IntegratedScripting guide for All the Mods 10 0.51
IntegratedScripting 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 Mons 0.3.0-beta to 1.3.0Project Infinity 0.1 0.0.45.4 to 0.0.51.4-hotfix-2
- Sections
- 6
- Recipes shown
- 5
- Items named
- 12
3 sections are written for this pack; 3 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 IntegratedScripting?
IntegratedScripting is part of the pack. This pack ships version 1.0.5, from the file IntegratedScripting-1.21-neoforge-1.0.5.jar. It was first included in All the Mods 10 0.49 or earlier, so it isn't a recent addition.[1]
Unverified The sources I have don't describe what IntegratedScripting does or who it is best suited for, so I'm not going to guess. There is no in-jar guidebook or platform page to check either. Where it fits in the pack's progression is also unconfirmed, and no ATM Star path or quest information for this mod was found.
How do you get started with IntegratedScripting?
5 parts
Same as in the All the Mods 10 8.1 guide
Integrated Scripting lets you write scripts for handling complex operations in Integrated Dynamics. Getting going takes three pieces: the Scripting Terminal, the Scripting Disk and the Scripting Drive. The disk stores your scripts, the drive serves them to your network, and the terminal is where you edit them. Here's the order I'd make them in.[2]
First: Mendesite
Everything starts with Mendesite. The mod describes it as a basic resource, and the disk and terminal recipes below both build on it, so get some before anything else.[2][3]
Second: the Scripting Disk
Next, make a Scripting Disk. This is what stores your scripting data, so it's the heart of the setup.[2]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: integratedscripting:crafting/scripting_disk
Third: the Scripting Drive
The Scripting Drive exposes your Scripting Disks to the network. That's how you load scripts into your network, and it needs a disk to hold them.[2]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: integratedscripting:crafting/scripting_drive
Last: the Scripting Terminal
Finally, craft the Part Terminal Scripting. This is how you get to the Scripting Terminal, where you write and edit your scripts.[2][3]
Crafting Shaped
| any redstone dust | any redstone dust | |
| any redstone dust | Empty slot | any redstone dust |
Recipe id: integratedscripting:crafting/part_terminal_scripting
What to do once it's built
- Open the Scripting Terminal GUI.[2]
- Create a script and bind it to a Variable Card.[2]
- Show the scripted value in a Display Panel to check that it works.[2]
If you can reach the files your game runs on, you can also edit scripts in an external editor. They live in the world/integratedscripting/ directory, with one folder per Scripting Disk. Changes you save outside the game are picked up automatically, even while the game is running.[2]
How does IntegratedScripting work?
8 parts
Integrated Scripting is an add-on for Integrated Dynamics. It lets you write JavaScript to handle complex logic in your networks instead of chaining lots of variable cards. In this pack it works with three pieces, and once you see how they fit together, everything else makes sense.[4]
The three building blocks
Editing, storing and serving scripts to the network takes a Scripting Terminal, a Scripting Disk and a Scripting Drive. The disk stores raw script contents but can't do anything on its own. The drive holds a single disk and exposes its contents to the network. The terminal lets you view, manage and edit every script in the network that is exposed by drives.[4]
The Scripting Disk is made from a Variable Card and Mendesite, and the Scripting Drive is made from a Variable Store, a Scripting Disk and a jukebox. The terminal is a part, Part Terminal Scripting, and its recipe uses a Display Panel part. Here are the exact in-pack recipes.[4][5]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: integratedscripting:crafting/scripting_disk
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: integratedscripting:crafting/scripting_drive
Crafting Shaped
| any redstone dust | any redstone dust | |
| any redstone dust | Empty slot | any redstone dust |
Recipe id: integratedscripting:crafting/part_terminal_scripting
Both the disk and the drive recipes need Mendesite, which the in-game info book says is made in a Drying Basin.[4][5]
Scripting Disks and their IDs
The first time a disk goes into a drive, it gets a unique numerical identifier. The terminal uses that ID to modify the scripts on the disk, and it's also how script elements get linked to Variable Cards.[4]
You can move a disk to a different network without losing any script data. Variable Cards that point at that disk's ID will start throwing errors once they're no longer on the same network, though. A disk has no storage size limit, but the info book recommends splitting scripts across several disks to keep things manageable.[4]
The terminal, variable cards and automation
The terminal is a part that has to be connected to your Integrated Dynamics network. You use it to manage the scripts on the disks in that network. To make a script useful, you insert a Variable Card into the slot on the right-hand side of the terminal screen and bind it to a script member.[4]
That card then works anywhere in the network. You can show a variable member in a Display Panel, or use a function member as the operator in an item list filter.[4]
Power use
The pack sets the base energy usage of the Scripting Drive to 2 with general.general.scriptingDriveBaseConsumption, and of the Scripting Terminal to 1 with general.general.terminalScriptingBaseConsumption. The sources don't state the energy unit.[6]
When you edit in the terminal, changes are sent from client to server at most once every 20 ticks. That's controlled by general.general.terminalScriptingClientSyncTickInterval.[6]
Keeping state in your scripts
Integrated Dynamics is built on functional programming, so it normally can't track state. JavaScript mixes functional and imperative styles, so you can declare a mutable variable outside your functions (for example with let) and change it on each call. That lets you count calls or keep a running average.[4]
Logging and debugging
Calling console.log() or console.error() in a script writes to script-dependent .stdout and .stderr files. A script in myfile.js logs to myfile.js.stdout, for example. You can open these files in the terminal or through external editing.[4]
Log files are capped so they don't grow too large. The limit is 2096 lines in this pack, set by general.general.maxLogLines. Setting it to -1 removes the limit.[4][6]
Editing outside the game
If you can reach the files of your singleplayer or multiplayer world, you can edit scripts in any external editor. They live in the world/integratedscripting/ directory (under saves/ for singleplayer), with one directory per Scripting Disk ID. You can safely edit them while the game is running. Saved changes update automatically in game, and dependent variables update too.[4]
Integrated Scripting supports pure JavaScript only, not TypeScript. There is still a TypeScript typings file at world/integratedscripting/integratedscripting.d.ts that you can load in an external IDE for type safety. It is regenerated on every world restart, so don't edit it by hand.[4]
Script sandbox limits
Scripts run in a restricted environment. The pack sets all of these options to false, so guest-language scripts can't do any of the following:[6]
- Create new processes (general.general.graalAllowCreateProcess).[6]
- Create new threads (general.general.graalAllowCreateThread).[6]
- Access environment variables (general.general.graalAllowEnvironment).[6]
- Use experimental options (general.general.graalAllowExperimentalOptions).[6]
- Load host classes (general.general.graalAllowHostClassLoading).[6]
- Use IO (general.general.graalAllowIo).[6]
- Access the native interface (general.general.graalAllowNative).[6]
There is also a statement limit. One evaluation can execute at most 16,384 statements, which stops infinite loops and overly complex programs. It's set by general.general.graalStatementLimit, and -1 disables it, though that isn't recommended.[6]
How do you progress through IntegratedScripting?
3 parts
Same as in the All the Mods 10 8.1 guide
IntegratedScripting has no formal tiers in this pack. What you get is a short crafting chain, and the drive builds directly on the disk. Here's the order I'd follow.[3]
First: Scripting Disk
Everything starts with the Scripting Disk. The pack's recipe for it uses Mendesite, so Mendesite is the gate for this part of the mod.[3]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: integratedscripting:crafting/scripting_disk
Next: Scripting Drive
After that comes the Scripting Drive. Its recipe uses a finished Scripting Disk, so you have to make the disk first.[3]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: integratedscripting:crafting/scripting_drive
Last: Scripting Terminal
The Part Terminal Scripting is the other piece. Its recipe also uses Mendesite, but it does not use the disk or the drive, so you can craft it whenever you have the materials.[3]
Crafting Shaped
| any redstone dust | any redstone dust | |
| any redstone dust | Empty slot | any redstone dust |
Recipe id: integratedscripting:crafting/part_terminal_scripting
Unverified The sources here show no quests for this mod, so there is no quest-guided path to follow. Any further progression detail is not shown in the sources available for this section.
How does IntegratedScripting work with other mods?
3 parts
Same as in the All the Mods 10 8.1 guide
Everything this pack shows about how IntegratedScripting connects to other mods comes from recipes, and no quests involve it. The pattern is clear, though: IntegratedScripting is built on top of Integrated Dynamics. Its main items are crafted from Integrated Dynamics parts, and its Mendesite material is made in Integrated Dynamics machines.[3]
Scripting Terminal part
The Part Terminal Scripting is crafted from Integrated Dynamics pieces such as the Part Display Panel and the input and output variable transformers (Input Variable Transformer and Output Variable Transformer). It also uses Mendesite and redstone dust from the common dusts tag.[3]
Crafting Shaped
| any redstone dust | any redstone dust | |
| any redstone dust | Empty slot | any redstone dust |
Recipe id: integratedscripting:crafting/part_terminal_scripting
Scripting Disk and Scripting Drive
The Scripting Disk is crafted from an Integrated Dynamics Variable Card and Mendesite. That ties your scripts directly to the variable system you already use in Integrated Dynamics.[3]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: integratedscripting:crafting/scripting_disk
The Scripting Drive goes a step further. It builds on an Integrated Dynamics Variable Store, the Scripting Disk and a vanilla Jukebox.[3]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: integratedscripting:crafting/scripting_drive
Mendesite and the Drying Basin
Mendesite is used in the recipes above, and the pack has Mendesite recipes that run in Integrated Dynamics machines: the Drying Basin and the Mechanical Drying Basin. They use Menril Resin and Andesite together with Mendesite.[3]
Drying Basin (integrateddynamics)
Recipe id: integratedscripting:drying_basin/mendesite
This is the Drying Basin version of the Mendesite recipe.
Mechanical Drying Basin (integrateddynamics)
Recipe id: integratedscripting:mechanical_drying_basin/mendesite
This is the Mechanical Drying Basin version of the Mendesite recipe.
Which IntegratedScripting config options matter?
4 parts
IntegratedScripting has a single config file in this pack, and most of it is about what scripts are allowed to do and how much they can run. Here is how the pack sets everything that's likely to matter to you.[6]
What scripts are allowed to do
The pack leaves every guest-language permission switched off. Scripts can't reach outside the sandbox in any of these ways:[6]
- general.general.graalAllowCreateProcess is false, so scripts can't create new processes.[6]
- general.general.graalAllowCreateThread is false, so scripts can't create new threads.[6]
- general.general.graalAllowEnvironment is false, so scripts can't read environment variables.[6]
- general.general.graalAllowExperimentalOptions is false, so experimental options can't be used.[6]
- general.general.graalAllowHostClassLoading is false, so host class loading is not allowed.[6]
- general.general.graalAllowIo is false, so IO is not allowed.[6]
- general.general.graalAllowNative is false, so scripts can't access the native interface.[6]
Limits and logs
general.general.graalStatementLimit is set to 16,384. That's the maximum number of statements one evaluation can run, and it exists to stop infinite loops and overly complex programs. If a big script gets cut off, this is the first place to look. The config comment says -1 disables the limit but isn't recommended.[6]
general.general.maxLogLines is set to 2,096. It caps the number of lines in the stdout and stderr script log files, and -1 removes the cap.[6]
Energy use and syncing
- general.general.scriptingDriveBaseConsumption is 2. This is the base energy usage of the scripting drive.[6]
- general.general.terminalScriptingBaseConsumption is 1. This is the base energy usage of the scripting terminal.[6]
- general.general.terminalScriptingClientSyncTickInterval is 20. This is the minimum number of ticks between script change packets sent from the client to the server.[6]
Version checker
core.general.versionChecker is true, so the mod's version checker is enabled.[6]
Unverified The pack file only shows the values this pack uses. It doesn't say which of them differ from the mod's own defaults, so don't assume any of them were changed.
Sources
- All the Mods 10 0.51 mod list · pack file
- integratedscripting tooltips and descriptions (English lang file) · official mod data
- All the Mods 10 8.1 recipe dump: recipes making IntegratedScripting items · pack recipe dump
- integratedscripting tooltips and descriptions (English lang file) · official mod data
- All the Mods 10 0.51 recipe dump: recipes making IntegratedScripting items · pack recipe dump
- All the Mods 10 0.51 config: config/integratedscripting-common.toml · pack file
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: 2.13 to 8.3 · 2.12 · 0.52 to 2.11 · 0.49 to 0.50