ElevatorMod guide for FTB Skies 2 1.0.1 to 1.22.0
ElevatorMod guide for FTB Skies 2
Last verified for FTB Skies 2 v1.22.0 on Oct 8, 2026 · text last changed Oct 8, 2026
A newer release (1.24.0) is out Guide for the current version
Also applies to:All the Mods 10 0.32 to 8.3All the Mods 10: To the Sky 1.0 to 2.0.5All the Mods 11 0.1.0 to 0.9.0-betaAll the Mons 0.3.0-beta to 1.3.0FTB Evolution 2 1.0.2 to 1.4.0FTB Skies 2: Aero 1.0.3 to 1.10.0FTB StoneBlock 4 1.1.1 to 1.21.0Project Infinity 0.1 0.0.45.4 to 0.0.51.4-hotfix-2
- Sections
- 6
- Recipes shown
- 3
- Items named
- 16
2 sections are written for this pack; 4 are shared from another pack's guide.
Every recipe and number here was checked against FTB Skies 2 1.22.0's own files.
What is ElevatorMod?
2 parts
Same as in the All the Mods 10 8.1 guide
ElevatorMod is a simple port of the elevator from OpenBlocks to Minecraft 1.8 and newer. It gives you blocks that teleport you straight up or down between floors, with no stairs or ladders needed.[1]
The pack includes ElevatorMod 1.21.1-1.11.4 for NeoForge.[2]
How it works
Place two or more elevators at the same X and Z coordinates. Jump to go to the elevator above, or sneak to go to the one below.[1]
Right-click an elevator with an empty hand to open its options screen. From there you can turn on the Directional option, which sets the yaw rotation of players who teleport to that elevator. It also shows an arrow on the elevator, and you can hide the arrow with the Hide arrow checkbox. This only changes which way you face, not how you move.[1]
You can also camouflage an elevator by right-clicking it with a solid block. Most blocks work, but some, like a chest, don't because they use a different rendering method. Any elevator can be re-dyed too.[1]
Configuration
The config is per-world and lives at serverconfig/elevatorid-server.toml inside the world folder. The mod's own defaults give elevators a range of 384 (allowed values run from 3 to 4064), no XP cost, and no requirement for matching colors. If you turn on the XP option, the default cost is 1 XP point per teleport (points, not levels). The sources here don't show whether the pack changes any of these values, so treat them as the mod's defaults.[1]
How do you get started with ElevatorMod?
4 parts
Same as in the All the Mods 10 8.1 guide
ElevatorMod gives you one simple thing: a fast way to move up and down between floors. It is a port of the elevator from OpenBlocks, so your first job is to craft a couple of elevators.[1]
Step 1: craft your first elevators
You need at least two elevators, because one on its own has nowhere to send you. In this pack each colour has its own crafting recipe. Here is White Elevator as an example.[1][3]
Crafting Shaped
Recipe id: elevatorid:elevator_white
Every other colour has its own recipe following the same pattern.
Step 2: place them and ride
- Place two or more elevators at the same X and Z coordinates, one above the other.[1]
- Stand on an elevator and jump to travel to the elevator above.[1]
- Sneak to travel to the elevator below.[1]
Step 3: re-dye instead of crafting again
If you want a different colour, you don't need to start over. This pack has shapeless re-dye recipes that turn an existing elevator into another colour with a dye. Here is the one for Red Elevator.[3]
Any elevator can be the input, and each colour has its own re-dye recipe.
Useful extras
- Right-click an elevator with an empty hand to open its options interface.[1]
- Turn on the Directional checkbox and the elevator will adjust the yaw rotation of players who teleport to it, based on the direction you set. It only changes which way you face, not how you move horizontally. An arrow on the elevator shows that direction, and the Hide arrow checkbox removes it.[1]
- Right-click an elevator while holding a solid block to camouflage it as that block. Most blocks work, but some, such as a chest, can't be used because they render differently.[1]
How does ElevatorMod work?
4 parts
Same as in the All the Mods 10 8.1 guide
ElevatorMod is a simple port of the OpenBlocks elevator. Everything it does revolves around stacking elevator blocks and teleporting between them. Here's how that works.[1]
Using elevators
Place two or more elevators on the same X and Z coordinates. Jump to travel to the elevator above you, or sneak to travel to the one below.[1]
Elevators come in a range of colors, from White Elevator to Black Elevator. Here is the recipe for the white one in this pack.[3]
Crafting Shaped
Recipe id: elevatorid:elevator_white
Every other color has its own recipe in the same style.
You can also re-dye any elevator into another color with a shapeless recipe. Here is the red version.[1][3]
The options interface
Right-click an elevator with an empty hand to open its options interface.[1]
- Directional: when this checkbox is on, the elevator adjusts the yaw rotation of players who teleport to it, based on the direction you set. Click a direction button to change it. The buttons are laid out to match the way you are currently facing.[1]
- Arrow: a directional elevator shows an arrow indicating its direction. Tick the Hide arrow checkbox to hide it.[1]
- Directional only changes which way the player faces after teleporting. It has nothing to do with horizontal movement.[1]
Camouflage
Right-click an elevator with a solid block in your hand to camouflage it as that block. Most blocks work, but some don't. A chest is one example, because it uses a different rendering method.[1]
Mod default settings
The mod has a per-world server config that controls how teleporting behaves. The values below are the mod's defaults, not confirmed values for this pack.[1]
- Range: the elevator range defaults to 384 and can be set anywhere from 3 to 4064.[1]
- Same color: by default, elevators do not need to share a color to teleport between each other. An option can turn this requirement on.[1]
- XP cost: by default, teleporting does not require XP. If you enable it, the cost defaults to 1 XP point. That is experience points, not levels.[1]
- Precision target: players are realigned to the center of the elevator by default.[1]
- Mob spawning: mobs cannot spawn on elevators by default.[1]
- Pitch reset: teleporting to normal elevators does not reset your pitch to 0 by default, but teleporting to directional elevators does.[1]
Unverified The mod's settings live in a per-world server config file, and the sources here do not include a config file for this mod in the pack. The values above are the mod's defaults, and whether this pack changes any of them is not shown. Check the config in your own world before relying on the range, color or XP rules.
How do you progress through ElevatorMod?
3 parts
Same as in the All the Mods 10 8.1 guide
There is no tier ladder to climb with this mod in the pack. Every recipe for it is a colour variant of the elevator, and nothing in the recipe dump shows an upgrade chain between them.[3]
Crafting an elevator
Each colour has its own shaped crafting recipe, and they are all built the same way, so you only need to learn one. Here is the Black Elevator as an example.[3]
Crafting Shaped
Recipe id: elevatorid:elevator_black
Every other colour has its own shaped recipe in the pack that follows the same pattern.
The colours available are White Elevator, Light Gray Elevator, Gray Elevator, Black Elevator, Brown Elevator, Red Elevator, Orange Elevator, Yellow Elevator, Lime Elevator, Green Elevator, Cyan Elevator, Light Blue Elevator, Blue Elevator, Purple Elevator, Magenta Elevator and Pink Elevator.[3]
Changing the colour later
You do not have to craft a new elevator from scratch to change its colour. The pack has a shapeless redye recipe for every colour, and it accepts any elevator you already own. Here is the one for red.[3]
The other colours have their own redye recipes that work the same way.
Quests
Unverified The sources here show no quest chapter or quest for this mod, so there is no quest-book progression to follow for it. If you want to check how the pack's quest book treats elevators, look in the quest book itself.
Which ElevatorMod config options matter?
4 parts
ElevatorMod has a small server config, and this pack leaves the important numbers at the mod's own defaults. Nothing here is a pack-specific tweak, so you can treat the mod's normal behavior as how it works in the pack.[1][4]
Range and activation
- General.range is the elevator range. The pack sets it to 384, which is the mod default. The allowed range is 3 to 4,064.[4]
- General.activationRange is the elevator activation range. The pack sets it to 6, which is the mod default. The allowed range is 1 to 64.[4]
XP cost
- General.useXP controls whether teleporting costs XP. In this pack it is false, so elevators are free to use.[4]
- General.XPPointsAmount only matters if you turn useXP on. It is set to 1, the mod default, and it counts XP points, not experience levels.[4]
Colors, targeting and mobs
- General.sameColor is false in this pack. Elevators do not need to share a color to teleport you between them, which matches the mod's default.[1][4]
- General.precisionTarget is true, so you are realigned to the center of the elevator when you arrive. This also matches the mod's default.[1][4]
- General.mobSpawn is false, so mobs cannot spawn on elevators.[4]
Camera pitch
- General.resetPitchDirectional is true. Your pitch is reset to 0 when you teleport to a directional elevator.[4]
- General.resetPitchNormal is false. Your pitch is left alone when you teleport to a normal elevator.[4]
Unverified The sources don't confirm the mod's own defaults for mobSpawn, resetPitchDirectional, resetPitchNormal, useXP or XPPointsAmount beyond what is noted above, so whether the pack changed any of those from the mod default is unverified.
What changed in ElevatorMod between versions?
1 part
ElevatorMod has been in FTB Skies 2 since version 1.0.1 or earlier, and FTB Skies 2 1.22.0 ships ElevatorMod 1.21.1-1.11.4. That's the only version this guide covers, so here is what it changed.[5]
ElevatorMod 1.21.1-1.11.4
This is a patch release aimed at people playing with controllers. It lists two changes:[6]
If you play with a controller, this is the update that should make elevators work better for you. The changelog doesn't give a default value or a config file for the activation range option, so check the mod's config in your instance rather than assuming a number.[6]
Unverified The pack's own changelogs have no entries for this mod, so it isn't confirmed whether any other ElevatorMod versions were used in earlier FTB Skies 2 releases.
Sources
- ElevatorMod project page (modrinth) · official mod data
- All the Mods 10 8.1 mod list · pack file
- All the Mods 10 8.1 recipe dump: recipes making ElevatorMod items · pack recipe dump
- FTB Skies 2 1.22.0 config: config/elevatorid-server.toml · pack file
- FTB Skies 2 1.22.0 mod list · pack file
- ElevatorMod 1.21.1-1.11.4 changelog · changelog
Where this guide comes from
Written from what FTB Skies 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 8, 2026.
Guides for other versions: 1.23.0 to 1.24.0