Sawmill guide for All the Mods 10 2.12
Sawmill guide for All the Mods 10
Last verified for All the Mods 10 v2.12 on Oct 5, 2026 · text last changed Oct 4, 2026
A newer release (8.3) is out Guide for the current version
- Sections
- 8
- Recipes shown
- 1
- Items named
- 14
- Quests covered
- 1
4 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 2.12's own files.
What is Sawmill?
1 part
Same as in the All the Mods 10 4.5 guide
Sawmill does one job and does it well: it adds a single crafting station, the Saw, that lets you craft wooden items. There's no pile of extra wooden blocks added to your world, just the station itself.[1]
The big selling point is compatibility. Sawmill recipes are designed to work with any mod automatically, so you can make any wood-derived block from them. In a pack as big as this one, with loads of mods adding their own woods, that means one place to go for your planks, stairs, slabs and other wooden pieces.[1]
The mod also ties into villages. Carpenter villagers can work at a Sawmill and offer you some useful trades, and the Carpenter comes with 5 unique houses that can spawn in your villages. The station even has its own sawing sounds.[1]
If you're tweaking the pack yourself, Sawmill supports KubeJS so you can add extra recipes, and datapacks work for this too. Villager trades are data driven as well.[1]
Sawmill in All the Mods 10
All the Mods 10 4.5 ships Sawmill version 1.21-1.5.21, and the mod has been in the pack since version 2.25 or earlier.[2]
Sawmill shows up in the Tips and Tricks quest chapter. Quest a quest in "?" asks for one of several workstation items, and the Saw is one of the accepted options, so crafting one is an easy way to tick that quest off. That quest unlocks after an earlier quest in the same chapter.[3]
Unverified The sources don't confirm whether this pack changes the Sawmill's crafting recipe, adds custom Sawmill recipes, or adjusts the Carpenter's trades, so check in-game before relying on mod defaults.
How do you get started with Sawmill?
3 parts
Same as in the All the Mods 10 4.5 guide
Sawmill is a one-block mod: it adds a single crafting station, the Saw, that lets you craft wooden items. It doesn't add piles of new wooden blocks, so your first job is to build the station itself.[1]
Step 1: Craft the Saw
Craft the Saw first, because everything else in this mod runs through it. This pack changed the Saw's recipe, so ignore any recipe you remember from other packs or videos. The block below shows the recipe this pack actually uses.[1][4]
Crafting Shaped
| any wooden fence | any iron ingot | any wooden fence |
| any wooden slab | any wooden slab | any wooden slab |
Recipe id: sawmill:sawmill
This pack's recipe, which differs from the mod's default.
Step 2: Place it and start sawing
Once your Saw is down, use it to craft wood-derived blocks. Its recipes are built to work with any mod automatically, so the wood types that other mods add are covered too. It also plays its own sawing sounds while you work.[1]
Unverified The exact interface of the Saw, the number of items you get per log, and which specific blocks you can make in this pack can't be confirmed from the available sources. Check the recipe viewer in-game. This site does hold All the Mods 10's own recipes, read from the pack itself: look the item up in the item browser.
Step 3: Keep an eye out for Carpenters
The mod adds a Carpenter villager who can use the Sawmill as a workstation and offers trades. Carpenters come with 5 unique house designs that can spawn in villages, so a sawmill building in a village is a good sign you've found one.[1]
Unverified What the Carpenter's trades are in this pack, and whether placing a Saw near an unemployed villager turns it into a Carpenter, can't be confirmed from the available sources.
How does Sawmill work?
5 parts
At its heart, the Saw is one crafting station that handles wooden items. Instead of adding piles of new wooden blocks, the mod lets you craft wood-derived blocks from any mod in a single place. It's basically a supercharged woodcutter for everything made of wood.[1]
This pack changes the recipe for the station itself, so don't rely on a recipe you remember from another pack. Here's the exact in-pack recipe:[5]
Crafting Shaped
| any wooden fence | any iron ingot | any wooden fence |
| any wooden slab | any wooden slab | any wooden slab |
Recipe id: sawmill:sawmill
This recipe is changed by the pack.
How the recipes are generated
You don't need to learn a list of sawmill recipes by hand. In this pack, general.dynamic_recipes is on, so the mod builds its recipes automatically from the wooden crafting recipes that already exist in the game. That's why it works with other mods' wood out of the box.[1][6]
The pack leaves general.save_recipes off. That option is meant for pack authors who want to dump the generated recipes to disk and ship them in a datapack instead, so as a player you're getting the live, dynamically generated list.[6]
What the Sawmill is allowed to craft
Several config options decide which items end up in the Sawmill's recipe list. Here is how this pack sets them:[6]
- general.allow_non_blocks is on, so the Sawmill can craft wooden items that aren't blocks.[6]
- general.allow_non_variant is on, so it can also craft items that aren't wood-variant items. The config gives the crafting table as an example.[6]
- general.limit_planks_input_to_one is on. Recipes that start from planks can only make items that normally take 1 input plank, which keeps the list tighter. Turning it off would allow more recipes.[6]
- general.mods_blacklist excludes framedblocks. Every recipe from that mod is ignored by the Sawmill.[6]
The blacklist exists because the Sawmill can display at most 255 recipes at once, and a mod with a huge number of wooden recipes could crowd everything else out. For finer control, the mod also has a sawmill:blacklist item tag that can exclude individual items rather than whole mods.[6]
Input costs and the discount
When the Sawmill converts a normal crafting recipe into a sawmill recipe, it can give you a discount on the input. general.max_discount caps that discount, and the value is a fraction of the input item. The pack keeps the mod default of 0.35, within an allowed range of 0.0 to 1.0.[6]
A couple of item types also have special recipe costs set in the config. This pack sets general.special_recipe_costs.boat to 4 and general.special_recipe_costs.stairs to 1.[6]
Unverified The config doesn't explain what unit these special costs use. It is probably the number of input planks, but the sources don't confirm that.
Finding what you need in the GUI
With lots of wood mods installed, the recipe list gets long, so the GUI can add a search bar. The pack sets general.search_bar_mode to AUTOMATIC. In that mode the bar is enabled statically when enough mods add wood recipes. general.search_bar_threshold is 32, the mod default, and sets how many recipes it takes for the search bar to appear.[6]
Because general.sort_recipes is on, recipes are sorted in creative tab order, so related wooden items show up next to each other. general.wider_gui is off, so you get the standard GUI width.[6]
Villagers and custom recipes
The Sawmill is also a villager workstation. Carpenter villagers can work at it and offer some useful trades, and the Carpenter comes with 5 unique houses that can spawn in villages. The trades are data driven through the Moonlight villager trade system. The station also plays its own sawing sounds while you work.[1]
If a pack maker or server owner wants extra sawmill recipes, the mod supports adding them through KubeJS integration or datapacks.[1]
Unverified The sources don't describe any power use, fluid handling, multiblock structure or item automation (such as hoppers or pipes feeding the Sawmill). Treat it as a manual crafting station until you've tested automation yourself.
How do you progress through Sawmill?
2 parts
Same as in the All the Mods 10 4.5 guide
Progression for this mod in the pack is short: it adds a single block, the Saw, and there's no chain of upgrades to work through. Once you have one, you're set.[4]
Crafting the Saw
The Saw uses a shaped crafting table recipe that this pack has changed from the mod's default, so check the in-pack version below instead of relying on an older video or another pack. It uses iron ingots plus some basic wooden parts, so you can make it very early.[4]
Crafting Shaped
| any wooden fence | any iron ingot | any wooden fence |
| any wooden slab | any wooden slab | any wooden slab |
Recipe id: sawmill:sawmill
This is the pack's modified recipe.
Where it shows up in the quests
The Saw appears in the tips and tricks chapter, in the untitled quest a quest in "?". That quest accepts any one of several workstation-style items, and the Saw is one of the valid options. If you craft a Saw, you can use it to complete the quest without building any of the other listed blocks.[3]
Unverified The sources don't show any tiers, upgrades or later quests for this mod in the pack, so no further progression steps can be confirmed here.
How does Sawmill work with other mods?
2 parts
The Sawmill is built to work with other mods on its own. Its recipes are meant to cover any wood-derived block from any mod, so when you place a Saw, modded planks, stairs, slabs and other wooden pieces should show up alongside the vanilla ones. You don't need a separate compatibility add-on for each wood mod.[1]
Where the Saw shows up in quests
The Saw appears in quest a quest in "?" in the pack's tips and tricks chapter. It isn't the only option there. The task accepts any one item from a long list of crafting stations from different mods, and the Saw is one of them.[7]
- Tech workstations, including Forge Hammer, Charger and Charging Station.[7]
- Immersive Engineering stations, including Engineer's Crafting Table, Engineer's Workbench, Engineer's Circuit Workbench and Turntable.[7]
- Railcraft rolling machines: Manual Rolling Machine and Powered Rolling Machine.[7]
- Other options, including Coffee Maker, Arcane Core, Foragers Table and White Banner.[7]
Customizing with other tools
If you tinker with packs yourself, the mod supports KubeJS, and datapacks work too if you want to add extra Sawmill recipes. Its Carpenter villager trades are data-driven through the Moonlight villager trade system, so they can be adjusted the same way.[1]
Unverified The sources don't show whether this pack adds or changes any Sawmill recipes through KubeJS or datapacks. They also don't show which specific modded woods in the pack appear in the Sawmill.
Which All the Mods 10 quests use Sawmill?
2 parts
Same as in the All the Mods 10 4.5 guide
The Saw appears in only one quest in this pack: a quest in "?", an untitled quest in the tips_and_tricks chapter. It isn't part of a longer questline for the mod, so this section is short.[3]
What the quest asks for
The quest has a single item task, and a Saw is one of many accepted items. Any one item from the list completes it. The other options come from a range of mods, including Modern Industrialization, AE2, Actually Additions, Ars Nouveau, Railcraft, Immersive Engineering and PneumaticCraft, plus a vanilla white banner. If you already have a Saw, you can hand that in.[3]
When it unlocks
The quest isn't available straight away. It sits after one earlier quest in the tips_and_tricks chapter, so you need to finish that one first before this quest opens up.[3]
Unverified The quest has no title in the quest file, so it's unclear what tip it teaches about these items or what reward it gives. Check the quest in-game to see its description and rewards.
Which Sawmill config options matter?
4 parts
Sawmill keeps all of its settings in one common config file, so anything you want to tweak lives in config/sawmill-common.toml. Most of the interesting options control which recipes get generated and how the sawmill GUI behaves.[6]
What the pack changed
The one value this pack clearly moves away from an empty default is the mod blacklist. general.mods_blacklist is set to ["framedblocks"], which completely excludes every recipe from that mod from the sawmill. The config notes that the sawmill can display at most 255 recipes at once, so blacklisting a mod that adds a huge number of wooden variants keeps the GUI usable. If you want finer control than a whole-mod ban, the sawmill:blacklist item tag lets you remove individual items instead.[6]
Recipe generation
- general.dynamic_recipes is true in this pack, so sawmill recipes are generated on the fly instead of being shipped as files.[6]
- general.allow_non_blocks is true, which lets you craft non-block items at the sawmill.[6]
- general.allow_non_variant is true, so items that aren't wood variants (a crafting table, for example) can also be made.[6]
- general.limit_planks_input_to_one is true, meaning plank recipes only cover items that need a single input plank. Turning it off opens up more recipes.[6]
- general.max_discount sits at 0.35, matching the mod default. It's the biggest discount the sawmill will apply when converting a recipe, measured as a percentage of the input item, and it accepts anything from 0.0 to 1.0.[6]
- Special costs are set individually: general.special_recipe_costs.boat is 4 and general.special_recipe_costs.stairs is 1.[6]
GUI options
- general.search_bar_mode is AUTOMATIC, so the search bar only appears once enough mods add wood recipes. The other choices are OFF, ON and DYNAMIC, where DYNAMIC resizes the GUI based on how many recipes are showing.[6]
- general.search_bar_threshold is 32, the mod default, and that's the recipe count at which the bar shows up. You can set it anywhere from 0 to 200.[6]
- general.wider_gui is false here, so you get the standard-width sawmill screen. Flip it if you prefer a slightly wider window.[6]
- general.sort_recipes is true, sorting the list by creative tab order. The config warns this can break if creative tab order differs between server and client, and that NeoForge has a bug where it won't work on servers.[6]
One you can ignore
general.save_recipes is false, and you should leave it that way unless you're building your own pack. It exists so a pack author can disable dynamic generation, dump the generated recipes to disk, and copy them into a datapack.[6]
What changed in Sawmill between versions?
All the Mods 10 2.12 ships Sawmill 1.21-1.5.12. The mod has been in the pack since version 0.59 or earlier, so you've had it for a long time.[8]
The mod's own changelogs list these small changes, newest first. They are mostly fixes and compatibility work, and none of them tell us the pack changed any Sawmill recipe or value.[9][10][11][12][13]
- 1.5.12: updated the JEI integration.[9]
- 1.5.11: updated the JEI module.[10]
- 1.5.10: updated to work with new EC recipes.[11]
- 1.5.9: works better with KubeJS.[12]
- 1.5.6: fixed a typo in a recipe category.[13]
The KubeJS change in 1.5.9 matters for a modpack, since packs often adjust recipes with scripts. Its changelog doesn't say what was improved, so I can't give you more detail on that.[12]
Sources
- Sawmill project page (modrinth) · official mod data
- All the Mods 10 4.5 mod list · pack file
- All the Mods 10 4.5 quests: "tips_and_tricks" · pack file
- All the Mods 10 4.5 recipe dump: recipes making Sawmill items · pack recipe dump
- All the Mods 10 2.12 recipe dump: recipes making Sawmill items · pack recipe dump
- All the Mods 10 2.12 config: config/sawmill-common.toml · pack file
- All the Mods 10 2.12 quests: "tips_and_tricks" · pack file
- All the Mods 10 2.12 mod list · pack file
- Sawmill 1.21-1.5.12 changelog · changelog
- Sawmill 1.21-1.5.11 changelog · changelog
- Sawmill 1.21-1.5.10 changelog · changelog
- Sawmill 1.21-1.5.9 changelog · changelog
- Sawmill 1.21-1.5.6 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 5, 2026.
Guides for other versions: 7.2 to 8.3 · 4.6 to 7.1 · 4.5 · 2.13 to 4.4 · 1.27 to 2.11 · 0.59 to 1.26