Immersive Engineering guide for FTB Skies 2 1.0.1 to 1.5.2
Immersive Engineering guide for FTB Skies 2
Last verified for FTB Skies 2 v1.5.1 on Oct 17, 2026 · text last changed Oct 17, 2026
A newer release (1.24.0) is out Guide for the current version
- Sections
- 8
- Recipes shown
- 24
- Items named
- 81
- Quests covered
- 32
6 sections are written for this pack; 2 are shared from another pack's guide.
Every recipe and number here was checked against FTB Skies 2 1.5.1's own files.
What is Immersive Engineering?
1 part
Immersive Engineering is a tech mod built around realism-inspired, retro-futuristic technology. Instead of glowing tubes, you get actual hanging power lines. Instead of one block that magically spits out dust, you build big multiblocks. The Crusher is 5x3x3, and the Excavator, which digs ores out of the ground with a bucketwheel, is 3x7x8.[1]
Power moves through cables spanned between connectors, not through lanes of blocks. The mod uses the Forge Energy API but can be played fully standalone. Generation comes from waterwheels, windmills, biodiesel and more. If you ever get stuck, the in-game Engineer's Manual is crafted with a book and a lever.[1]
This pack includes Immersive Engineering 12.4.2-194, and it has been in the pack since 1.0.1 or earlier.[2]
Where it fits in this pack
The mod has its own quest chapter, and it starts with the Engineer's Hammer in a quest in "?". Four quests unlock right after it. They cover Coke Brick in a quest in "?", Kiln Brick in a quest in "?", the Engineer's Wire Cutters in a quest in "?", and the Conveyor Belt with the Fluid Pipe in a quest in "?".[3]
The wire quests lead into power. LV connectors come first in a quest in "?". After that you get the Thermoelectric Generator, the Kinetic Dynamo with the Windmill and Water Wheel, and then MV and HV wiring with the Transformer and HV Transformer.[3]
Further along the chapter you reach the Engineer's Workbench and Engineer's Blueprint quests, the Garden Cloche, the Revolver and finally the Railgun. There is also an early link in the pack's opening chapter, where a quest in "?" asks for Industrial Hemp Fiber.[3][4]
Unverified These sources don't show whether the pack changes any Immersive Engineering recipes or configs, so check the recipe pages in this guide before relying on mod defaults.
How do you get started with Immersive Engineering?
6 parts
Immersive Engineering moves power along hanging wires between connectors instead of through lanes of blocks, and a lot of its machines are multiblocks. In this pack the quest chapter for the mod gives you a clear order to work in, and this section follows it. For anything the quests don't cover, the mod's own in-game documentation is the Engineer's Manual, crafted with a book and a lever.[1][3]
Step one: the Engineer's Hammer
The first quest in the chapter, a quest in "?", asks for the Engineer's Hammer. The brick, wire, conveyor and fluid pipe quests all come after it, so make it first.[3]
Crafting Shaped
| Empty slot | any iron ingot | any string |
| Empty slot | any wooden rod | any iron ingot |
| any wooden rod | Empty slot | Empty slot |
Recipe id: immersiveengineering:crafting/hammer
Step two: bricks for the early multiblocks
Right after the hammer, a quest in "?" wants 27 Coke Brick, and a quest in "?" wants 8 Kiln Brick. The creosote quest and the Blast Brick quest both come after the Coke Brick quest.[3]
Crafting Shaped
| any clay | any brick | any clay |
| any brick | any block sandstone | any brick |
| any clay | any brick | any clay |
Recipe id: immersiveengineering:crafting/cokebrick
Crafting Shaped
| any block sandstone | any brick |
| any brick | any block sandstone |
Recipe id: immersiveengineering:crafting/alloybrick
a quest in "?" also unlocks after the hammer and asks for a Conveyor Belt and a Fluid Pipe.[3]
Crafting Shaped
| any leather | any leather | any leather |
| any iron ingot | any redstone dust | any iron ingot |
Recipe id: immersiveengineering:crafting/conveyor_basic
Crafting Shaped
6 × any iron plate
Recipe id: immersiveengineering:crafting/fluid_pipe
Step three: creosote, Treated Wood and the Workbench
With Coke Bricks done, a quest in "?" asks for a Bucket of Creosote Oil and some Treated Wood Planks. There is a Create spout filling recipe that turns any planks into Treated Wood Planks, so you can make it that way.[3][5]
Filling (create)
- any plank
Recipe id: create:filling/compat/immersiveengineering/treated_wood_in_spout
After that comes a quest in "?", the Engineer's Workbench. The blueprint quests come after it, and the mod describes the Workbench as the place where you modify your tools.[3][6]
Step four: blueprints
Three quests follow the Workbench and ask for an Engineer's Blueprint: a quest in "?", a quest in "?" (two blueprints) and a quest in "?". There are separate blueprint crafting recipes for components, molds, bullets, banner patterns and warning signs. Here is the components one.[3][5]
Crafting Shaped
| any copper ingot | any lead ingot | any iron ingot |
| any blue dye | any blue dye | any blue dye |
| any paper | any paper | any paper |
Recipe id: immersiveengineering:crafting/blueprint_components
Step five: wires and your first power
Also right after the hammer, a quest in "?" asks for the Engineer's Wire Cutters along with an iron plate and copper wire. It leads to a quest in "?", which wants the LV Wire Connector, the LV Wire Coil and the LV Wire Relay.[3]
Crafting Shaped
| Empty slot | any copper ingot | Empty slot |
| any connector insulator | any copper ingot | any connector insulator |
| any connector insulator | any copper ingot | any connector insulator |
Recipe id: immersiveengineering:crafting/connector_lv
Once the LV wiring quest is done, two power quests open. a quest in "?" wants a Thermoelectric Generator. a quest in "?" wants a Kinetic Dynamo, a Windmill and a Water Wheel.[3]
Crafting Shaped
| any redstone dust | any redstone dust | |
| any iron ingot | any iron ingot |
Recipe id: immersiveengineering:crafting/dynamo
Where to go next
- a quest in "?" asks for 27 Blast Brick and comes after the Coke Brick quest.[3]
- a quest in "?" and a quest in "?" step up to MV and HV wiring, each with its own transformer.[3]
- a quest in "?" asks for the Garden Cloche and comes after the first blueprint quest.[3]
The Garden Cloche matters for hemp. The pack adds Cloche recipes that turn Industrial Hemp Seeds and dirt into Industrial Hemp Fiber, and the starting chapter has a quest, a quest in "?", that asks for hemp fiber alongside string.[4][5]
Cloche (immersiveengineering)
Recipe id: ftb:cloche/hemp_fiber_from_dirt
Crafting Shaped
| any glass blocks | any glass blocks | |
| any glass blocks | any glass blocks | |
| Empty slot | Empty slot |
Recipe id: immersiveengineering:crafting/cloche
How does Immersive Engineering work?
5 parts
Same as in the FTB Skies 2 1.22.0 guide
Immersive Engineering runs on the Forge Energy API, so it plays nicely with other tech mods. The big difference is that power doesn't travel through lanes of blocks. You span actual cables between connectors. Generation comes from waterwheels, windmills, biodiesel and more, and many of the machines are multiblocks.[1]
Your in-game documentation is the Engineer's Manual, which the mod's project page says you craft with a book and a lever. Check it whenever you need the exact build layout for a multiblock.[1]
Multiblocks
The Crusher is a 5x3x3 multiblock with rotating wheels. The Excavator is a much bigger and more resource-hungry 3x7x8 multiblock with a bucketwheel that digs ore out of the ground.[1]
The mod also tracks several multiblocks with advancements: the Crude Blast Furnace, the Improved Blast Furnace, the Arc Furnace, the Metal Press and the Diesel Generator. Forming each one earns its own advancement, which makes a handy checklist as you expand.[6]
Power and storage
The pack leaves the capacitor limits at the mod defaults. Each tier has its own input, output and storage cap, all in Flux.[7]
- LV capacitor: 256 Flux/tick in and out, 100,000 Flux stored (machines.capacitors.lv.input, machines.capacitors.lv.output, machines.capacitors.lv.storage).[7]
- MV capacitor: 1,024 Flux/tick in and out, 1,000,000 Flux stored (machines.capacitors.mv.input, machines.capacitors.mv.output, machines.capacitors.mv.storage).[7]
- HV capacitor: 4,096 Flux/tick in and out, 4,000,000 Flux stored (machines.capacitors.hv.input, machines.capacitors.hv.output, machines.capacitors.hv.storage).[7]
On the generation side, the Diesel Generator outputs 4,096 Flux per tick, and the burn time of the fuel decides the total energy you get (machines.dieselGen_output). The Kinetic Dynamo has an output modifier of 3, which is then scaled by the rotation modifier of the attached water- or windmill (machines.dynamo_output).[7]
The Charging Station can push up to 256 Flux per tick into an item (machines.charger_consumption). The Assembler spends 80 Flux each time it crafts an item from a recipe (machines.assembler_consumption).[7]
Machine speed and upkeep
The time and energy modifiers for the Arc Furnace, Crusher, Bottling Machine and Auto Workbench are all at 1 in this pack, which is the mod default. Recipes therefore run at their normal speed and cost (machines.arc_furnace.timeModifier, machines.arc_furnace.energyModifier, machines.crusher.timeModifier, machines.crusher.energyModifier, machines.bottling_machine.timeModifier, machines.bottling_machine.energyModifier, machines.auto_workbench.timeModifier, machines.auto_workbench.energyModifier).[7]
Graphite Electrodes in the Arc Furnace take 1 damage per tick while the furnace works. With the default of 96,000 damage, that is 8 consecutive in-game days of runtime (machines.arc_furnace.electrodeDamage).[7]
The External Heater uses 8 Flux per tick to add one heat to a furnace. It creates up to 4 heat during startup and then 1 heat per tick to keep the furnace running (machines.external_heater.consumption).[7]
Finding and mining minerals
The Core Sample Drill uses 40 Flux per tick and needs 200 ticks to work out which mineral is under a chunk (machines.coredrill.consumption, machines.coredrill.time). Its result tells you whether a mineral vein was found or not, and how intact the vein is.[6][7]
The Excavator draws 4,096 Flux per tick while it digs (machines.excavator.consumption). One chunk can give at most 38,400 yield (machines.excavator.yield). When a vein generates, a random share of it up to 0.2 (as a decimal value) is already depleted (machines.excavator.initial_depletion). These values are all the mod defaults in this pack. You can also turn off the Excavator's heavy particle effects with machines.excavator.particles.[7]
Item and fluid handling
- The Bottling Machine can be switched between holding containers until they are full and allowing partial filling.[6]
- Extracting Conveyor Belts report how many items per second they pull out.[6]
- Machines can use redstone control, which can be inverted, and a strong redstone signal can be enabled or disabled.[6]
- Pumps can be toggled to replace fluid blocks with cobblestone. The mod warns that this can cause lag with large amounts of fluid.[6]
- Some containers refuse to store gases, and you'll get a chat message if you try.[6]
The advancement list also points to Dropping Conveyor Belts, Item Routers, Item Batchers and Sheetmetal Chutes as part of the mod's item-moving toolkit.[6]
How do you progress through Immersive Engineering?
6 parts
The Immersive Engineering questline in this pack is a single chapter that starts with one simple task and branches into power tiers, machines, plastics and weapons. The quest names are blank in this version, so I refer to each quest by its ID.[3]
Step 1: The Hammer and the brick tier
Everything hangs off a quest in "?", which asks you to make the Engineer's Hammer. Right after it you get the Coke Brick quest, the Kiln Brick quest, the wire cutters quest and the conveyor and pipe quest.[3]
Crafting Shaped
| Empty slot | any iron ingot | any string |
| Empty slot | any wooden rod | any iron ingot |
| any wooden rod | Empty slot | Empty slot |
Recipe id: immersiveengineering:crafting/hammer
- a quest in "?" wants 27 Coke Brick.[3]
- a quest in "?" wants 8 Kiln Brick.[3]
- a quest in "?" follows the Coke Brick quest and wants 27 Blast Brick.[3]
- a quest in "?" wants a Conveyor Belt and a Fluid Pipe.[3]
The Coke Brick quest also unlocks a quest in "?", which asks for a Bucket of Creosote Oil and Treated Wood Planks. Create can make treated wood for you, because there is a spout filling recipe that turns any planks into it.[3][5]
Filling (create)
- any plank
Recipe id: create:filling/compat/immersiveengineering/treated_wood_in_spout
Step 2: Workbench, blueprints and the Cloche
Treated wood leads to a quest in "?", the Engineer's Workbench. That opens three blueprint quests: a quest in "?", a quest in "?" and a quest in "?". Each asks for an Engineer's Blueprint, and the second asks for two.[3]
The first blueprint quest unlocks a quest in "?", the Garden Cloche. Hemp fiber matters early too: the chapter called the_beginning has a quest in "?", which asks for string and Industrial Hemp Fiber. This pack adds its own cloche recipes for hemp fiber, so plain dirt works, and so do richer soils such as Rich Soil, Mystical Agriculture farmland and Just Dire Things soils.[3][4][5]
Cloche (immersiveengineering)
Recipe id: ftb:cloche/hemp_fiber_from_dirt
Added by the pack: Industrial Hemp Seeds and plain dirt in the cloche give hemp fiber.
Step 3: Wire tiers (LV, MV, HV)
Power progression runs through three wire tiers, and each has its own quest. a quest in "?" (the Engineer's Wire Cutters) leads into LV in a quest in "?". That quest wants an LV Wire Connector, an LV Wire Coil and an LV Wire Relay.[3]
- LV unlocks three quests: a quest in "?" for the Thermoelectric Generator, a quest in "?" for the Kinetic Dynamo, Windmill and Water Wheel, and a quest in "?" for MV.[3]
- The MV quest asks for an MV Wire Connector, an MV Wire Coil, an MV Wire Relay and a Transformer.[3]
- a quest in "?" is the HV step and comes after MV. It asks for an HV Wire Connector, an HV Wire Coil, an HV Wire Relay and an HV Transformer.[3]
Crafting Shaped
| any iron ingot | any iron ingot |
Recipe id: immersiveengineering:crafting/transformer
Step 4: Engineering blocks and the blast furnace
Two quests in this chapter follow a quest that the sources here do not show, so I can't say what unlocks them. a quest in "?" asks for the Heavy Engineering Block, Light Engineering Block and Redstone Engineering Block blocks. a quest in "?" asks for 27 Reinforced Blast Brick, a hopper and 2 Blast Furnace Preheater.[3]
Step 5: Redstone acid, accumulators and plastics
a quest in "?" asks for a Bucket of Redstone Acid. It comes after the Hammer quest and one more quest that the sources here do not show. a quest in "?" then accepts any one of the LV Accumulator, MV Accumulator or HV Accumulator.[3]
The plastics line runs through a quest in "?" (Bucket of Acetaldehyde), then a quest in "?" (Bucket of Phenolic Resin). a quest in "?" asks for a Duroplast Sheet. Separately, a quest in "?" asks for HOP Graphite Dust, and a quest in "?" asks for a Graphite Electrode. Both the duroplast sheet and the electrode come from the bottling machine.[3][5]
Bottling Machine (immersiveengineering)
Metal Press Mold: Plate
- 250× any phenolic resin
Recipe id: immersiveengineering:bottling/duroplast_plate
Bottling Machine (immersiveengineering)
Metal Press Mold: Rod
- 1000× any creosote
- any hop graphite dust
Recipe id: immersiveengineering:bottling/graphite_electrode
Step 6: Advanced electronics and weapons
a quest in "?" asks for the Advanced Electronic Component and needs both the duroplast quest and the first blueprint quest. The pack changed this blueprint recipe, so don't rely on what you remember from the base mod.[3][5]
Blueprint (immersiveengineering)
Vacuum Tube
- any duroplast plate
- any aluminum wire
Recipe id: immersiveengineering:blueprint/component_electronic_adv
Changed by the pack, so this is the recipe to follow here.
The advanced component unlocks a quest in "?", the Resonanz Engineering Block block. It's also required for the Railgun in a quest in "?", which additionally needs the second blueprint quest and the accumulator quest.[3]
The Revolver has its own quest, a quest in "?", which comes after the second blueprint quest. a quest in "?" is the last stop: it asks for the railgun's Precision Scope and Advanced Heatsinks, plus the revolver's Bayonet, Extended Magazine and Amplifier Electron Tubes. It needs both the revolver and railgun quests done first.[3]
Crafting Shaped
| any steel rod | any copper wire | any steel rod |
Recipe id: immersiveengineering:crafting/toolupgrade_revolver_electro
Changed by the pack, so this is the recipe to follow here.
How does Immersive Engineering work with other mods?
5 parts
Immersive Engineering doesn't live on its own in this pack. A lot of its items show up in recipes from other mods, and the pack has rewired several of its default recipes. Here are the connections that the in-pack recipes and quests confirm.[3][5]
Coal coke and creosote
Coal coke is the biggest crossover. The pack changed the crushing recipes so that Coal Coke and the Block of Coal Coke block both crush into Coal Coke Dust. It also changed the coal coke slab recipes: Coal Coke Slab now converts to and from Block of Coal Coke instead of the Immersive Engineering block.[5]
Modern Industrialization's coke oven turns coal into Coal Coke Gem and Creosote Oil, and the pack changed that recipe. The pack also added the Advanced Coke Oven, which has its own coke recipes for coal, coal dust, coal blocks and coal geore shards. Creosote from Immersive Engineering also feeds the pack-changed Modern Industrialization mixer recipe for Lubricant.[5]
Coke Oven (modern_industrialization)
Recipe id: modern_industrialization:materials/coke_oven/coke
The coke oven recipe the pack changed.
Crafting Shaped
| any powered furnace | ||
Recipe id: ftb:shaped/modern_industrialization/advanced_coke_oven
Added by the pack, and built around the Coke Brick.
Metals and steel
The pack changed the Immersive Engineering aluminium, lead and silver slab recipes so they convert into the matching storage blocks from the pack's materials mod, for example Block of Aluminum, Block of Lead and Block of Silver. Steel tools and armor from Immersive Engineering can be smelted or blasted back into Steel Nugget, and the pack changed those recipes as well.[5]
Added by the pack: Steel Ingot becomes Steel Plate with the Engineer's Hammer.
The wiring quest asks for the Engineer's Wire Cutters together with an iron plate and copper wire from the pack's materials mod. It is a quest in "?".[3]
Hemp, farming and the cloche
The pack added many cloche recipes that turn Industrial Hemp Seeds into Industrial Hemp Fiber on other mods' soils. These are Rich Soil, Just Dire Things soils such as Primogel Soil, and Mystical Agriculture farmlands such as Inferium Farmland. Insanium Farmland works too. The cloche itself has its own quest, a quest in "?".[3][5]
If you don't have hemp seeds yet, the pack's sifting recipe for dirt with a Mechanical Cloth Mesh can drop them. It can also drop Farmer's Delight seeds. Hemp fiber is needed early too, because a quest in "?" asks for it.[4][5]
Two more farming links: the Immersive Engineering squeezer has mod recipes using Cabbage Seeds and Tomato Seeds with Plant Oil. The pack's jar recipes use Industrial Fertilizer with sand or red sand to make Snad or Red Snad.[5]
HOP graphite
HOP Graphite Ingot and HOP Graphite Dust connect Immersive Engineering to Mystical Agriculture, Productive Bees and Oritech, as the recipes below show. The dust also has its own quest, a quest in "?".[3][5]
Crafting Shaped
Recipe id: mysticalagriculture:essence/immersiveengineering/hop_graphite_ingot
Mystical Agriculture's Hop Graphite Essence is the route to the ingot.
Centrifuge (productivebees)
Recipe id: productivebees:centrifuge/immersiveengineering/honeycomb_hop_graphite
This centrifuge recipe also gives Wax.
Centrifuge (oritech)
Recipe id: oritech:centrifuge/compat/immersiveengineering/carbon_fibre_strands
The Oritech centrifuge makes Carbon Fibre Strands from the dust.
Late-game crossovers
The pack's sequenced assembly recipe for the Infinitely Compressed Circuit Board uses the Immersive Engineering Circuit Backplane alongside parts from Mekanism Weaponry, Oritech and PneumaticCraft.[5]
High-Cetane Biodiesel is an ingredient in both pack-added recipes for Supercritical Mass. Both are shown below.[5]
This version uses the HE Uranium Fuel Rod, with Reprocessed Fissile Fragment and Ender Gate (Nitro) alongside.
Reaction (advanced_ae)
16000× High-Cetane Biodiesel
5× Reprocessed Fissile Fragment
16× Low-Yield Nuclear Explosion Device
16× Niotic Crystal
4× Ender Gate (Nitro)
Recipe id: ftb:ae2/transform/supercritical_mass_non_mi
The second version swaps in the Low-Yield Nuclear Explosion Device and the Niotic Crystal, and still uses the fragment and the ender gate.
Which FTB Skies 2 quests use Immersive Engineering?
7 parts
Immersive Engineering has its own quest chapter in this pack, called "immersive_engineering". All of its quests are untitled, so I'm pointing to them by quest reference. One more quest that asks for an Immersive Engineering item sits in the chapter "the_beginning".[3][4]
Where it starts
The chapter opens with a quest in "?", which asks for the Engineer's Hammer. Almost everything else hangs off this quest, so grab the hammer first.[3]
Bricks, creosote and the workbench
- a quest in "?" comes after the hammer. It has an observation task and asks for 27 Coke Brick.[3]
- a quest in "?" follows it with another observation task and 27 Blast Brick.[3]
- a quest in "?" also follows the coke bricks. It wants a Bucket of Creosote Oil and Treated Wood Planks.[3]
- a quest in "?" comes after that and asks for the Engineer's Workbench.[3]
- a quest in "?" is a separate branch off the hammer. It has an observation task and asks for 8 Kiln Brick.[3]
- a quest in "?" is another branch off the hammer. It asks for a Conveyor Belt and a Fluid Pipe.[3]
Blueprints, the cloche and the revolver
After the workbench, three quests ask for an Engineer's Blueprint. a quest in "?" has one blueprint task, a quest in "?" has two, and a quest in "?" has one. The first unlocks a quest in "?" for the Garden Cloche. The second unlocks a quest in "?" for the Revolver.[3]
Wiring and power
The wiring line also starts at the hammer. a quest in "?" asks for the Engineer's Wire Cutters, an iron plate and copper wire. a quest in "?" follows with the LV tier: LV Wire Connector, LV Wire Coil and LV Wire Relay.[3]
- a quest in "?" asks for the Thermoelectric Generator.[3]
- a quest in "?" asks for the Kinetic Dynamo, the Windmill and the Water Wheel.[3]
- a quest in "?" is the MV step. It wants MV Wire Connector, MV Wire Coil, MV Wire Relay and a Transformer.[3]
- a quest in "?" is the HV step after that. It wants HV Wire Connector, HV Wire Coil, HV Wire Relay and an HV Transformer.[3]
Fluids, electronics and the railgun
- a quest in "?" asks for a Bucket of Redstone Acid. It needs the hammer quest plus one more prerequisite that isn't in the sources I have.[3]
- a quest in "?" follows it. It accepts any one of the LV Accumulator, MV Accumulator or HV Accumulator.[3]
- a quest in "?" asks for a Duroplast Sheet.[3]
- a quest in "?" asks for the Advanced Electronic Component. It needs the duroplast quest and the first blueprint quest.[3]
- a quest in "?" asks for the Railgun. It needs the advanced component quest, the two-blueprint quest and the capacitor quest.[3]
- a quest in "?" also follows the advanced component and asks for the Resonanz Engineering Block.[3]
- a quest in "?" needs both the revolver and the railgun quests. It has a checkmark task plus five upgrades: Precision Scope, Advanced Heatsinks, Bayonet, Extended Magazine and Amplifier Electron Tubes.[3]
Plastics, graphite and the late game
a quest in "?" asks for a Bucket of Acetaldehyde, and a quest in "?" follows with a Bucket of Phenolic Resin. Separately, a quest in "?" asks for HOP Graphite Dust, which leads to a quest in "?" for the Graphite Electrode.[3]
Two more quests sit behind a prerequisite whose details aren't in my sources. a quest in "?" has an observation task and asks for 27 Reinforced Blast Brick, a hopper and 2 Blast Furnace Preheater. a quest in "?" asks for the Heavy Engineering Block, Light Engineering Block and Redstone Engineering Block.[3]
In the Beginning chapter
a quest in "?" in the chapter "the_beginning" asks for string and Industrial Hemp Fiber. It comes after two other quests in that chapter.[4]
Unverified The quests are untitled in the pack files I have, and the rewards and descriptions weren't included. I can't say what any of these quests give you. Some prerequisite quests, such as 1F9E582F684EA247 and 0806978F98A7A3E8, aren't covered, so the exact order around them is unconfirmed.
Which Immersive Engineering config options matter?
3 parts
Same as in the FTB Skies 2 1.22.0 guide
Good news: in the server config, the only values this pack changed from the mod default are the ore vein sizes. Everything else with a listed mod default is left alone, so start with ore generation.[7]
World generation: IE ores are switched off
The pack sets the vein size of every Immersive Engineering ore to 0. The option description says 0 disables generation, so these ores are not generated as normal world veins in this pack.[7]
- ores.bauxite.vein_size is 0 (mod default 6).[7]
- ores.deep_nickel.vein_size is 0 (mod default 6).[7]
- ores.lead.vein_size is 0 (mod default 8).[7]
- ores.nickel.vein_size is 0 (mod default 5).[7]
- ores.silver.vein_size is 0 (mod default 9).[7]
- ores.uranium.vein_size is 0 (mod default 4).[7]
The other ore settings, such as attempts per chunk, height range and distribution, are still at the mod defaults, and retro-generation is off for every ore (for example ores.lead.retrogen_enable is false). Only the vein size was changed.[7]
Machines and power: mod defaults
The machine, wire, capacitor and tool numbers in the server config all match the mod default, so you can plan your power setup with the values below.[7]
- Copper wire: wires.copper.transferRate is 2,048 IF/t and wires.copper.maxLength is 16 blocks.[7]
- Electrum wire: wires.electrum.transferRate is 8,192 IF/t and wires.electrum.maxLength is 16 blocks.[7]
- HV wire: wires.hv.transferRate is 32,768 IF/t and wires.hv.maxLength is 32 blocks.[7]
- LV capacitor: machines.capacitors.lv.storage is 100,000 Flux, and machines.capacitors.lv.input and machines.capacitors.lv.output are both 256 Flux/tick.[7]
- MV capacitor: machines.capacitors.mv.storage is 1,000,000 Flux, and machines.capacitors.mv.input and machines.capacitors.mv.output are both 1,024 Flux/tick.[7]
- HV capacitor: machines.capacitors.hv.storage is 4,000,000 Flux, and machines.capacitors.hv.input and machines.capacitors.hv.output are both 4,096 Flux/tick.[7]
- Excavator: machines.excavator.consumption is 4,096 Flux/tick, and machines.excavator.yield caps the yield of a chunk at 38,400.[7]
- Wire safety: wires.enableWireDamage and wires.blocksBreakWires are both true, so live wires hurt entities touching them, and placing a block in a wire breaks it.[7]
The recipe speed and energy modifiers for the crusher, arc furnace, metal press, mixer, sawmill, squeezer and the other machines are all 1, so the pack does not tweak machine speed or energy costs.[7]
Client options worth knowing
The client options shown for this pack are at their normal values. showTextOverlay is true, which shows the overlay text for things like capacitor and pump settings. enableVBO is true, and stencilBufferEnabled is true. increasedTileRenderdistance is 1.5 and manualGuiScale is 4, both the mod default.[8]
What changed in Immersive Engineering between versions?
3 parts
FTB Skies 2 1.5.1 ships Immersive Engineering 12.4.2-194. The mod has been in the pack since 1.0.1 or earlier. Below are the notable changes from the mod's own changelogs for 12.4.2-194 and the release before it, 12.4.1-193.[2][9]
12.4.2-194 (the version in this pack)
This is the bigger update, with new logistics options and some automation changes you will notice.[10]
- New: the item router can now filter by mod as well as by tags.[10]
- New: the item hatch, which lets you pull a single stack from an inventory.[10]
- New: cloche recipes can now name a fluid, and if none is given the recipe uses water. Crimson and warped fungi are now grown with lava.[10]
- Changed: extracting conveyors now have a configurable stack-size instead of a configurable tickrate. Existing conveyors need to be adjusted again.[10]
- Changed: the storage shelf now tries to fill slots that already hold the same item, otherwise it places items in the slots right after it. This works for shift-clicking and automatic insertion, and keeps the crates on the shelf more organized.[10]
- Changed: fusiliers and bulwarks now respect looting, and commandos no longer drop emeralds.[10]
Fixes in 12.4.2-194
- The mixer no longer accidentally crafts a lingering awkward potion.[10]
- Catwalks now work properly when used with a hammer.[10]
- Shift-click behavior in the Engineer's Crafting Table is fixed.[10]
- Chutes now accept item input from the side.[10]
- Engineer illagers now drop their raid banner.[10]
- Shelves no longer crash when accessed from unexpected sides.[10]
- Windows used in multiblocks are less directionally dependent.[10]
- The backpack antenna now visually disconnects from wires.[10]
12.4.1-193
- New: lanterns and cage lamps have a variable light level, which you set with a screwdriver. Great for more mood lighting in your factory.[9]
- Fixed: catwalk stairs no longer crash when rotated with a hammer.[9]
Unverified No pack changelog entries for Immersive Engineering were available, so it is unverified whether the pack itself changed anything for this mod between releases.
Sources
- Immersive Engineering project page (modrinth) · official mod data
- FTB Skies 2 1.5.1 mod list · pack file
- FTB Skies 2 1.5.1 quests: "immersive_engineering" · pack file
- FTB Skies 2 1.5.1 quests: "the_beginning" · pack file
- FTB Skies 2 1.5.1 recipe dump: recipes making Immersive Engineering items · pack recipe dump
- immersiveengineering tooltips and descriptions (English lang file) · official mod data
- FTB Skies 2 1.22.0 config: config/immersiveengineering-server.toml · pack file
- FTB Skies 2 1.22.0 config: config/immersiveengineering-client.toml · pack file
- Immersive Engineering 12.4.1-193 changelog · changelog
- Immersive Engineering 12.4.2-194 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 17, 2026.
Guides for other versions: 1.6.0 to 1.24.0