Modular Routers in FTB Evolution 2

FTB Evolution 2 1.4.0 ships version 26.1.2.2 · First seen in 1.0.2

Checked Sep 17, 2026FTB Evolution 2 1.4.0Sources: FTB Evolution 2 1.4.0 modlist.json · Modrinth

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Modular Routers is a mod in FTB Evolution 2 1.4.0, where it is version 26.1.2.2. A flexible mod for moving items, fluids, and energy around the world (Summary from the mod's Modrinth page.)

What is Modular Routers?

2 parts

Same as in the All the Mods 11 0.8.0-beta guide

Modular Routers is a flexible item-moving mod. It gives you one block, the Modular Router, and a set of plug-in modules that decide what that block does. Think of it as a super-configurable hopper. This pack includes version 26.1.2.2.[1][2][3]

With the right modules you can pull items from an inventory, send them to other inventories near and far, place and break blocks, drop or fling items into the world, absorb dropped items, sort items, void unwanted ones, and even extend and retract lines of blocks like a drawbridge.[1][3]

How a router works

On its own, a router is just a one-slot inventory that hoppers and other piping systems can feed. It only becomes useful once you install modules, up to nine at a time. Every router tick, which is once per second by default, it runs each installed module in order.[4]

  • Modules: there are 20 module types. Each has 9 filter slots, and most have a direction relative to the router's facing.[5]
  • Upgrades: a router has 5 upgrade slots and there are 8 upgrade types. They speed the router up, let it handle more items per tick, or extend the range of certain modules.[4][6]
  • Augments: each module has 4 augment slots. Augments are module-specific upgrades, and not every module accepts every augment.[5][7]
  • Smart Filters: these go in a module's filter slots in place of regular items and give you more advanced matching. The Bulk Item Filter, for example, matches up to 54 items.[8][9]

FTB Filter System is installed in this pack, so its Smart Filter items also work in a module's filter slots. You can't reconfigure those while they sit in a module, though. The filter item has to be in your inventory.[10]

Who it's for

It suits you if you want one compact, configurable block for sorting, moving, and world-interaction setups instead of a separate machine for each job. You can configure each module in its GUI by right-clicking it in hand.[1][5]

Unverified The sources I have don't say where Modular Routers fits in this pack's progression, and they don't show any quests for it. I also can't confirm whether the pack changes the router's default tick rate, so check the config in game before building around it.

How do you get started with Modular Routers?

6 parts

Same as in the All the Mods 11 0.8.0-beta guide

Modular Routers is basically a super-configurable Hopper: one block, plus plug-in modules that decide what it does. Pulling items, sending them to other inventories, placing and breaking blocks, sorting and more all come from the modules. Here's the order I'd build things in.[1][3]

First, craft the Modular Router

The Modular Router is the only block in the mod, so it's your first craft. On its own it only acts as a one-slot inventory that hoppers and other piping systems can feed into and pull from. It needs modules before it does anything useful.[4][11]

Crafting Shaped

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

Recipe id: modularrouters:modular_router

Next, make a Puller and a Sender

A simple first setup is moving items from one inventory to another. The Puller Module Mk1 pulls items from an inventory into the router, and the Sender Module Mk1 sends them on to another inventory. A router can hold up to nine modules and runs each one in order every time it ticks.[4][12][13]

Crafting Shapeless

Recipe id: modularrouters:puller_module_1

Crafting Shapeless

Recipe id: modularrouters:sender_module_1

To point a module at a chest, hold it and Sneak + Right-Click the inventory. The module tooltip also says that Sneak + Right-Clicking any non-inventory block clears the target.[14]

Then, learn the module GUI

Right-click a module in your hand to open its GUI. Every module has 9 filter slots and four augment slots, plus buttons for whitelisting or blacklisting. You can also configure a module while it's still inside a router by hovering over it and pressing the configure key, or by middle-clicking it.[5]

Watch out: An empty whitelist will never allow a module to run, while an empty blacklist always lets it run. If a freshly set-up module seems to do nothing, check this first.[14]

Add upgrades to the router

Upgrades go into the router itself, which has 5 upgrade slots. They can speed the router up, let it handle more items per tick, or increase the range of certain modules. The first two to look at are the Speed Upgrade and the Stack Upgrade.[4][6][15][16]

Crafting Shaped

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

Recipe id: modularrouters:speed_upgrade

Stack UpgradeMod recipe

Crafting Shapeless

Recipe id: modularrouters:stack_upgrade

Filter smarter

Once plain item filters get tedious, craft a Bulk Item Filter. It matches up to 54 different items, and you can Sneak + Right-Click it on an inventory to copy that inventory's contents into the filter. Paired with a Sender Module, it works well for a sorting system, because the filter remembers what belongs in an inventory even after the inventory is emptied.[8][9]

Crafting Shaped

Crafting Shaped
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

Augments come later

Augments are like upgrades, but they go into a module instead of the router. The Range Up Augment adds one block of range per augment to modules that have a range, such as the Puller and Sender. The Stack Augment doubles the items a module handles per tick, up to the item's normal stack size.[7][15][17]

Crafting Shaped

Crafting Shaped
Empty slotany quartz gemEmpty slot
any quartz gemAugment Coreany quartz gem
Empty slotany wooden rodEmpty slot

Recipe id: modularrouters:range_up_augment

Stack AugmentMod recipe

Crafting Shapeless

Recipe id: modularrouters:stack_augment

How does Modular Routers work?

10 parts

Same as in the All the Mods 11 0.8.0-beta guide

Modular Routers is built around a single block, the Modular Router. On its own it does nothing. Everything useful comes from the modules, upgrades and augments you plug into it. This section covers how those systems work together.[3][4][11]

Crafting Shaped

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

Recipe id: modularrouters:modular_router

The router is the only block in the mod.

The router, its buffer and its slots

The router has a one-slot buffer that holds up to one stack of items. The buffer works like a normal inventory, so hoppers and other mods' pipes can feed items in and out. A comparator placed against the router reads how full the slot is.[4][18]

It also has nine module slots and five upgrade slots. You can put several upgrades into one upgrade slot, but each upgrade type has its own limit on how many fit. There are 8 upgrade types in total.[6][18]

Each time the router ticks, it runs every installed module in turn, from left to right. Each module then works on the item in the buffer or on the world around the router. You can configure an installed module without removing it. Hover over it and press the configure key, or middle-click it.[4][18]

Router speed and redstone

By default a router ticks every 20 server ticks, which is once per second. Each Speed Upgrade cuts the interval by 2 server ticks, down to a minimum of every 2 server ticks (10 times per second). The guide says Stack Upgrades are better for performance than Speed Upgrades, so use Speed Upgrades only where you really need the throughput.[4][18][19]

The button at the top right of the router GUI sets its redstone behaviour. The options are:[18]

  • Always run (the default).[18]
  • Run only with no redstone signal.[18]
  • Run only with a redstone signal.[18]
  • Do not run at all.[18]
  • Run once when a redstone pulse arrives.[18]

Eco Mode is an optional setting that slows an idle router down. The guide gives 5 seconds of no work before the router slows to one tick every 5 seconds, whatever its Speed Upgrades. As soon as it does any work, it returns to normal speed. It suits busy servers and routers that run rarely, such as one that occasionally vacuums up sheared wool.[14][18]

Modules and filters

There are 20 module types. Every module has 9 filter slots, and many have a direction relative to the router's facing. Some also have extra settings, such as the Detector Module's redstone output level and its weak or strong signal option. Distant-target modules, like the Sender Mk2, have no direction selector. Open a module's GUI by right-clicking it in hand.[5]

A module only operates if the item in the buffer matches its filter. In whitelist mode the module runs only on a match, and an empty whitelist never lets it run. In blacklist mode it does not run on a match, and an empty blacklist always lets it run. The filter buttons also control matching of item damage, item components such as enchantments, and item tags.[5][14]

Smart filters can go in filter slots in place of regular items. The ones in the sources are:[8][20]

  • Bulk Item Filter: matches up to 54 items. Sneak-right-click it on an inventory to merge that inventory's contents into the filter. It works well with a Sender module for sorting systems.[9]
  • Mod Filter: matches by mod, with up to 6 mods per filter.[21]
  • Regex Filter: matches a regular expression against the part of the registry name after the colon, case-insensitively, with up to 6 entries.[22]
  • Inspection Filter: matches numeric properties such as durability percentage, energy level, fluid level, food value and enchantment level. An item without the property returns -1.[23]

Termination: controlling the module chain

Each module has a Termination button under its filter slots. When it is on and the module does any work on that router tick, the router stops there and no modules to its right run this tick. The guide's example is a router fed by a quarry. A Void Module whitelisting Cobblestone, with Termination on, comes before a Sender module for everything else. That way the Sender module does not run until the Void Module has nothing else to do, so it does not ship off the leftover Cobblestone.[24]

Moving items

Puller Module Mk1 pulls the first eligible item from the adjacent inventory in its direction into the buffer. Puller Module Mk2 does the same from non-adjacent inventories up to 12 blocks away, or 24 with Range augments. It needs no line of sight. You pick the target by sneak-right-clicking the block with the module.[25][26]

Sending out comes in three tiers. Sender Mk1 reaches up to 8 blocks (16 with Range Up Augments) along a straight axis, and needs clear line of sight. Glass, fences and iron bars are fine, but opaque blocks are not. Sender Mk2 reaches up to 24 blocks (48 with Range augments) with no line of sight needed. Sender Mk3 can send to any inventory in any dimension, but the target must be chunk-loaded.[27][28][29]

Distributor Module extends the Sender Mk2 idea to up to 8 targets. You choose a strategy: Round Robin, Random, Nearest or Furthest. Sneak-right-click an inventory to add it, and again to remove it.[30]

Player Module moves items between the router and a player's inventory, in any dimension. It can use the main inventory, armor, offhand or Ender inventory. It is tied to a specific player, and the tooltip shows the owner.[31]

Working on the world

Placer Module places the buffered item as a block next to the router, following normal Minecraft placement rules. Dropper Module drops the item as an entity with zero velocity. Flinger Module adds a configurable speed, pitch and yaw. Activator Module acts like a fake player and has three modes: right-click, right-click entity and attack entity. Attack mode costs Forge Energy by default.[16][32][33][34]

The Breaker, Placer and Activator modules all work as a fake player using the game profile of whoever placed the router. This matters on servers with claim protection mods like FTB Chunks.[18]

The Vacuum Module scans a 13x13x13 area centred on the router by default. Range Up Augments grow that to a maximum of 25x25x25, and Range Down Augments shrink it to 3x3x3. If you set a direction, the area shifts that way instead.[35]

Fluids

Routers have no internal tank. They can only handle fluids when a single fluid container item, such as a bucket, sits in the buffer. Fluid Module Mk1 either pulls fluid from an adjacent block into that container or pushes it out to the world or an adjacent tank. Its filter slots accept only fluid-containing items and filter by the contained fluid.[36]

The router's overall fluid rate starts at 50 mB/tick, which the guide describes as 1 bucket per second. Speed Upgrades only make transfers happen more often, not faster. Each Fluid Transfer Upgrade adds 10 mB/tick, up to a maximum of 400 mB/tick, so a router takes at most 35 of them.[36][37]

Fluid Module Mk2 adds a targeted mode with a range of up to 12 blocks, or 24 with Range Up Augments. You set the target by sneak-right-clicking a block.[38]

Watch out: Be careful with Fluid Module settings if the router holds something dangerous like a lava bucket. The router will happily pour lava over you if the settings are wrong.[36]

Energy

An Energy Upgrade gives the router an internal energy buffer. Per the guide, each upgrade adds 50,000 FE of capacity and 1,000 FE per router tick of transfer rate. The guide says both figures are adjustable in the mod config. Energy Output Module pushes FE to an adjacent block, and Energy Distributor Module sends it to up to 8 nearby blocks. Both draw from the internal buffer first, and otherwise from an energy-holding item in the item buffer.[39][40][41]

An energy-holding item in the buffer can also be charged from the router's internal energy, or drain energy back into it. A button in the router GUI switches the direction.[39]

Tip: Transfer rates on tooltips are in FE per router tick, not FE/t. With no Speed Upgrades a router tick is 20 server ticks, so the real per-tick rate is lower than you might expect.[39]

Augments

Augments go into a module, not the router. Every module has 4 augment slots, and the augments allowed depend on the module type. Some can be stacked.[5][7]

  • Range Up Augment and Range Down Augment change the range of any ranged module by one block each.[17][42]
  • The Stack Augment doubles the items a module handles per tick, up to the item's natural stack size. It overrides the router's Stack Upgrades. For example, 6 Stack Upgrades with 2 Stack Augments on a module gives 4 items per tick, not 64.[15]
  • The Regulator Augment adds a numeric limit that senders, pullers and similar modules check against inventory contents. Fluid modules can use a percentage of the tank or an amount in mB instead.[12]
  • Redstone Augment lets a single module set its own redstone behaviour, instead of running whenever the router runs.[43]
  • Fast Pickup Augment lets a Vacuum Module skip the normal item pickup delay.[44]
  • Pickup Delay Augment adds 10 ticks of pickup delay per augment to items from a Dropper or Flinger.[45]
  • Pushing Augment increases how hard extruders shove entities.[46]
  • Mimic Augment makes blocks from Extruder Module Mk2 take on the properties of the block they imitate.[47]

Protecting and hiding a router

A Security Upgrade means only whitelisted players can open the router. It does not stop the router being broken, but modules and upgrades stay inside a broken router. The Blast Upgrade makes a router immune to explosions and boss mobs. The Camouflage Upgrade disguises it as another block. The Muffler Upgrade suppresses sounds, then particles, then the router's active animation as you add more of them.[48][49][50][51]

Unverified The in-game guide says several values here (router tick rate, Eco Mode timings, energy upgrade capacity and transfer rate, module energy costs) are adjustable in the mod config. No config files for this mod were available for the pack, so any pack-specific changes to those values could not be checked. Treat the numbers above as the mod's documented values and confirm tooltips in-game.

How do you progress through Modular Routers?

4 parts

Modular Routers has no single linear tier ladder in this pack. Progression comes from one block, a growing set of modules, and the upgrades and augments you bolt onto them. The only numbered tiers are the Mk1, Mk2 and Mk3 versions of a few modules. Here is the order I would unlock things in.[52][53]

Step 1: the router and blank modules

The Modular Router is the only block in the mod. Everything else is an item you install in it. Modules define what the router does, and the recipe makes four routers per craft.[52][54][55]

Crafting Shaped

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

Recipe id: modularrouters:modular_router

One craft gives you 4 routers.

Most modules start from a Blank Module, and upgrades start from a Blank Upgrade. Blank modules come 6 per craft and blank upgrades 4 per craft, so you will not need to craft them often.[52]

Crafting Shaped

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

Recipe id: modularrouters:blank_module

Makes 6 blank modules per craft.

Step 2: the Mk tiers of modules

Three module families come in numbered tiers: the sender has Mk1, Mk2 and Mk3, while the puller and the fluid module have Mk1 and Mk2. The Extruder Module Mk2 is also in the recipe list. Start with the Mk1 versions, then move up when you need more range or reach.[52][53]

Crafting Shapeless

Recipe id: modularrouters:sender_module_2

There is also a recipe that makes 4 Mk2 senders at once.

Crafting Shapeless

Recipe id: modularrouters:sender_module_3

Crafting Shapeless

Recipe id: modularrouters:puller_module_2

The puller Mk2 also has a recipe that makes 4 at a time.

Step 3: upgrades

A router has 5 upgrade slots, and you can stack several upgrades of the same type in a slot up to a per-type limit. The guide notes that Stack Upgrades are better for performance than Speed Upgrades, so reach for stack first.[56][57]

  • Stack Upgrade: each one doubles the items a module handles per router tick, up to 64 or the item's native stack size. Six is the most that is useful in one router.[58]
  • Speed Upgrade: by default a router ticks every 20 server ticks, and each upgrade cuts 2 ticks off, down to a minimum of 2. These values are configurable. The recipe makes 3 per craft.[52][57]
  • Sync Upgrade: guarantees that routers sharing a tuning value run on the same tick, which helps with groups of extruder modules. One craft makes 16.[52][59]
  • Fluid Transfer Upgrade: only affects the two Fluid Modules. The guide gives a base rate of 50mB/tick, 10mB/tick added per upgrade, and a cap of 400mB/tick (35 upgrades). One craft makes 3.[52][60]
  • Energy Upgrade: gives the router an energy buffer. The guide quotes 50,000 FE of buffer and 1,000 FE per router tick of transfer for each upgrade, and says these figures are adjustable in the mod config.[61]
  • Security Upgrade: only whitelisted players can open the router. You can add up to 6 extra players per upgrade.[62]
  • Blast Upgrade makes the router immune to explosion damage and to being destroyed by boss mobs. Muffler Upgrade suppresses sounds and particles, and Camouflage Upgrade disguises the router as another block.[63][64][65]

Crafting Shaped

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

Recipe id: modularrouters:speed_upgrade

Stack UpgradeMod recipe

Crafting Shapeless

Recipe id: modularrouters:stack_upgrade

Step 4: filters and augments

Smart filters go in a module's filter slots and give more sophisticated item matching. The five in this pack are the Bulk Item Filter, Inspection Filter, Mod Filter, Regex Filter and Tag Filter.[66][67]

Augments are installed in modules to extend what they do. Some work on any module, like the Redstone Augment. Others are tied to specific modules: the Fast Pickup Augment only works on the Vacuum Module, and the Mimic Augment only works on the Extruder Module Mk2.[68][69][70][71]

The Range Up Augment and Range Down Augment work on any module that has a range, and each one changes the range by one block. The Regulator Augment adds a numeric limit to a module's GUI, so you can cap how many items it sends, pulls or processes.[72][73][74]

Crafting Shapeless

Recipe id: modularrouters:augment_core

Makes 4 augment cores per craft.

Tip: The energy figures above come from the in-game guide, which says they are adjustable in config. If your numbers differ, check the router's item tooltips.[61]

Which Modular Routers config options matter?

4 parts

Good news first: every option in the Modular Routers config that shows a mod default has the same value in this pack, so the pack changes none of those numbers. The tables below are the values you get in the pack, and you can use them to plan your router setups.[75]

Router speed and eco mode

Energy

Each Energy Upgrade holds 50,000 FE (Router.fePerEnergyUpgrade) and moves 1,000 FE/t (Router.feXferPerEnergyUpgrade).[75]

Most modules cost nothing to run in this pack. The Breaker, Detector, Distributor, Dropper, Energy Distributor, Energy Output, Extruder (Mk1 and Mk2), Flinger, Fluid (Mk1 and Mk2), Placer, Player, Puller (Mk1 and Mk2), Sender (Mk1 to Mk3), Vacuum and Void modules all have an energy cost of 0 FE. The Activator's right-click operation is also 0 ([[config:config/modularrouters-common.toml#Energy Costs.activatorModuleEnergyCost]]).[75]

The one exception is the Activator's left-click (attack) operation, which costs 150 FE per operation ([[config:config/modularrouters-common.toml#Energy Costs.activatorModuleEnergyCostAttack]]).[75]

Module ranges

  • Sender Mk1: base range 8, max 16. Sender Mk2: base range 24, max 48.[75]
  • Vacuum: base range 6, max 12.[75]
  • Puller Mk2 and Fluid Mk2: base range 12, max 24 for each.[75]
  • Extruder Mk1: base range 16, max 32. Extruder Mk2: base range 32, max 64.[75]

For fluids, a router transfers 50 mB/t in each direction at base (Router.fluidBaseTransferRate) and tops out at 400 mB/t (Router.fluidMaxTransferRate). Each Fluid Transfer Upgrade adds 10 mB/t (Router.mBperFluidUpgade).[75]

Behaviour toggles

Tip: If you run a server and want to lock down long-distance travel, the dimension blacklist accepts wildcards. An entry like 'somemod:*' blocks every dimension added by that mod, and both the router's dimension and the player's dimension are checked for the Player Module.[75]

Particles are on for the Breaker, Placer, Puller, Sender and Vacuum modules, and the Flinger shows smoke effects and plays a sound. The Extruders play a sound when placing or removing blocks, and the bleep volume is 0.5 (Sound.bleepVolume). Those are all cosmetic if you want to quiet things down.[75]

What changed in Modular Routers between versions?

1 part

FTB Evolution 2 1.1.0 ships Modular Routers version 26.1.2.2. The mod was already in the pack in 1.0.2 or earlier, so it is not a new addition in this release.[76]

Modular Routers 26.1.2.2

This is the mod's own changelog for the version your pack uses. Here is what changed:[77]

  • Fixed the Distributor Module not pulling correctly.[77]
  • Fixed Muffler Upgrades not suppressing block-break particles for the Breaker Module.[77]
  • Added the modularrouters:player_module_blacklist item tag, which stops certain items being handled by the Player Module. It contains no items by default.[77]
  • Fixed some missing GUI text, which was being drawn with a 0 alpha level.[77]
  • Fixed a few translations.[77]
Tip: The Player Module blacklist tag starts empty, so nothing is blocked until a pack or datapack adds items to it. If you want to keep an item away from the Player Module, that tag is the place to do it.[77]

Unverified The pack changelogs may mention Modular Routers in other releases, but the sources here contain no pack changelog entries for this mod, so any pack-specific changes to it are unverified.

Sources

  1. Modular Routers project page (modrinth) · official mod data
  2. All the Mods 11 0.8.0-beta mod list · pack file
  3. In-game guide: Overview (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. In-game guide: Augments (modularrouters) · official docs
  8. In-game guide: Smart Filters (modularrouters) · official docs
  9. In-game guide: Bulk Item Filter (modularrouters) · official docs
  10. In-game guide: FTB Filter System (modularrouters) · official docs
  11. In-game guide: Modular Router (modularrouters) · official docs
  12. In-game guide: Regulator Augment (modularrouters) · official docs
  13. All the Mods 11 0.8.0-beta recipe dump: recipes making Modular Routers items · pack recipe dump
  14. modularrouters tooltips and descriptions (English lang file) · official mod data
  15. In-game guide: Stack Augment (modularrouters) · official docs
  16. In-game guide: Activator Module (modularrouters) · official docs
  17. In-game guide: Range Up Augment (modularrouters) · official docs
  18. In-game guide: Modular Router (modularrouters) · official docs
  19. In-game guide: Speed Upgrade (modularrouters) · official docs
  20. In-game guide: Smart Filters (modularrouters) · official docs
  21. In-game guide: Mod Filter (modularrouters) · official docs
  22. In-game guide: Regex Filter (modularrouters) · official docs
  23. In-game guide: Inspection Filter (modularrouters) · official docs
  24. In-game guide: Termination (modularrouters) · official docs
  25. In-game guide: Puller Module Mk1 (modularrouters) · official docs
  26. In-game guide: Puller Module Mk2 (modularrouters) · official docs
  27. In-game guide: Sender Module Mk1 (modularrouters) · official docs
  28. In-game guide: Sender Module Mk2 (modularrouters) · official docs
  29. In-game guide: Sender Module Mk3 (modularrouters) · official docs
  30. In-game guide: Distributor Module (modularrouters) · official docs
  31. In-game guide: Player Module (modularrouters) · official docs
  32. In-game guide: Placer Module (modularrouters) · official docs
  33. In-game guide: Dropper Module (modularrouters) · official docs
  34. In-game guide: Flinger Module (modularrouters) · official docs
  35. In-game guide: Vacuum Module (modularrouters) · official docs
  36. In-game guide: Fluid Module Mk1 (modularrouters) · official docs
  37. In-game guide: Fluid Transfer Upgrade (modularrouters) · official docs
  38. In-game guide: Fluid Module Mk2 (modularrouters) · official docs
  39. In-game guide: Energy Upgrade (modularrouters) · official docs
  40. In-game guide: Energy Output Module (modularrouters) · official docs
  41. In-game guide: Energy Distributor Module (modularrouters) · official docs
  42. In-game guide: Range Down Augment (modularrouters) · official docs
  43. In-game guide: Redstone Augment (modularrouters) · official docs
  44. In-game guide: Fast Pickup Augment (modularrouters) · official docs
  45. In-game guide: Pickup Delay Augment (modularrouters) · official docs
  46. In-game guide: Pushing Augment (modularrouters) · official docs
  47. In-game guide: Mimic Augment (modularrouters) · official docs
  48. In-game guide: Security Upgrade (modularrouters) · official docs
  49. In-game guide: Blast Upgrade (modularrouters) · official docs
  50. In-game guide: Camouflage Upgrade (modularrouters) · official docs
  51. In-game guide: Muffler Upgrade (modularrouters) · official docs
  52. FTB Evolution 2 1.1.0 recipe dump: recipes making Modular Routers items · pack recipe dump
  53. data/modularrouters/tags/item/modules.json (modularrouters's jar) · official mod data
  54. In-game guide: Modules (modularrouters) · official docs
  55. In-game guide: Modular Router (modularrouters) · official docs
  56. In-game guide: Upgrades (modularrouters) · official docs
  57. In-game guide: Speed Upgrade (modularrouters) · official docs
  58. In-game guide: Stack Upgrade (modularrouters) · official docs
  59. In-game guide: Sync Upgrade (modularrouters) · official docs
  60. In-game guide: Fluid Transfer Upgrade (modularrouters) · official docs
  61. In-game guide: Energy Upgrade (modularrouters) · official docs
  62. In-game guide: Security Upgrade (modularrouters) · official docs
  63. In-game guide: Blast Upgrade (modularrouters) · official docs
  64. In-game guide: Camouflage Upgrade (modularrouters) · official docs
  65. In-game guide: Muffler Upgrade (modularrouters) · official docs
  66. data/modularrouters/tags/item/filters.json (modularrouters's jar) · official mod data
  67. In-game guide: Smart Filters (modularrouters) · official docs
  68. In-game guide: Augments (modularrouters) · official docs
  69. In-game guide: Fast Pickup Augment (modularrouters) · official docs
  70. In-game guide: Mimic Augment (modularrouters) · official docs
  71. In-game guide: Redstone Augment (modularrouters) · official docs
  72. In-game guide: Range Down Augment (modularrouters) · official docs
  73. In-game guide: Range Up Augment (modularrouters) · official docs
  74. In-game guide: Regulator Augment (modularrouters) · official docs
  75. FTB Evolution 2 1.1.0 config: config/modularrouters-common.toml · pack file
  76. FTB Evolution 2 1.1.0 mod list · pack file
  77. Modular Routers 26.1.2.2 changelog · changelog
Where this guide comes from

Written from what FTB Evolution 2 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.

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Version in each release

9 releases, first in 1.0.2
FTB Evolution 2VersionJarWhere it came from
1.4.0
Oct 17, 2026
26.1.2.2modular-routers-26.1.2.2.jarFrom the published release
1.3.2
Oct 16, 2026
26.1.2.2modular-routers-26.1.2.2.jarFrom the published release
1.3.1
Oct 15, 2026
26.1.2.2modular-routers-26.1.2.2.jarFrom the published release
1.3.0
Oct 14, 2026
26.1.2.2modular-routers-26.1.2.2.jarFrom the published release
1.2.2
Oct 13, 2026
26.1.2.2modular-routers-26.1.2.2.jarFrom the published release
1.2.1
Oct 12, 2026
26.1.2.2modular-routers-26.1.2.2.jarFrom the published release
1.2.0
Oct 12, 2026
26.1.2.2modular-routers-26.1.2.2.jarFrom the published release
1.1.0
Oct 10, 2026
26.1.2.2modular-routers-26.1.2.2.jarFrom the published release
1.0.2
Oct 8, 2026
26.1.2.2modular-routers-26.1.2.2.jarFrom the published release

"From pack files" means the list came from the pack's own files; "from the published release" means ForgeBase read the jars of the release itself.

Items and blocks

52 items from the 1.4.0 recipe dump.

Config options (how FTB Evolution 2 sets them)

58 settings shipped in the pack's config files; 0 differ from the mod's documented default.

See all 58 settings →

Show settings
SettingFTB Evolution 2 valueMod default
Module.breakerHarvestLevelLimit
Should Breaker & Extruder Mk1 Modules respect the harvest level of the pickaxe used to craft them? (e.g. craft with an Iron Pickaxe => can't break Obsidian
config/modularrouters-common.toml
truenot documented
Module.breakerParticles
Should Breaker modules show particle effects when working?
config/modularrouters-common.toml
truenot documented
Module.dimensionBlacklist
Dimension ID's which the Sender Mk3 cannot send to or from, and the Player Module cannot operate (both router dimension and player dimension are checked). This can be wildcarded, e.g. 'somemod:*' blacklists all dimensions added by the mod 'somemod'
config/modularrouters-common.toml
[]not documented
Module.extruderPushEntities
Should Extruder Mk1/2 modules push entities along when extruding blocks?
config/modularrouters-common.toml
truenot documented
Module.extruderSound
Should Extruder Mk1/2 modules play a sound when placing/removing blocks?
config/modularrouters-common.toml
truenot documented
Module.flingerEffects
Should Flinger modules show smoke effects & play a sound when working?
config/modularrouters-common.toml
truenot documented

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