Mekanism Weaponry guide for FTB Skies 2 1.0.1 to 1.6.1
Mekanism Weaponry guide for FTB Skies 2
Last verified for FTB Skies 2 v1.6.1 on Oct 16, 2026 · text last changed Oct 14, 2026
A newer release (1.24.0) is out Guide for the current version
Also applies to:FTB Skies 2: Aero 1.0.3 to 1.10.0
- Sections
- 6
- Recipes shown
- 15
- Items named
- 30
3 sections are written for this pack; 3 are shared from another pack's guide.
Every recipe and number here was checked against FTB Skies 2 1.6.1's own files.
What is Mekanism Weaponry?
Mekanism Weaponry is part of the pack's mod list. This pack ships version 2.0.4 of it (mekanism_weaponry-2.0.4.jar), and it has been included since 1.0.1 or earlier, so it's a long-standing part of the modpack.[1]
Unverified I couldn't confirm what Mekanism Weaponry adds, who it suits best, or where it fits in this pack's progression. The sources I have only list the mod and its version. There's no in-jar guidebook, no platform description, and no recipe or config data, so I won't guess at its items or mechanics.
Unverified The sources show no quests for this mod, and it isn't on the ATM Star path. Treat it as an optional extra rather than a required step, and check in-game before planning a build around it.
How do you get started with Mekanism Weaponry?
5 parts
Same as in the FTB Skies 2 1.22.0 guide
Mekanism Weaponry adds weapons, circuits and upgrade chips to the pack. Every recipe below is the in-pack version. Here is the order I'd tackle things in.[2]
Start with the Weapon Workbench
Make the Weapon Workbench first. It's the mod's own block, and it has its own recipe.[2]
Crafting Shaped
| any iron ingot | any iron ingot | |
Recipe id: mekanism_weaponry:weapon_workbench
Unverified The sources here include no in-jar guidebook and no quest chapter for this mod, so what the Weapon Workbench does in its GUI is not shown. Check it in-game.
Plasma Circuit
Next, make the Plasma Circuit. The Plasma Rifle, the Railgun and the Tesla Minigun all use it in their recipes, so it's the key component for the bigger weapons.[2]
Crafting Shaped
| any copper ingot | any steel ingot | any copper ingot |
| any steel ingot | any steel ingot | |
| any copper ingot | any steel ingot | any copper ingot |
Recipe id: mekanism_weaponry:plasma_circuit
Your first weapon
The Plasma Rifle is the most direct follow-up once you have a Plasma Circuit.[2]
Crafting Shaped
| Empty slot | any steel ingot | any steel ingot |
| Empty slot | ||
| any steel ingot | Empty slot |
Recipe id: mekanism_weaponry:plasma_rifle
If you'd rather not build a Plasma Circuit yet, the Gauntlet recipe doesn't use one.[2]
Crafting Shaped
| any osmium ingot | Empty slot | any osmium ingot |
| Empty slot | Empty slot |
Recipe id: mekanism_weaponry:gauntlet
Bigger weapons
Crafting Shaped
| Empty slot | ||
| Empty slot | ||
| any steel ingot | Empty slot |
Recipe id: mekanism_weaponry:railgun
The Tesla Minigun is the other Plasma Circuit weapon, so keep it as a later goal.[2]
Crafting Shaped
| Empty slot | any copper ingot | |
| any copper ingot | ||
| Empty slot |
Recipe id: mekanism_weaponry:tesla_minigun
Upgrades and extras
The Scope has its own recipe.[2]
Crafting Shaped
| Empty slot | ||
| Empty slot |
Recipe id: mekanism_weaponry:scope
Chips come in four tiers each. Energy Usage chips reduce the energy cost per shot, Fire Rate chips reduce the cooldown, and Heat Per Shot chips reduce the heat accumulated. Start with the first tier of each.[2][3]
Crafting Shaped
| Empty slot | Empty slot | |
| any copper ingot | any gold ingot | any copper ingot |
Recipe id: mekanism_weaponry:energy_usage_chip_1
Energy Usage Chip 1 reduces the energy cost per shot.
Crafting Shaped
| any copper ingot | any gold ingot | any copper ingot |
Recipe id: mekanism_weaponry:fire_rate_chip_1
Fire Rate Chip 1 reduces the cooldown.
Crafting Shaped
| Empty slot | Empty slot | |
| any copper ingot | any gold ingot | any copper ingot |
Recipe id: mekanism_weaponry:heat_per_shot_chip_1
Heat Per Shot Chip 1 reduces the heat accumulated per shot.
The Crimson Paint Bucket recipe is also changed by the pack. The other paint buckets, like Bumblebee Paint Bucket, use the mod's own recipes.[2]
Crafting Shaped
| any iron nugget | ||
| Empty slot | Empty slot | |
| Empty slot | Empty slot | Empty slot |
Recipe id: mekanism_weaponry:crimson_paint_bucket
How does Mekanism Weaponry work?
4 parts
Here's the thing to know up front: the sources for this pack don't show any machines or multiblocks added by Mekanism Weaponry. What they do show is a set of battery-powered weapons, each with its own energy buffer, firing cooldown and reload timing, plus upgrade chips that tune them. That's what this section covers.[4][5]
Power: every weapon is its own battery
Each weapon stores FE internally. Three numbers matter: how much it can store, how fast its battery can charge or discharge, and how much each shot drains. Every one of these values in this pack matches the mod default, so nothing has been rebalanced here.[4]
- Gauntlet: stores 10,000 FE ([[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.gauntletEnergyCapacity]]), has a charge/discharge rate of 1,000 ([[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.gauntletEnergyTransfer]]), and drains 1,000 FE per shot ([[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.gauntletEnergyUsage]]).[4]
- Plasma Rifle: stores 10,000 FE ([[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.plasmaRifleEnergyCapacity]]), has a charge/discharge rate of 1,000 ([[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.plasmaRifleEnergyTransfer]]) and uses 250 FE per shot ([[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.plasmaRifleEnergyUsage]]).[4]
- Railgun: stores 100,000 FE ([[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.railgunEnergyCapacity]]), has a charge/discharge rate of 10,000 ([[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.railgunEnergyTransfer]]) and uses 1,000 FE per shot ([[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.railgunEnergyUsage]]).[4]
- Tesla minigun: stores 100,000 FE ([[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.teslaMinigunEnergyCapacity]]), has a charge/discharge rate of 10,000 ([[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.teslaMinigunEnergyTransfer]]) and uses 1,000 FE per shot ([[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.teslaMinigunEnergyUsage]]).[4]
Cooldown, reload, ammo and heat
Fire rate is set by a cooldown in ticks between shots. The Tesla minigun is the fastest at 4 ticks ([[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.teslaMinigunCooldown]]), then the Plasma Rifle at 6 ([[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.plasmaRifleCooldown]]), and the Railgun is the slowest at 20 ([[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.railgunCooldown]]).[4]
Reloading also takes a set number of ticks: 45 for the Plasma Rifle ([[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.plasmaRifleReloadTime]]), 55 for the Railgun ([[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.railgunReloadTime]]) and 100 for the Tesla minigun ([[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.teslaMinigunReloadTime]]).[4]
The Railgun is the one with an ammo count. It holds up to 5 rounds ([[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.railgunMaxAmmo]]).[4]
The Plasma Rifle and the Tesla minigun build up heat as you fire. The rifle adds 20 per shot ([[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.plasmaRifleHeatPerShot]]) and the minigun adds 5 per shot ([[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.teslaMinigunHeatPerShot]]).[4]
Tuning weapons with chips
Chips are the pack's way of tuning a weapon. There are three kinds, each with four tiers. Energy Usage Chip 1 and its upgrades reduce the energy cost of the weapon. Fire Rate Chip 1 and its upgrades reduce the time between shots. Heat Per Shot Chip 1 and its upgrades reduce the heat built up per shot.[5][6]
Higher tiers are built by upgrading the previous chip, so you work your way up from tier 1 to tier 4. Here are the first two steps of the energy chip line as an example; the other two lines follow the same pattern.[5]
Crafting Shaped
| Empty slot | Empty slot | |
| any copper ingot | any gold ingot | any copper ingot |
Recipe id: mekanism_weaponry:energy_usage_chip_1
Crafting Shaped
| Empty slot | Empty slot | Empty slot |
| Empty slot | Empty slot | Empty slot |
Recipe id: mekanism_weaponry:energy_usage_chip_2
Pack-changed recipes
The pack has changed the Railgun recipe compared with the mod's own. If you've seen another guide for this mod, double-check against the recipe below.[5]
Crafting Shaped
| Empty slot | ||
| Empty slot | ||
| any steel ingot | Empty slot |
Recipe id: mekanism_weaponry:railgun
This recipe is changed by the pack.
The pack also changed the recipes for Alien Paint Bucket and Crimson Paint Bucket. The other paint buckets shown in the sources use the mod's own recipes.[5]
How do you progress through Mekanism Weaponry?
5 parts
Same as in the FTB Skies 2 1.22.0 guide
Unverified The sources here show no quests for this mod, so the pack's quest book gives no confirmed route for it. The path below is built from the in-pack recipes instead.
What sets the pace is which tier of Mekanism control circuit a recipe asks for. As you unlock better circuits, you move up through the weapons and chips.[2]
Early tier: Workbench, Gauntlet and Scope
The Weapon Workbench needs an Advanced Control Circuit, Reinforced Alloy and a Steel Casing, so you need to be past the first Mekanism steps before you can make it.[2]
Crafting Shaped
| any iron ingot | any iron ingot | |
Recipe id: mekanism_weaponry:weapon_workbench
The cheapest weapon is the Gauntlet. Its recipe asks for no control circuit at all, just an Energy Tablet, an HDPE Sheet and an osmium ingot.[2]
Crafting Shaped
| any osmium ingot | Empty slot | any osmium ingot |
| Empty slot | Empty slot |
Recipe id: mekanism_weaponry:gauntlet
The Scope is also an early craft, because it only needs a Basic Control Circuit.[2]
Crafting Shaped
| Empty slot | ||
| Empty slot |
Recipe id: mekanism_weaponry:scope
Mid tier: Plasma Circuit and Plasma Rifle
The big step up is the Plasma Circuit, which needs an Elite Control Circuit. The Magnetic Circuit is gated the same way, with an Elite Control Circuit in its recipe.[2]
Crafting Shaped
| any copper ingot | any steel ingot | any copper ingot |
| any steel ingot | any steel ingot | |
| any copper ingot | any steel ingot | any copper ingot |
Recipe id: mekanism_weaponry:plasma_circuit
Crafting Shaped
| any osmium ingot | ||
| any osmium ingot | any osmium ingot | |
| any osmium ingot |
Recipe id: mekanism_weaponry:magnetic_circuit
Once you have a Plasma Circuit, you can make the Plasma Rifle. It takes another Elite Control Circuit on top of the one inside the Plasma Circuit, so plan for two.[2]
Crafting Shaped
| Empty slot | any steel ingot | any steel ingot |
| Empty slot | ||
| any steel ingot | Empty slot |
Recipe id: mekanism_weaponry:plasma_rifle
Late tier: Railgun and Tesla Minigun
The Railgun recipe is changed by the pack, so don't rely on what you remember from the mod's own recipe. In this pack it needs a Plasma Circuit and a Refined Obsidian Ingot.[2]
Crafting Shaped
| Empty slot | ||
| Empty slot | ||
| any steel ingot | Empty slot |
Recipe id: mekanism_weaponry:railgun
This recipe is changed by the pack.
The Tesla Minigun is the only weapon recipe here that asks for an Ultimate Control Circuit, and it needs a Plasma Circuit as well.[2]
Crafting Shaped
| Empty slot | any copper ingot | |
| any copper ingot | ||
| Empty slot |
Recipe id: mekanism_weaponry:tesla_minigun
Upgrade chips
The mod has three chip families: Energy Usage, Fire Rate and Heat Per Shot. Each family has four levels. Level 1 is made from a Basic Control Circuit, and each later level uses the previous chip plus the next control circuit tier: Advanced for level 2, Elite for level 3 and Ultimate for level 4.[2]
- Energy Usage: Energy Usage Chip 1, Energy Usage Chip 2, Energy Usage Chip 3, Energy Usage Chip 4[2]
- Fire Rate: Fire Rate Chip 1, Fire Rate Chip 2, Fire Rate Chip 3, Fire Rate Chip 4[2]
- Heat Per Shot: Heat Per Shot Chip 1, Heat Per Shot Chip 2, Heat Per Shot Chip 3, Heat Per Shot Chip 4[2]
Crafting Shaped
| Empty slot | Empty slot | |
| any copper ingot | any gold ingot | any copper ingot |
Recipe id: mekanism_weaponry:energy_usage_chip_1
Level 1 of each family starts from a Basic Control Circuit.
Crafting Shaped
| Empty slot | Empty slot | Empty slot |
| Empty slot | Empty slot | Empty slot |
Recipe id: mekanism_weaponry:energy_usage_chip_2
Higher levels upgrade the previous chip with the next circuit tier.
Paint buckets
The mod also adds four paint buckets: Alien Paint Bucket, Bumblebee Paint Bucket, Cotton Candy Paint Bucket and Crimson Paint Bucket. None of their recipes need a control circuit. The Crimson recipe is changed by the pack.[2]
Crafting Shaped
| any iron nugget | ||
| Empty slot | Empty slot | |
| Empty slot | Empty slot | Empty slot |
Recipe id: mekanism_weaponry:crimson_paint_bucket
This recipe is changed by the pack.
How does Mekanism Weaponry work with other mods?
3 parts
Same as in the FTB Skies 2 1.22.0 guide
Mekanism Weaponry is tightly tied to Mekanism in this pack. Its crafting recipes lean on Mekanism parts such as control circuits, the Energy Tablet, the HDPE Sheet and the Steel Casing. For example, the Gauntlet, the Scope, the Plasma Rifle and the Weapon Workbench all need Mekanism items. Those recipes are the mod's own, not pack edits.[2]
Chip upgrades follow Mekanism's circuit tiers
The weapon upgrade chips come in four levels each: energy usage, fire rate and heat per shot. Level 1 uses the basic Mekanism control circuit. Each higher level takes the previous chip plus the next control circuit tier (advanced, elite, then ultimate). So your progress through Mekanism's circuit tiers sets how far you can upgrade your weapons. Start with Energy Usage Chip 1, Fire Rate Chip 1 or Heat Per Shot Chip 1 and work up to the level 4 chips.[2]
The Plasma Circuit and the Magnetic Circuit both build on the elite Mekanism control circuit. The plasma circuit also shows up in several other recipes, covered below.[2]
Crafting Shaped
| any copper ingot | any steel ingot | any copper ingot |
| any steel ingot | any steel ingot | |
| any copper ingot | any steel ingot | any copper ingot |
Recipe id: mekanism_weaponry:plasma_circuit
The Railgun is changed by the pack
The Railgun recipe has been changed by the pack. It now uses the Refined Obsidian Ingot from the pack's materials, alongside the Plasma Circuit and some vanilla items. Follow this recipe, not the mod's default.[2]
Crafting Shaped
| Empty slot | ||
| Empty slot | ||
| any steel ingot | Empty slot |
Recipe id: mekanism_weaponry:railgun
Plasma Circuit in the Infinitely Compressed Circuit Board
The pack adds two ways to make the Infinitely Compressed Circuit Board, and both need the Plasma Circuit. One goes through the Implosion Compressor from Modern Industrialization. It also uses Obsidian TNT from Mekanism Additions and a Finished PCB from PneumaticCraft.[2]
Implosion Compressor (modern_industrialization)
Recipe id: ftb:infinitely_compressed_circuit_board
The other route is a Create sequenced assembly, which starts from the Incomplete Infinitely Compressed Circuit Board. It pulls in parts from Immersive Engineering, Oritech, PneumaticCraft and Mekanism Additions, as well as the Plasma Circuit.[2]
Sequenced Assembly (create)
7× Incomplete Infinitely Compressed Circuit Board
Circuit Backplane
Plasma Circuit
Obsidian TNT
Advanced Computing Engine
Flux Gate
100× Molten Plastic
Finished PCB
Recipe id: ftb:create/sequenced_assembly/infinitely_compressed_circuit_board
Unverified What the Infinitely Compressed Circuit Board is used for is not covered by the available sources. No quests involving Mekanism Weaponry were found either.
Which Mekanism Weaponry config options matter?
4 parts
Good news: every Mekanism Weaponry option in the common config file is left at the mod's own default in this pack. Nothing here has been nerfed or buffed, so the numbers below are both the pack's values and the mod defaults.[4]
All of these options need a value above 0, except the railgun's max ammo, which must be above 1. Cooldowns and reload times are measured in ticks.[4]
Gauntlet
- [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.gauntletEnergyCapacity]] is 10,000, which is how much energy the gauntlet battery can store.[4]
- [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.gauntletEnergyTransfer]] is 1,000, which is how fast the battery can charge or discharge.[4]
- [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.gauntletEnergyUsage]] is 1,000, so each shot drains 1,000 FE.[4]
Plasma rifle
- [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.plasmaRifleCooldown]] is 6 ticks between shots.[4]
- [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.plasmaRifleEnergyCapacity]] is 10,000 and [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.plasmaRifleEnergyTransfer]] is 1,000.[4]
- [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.plasmaRifleEnergyUsage]] is 250 FE drained per shot.[4]
- [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.plasmaRifleHeatPerShot]] is 20, the heat that builds up with every shot.[4]
- [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.plasmaRifleReloadTime]] is 45 ticks to reload.[4]
Railgun
- [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.railgunCooldown]] is 20 ticks between shots.[4]
- [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.railgunEnergyCapacity]] is 100,000 and [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.railgunEnergyTransfer]] is 10,000.[4]
- [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.railgunEnergyUsage]] is 1,000 FE drained per shot.[4]
- [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.railgunMaxAmmo]] is 5, the most ammo the gun can hold.[4]
- [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.railgunReloadTime]] is 55 ticks to reload.[4]
Tesla minigun
- [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.teslaMinigunCooldown]] is 4 ticks between shots.[4]
- [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.teslaMinigunEnergyCapacity]] is 100,000 and [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.teslaMinigunEnergyTransfer]] is 10,000.[4]
- [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.teslaMinigunEnergyUsage]] is 1,000 FE drained per shot.[4]
- [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.teslaMinigunHeatPerShot]] is 5 heat per shot.[4]
- [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.teslaMinigunReloadTime]] is 100 ticks to reload.[4]
Sources
- FTB Skies 2 1.6.1 mod list · pack file
- FTB Skies 2 1.22.0 recipe dump: recipes making Mekanism Weaponry items · pack recipe dump
- mekanism_weaponry tooltips and descriptions (English lang file) · official mod data
- FTB Skies 2 1.6.1 config: config/mekanism_weaponry-common.toml · pack file
- FTB Skies 2 1.6.1 recipe dump: recipes making Mekanism Weaponry items · pack recipe dump
- mekanism_weaponry tooltips and descriptions (English lang file) · official mod data
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 16, 2026.
Guides for other versions: 1.7.0 to 1.24.0