Modular Routers guide for All the Mods 10 0.32 to 3.2

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What is Modular Routers?

1 part

Modular Routers is a flexible logistics mod built around one block: the Modular Router. You plug modules into it, and it can pull items from inventories, send them to other inventories near and far, place and break blocks, drop and fling items, pick up dropped items, sort and void things, and even interact with your player inventory. The mod's own guide calls it a super-configurable Hopper on steroids.[1][2][3]

On its own, a router is just a one-slot inventory that hoppers and pipes can feed into and pull from. You give it a job by installing up to nine modules. There are 20 module types, and each has 9 filter slots and four augment slots. The router also has 5 upgrade slots for the 8 upgrade types, which let it run faster, move more items at once, or reach further.[4][5][6]

It's for anyone who wants compact, precise automation. Plenty of other mods can do each of these jobs, but here you do them all in one block by mixing the right modules. That makes it great for small item-handling contraptions, even extending and retracting lines of blocks for drawbridges.[1]

Where it fits in the pack

This pack uses Modular Routers version 13.2.2, and it has its own quest chapter for the mod. Everything starts with getting the router in a quest in "?". From there, the chapter splits into several branches.[7][8]

Tip: Put a Bulk Item Filter in a Sender Module for a simple sorting system. The filter remembers what belongs in each inventory, even after that inventory has been emptied.[9]

How do you get started with Modular Routers?

4 parts

Modular Routers is all about one block, the Modular Router, plus plug-in modules that tell it what to do. Think of it as a super-configurable hopper: with the right modules you can pull items out of inventories, send them to other inventories near and far, place and break blocks, drop items into the world and sort things.[2]

On its own, a router just acts as a one-slot inventory. It only gets useful once you install modules, and it can hold up to nine of them. Every time the router ticks, once per second by default, it runs each installed module in order.[4]

Step 1: Blank Modules

Start with a few Blank Modules. In this pack the Blank Module is the crafting base for the router itself and for almost every module, so you'll want a small stack of them. There's a quest for it too: a quest in "?".[8][10]

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Empty slotany redstone dustEmpty slot
PaperPaperPaper
any gold nuggetany gold nuggetany gold nugget

Recipe id: modularrouters:blank_module

Step 2: The Modular Router

Next, craft the Modular Router. It's the first quest in the Modular Routers chapter, a quest in "?", and every other quest in the chapter branches off from it.[8][10]

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any iron ingotIron Barsany iron ingot
Iron BarsBlank ModuleIron Bars
any iron ingotIron Barsany iron ingot

Recipe id: modularrouters:modular_router

Step 3: Your first modules

Two modules make a great first pair. The Puller Module Mk1 pulls items from an inventory into the router, and the Sender Module Mk1 sends them on to another inventory. Put both in one router and you have a simple item transport line. They have their own quests: a quest in "?" and a quest in "?".[2][8]

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Recipe id: modularrouters:puller_module_1

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Recipe id: modularrouters:sender_module_1

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Recipe id: modularrouters:sender_module_1_alt

Alternative Sender Mk1 recipe

To set up a module, right-click it in your hand to open its GUI. There you pick its direction relative to the router's facing and fill its 9 filter slots with ghost copies of the items it should handle. You can also configure a module that's already installed by middle-clicking it in the router GUI.[5]

Tip: If a module seems to do nothing, check its filter mode. An empty whitelist never allows the module to run, while an empty blacklist always does.[11]

Step 4: Upgrades and augments

Once items are moving, make a Blank Upgrade. It's the base for router upgrades, and the quest a quest in "?" opens up the upgrade branch. A router has 5 upgrade slots, and there are 8 upgrade types that can speed it up or let it handle more items per tick.[4][6][8][10]

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PaperPaperany gold nugget
Paperany lapi gemsany gold nugget
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Recipe id: modularrouters:blank_upgrade

Finally, grab an Augment Core (a quest in "?"). Augments are like upgrades, but they go into a module instead of the router, and every module has 4 augment slots. The Augment Core is what you build every augment from, so it unlocks the whole augment branch of the quests.[5][8][10][12]

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Recipe id: modularrouters:augment_core

How does Modular Routers work?

8 parts

Same as in the All the Mods 10 8.1 guide

The Modular Router is the only block in Modular Routers, and everything else is a plug-in. On its own it's just a one-slot inventory that hoppers and other piping mods can insert into and pull out of. The real work is done by modules, upgrades and augments that you slot into it. Think of it as a hopper on steroids.[2][3][4]

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any iron ingotIron Barsany iron ingot
Iron BarsBlank ModuleIron Bars
any iron ingotIron Barsany iron ingot

Recipe id: modularrouters:modular_router

The router itself, as crafted in this pack.

The router: buffer, slots and ticking

The router has a one-slot buffer that holds up to one stack of items. A comparator placed against the router reads how full that slot is. It also has nine module slots and five upgrade slots.[14]

Every router tick, the router runs each installed module in order, from left to right. By default a router ticks every 20 server ticks, which is once per second. Each Speed Upgrade shortens that interval by 2 server ticks, down to a minimum of every 2 server ticks (10 times per second).[4][14][15]

The top-right button in the router GUI sets how it reacts to redstone:[14]

  • Always run, regardless of redstone (the default).[14]
  • Only run when there is no redstone signal.[14]
  • Only run when there is a redstone signal.[14]
  • Don't run at all.[14]
  • Run once when a redstone pulse arrives, meaning any signal higher than the previous one.[14]

Eco Mode is a toggle that slows an idle router down. The in-game guide says a router that has done no work for 5 seconds then ticks only once every 5 seconds, whatever its Speed Upgrades. As soon as it does any work it returns to normal speed. The guide says both timings are adjustable in the mod config. This is mainly meant for busy servers, but it also suits routers that rarely run, like one collecting sheared wool from a sheep farm.[11][14]

Unverified The mod's config files aren't among the sources for this pack, so the actual Eco Mode timings and the other config-adjustable values mentioned in this section can't be confirmed beyond what the in-game guide states. Check the mod's config in the pack itself.

Modules and filters

Modules define what the router does. There are 20 module types. Each has 9 filter slots and four augment slots, and many have a direction relative to the router's facing. You open a module's GUI by right-clicking it in hand. You can also hover over an installed module and press the configure key, or middle-click it, without removing it from the router.[5]

A module only operates if the item in the router's buffer matches its filter (or doesn't match it, when blacklisting). An empty whitelist never lets the module run, and an empty blacklist always does. The filter buttons also control damage matching, item component matching (such as enchantments) and item tag matching.[5][11]

Termination

Each module has a 'T' button under its filter slots. Normally the router runs all its modules every tick. With termination on, if that module does any work this tick, the router stops there and the modules to its right don't run.[16]

Tip: Say a quarry feeds your router and you want to void Cobblestone but send everything else onward. Put a Void Module with a Cobblestone whitelist first, followed by a Sender Module. Turn termination on for the Void Module. Otherwise the Sender would also ship out the rest of a stack the Void Module had only partly destroyed.[16]
Watch out: The Void Module permanently destroys items in the router's buffer. The in-game guide strongly recommends configuring it with a whitelist filter so valuable items aren't deleted by accident.[17]

Moving items: reach and targeting

Pulling and sending modules differ mainly in how far they reach and how you target things:[18][19][20][21][22]

  • Puller Mk1 pulls the first eligible item from the adjacent inventory in its configured direction.[18]
  • Puller Mk2 pulls from non-adjacent inventories up to 12 blocks away (24 with range augments), with no line of sight needed. You sneak-right-click the target with the module in hand.[19]
  • Sender Mk1 reaches an inventory up to 8 blocks away (16 with Range Up Augments). The target must sit directly along the X, Y or Z axis, and the router needs clear line of sight. Glass, fences and iron bars are fine, but opaque blocks are not.[20]
  • Sender Mk2 reaches up to 24 blocks (48 with range augments) with no line of sight needed. You target it by sneak-right-clicking the inventory.[21]
  • Sender Mk3 can send to any inventory in any dimension. The target must be chunk-loaded, and the module won't load it for you.[22]

The Distributor Module is an extended Sender Mk2 that can serve up to 8 targets. You sneak-right-click an inventory to add it and sneak-right-click again to remove it. Its distribution strategies are Round Robin, Random, Nearest and Furthest.[23]

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Empty slotSender Module Mk2Empty slot
Sender Module Mk2Blank ModuleSender Module Mk2

Recipe id: modularrouters:distributor_module

The Vacuum Module scans a 13x13x13 area around the router, which is 6 blocks in each direction. Range Up Augments can grow it to 25x25x25, and Range Down Augments can shrink it to 3x3x3. If you give it a direction instead of All, the scanned area shifts that way by 6 blocks, plus one per Range Up Augment and minus one per Range Down Augment.[24]

The Dropper Module drops items from the buffer into the world with zero velocity. The Flinger Module works the same way but adds a configurable speed, pitch and yaw. As an example, a speed of 1.0 with 0° pitch and yaw and a horizontal direction throws an item about 7 blocks along the ground.[25][26]

The Breaker Module takes its harvest level, and any enchantments, from the pickaxe it was crafted with. An iron pickaxe, for example, won't break Obsidian. By default its filter matches the items a block would drop rather than the block itself.[27]

Fluids

Routers have no internal tank. They handle fluids through a single fluid container item, such as a bucket, sitting in the buffer. The Fluid Module Mk1 moves fluid between that container and an adjacent block or the world, in either direction. Fluid pipes from other mods can also pump fluid into and out of the container without any Fluid Module installed.[28]

The Fluid Module Mk2 adds distant targeting up to 12 blocks away (24 with Range Up Augments). You sneak-right-click a block to set its target.[29]

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Recipe id: modularrouters:fluid_module_2

The router's overall fluid transfer rate is 1 bucket per second, with a base of 50 mB/tick. Speed Upgrades make fluid transfers happen more often but in smaller amounts, so they don't raise the total. Each Fluid Transfer Upgrade adds 10 mB/tick, up to a maximum of 400 mB/tick, which means at most 35 of them in a router.[28][30]

Watch out: The router will pour out whatever fluid is in its container, including lava from a lava bucket, so double-check the transfer direction. The Force Emptying option can also waste fluid, for example by emptying lava into an existing lava block.[11][28]

Energy

An Energy Upgrade gives the router an internal FE buffer. The in-game guide lists 50,000 FE of buffer and 1,000 FE per router tick of transfer rate for each upgrade, and says both figures are adjustable in the mod config. Remember that a router tick is not a server tick. With no Speed Upgrades a router tick is 20 server ticks, so real FE/t throughput is lower than the tooltip number suggests.[31]

Energy UpgradeMod recipe

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any quartz gemany redstone storage blockany quartz gem
Empty slotBlank UpgradeEmpty slot
any quartz gemany gold ingotany quartz gem

Recipe id: modularrouters:energy_upgrade

The Energy Output Module pushes FE into an adjacent energy-accepting block. The Energy Distributor Module can spread it to up to 8 nearby blocks. Both draw from the internal buffer first, or else from an energy-holding item in the router's buffer. An energy item in the buffer can also be charged from the router, or can charge it, using a direction button in the GUI.[31][32][33]

The guide says modules cost no energy by default, with the exception of the Activator Module in attack mode. Energy costs are configurable, and module tooltips show their usage where it applies.[31][34]

Augments, upgrades and smart filters

Augments go into a module rather than the router, and each module has four augment slots. Not every module accepts every augment. Some augments can be stacked, and the main ones are:[5][12]

  • Stack Augment: each one doubles the items a module processes per tick, up to the item's normal stack size. It overrides any Stack Upgrades in the router. With 6 Stack Upgrades and 2 Stack Augments, the module handles 4 items per tick, not 64.[35]
  • Range Up and Range Down: each adds or removes one block of range on modules that have a range.[36][37]
  • Regulator: adds a numeric limit so a module only sends, pulls or runs depending on how many of an item are in the target inventory or the router's buffer. On fluid modules it can be a percentage of the tank or an amount in mB.[38]
  • Redstone: lets a single module define its own redstone behaviour, separate from the router's.[39]
  • Fast Pickup Augment: lets the Vacuum Module skip the normal pickup delay of 40 ticks for player-dropped items and 10 ticks for other drops.[40]
  • Pickup Delay Augment: stackable on Dropper and Flinger modules, adding 10 ticks of pickup delay per augment.[41]
  • Mimic Augment: on the Extruder Module Mk2, makes extruded fake blocks take on the properties of the block they imitate.[42]

Modules operate on a single item at a time: a Sender Module, for example, sends one item from the buffer each router tick, however many are in there. Stack Upgrades and Stack Augments are how you raise that.[35][43]

Smart filters go in a module's filter slots in place of regular items. The Bulk Item Filter matches up to 54 items and can copy the contents of an inventory, which is handy for sorting systems with a Sender Module. The Mod Filter matches by mod, up to 6 mods per filter. The Regex Filter matches the part of an item's registry name after the colon, with up to 6 entries. The Inspection Filter matches on numeric properties such as durability or fluid and energy level.[9][44][45][46][47]

Protecting your routers

A router with a Security Upgrade can only be opened by players that upgrade whitelists, up to 7 in total including its creator. Placer, Breaker and Activator modules act as a fake player named [Modular Routers] by default. With a Security Upgrade installed they act as the upgrade's owner instead, which plays much better with claim protection on servers. The upgrade doesn't stop a router from being broken, though. A Blast Upgrade makes the router immune to explosions and to being destroyed by boss mobs.[48][49]

How do you progress through Modular Routers?

5 parts

Modular Routers doesn't really have power tiers the way a machine mod does. Instead you get one block, the Modular Router, and you load it up with modules, upgrades and augments. Progression means unlocking better versions of a few key modules and building up your stock of upgrades. The pack's quest chapter for the mod follows that layout closely, so it's a great roadmap.[3][8][50]

Step one: the router and the three base parts

Everything starts with the quest a quest in "?", which just asks you to make a Modular Router. Once that's done, the chapter opens three branches, each built around a base crafting part: the Blank Module for modules (a quest in "?"), the Blank Upgrade for upgrades (a quest in "?") and the Augment Core for augments (a quest in "?").[8]

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any iron ingotIron Barsany iron ingot
Iron BarsBlank ModuleIron Bars
any iron ingotIron Barsany iron ingot

Recipe id: modularrouters:modular_router

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Empty slotany redstone dustEmpty slot
PaperPaperPaper
any gold nuggetany gold nuggetany gold nugget

Recipe id: modularrouters:blank_module

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PaperPaperany gold nugget
Paperany lapi gemsany gold nugget
Empty slotPaperany gold nugget

Recipe id: modularrouters:blank_upgrade

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Recipe id: modularrouters:augment_core

The router quest also leads to a few combo quests that ask for several modules at once. a quest in "?" wants a Breaker Module and a Placer Module. a quest in "?" wants an Activator Module and a Vacuum Module. a quest in "?" wants a Vacuum Module, a Void Module and a Sender Module of any tier.[8]

Module tiers

Most modules are one-off quests hanging off the Blank Module quest. A few of them come in marked tiers, and the quests make you climb those tiers in order.[8]

  1. Sender line: Sender Module Mk1 (a quest in "?") unlocks Sender Module Mk2 (a quest in "?"), which unlocks Sender Module Mk3 (a quest in "?").[8]
  2. Puller line: Puller Module Mk1 (a quest in "?") unlocks Puller Module Mk2 (a quest in "?").[8]
  3. Fluid line: Fluid Module Mk1 (a quest in "?") unlocks Fluid Module Mk2 (a quest in "?").[8]
  4. Dropper line: Dropper Module (a quest in "?") unlocks the Flinger Module (a quest in "?").[8]
  5. Energy line: the Distributor Module quest (a quest in "?") needs both the Blank Module quest and the Sender Mk2 quest. It then combines with the Energy Output Module quest (a quest in "?") to unlock the Energy Distributor Module (a quest in "?").[8]

The Sender Mk1 has two separate recipes in this pack, so you can use whichever one suits your materials.[10]

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Recipe id: modularrouters:sender_module_1

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Recipe id: modularrouters:sender_module_1_alt

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Recipe id: modularrouters:sender_module_2

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Recipe id: modularrouters:sender_module_3

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Recipe id: modularrouters:puller_module_2

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Recipe id: modularrouters:fluid_module_2

Extruders and the Player Module

The two Extruder quests are laid out a little oddly. The Extruder Module Mk1 quest (a quest in "?") needs the Blank Module, Breaker Module and Placer Module quests. The Extruder Module Mk2 quest (a quest in "?") only needs the Blank Module quest.[8]

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Recipe id: modularrouters:extruder_module_2

Unverified This pack's recipe dump doesn't include a crafting recipe for the Extruder Module Mk1, so how you get it here couldn't be confirmed.

The Player Module (a quest in "?") sits directly off the Blank Module quest. Check its recipe before you plan for it, because it's clearly an endgame craft for this mod.[8][10]

Player ModuleMod recipe

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Empty slotDiamond HelmetEmpty slot
Sender Module Mk3Wither Skeleton SkullPuller Module Mk2
Empty slotDiamond ChestplateEmpty slot

Recipe id: modularrouters:player_module

Filters

Smart filters get their own small branch. The Bulk Item Filter quest (a quest in "?") unlocks the Tag Filter, Inspection Filter, Mod Filter and Regex Filter quests.[8][44]

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any iron ingotany glass blocksany iron ingot
Blank Moduleany diamond gemBlank Module
any iron ingotany glass blocksany iron ingot

Recipe id: modularrouters:bulk_item_filter

Upgrades and augments

Every upgrade quest branches straight off the Blank Upgrade quest. That covers Speed, Stack, Energy, Fluid Transfer, Security, Camouflage, Blast, Muffler and Sync, so you can grab them in any order. According to the in-game guide, a router has 5 upgrade slots, each slot can hold several upgrades, and each upgrade type has its own limit.[6][8]

Tip: Build Stack Upgrades before Speed Upgrades. The in-game guide says each Stack Upgrade doubles the items a module handles per router tick, up to 64 or the item's stack size, so 6 is the most that are useful. It also recommends Stack Upgrades over Speed Upgrades for server performance.[15][43]

The in-game guide says a router ticks every 20 server ticks by default, and each Speed Upgrade cuts that by 2 server ticks, down to a minimum of 2. It also notes that these values can be changed in the mod's config, and the pack's actual settings weren't among the sources.[15]

Augments go inside modules, not routers, and their quests nearly all branch off the Augment Core quest. The one exception is the Stack Augment quest (a quest in "?"), which also needs the Stack Upgrade quest first. Watch out, because several augments only fit specific modules. For example, the Fast Pickup Augment only works in the Vacuum Module, and the Mimic Augment only works in the Extruder Module Mk2.[8][40][42][51]

Stack UpgradeMod recipe

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Recipe id: modularrouters:stack_upgrade

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any redstone dustany gold ingotany redstone dust
any gold nuggetBlank Upgradeany gold nugget
any gunpowderany blaze rodany gunpowder

Recipe id: modularrouters:speed_upgrade

How does Modular Routers work with other mods?

3 parts

Good news first: you don't need anything from other mods to get into Modular Routers in this pack. The pack's Modular Router quest chapter only asks for Modular Routers items. It starts with the Modular Router and branches out through the Blank Module, Blank Upgrade and Augment Core into the modules, upgrades, augments and filters. No quest in that chapter needs an item from another mod.[8]

Where this mod connects with the rest of your setup is in what the router can work with. With a single block and the right modules, you can pull items from an inventory, send them to other inventories near and far, and move fluids and energy around the world too.[1]

FTB Filter System

The in-game guide has a dedicated page for FTB Filter System. When that mod is installed, you can drop its Smart Filter items straight into a module's filter slots, and they filter items properly. That lets you combine lots of filter conditions through FTB Filter System's GUI.[52]

Watch out: FTB Filter System's Smart Filters can't be reconfigured while they sit inside a module, unlike Modular Routers' own filters. Take the filter item back into your inventory whenever you want to change it.[52]

Unverified The pack's own files provided here don't confirm that FTB Filter System is included in this pack, so check your mod list before planning around it.

Filters that work with other mods' items

  • The Mod Filter matches items by the mod they belong to, and you can add up to 6 mods per installed filter. Use it to split one mod's items away from everything else.[46]
  • The Inspection Filter can read the fluid level of fluid containers like buckets and tanks, and the energy level of energy containers like batteries and powered tools, both as percentages. That makes it handy for automatically pulling out damaged or discharged items for repair or recharging.[45]
  • The Bulk Item Filter remembers what belongs in an inventory, even after that inventory gets emptied. Combine it with a Sender Module to build a sorting system.[9]

XP fluids

The XP Vacuum Augment turns a Vacuum Module into an XP collector that absorbs experience orbs instead of items and converts them into Bottles o' Enchanting at 7XP per bottle. Depending on which other mods are installed, it may also be able to turn orbs into XP fluids. For that, you need a fluid-containing tank either in the router's buffer or next to the router. If the tank is next to the router, make sure the Eject button is enabled in the Vacuum Module's GUI.[53]

Unverified Which XP fluids from this pack's other mods the XP Vacuum Augment can actually fill has not been confirmed.

Which All the Mods 10 quests use Modular Routers?

4 parts

This pack gives Modular Routers its own quest chapter, called modular_router. It's a branching tree, not a straight line. Almost every quest asks you to get a single router item, so working through it is a great way to discover what the mod can do.[8]

Where it starts

Everything begins with a quest in "?", which asks for a Modular Router. Once that's done, the chapter splits into three main hubs plus a few side quests.[8]

The module branch

After the Blank Module quest, a big spread of single-module quests opens up. Each of these hangs directly off a quest in "?": a quest in "?" (Detector Module), a quest in "?" (Player Module), a quest in "?" (Void Module), a quest in "?" (Vacuum Module), a quest in "?" (Placer Module), a quest in "?" (Breaker Module), a quest in "?" (Activator Module), a quest in "?" (Energy Output Module), a quest in "?" (Extruder Module Mk2) and a quest in "?" (Bulk Item Filter).[8]

Some modules form short chains, where each quest needs the one before it.[8]

  1. Senders: a quest in "?" (Sender Module Mk1), then a quest in "?" (Sender Module Mk2), then a quest in "?" (Sender Module Mk3).[8]
  2. Pullers: a quest in "?" (Puller Module Mk1), then a quest in "?" (Puller Module Mk2).[8]
  3. Fluids: a quest in "?" (Fluid Module Mk1), then a quest in "?" (Fluid Module Mk2).[8]
  4. Dropper to flinger: a quest in "?" (Dropper Module) leads to a quest in "?" (Flinger Module).[8]

A few quests have more than one prerequisite. a quest in "?" (Extruder Module Mk1) needs the Blank Module, Breaker Module and Placer Module quests. a quest in "?" (Distributor Module) needs the Blank Module quest and a quest in "?". Finally, a quest in "?" (Energy Distributor Module) needs both the Distributor Module and Energy Output Module quests.[8]

The Bulk Item Filter quest opens four filter quests: a quest in "?" (Tag Filter), a quest in "?" (Inspection Filter), a quest in "?" (Mod Filter) and a quest in "?" (Regex Filter).[8]

The upgrade branch

The Blank Upgrade quest leads to one quest per upgrade: a quest in "?" (Speed Upgrade), a quest in "?" (Stack Upgrade), a quest in "?" (Fluid Transfer Upgrade), a quest in "?" (Energy Upgrade), a quest in "?" (Sync Upgrade), a quest in "?" (Security Upgrade), a quest in "?" (Camouflage Upgrade), a quest in "?" (Muffler Upgrade) and a quest in "?" (Blast Upgrade).[8]

The augment branch

The Augment Core quest opens one quest per augment: a quest in "?" (Range Up Augment), a quest in "?" (Range Down Augment), a quest in "?" (Redstone Augment), a quest in "?" (Regulator Augment), a quest in "?" (Pushing Augment), a quest in "?" (Mimic Augment), a quest in "?" (Fast Pickup Augment), a quest in "?" (Pickup Delay Augment), a quest in "?" (XP Vacuum Augment) and a quest in "?" (Filter Round Robin Augment).[8]

Tip: The Stack Augment quest, a quest in "?", only opens once you've done both the Augment Core quest and the Stack Upgrade quest. If it looks stuck, check the upgrade branch.[8]

What changed in Modular Routers between versions?

1 part

All the Mods 10 3.2 ships Modular Routers 13.2.2, using the file modular-routers-13.2.2+mc1.21.1.jar. The mod has been in the pack since All the Mods 10 2.2 or earlier.[7]

Pack updates

  • All the Mods 10 2.30 updated Modular Routers from 13.2.0 to 13.2.1.[54]
  • All the Mods 10 2.47 updated Modular Routers from 13.2.1 to 13.2.2, which is still the version in All the Mods 10 3.2.[7][55]

Unverified The pack changelogs only list the version numbers for these updates, not what they changed, and the mod's own changelogs aren't available here. What was fixed or changed in each Modular Routers update is unverified.

Sources

  1. Modular Routers project page (modrinth) · official mod data
  2. In-game guide: Overview (modularrouters) · official docs
  3. In-game guide: Modular Router (modularrouters) · official docs
  4. In-game guide: Modular Router Overview (modularrouters) · official docs
  5. In-game guide: Modules (modularrouters) · official docs
  6. In-game guide: Upgrades (modularrouters) · official docs
  7. All the Mods 10 3.2 mod list · pack file
  8. All the Mods 10 3.2 quests: "modular_router" · pack file
  9. In-game guide: Bulk Item Filter (modularrouters) · official docs
  10. All the Mods 10 3.2 recipe dump: recipes making Modular Routers items · pack recipe dump
  11. modularrouters tooltips and descriptions (English lang file) · official mod data
  12. In-game guide: Augments (modularrouters) · official docs
  13. All the Mods 10 8.1 recipe dump: recipes making Modular Routers items · pack recipe dump
  14. In-game guide: Modular Router (modularrouters) · official docs
  15. In-game guide: Speed Upgrade (modularrouters) · official docs
  16. In-game guide: Termination (modularrouters) · official docs
  17. In-game guide: Void Module (modularrouters) · official docs
  18. In-game guide: Puller Module Mk1 (modularrouters) · official docs
  19. In-game guide: Puller Module Mk2 (modularrouters) · official docs
  20. In-game guide: Sender Module Mk1 (modularrouters) · official docs
  21. In-game guide: Sender Module Mk2 (modularrouters) · official docs
  22. In-game guide: Sender Module Mk3 (modularrouters) · official docs
  23. In-game guide: Distributor Module (modularrouters) · official docs
  24. In-game guide: Vacuum Module (modularrouters) · official docs
  25. In-game guide: Dropper Module (modularrouters) · official docs
  26. In-game guide: Flinger Module (modularrouters) · official docs
  27. In-game guide: Breaker Module (modularrouters) · official docs
  28. In-game guide: Fluid Module Mk1 (modularrouters) · official docs
  29. In-game guide: Fluid Module Mk2 (modularrouters) · official docs
  30. In-game guide: Fluid Transfer Upgrade (modularrouters) · official docs
  31. In-game guide: Energy Upgrade (modularrouters) · official docs
  32. In-game guide: Energy Distributor Module (modularrouters) · official docs
  33. In-game guide: Energy Output Module (modularrouters) · official docs
  34. In-game guide: Activator Module (modularrouters) · official docs
  35. In-game guide: Stack Augment (modularrouters) · official docs
  36. In-game guide: Range Down Augment (modularrouters) · official docs
  37. In-game guide: Range Up Augment (modularrouters) · official docs
  38. In-game guide: Regulator Augment (modularrouters) · official docs
  39. In-game guide: Redstone Augment (modularrouters) · official docs
  40. In-game guide: Fast Pickup Augment (modularrouters) · official docs
  41. In-game guide: Pickup Delay Augment (modularrouters) · official docs
  42. In-game guide: Mimic Augment (modularrouters) · official docs
  43. In-game guide: Stack Upgrade (modularrouters) · official docs
  44. In-game guide: Smart Filters (modularrouters) · official docs
  45. In-game guide: Inspection Filter (modularrouters) · official docs
  46. In-game guide: Mod Filter (modularrouters) · official docs
  47. In-game guide: Regex Filter (modularrouters) · official docs
  48. In-game guide: Blast Upgrade (modularrouters) · official docs
  49. In-game guide: Security Upgrade (modularrouters) · official docs
  50. In-game guide: Modules (modularrouters) · official docs
  51. In-game guide: Augments (modularrouters) · official docs
  52. In-game guide: FTB Filter System (modularrouters) · official docs
  53. In-game guide: XP Vacuum Augment (modularrouters) · official docs
  54. All the Mods 10 changelog (All the Mods 10 2.30) · changelog
  55. All the Mods 10 changelog (All the Mods 10 2.47) · 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 17, 2026.

Guides for other versions: 4.0 to 8.3

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