Modular Routers in FTB Skies 2

FTB Skies 2 1.24.0 ships version 13.2.7 · First seen in 1.0.1

Checked Sep 17, 2026FTB Skies 2 1.24.0Sources: FTB Skies 2 1.24.0 modlist.json · Modrinth

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Modular Routers is a mod in FTB Skies 2 1.24.0, where it is version 13.2.7. A flexible mod for moving items, fluids, and energy around the world (Summary from the mod's Modrinth page.)

What is Modular Routers?

3 parts

Modular Routers is a logistics mod built around one block, the Modular Router. Think of it as a super-configurable hopper: you plug in modules and it can pull items from an inventory, send them to other inventories near and far, place or break blocks, drop items into the world, sort items and more. This pack includes version 13.2.7.[1][2][3]

On its own the router does nothing except act as a one-slot inventory that hoppers and other piping systems can push into and pull from. It only gets useful once you install modules, up to nine of them. Each time the router ticks, it runs every installed module in order. By default that happens once per second.[4]

What you build it with

  • Modules: there are 20 module types. Each has 9 filter slots to control which items it processes, and most have a direction relative to the router's facing.[5]
  • Upgrades: there are 8 upgrade types and 5 upgrade slots in the router. They can speed it up, let it handle more items per tick or extend the range of certain modules.[4][6]
  • Augments: these go into a module rather than the router. Each module has 4 augment slots, and which augments fit depends on the module type.[5][7]
  • Smart Filters: these go in a module's filter slots in place of a regular item. The Bulk Item Filter, for example, can match up to 54 different items. Smart Filter items from FTB Filter System also work in module filter slots in this pack.[8][9][10]

Who it's for

It's for anyone who wants item automation without a separate machine for every job. Sorting, void filtering, vacuuming up drops and breaking blocks all happen in the same block, just by changing the modules inside. Fluids and energy are covered too, through the fluid and energy modules.[1][11]

Where it fits in the pack

The pack's "logistics" quest chapter starts with the router itself ("Modular Routers" quest). Every other quest in the chapter unlocks after that one, so you can pick your branches in whatever order suits your base.[11]

Unverified The sources don't say how early in the pack's overall progression these recipes become available, or whether the pack changes any of the mod's default values, such as the once-per-second router tick.

How do you get started with Modular Routers?

4 parts

Welcome to Modular Routers! Think of it as a super-configurable Hopper: one block, the Modular Router, plus plug-in modules that decide what it does. Here is the order I'd build things in this pack, and why.[3][4]

How the pieces fit together

On its own, the router is just a one-slot inventory. It only does something useful once you install modules, up to nine of them. By default the router ticks once per second and runs every installed module in order.[4]

Upgrades go into the router itself (it has 5 upgrade slots), while augments go into individual modules (4 augment slots per module). Every module also has 9 filter slots to control which items it handles.[5][6][7]

Step by step

  1. Craft a Blank Module. The router and the modules below are all made from it, so make a few.[12]
  2. Craft the Modular Router and place it down. It's the first quest in the logistics chapter, and every other quest there unlocks after it: "Modular Routers" quest.[11][12]
  3. Make a Puller Module Mk1 and a Sender Module Mk1. Pulling items out of one inventory and sending them to another is the bread and butter of the mod. These modules are part of "Pushing & Pulling" quest.[3][11][12]
  4. Craft a Blank Upgrade, then turn it into a Speed Upgrade and a Stack Upgrade. Upgrades can speed the router up and let it handle more items per tick, which is why they're worth doing early. The pack's quest for them is "General Router Upgrades" quest.[4][11][12]

The recipes

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

Recipe id: modularrouters:blank_module

Blank Modules feed into the router and most of the modules in this guide.

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

Recipe id: modularrouters:modular_router

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Recipe id: modularrouters:puller_module_1

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Recipe id: modularrouters:sender_module_1_alt

The pack has a second Sender Mk1 recipe too, modularrouters:sender_module_1.

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PaperPaperany gold nugget
Paperany lapi gemsany gold nugget
Empty slotPaperany gold nugget

Recipe id: modularrouters:blank_upgrade

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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

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Recipe id: modularrouters:stack_upgrade

Tip: To point a module at a chest or machine, Sneak + Right-Click the inventory with the module. Sneak + Right-Click any non-inventory block to clear the target. You can configure a module by Right-Clicking it in hand, or by Middle-Clicking it while it's installed in the router.[5][13]

Where to go next

Once a basic pull-and-send line works, the same quest chapter offers the Vacuum Module, Breaker Module, Activator Module and Detector Module, plus the fluid and energy modules. For sorting, the Bulk Item Filter can copy the contents of an existing inventory and remembers them even if that inventory is emptied later, which works nicely with a Sender module.[9][11]

How does Modular Routers work?

8 parts

Same as in the All the Mods 10 8.1 guide

The Modular Router is the only block in Modular Routers, and everything else is a plug-in. On its own it's just a one-slot inventory that hoppers and other piping mods can insert into and pull out of. The real work is done by modules, upgrades and augments that you slot into it. Think of it as a hopper on steroids.[14][15][16]

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

Recipe id: modularrouters:modular_router

The router itself, as crafted in this pack.

The router: buffer, slots and ticking

The router has a one-slot buffer that holds up to one stack of items. A comparator placed against the router reads how full that slot is. It also has nine module slots and five upgrade slots.[18]

Every router tick, the router runs each installed module in order, from left to right. By default a router ticks every 20 server ticks, which is once per second. Each Speed Upgrade shortens that interval by 2 server ticks, down to a minimum of every 2 server ticks (10 times per second).[15][18][19]

The top-right button in the router GUI sets how it reacts to redstone:[18]

  • Always run, regardless of redstone (the default).[18]
  • Only run when there is no redstone signal.[18]
  • Only run when there is a redstone signal.[18]
  • Don't run at all.[18]
  • Run once when a redstone pulse arrives, meaning any signal higher than the previous one.[18]

Eco Mode is a toggle that slows an idle router down. The in-game guide says a router that has done no work for 5 seconds then ticks only once every 5 seconds, whatever its Speed Upgrades. As soon as it does any work it returns to normal speed. The guide says both timings are adjustable in the mod config. This is mainly meant for busy servers, but it also suits routers that rarely run, like one collecting sheared wool from a sheep farm.[18][20]

Unverified The mod's config files aren't among the sources for this pack, so the actual Eco Mode timings and the other config-adjustable values mentioned in this section can't be confirmed beyond what the in-game guide states. Check the mod's config in the pack itself.

Modules and filters

Modules define what the router does. There are 20 module types. Each has 9 filter slots and four augment slots, and many have a direction relative to the router's facing. You open a module's GUI by right-clicking it in hand. You can also hover over an installed module and press the configure key, or middle-click it, without removing it from the router.[21]

A module only operates if the item in the router's buffer matches its filter (or doesn't match it, when blacklisting). An empty whitelist never lets the module run, and an empty blacklist always does. The filter buttons also control damage matching, item component matching (such as enchantments) and item tag matching.[20][21]

Termination

Each module has a 'T' button under its filter slots. Normally the router runs all its modules every tick. With termination on, if that module does any work this tick, the router stops there and the modules to its right don't run.[22]

Tip: Say a quarry feeds your router and you want to void Cobblestone but send everything else onward. Put a Void Module with a Cobblestone whitelist first, followed by a Sender Module. Turn termination on for the Void Module. Otherwise the Sender would also ship out the rest of a stack the Void Module had only partly destroyed.[22]
Watch out: The Void Module permanently destroys items in the router's buffer. The in-game guide strongly recommends configuring it with a whitelist filter so valuable items aren't deleted by accident.[23]

Moving items: reach and targeting

Pulling and sending modules differ mainly in how far they reach and how you target things:[24][25][26][27][28]

  • Puller Mk1 pulls the first eligible item from the adjacent inventory in its configured direction.[24]
  • Puller Mk2 pulls from non-adjacent inventories up to 12 blocks away (24 with range augments), with no line of sight needed. You sneak-right-click the target with the module in hand.[25]
  • Sender Mk1 reaches an inventory up to 8 blocks away (16 with Range Up Augments). The target must sit directly along the X, Y or Z axis, and the router needs clear line of sight. Glass, fences and iron bars are fine, but opaque blocks are not.[26]
  • Sender Mk2 reaches up to 24 blocks (48 with range augments) with no line of sight needed. You target it by sneak-right-clicking the inventory.[27]
  • Sender Mk3 can send to any inventory in any dimension. The target must be chunk-loaded, and the module won't load it for you.[28]

The Distributor Module is an extended Sender Mk2 that can serve up to 8 targets. You sneak-right-click an inventory to add it and sneak-right-click again to remove it. Its distribution strategies are Round Robin, Random, Nearest and Furthest.[29]

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Empty slotSender Module Mk2Empty slot
Sender Module Mk2Blank ModuleSender Module Mk2

Recipe id: modularrouters:distributor_module

The Vacuum Module scans a 13x13x13 area around the router, which is 6 blocks in each direction. Range Up Augments can grow it to 25x25x25, and Range Down Augments can shrink it to 3x3x3. If you give it a direction instead of All, the scanned area shifts that way by 6 blocks, plus one per Range Up Augment and minus one per Range Down Augment.[30]

The Dropper Module drops items from the buffer into the world with zero velocity. The Flinger Module works the same way but adds a configurable speed, pitch and yaw. As an example, a speed of 1.0 with 0° pitch and yaw and a horizontal direction throws an item about 7 blocks along the ground.[31][32]

The Breaker Module takes its harvest level, and any enchantments, from the pickaxe it was crafted with. An iron pickaxe, for example, won't break Obsidian. By default its filter matches the items a block would drop rather than the block itself.[33]

Fluids

Routers have no internal tank. They handle fluids through a single fluid container item, such as a bucket, sitting in the buffer. The Fluid Module Mk1 moves fluid between that container and an adjacent block or the world, in either direction. Fluid pipes from other mods can also pump fluid into and out of the container without any Fluid Module installed.[34]

The Fluid Module Mk2 adds distant targeting up to 12 blocks away (24 with Range Up Augments). You sneak-right-click a block to set its target.[35]

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Recipe id: modularrouters:fluid_module_2

The router's overall fluid transfer rate is 1 bucket per second, with a base of 50 mB/tick. Speed Upgrades make fluid transfers happen more often but in smaller amounts, so they don't raise the total. Each Fluid Transfer Upgrade adds 10 mB/tick, up to a maximum of 400 mB/tick, which means at most 35 of them in a router.[34][36]

Watch out: The router will pour out whatever fluid is in its container, including lava from a lava bucket, so double-check the transfer direction. The Force Emptying option can also waste fluid, for example by emptying lava into an existing lava block.[20][34]

Energy

An Energy Upgrade gives the router an internal FE buffer. The in-game guide lists 50,000 FE of buffer and 1,000 FE per router tick of transfer rate for each upgrade, and says both figures are adjustable in the mod config. Remember that a router tick is not a server tick. With no Speed Upgrades a router tick is 20 server ticks, so real FE/t throughput is lower than the tooltip number suggests.[37]

Energy UpgradeMod recipe

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any quartz gemany redstone storage blockany quartz gem
Empty slotBlank UpgradeEmpty slot
any quartz gemany gold ingotany quartz gem

Recipe id: modularrouters:energy_upgrade

The Energy Output Module pushes FE into an adjacent energy-accepting block. The Energy Distributor Module can spread it to up to 8 nearby blocks. Both draw from the internal buffer first, or else from an energy-holding item in the router's buffer. An energy item in the buffer can also be charged from the router, or can charge it, using a direction button in the GUI.[37][38][39]

The guide says modules cost no energy by default, with the exception of the Activator Module in attack mode. Energy costs are configurable, and module tooltips show their usage where it applies.[37][40]

Augments, upgrades and smart filters

Augments go into a module rather than the router, and each module has four augment slots. Not every module accepts every augment. Some augments can be stacked, and the main ones are:[21][41]

  • Stack Augment: each one doubles the items a module processes per tick, up to the item's normal stack size. It overrides any Stack Upgrades in the router. With 6 Stack Upgrades and 2 Stack Augments, the module handles 4 items per tick, not 64.[42]
  • Range Up and Range Down: each adds or removes one block of range on modules that have a range.[43][44]
  • Regulator: adds a numeric limit so a module only sends, pulls or runs depending on how many of an item are in the target inventory or the router's buffer. On fluid modules it can be a percentage of the tank or an amount in mB.[45]
  • Redstone: lets a single module define its own redstone behaviour, separate from the router's.[46]
  • Fast Pickup Augment: lets the Vacuum Module skip the normal pickup delay of 40 ticks for player-dropped items and 10 ticks for other drops.[47]
  • Pickup Delay Augment: stackable on Dropper and Flinger modules, adding 10 ticks of pickup delay per augment.[48]
  • Mimic Augment: on the Extruder Module Mk2, makes extruded fake blocks take on the properties of the block they imitate.[49]

Modules operate on a single item at a time: a Sender Module, for example, sends one item from the buffer each router tick, however many are in there. Stack Upgrades and Stack Augments are how you raise that.[42][50]

Smart filters go in a module's filter slots in place of regular items. The Bulk Item Filter matches up to 54 items and can copy the contents of an inventory, which is handy for sorting systems with a Sender Module. The Mod Filter matches by mod, up to 6 mods per filter. The Regex Filter matches the part of an item's registry name after the colon, with up to 6 entries. The Inspection Filter matches on numeric properties such as durability or fluid and energy level.[51][52][53][54][55]

Protecting your routers

A router with a Security Upgrade can only be opened by players that upgrade whitelists, up to 7 in total including its creator. Placer, Breaker and Activator modules act as a fake player named [Modular Routers] by default. With a Security Upgrade installed they act as the upgrade's owner instead, which plays much better with claim protection on servers. The upgrade doesn't stop a router from being broken, though. A Blast Upgrade makes the router immune to explosions and to being destroyed by boss mobs.[56][57]

How do you progress through Modular Routers?

4 parts

In this pack, everything for Modular Routers lives in the logistics quest chapter. It starts with "Modular Routers" quest, which asks you to get a Modular Router. Every other quest in the chapter unlocks after that one.[11]

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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. Its behaviour comes from modules you put inside it, and upgrades tweak how it runs. Nearly every module recipe starts from a Blank Module, and the upgrade recipes start from a Blank Upgrade, so craft those first.[12][58][59][60]

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

Recipe id: modularrouters:blank_module

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PaperPaperany gold nugget
Paperany lapi gemsany gold nugget
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Recipe id: modularrouters:blank_upgrade

The quest branches

After the router quest, the chapter splits into eight quests. Each one only requires the router quest, so you can do them in any order. Here is what each one asks for:[11]

Module tiers

Three module families have Mk tiers in this pack: Sender (Mk1 to Mk3), Puller (Mk1 and Mk2) and Fluid (Mk1 and Mk2). In each family, the higher tier is crafted from the previous one, so you build the tiers in order.[12]

The Sender Module Mk1 has two recipes in the pack, so you can use whichever is easier for you.[12]

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Recipe id: modularrouters:sender_module_1

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Recipe id: modularrouters:sender_module_1_alt

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Recipe id: modularrouters:sender_module_2

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Recipe id: modularrouters:sender_module_3

The Distributor Module from the first quest branch is crafted from a Sender Module Mk2, so you need to get past the Mk1 Sender to finish that quest. The Energy Distributor Module then builds on the Distributor and the Energy Output Module.[11][12]

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Empty slotSender Module Mk2Empty slot
Sender Module Mk2Blank ModuleSender Module Mk2

Recipe id: modularrouters:distributor_module

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Recipe id: modularrouters:puller_module_1

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Recipe id: modularrouters:puller_module_2

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Empty slotCauldronEmpty slot
any glass blocksBlank Moduleany glass blocks

Recipe id: modularrouters:fluid_module

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Recipe id: modularrouters:fluid_module_2

The Player Module sits at the top of the module chain. Its recipe needs both a Puller Module Mk2 and a Sender Module Mk3, so you have to finish the Sender and Puller tiers first.[12]

Player ModuleMod recipe

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Empty slotDiamond HelmetEmpty slot
Sender Module Mk3Wither Skeleton SkullPuller Module Mk2
Empty slotDiamond ChestplateEmpty slot

Recipe id: modularrouters:player_module

Upgrades

A router has 5 upgrade slots, and there are 8 upgrade types. You can put several upgrades in one slot, but each type has its own cap.[6]

  • Speed Upgrade: a router ticks every 20 server ticks by default. Each Speed Upgrade cuts 2 ticks off that interval, down to a minimum of every 2 server ticks.[61]
  • Stack Upgrade: each one doubles how many items a module handles per tick, up to 64 or the item's own stack size. That makes 6 the most useful number in one router.[62]
  • Energy Upgrade: gives the router an internal buffer. Each upgrade adds 50,000 FE of buffer and 1,000 FE per router tick of transfer rate, and both figures are adjustable in the mod config.[63]
  • Fluid Transfer Upgrade: only affects the Fluid Module Mk1 and Mk2. It raises the transfer rate from 50mB/tick in steps of 10mB/tick up to 400mB/tick, so a router holds at most 35 of them.[64]
  • Security Upgrade: limits who can open the router to whitelisted players. The Placer, Breaker and Activator modules then act as the upgrade's owner instead of the default [Modular Routers] fake player, which helps on servers with claim protection.[65]
  • Sync Upgrade: makes routers with the same tuning value and the same number of Speed Upgrades run on the same tick.[66]
  • Blast Upgrade, Camouflage Upgrade and Muffler Upgrade: the Blast Upgrade makes the router immune to explosion damage and to boss mobs destroying it. The Camouflage Upgrade disguises it as another block, and the Muffler Upgrade suppresses sounds and particles.[67][68][69]

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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

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Recipe id: modularrouters:stack_upgrade

Tip: Reach for Stack Upgrades before Speed Upgrades when you want more throughput. The in-game guide recommends Stack Upgrades for performance reasons and asks you to use Speed Upgrades only where you really need them.[61]

Augments and filters

Augments go into modules to extend what they do. The augment recipes in the pack all start from an Augment Core. The quest chapter only asks for one augment, the Fast Pickup Augment. It works only on the Vacuum Module, you can add at most one, and it lets the module skip the normal pickup delay: 40 ticks for player-dropped items and 10 ticks for other drops.[11][12][70][71]

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Recipe id: modularrouters:augment_core

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Recipe id: modularrouters:fast_pickup_augment

Once your layout grows, Range Up Augment extends a module's range by one block per augment, and Range Down Augment shrinks it. The Regulator Augment lets you cap how many items a module moves.[72][73][74]

Smart Filters go into a module's filter slots for more advanced item matching. The pack's Bulk Item Filter is the base for the Inspection Filter, Mod Filter, Regex Filter and Tag Filter, so make that one first.[12][75]

Which FTB Skies 2 quests use Modular Routers?

2 parts

Everything Modular Routers asks of you in this pack lives in a single quest chapter, "logistics". It's a hub-and-spoke layout: one starting quest, then a fan of side quests that each cover a group of modules or upgrades.[11]

Start here: the router itself

The first quest is "Modular Routers" quest, and it asks you to get a Modular Router. Every other quest in the chapter comes after this one, so it's your gateway.[11]

What unlocks next

Once the router quest is done, the rest of the chapter opens up. The quests don't chain into each other, so you can do them in any order you like. Here's what each one asks for:[11]

Tip: Since all the side quests only need the router quest finished first, pick whatever fits your current setup. Item moving with the sender, distributor and puller modules is a good first step, and the energy quest is there when you're ready for power transfer.[11]

Unverified The quest data we have doesn't include quest titles, descriptions or rewards, so what each quest gives you on completion isn't confirmed here.

Which Modular Routers config options matter?

7 parts

The numeric options in this pack that list a mod default match it, with one exception: the Energy Upgrade values. They only matter if you power routers with Energy Upgrades, but there they make a big difference.[76]

What the pack changed

Router speed and eco mode

These are all at the mod defaults. A router runs every 20 server ticks (Router.baseTickRate), and each Speed Upgrade cuts 2 ticks off that interval (Router.ticksPerUpgrade). No matter how many upgrades you stack, the interval never drops below 2 ticks (Router.hardMinTickRate).[76]

A router with eco mode on drops into low-power mode after 100 idle ticks (Router.ecoTimeout). In low-power mode it runs every 100 ticks (Router.lowPowerTickRate).[76]

Fluid transfer

Routers move 50 mB/t in each direction at base (Router.fluidBaseTransferRate), up to 400 mB/t (Router.fluidMaxTransferRate). Each Fluid Transfer Upgrade adds 10 mB/t (Router.mBperFluidUpgade). These are all mod defaults.[76]

Module ranges

Every module range in the config matches the mod default. Here are the base range (no range upgrades) and the maximum:[76]

  • Sender Mk1: 8 base, 16 max.[76]
  • Sender Mk2: 24 base, 48 max.[76]
  • Vacuum: 6 base, 12 max.[76]
  • Puller Mk2: 12 base, 24 max.[76]
  • Fluid Mk2: 12 base, 24 max.[76]
  • Extruder Mk1: 16 base, 32 max.[76]
  • Extruder Mk2: 32 base, 64 max.[76]

Module energy costs

Nearly every module costs 0 FE per operation, including the Breaker, Placer, Vacuum, Void and all the Sender, Puller, Fluid and Extruder modules. The one exception is the Activator's left-click (attack) operation, which costs 150 FE ([[config:config/modularrouters-common.toml#Energy Costs.activatorModuleEnergyCostAttack]]). Its right-click operation costs 0 ([[config:config/modularrouters-common.toml#Energy Costs.activatorModuleEnergyCost]]). These are all mod defaults.[76]

Gameplay toggles

Effects and client settings

Particles are on for the Breaker, Placer, Puller, Sender and Vacuum modules. Extruder sounds and Flinger smoke and sound effects are on too. The bleep volume is 0.5 (Sound.bleepVolume), which is the mod default.[76]

On the client side, Misc.alwaysShowSettings is true, so module tooltips show their settings without holding Shift. Misc.renderFlyingItems is also true. It looks great, but the config notes that many moving items can cost you FPS.[77]

Tip: If big router setups tank your frame rate, turn off the client option for rendering flying items. It only changes what you see in-world, not how the router works.[77]

What changed in Modular Routers between versions?

5 parts

FTB Skies 2 1.22.0 ships Modular Routers 13.2.7, and the mod has been in the pack since 1.0.1 or earlier. I don't have any pack changelog entries for this mod, so what follows comes from the mod's own changelogs for 13.2.2 to 13.2.7. Nothing in these sources says the pack changed any of these values.[2][78][79]

13.2.7

  • Fixed an item duping issue when routers containing items are assembled or disassembled to or from a Sable sublevel.[79]

13.2.5

  • Fixed the router GUI going blank if the router blockstate changed (for example active to inactive) while the GUI was open.[80]
  • Fixed the Distributor Module in pull mode not pulling from inventories with oversized itemstacks, such as Functional Storage drawers.[80]
  • Fixed the Fluid Module not transferring correctly from fluid handlers with multiple tanks when a filter is used.[80]
  • Added the modularrouters:player_module_blacklist item tag, which stops certain items being handled by the Player Module. It contains no items by default.[80]

13.2.4

  • Added the modularrouters:activator_blacklist item tag to stop certain items being used by the Activator Module. By default it contains the Acceleration Wand from Not Enough Wands, which the changelog says can be a server-killer.[81]
  • Updated to work with the current release of FTB Filter System (21.1.4).[81]
  • Fixed items sometimes getting lost when clicking in filter screens.[81]

13.2.3

This was the biggest release of the group. The Activator Module became a range module that accepts Range Augments. Its default base range is 5 blocks for both block and entity modes, and it can be extended to 10 blocks.[82]

  • Fixed the module GUI allowing too many augments into its augment slots, and the router GUI allowing too many upgrades into its upgrade slots.[82]
  • Fixed filter item data sometimes getting lost during GUI edits when other settings were changed.[82]
  • Fixed a dupe issue with Regulator Augments.[82]
  • Fixed a player kick bug when a tuning value of 0 was given to the Sync Upgrade. The range of accepted tuning values was corrected as part of that fix.[82]
  • Fixed scroll wheel behaviour on float-value textfields, such as flinger module settings.[82]
  • Fixed module settings sometimes getting lost for the Sender Mk3 when the target was not chunkloaded.[82]

13.2.2

  • Fixed some OpenGL log spam caused by unbound keymappings.[78]
Tip: If you run a server, the Activator Module blacklist tag from 13.2.4 is worth knowing about, since the Acceleration Wand is blocked from it by default. The Player Module has a similar tag from 13.2.5, but it ships empty.[80][81]

Sources

  1. Modular Routers project page (modrinth) · official mod data
  2. FTB Skies 2 1.22.0 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. FTB Skies 2 1.22.0 quests: "logistics" · pack file
  12. FTB Skies 2 1.22.0 recipe dump: recipes making Modular Routers items · pack recipe dump
  13. modularrouters tooltips and descriptions (English lang file) · official mod data
  14. In-game guide: Modular Router (modularrouters) · official docs
  15. In-game guide: Modular Router Overview (modularrouters) · official docs
  16. In-game guide: Overview (modularrouters) · official docs
  17. All the Mods 10 8.1 recipe dump: recipes making Modular Routers items · pack recipe dump
  18. In-game guide: Modular Router (modularrouters) · official docs
  19. In-game guide: Speed Upgrade (modularrouters) · official docs
  20. modularrouters tooltips and descriptions (English lang file) · official mod data
  21. In-game guide: Modules (modularrouters) · official docs
  22. In-game guide: Termination (modularrouters) · official docs
  23. In-game guide: Void Module (modularrouters) · official docs
  24. In-game guide: Puller Module Mk1 (modularrouters) · official docs
  25. In-game guide: Puller Module Mk2 (modularrouters) · official docs
  26. In-game guide: Sender Module Mk1 (modularrouters) · official docs
  27. In-game guide: Sender Module Mk2 (modularrouters) · official docs
  28. In-game guide: Sender Module Mk3 (modularrouters) · official docs
  29. In-game guide: Distributor Module (modularrouters) · official docs
  30. In-game guide: Vacuum Module (modularrouters) · official docs
  31. In-game guide: Dropper Module (modularrouters) · official docs
  32. In-game guide: Flinger Module (modularrouters) · official docs
  33. In-game guide: Breaker Module (modularrouters) · official docs
  34. In-game guide: Fluid Module Mk1 (modularrouters) · official docs
  35. In-game guide: Fluid Module Mk2 (modularrouters) · official docs
  36. In-game guide: Fluid Transfer Upgrade (modularrouters) · official docs
  37. In-game guide: Energy Upgrade (modularrouters) · official docs
  38. In-game guide: Energy Distributor Module (modularrouters) · official docs
  39. In-game guide: Energy Output Module (modularrouters) · official docs
  40. In-game guide: Activator Module (modularrouters) · official docs
  41. In-game guide: Augments (modularrouters) · official docs
  42. In-game guide: Stack Augment (modularrouters) · official docs
  43. In-game guide: Range Down Augment (modularrouters) · official docs
  44. In-game guide: Range Up Augment (modularrouters) · official docs
  45. In-game guide: Regulator Augment (modularrouters) · official docs
  46. In-game guide: Redstone Augment (modularrouters) · official docs
  47. In-game guide: Fast Pickup Augment (modularrouters) · official docs
  48. In-game guide: Pickup Delay Augment (modularrouters) · official docs
  49. In-game guide: Mimic Augment (modularrouters) · official docs
  50. In-game guide: Stack Upgrade (modularrouters) · official docs
  51. In-game guide: Smart Filters (modularrouters) · official docs
  52. In-game guide: Bulk Item Filter (modularrouters) · official docs
  53. In-game guide: Inspection Filter (modularrouters) · official docs
  54. In-game guide: Mod Filter (modularrouters) · official docs
  55. In-game guide: Regex Filter (modularrouters) · official docs
  56. In-game guide: Blast Upgrade (modularrouters) · official docs
  57. In-game guide: Security Upgrade (modularrouters) · official docs
  58. In-game guide: Modules (modularrouters) · official docs
  59. In-game guide: Modular Router (modularrouters) · official docs
  60. In-game guide: Upgrades (modularrouters) · official docs
  61. In-game guide: Speed Upgrade (modularrouters) · official docs
  62. In-game guide: Stack Upgrade (modularrouters) · official docs
  63. In-game guide: Energy Upgrade (modularrouters) · official docs
  64. In-game guide: Fluid Transfer Upgrade (modularrouters) · official docs
  65. In-game guide: Security Upgrade (modularrouters) · official docs
  66. In-game guide: Sync Upgrade (modularrouters) · official docs
  67. In-game guide: Blast Upgrade (modularrouters) · official docs
  68. In-game guide: Camouflage Upgrade (modularrouters) · official docs
  69. In-game guide: Muffler Upgrade (modularrouters) · official docs
  70. In-game guide: Augments (modularrouters) · official docs
  71. In-game guide: Fast Pickup 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. In-game guide: Smart Filters (modularrouters) · official docs
  76. FTB Skies 2 1.22.0 config: config/modularrouters-common.toml · pack file
  77. FTB Skies 2 1.22.0 config: config/modularrouters-client.toml · pack file
  78. Modular Routers 13.2.2 changelog · changelog
  79. Modular Routers 13.2.7 changelog · changelog
  80. Modular Routers 13.2.5 changelog · changelog
  81. Modular Routers 13.2.4 changelog · changelog
  82. Modular Routers 13.2.3 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.

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Version in each release

44 releases, first in 1.0.1
FTB Skies 2VersionJarWhere it came from
1.24.0
Oct 12, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.23.0
Sep 24, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.22.0
Sep 3, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.21.1
Jul 29, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.20.1
Jul 29, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.20.0
Jul 27, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.19.0
Jul 24, 2026
13.2.5modular-routers-13.2.5+mc1.21.1.jarFrom the published release
1.18.2
Jun 21, 2026
13.2.5modular-routers-13.2.5+mc1.21.1.jarFrom the published release
1.18.1
Jun 16, 2026
13.2.5modular-routers-13.2.5+mc1.21.1.jarFrom the published release
1.18.0
May 31, 2026
13.2.4modular-routers-13.2.4+mc1.21.1.jarFrom the published release
1.17.0
May 27, 2026
13.2.4modular-routers-13.2.4+mc1.21.1.jarFrom the published release
1.16.0
May 13, 2026
13.2.4modular-routers-13.2.4+mc1.21.1.jarFrom the published release
1.15.0
May 1, 2026
13.2.4modular-routers-13.2.4+mc1.21.1.jarFrom the published release
1.14.3
Apr 1, 2026
13.2.4modular-routers-13.2.4+mc1.21.1.jarFrom the published release
1.14.2
Apr 1, 2026
13.2.4modular-routers-13.2.4+mc1.21.1.jarFrom the published release
1.14.1
Mar 27, 2026
13.2.4modular-routers-13.2.4+mc1.21.1.jarFrom the published release
1.14.0
Mar 21, 2026
13.2.4modular-routers-13.2.4+mc1.21.1.jarFrom the published release
1.13.4
Feb 27, 2026
13.2.4modular-routers-13.2.4+mc1.21.1.jarFrom the published release
1.13.3
Feb 19, 2026
13.2.4modular-routers-13.2.4+mc1.21.1.jarFrom the published release
1.13.2
Feb 17, 2026
13.2.4modular-routers-13.2.4+mc1.21.1.jarFrom the published release
1.13.1
Feb 13, 2026
13.2.4modular-routers-13.2.4+mc1.21.1.jarFrom the published release
1.13.0
Feb 12, 2026
13.2.4modular-routers-13.2.4+mc1.21.1.jarFrom the published release
1.12.0
Jan 6, 2026
13.2.3modular-routers-13.2.3+mc1.21.1.jarFrom the published release
1.11.0
Dec 10, 2025
13.2.3modular-routers-13.2.3+mc1.21.1.jarFrom the published release
1.10.2
Nov 24, 2025
13.2.3modular-routers-13.2.3+mc1.21.1.jarFrom the published release
1.10.1
Nov 20, 2025
13.2.3modular-routers-13.2.3+mc1.21.1.jarFrom the published release
1.9.2
Oct 7, 2025
13.2.3modular-routers-13.2.3+mc1.21.1.jarFrom the published release
1.9.1
Sep 29, 2025
13.2.3modular-routers-13.2.3+mc1.21.1.jarFrom the published release
1.9.0
Sep 22, 2025
13.2.3modular-routers-13.2.3+mc1.21.1.jarFrom the published release
1.8.0
Aug 27, 2025
13.2.3modular-routers-13.2.3+mc1.21.1.jarFrom the published release
1.7.0
Aug 23, 2025
13.2.3modular-routers-13.2.3+mc1.21.1.jarFrom the published release
1.6.1
Aug 8, 2025
13.2.3modular-routers-13.2.3+mc1.21.1.jarFrom the published release
1.6.0
Aug 6, 2025
13.2.3modular-routers-13.2.3+mc1.21.1.jarFrom the published release
1.5.2
Jul 24, 2025
13.2.2modular-routers-13.2.2+mc1.21.1.jarFrom the published release
1.5.1
Jul 23, 2025
13.2.2modular-routers-13.2.2+mc1.21.1.jarFrom the published release
1.5.0
Jul 22, 2025
13.2.2modular-routers-13.2.2+mc1.21.1.jarFrom the published release
1.4.1
Jul 15, 2025
13.2.2modular-routers-13.2.2+mc1.21.1.jarFrom the published release
1.4.0
Jul 15, 2025
13.2.2modular-routers-13.2.2+mc1.21.1.jarFrom the published release
1.3.1
Jul 9, 2025
13.2.2modular-routers-13.2.2+mc1.21.1.jarFrom the published release
1.3.0
Jul 8, 2025
13.2.2modular-routers-13.2.2+mc1.21.1.jarFrom the published release
1.2.0
Jul 6, 2025
13.2.2modular-routers-13.2.2+mc1.21.1.jarFrom the published release
1.1.1
Jul 2, 2025
13.2.2modular-routers-13.2.2+mc1.21.1.jarFrom the published release
1.1.0
Jul 1, 2025
13.2.2modular-routers-13.2.2+mc1.21.1.jarFrom the published release
1.0.1
Jul 1, 2025
13.2.2modular-routers-13.2.2+mc1.21.1.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 1.24.0 recipe dump.

FTB Skies 2 quests (9)

Quests from the pack's FTB Quests book that ask for this mod's items.

See all 9 quests →

Logistics (8)

Config options (how FTB Skies 2 sets them)

62 settings shipped in the pack's config files; 2 differ from the mod's documented default.

See all 62 settings →

Show settings
SettingFTB Skies 2 valueMod default
Router.fePerEnergyUpgrade changed by FTB Skies 2
FE capacity per Energy Upgrade
config/modularrouters-common.toml
15000050000
Router.feXferPerEnergyUpgrade changed by FTB Skies 2
FE transfer rate (FE/t) per Energy Upgrade
config/modularrouters-common.toml
80001000
Misc.alwaysShowSettings
Should module tooltips always show module settings (without needing to hold Shift)?
config/modularrouters-client.toml
truenot documented
Misc.heldRouterShowsCamoRouters
When holding an Item Router, should nearby camouflaged routers be highlighted?
config/modularrouters-client.toml
truenot documented
Misc.moduleGuiBackgroundTint
Should module GUI's be tinted according to the module item colour?
config/modularrouters-client.toml
truenot documented
Misc.renderFlyingItems
Should items being transferred be rendered in-world? Looks good, but many items may incur an FPS hit.
config/modularrouters-client.toml
truenot documented

Where does Modular Routers appear in the FTB Skies 2 quest book?

Comments and tips

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