack's quest files: the chapter with the internal id chapter_2_the_star. It has two quests that involve this mod, and both are untitled in the quest data.[4]
- a quest in "?" is the first one. Its task is the Engineer's Hammer, the Engineer's Hammer.[4]
- a quest in "?" comes next, and it unlocks after the hammer quest. Its task is the Tesla Coil, the Tesla Coil.[4]
So the order is simple: do the hammer quest first, then the Tesla Coil quest.[4]
Unverified The quest data doesn't say whether these tasks are completed by crafting, obtaining or submitting the item, and the quests have no titles or descriptions. I also couldn't confirm any rewards or other chapters that involve this mod.
Which Immersive Engineering config options matter?
5 parts
Same as in the All the Mods 10 2.29 guide
Immersive Engineering has a lot of config options. Most of them are energy costs and recipe speed modifiers you'll never need to touch. The ones below actually change how you play, and each one shows the exact value this pack uses.[9][10]
Ore generation is switched off
This is the big one. In this pack, the maximum vein size is 0 for bauxite, lead, silver, nickel, deep nickel and uranium, and a vein size of 0 disables generation. Immersive Engineering doesn't place any of its own ores in your world, so check ores.bauxite.vein_size and its siblings if you're wondering why you've never seen IE ore. Excavator vein retrogen, ores.retrogen_excavator_veins, is also set to false.[10]
Unverified Where the pack expects you to get these metals instead, for example from other mods' ores, isn't confirmed by the available sources.
Wires and capacitors
Power travels through cables strung between connectors, not through lines of blocks. Longer runs lose energy: each wire type loses a percentage of received power every 16 blocks, and that loss compounds exponentially.[1][10]
- Copper wire moves 2,048 IF/t, loses 0.0125 per 16 blocks, spans up to 16 blocks, and its connectors accept 256 in and out.[10]
- Electrum wire moves 8,192 IF/t, loses 0.003 per 16 blocks, spans up to 16 blocks, and its connectors accept 1,024.[10]
- HV wire moves 32,768 IF/t, loses 0.0008 per 16 blocks, spans up to 32 blocks, and its connectors accept 4,096.[10]
- Capacitors store 100,000 Flux at LV (256 Flux/tick in and out), 1,000,000 at MV (1,024) and 4,000,000 at HV (4,096).[10]
Generators and the Excavator
The Diesel Generator outputs 4,096 Flux per tick, and a lightning rod strike gives 16,000,000 Flux. The kinetic dynamo's output modifier is 3, and the rotation modifier of the attached water- or windmill scales it further. The Thermoelectric Generator's output modifier is 1.[10]
The Excavator draws 4,096 Flux per tick. It can pull at most 38,400 yield from a chunk, and a new vein can start up to 0.2 depleted. If its particles tank your FPS, turn off machines.excavator.particles.[10]
Wear and tear
- Arc furnace electrodes can take 96,000 damage and lose 1 per working tick, which works out to 8 in-game days of nonstop use.[10]
- Sawmill blades take 5 damage per recipe.[10]
- The Engineer's Hammer has 100 durability and the Wirecutter has 250.[10]
- The Fluid Pump replaces the fluid blocks it picks up with cobblestone to reduce lag.[10]
- Floodlights and Powered Lanterns both prevent mob spawns.[10]
Client settings
increasedTileRenderdistance is set to 1.5 in this pack, where 1 would be normal render distance, so windmills stay visible farther away. The Engineer's Manual uses GUI scale 4 through manualGuiScale. If the manual's text is hard to read, turn on badEyesight for a bolder, darker font.[9]
What changed in Immersive Engineering between versions?
1 part
All the Mods 10 1.9 ships Immersive Engineering 12.0.0-182. The mod was already in the pack by 1.4 or earlier, so you have had it for a good while.[3]
Mod changelog
- 12.0.0-182: the first Immersive Engineering release for 1.21.1, which is the version this pack runs on.[3][11]
- The changelog says all of the porting work and bugfixing for that release was done by Malte.[11]
Unverified The pack changelogs have no entries for Immersive Engineering, and the mod changelog available here covers only 12.0.0-182. Any other changes between pack releases are unverified.
Sources
- Immersive Engineering project page (modrinth) · official mod data
- In-game guide: assets/immersiveengineering/sounds/sound_sources.md (immersiveengineering) · official docs
- All the Mods 10 1.9 mod list · pack file
- All the Mods 10 1.9 quests: "chapter_2_the_star" · pack file
- All the Mods 10 1.9 recipe dump: recipes making Immersive Engineering items · pack recipe dump
- immersiveengineering tooltips and descriptions (English lang file) · official mod data
- All the Mods 10 1.9 config: config/immersiveengineering-client.toml · pack file
- All the Mods 10 1.9 config: config/immersiveengineering-server.toml · pack file
- All the Mods 10 2.29 config: config/immersiveengineering-client.toml · pack file
- All the Mods 10 2.29 config: config/immersiveengineering-server.toml · pack file
- Immersive Engineering 12.0.0-182 changelog · 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 2, 2026.
Guides for other versions: 4.6 to 8.3 · 2.30 to 4.5 · 1.10 to 2.29