Mekanism Weaponry in FTB Skies 2: Aero
FTB Skies 2: Aero 1.13.0 ships version 2.1.5 · First seen in 1.0.3
Mekanism Weaponry is a mod in FTB Skies 2: Aero 1.13.0, where it is version 2.1.5. Mekanism has guns now!? (Summary from the mod's Modrinth page.)
Mekanism Weaponry guide for FTB Skies 2: Aero
Last verified for FTB Skies 2: Aero v1.10.0 on Oct 16, 2026 · text last changed Oct 16, 2026
This is the newest guide. It hasn't been checked against 1.13.0 yet.
Also applies to:FTB Skies 2 1.0.1 to 1.24.0
- Sections
- 6
- Recipes shown
- 13
- Items named
- 36
4 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: Aero 1.10.0, read from the running game on Sep 22, 2026.
What is Mekanism Weaponry?
Same as in the FTB Skies 2 1.6.1 guide
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
This mod adds energy-powered weapons: the Gauntlet, the Plasma Rifle, the Railgun and the Tesla Minigun. Most of the key recipes in this pack were changed, so follow the recipe blocks below rather than any default you remember.[2][3]
Step 1: the Weapon Workbench
Start with the Weapon Workbench, the workbench block this mod adds. The pack changed its recipe.[2][3]
Crafting Shaped
Recipe id: mekanism_weaponry:weapon_workbench
This is the pack's changed recipe for the workbench.
Step 2: the Plasma Circuit
Next, make a Plasma Circuit. The pack's recipes for the plasma rifle, the railgun and the tesla minigun all use it, so it is worth making a few. Its own recipe was also changed by the pack.[2]
Crafting Shaped
Recipe id: mekanism_weaponry:plasma_circuit
The pack changed this recipe.
Step 3: pick your first weapon
The gauntlet is the one weapon here whose pack recipe does not use a Plasma Circuit, so it is the easiest to reach.[2]
Crafting Shaped
| Empty slot | ||
| Empty slot | Empty slot |
Recipe id: mekanism_weaponry:gauntlet
The pack changed this recipe.
Its battery holds 10,000 in this pack, down from the mod default of 15,000 (see [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.gauntletEnergyCapacity]]). Each shot drains 1,000, which is the mod default.[4]
The plasma rifle is the next step up. In this pack its battery holds 10,000 (the mod default is 50,000) and each shot costs 250 (the mod default is 175). That is a smaller battery and a higher cost per shot than the mod normally has, so plan your power supply around it.[4]
Crafting Shaped
| Empty slot | ||
| Empty slot | ||
| Empty slot |
Recipe id: mekanism_weaponry:plasma_rifle
The pack changed this recipe, and it uses a Plasma Circuit.
The railgun and the tesla minigun both have a 100,000 battery here, up from the mod default of 75,000. The minigun's energy use per shot is doubled to 1,000 (the mod default is 500), so it drains that big battery quickly.[4]
Crafting Shaped
| Empty slot | ||
| Empty slot | ||
| Empty slot |
Recipe id: mekanism_weaponry:railgun
The pack changed this recipe.
Crafting Shaped
| Empty slot | ||
| Empty slot |
Recipe id: mekanism_weaponry:tesla_minigun
The pack changed this recipe.
Step 4: upgrade chips
Once you have a weapon, the upgrade chips come next. The Energy Usage Chip lowers the energy cost per shot, the Fire Rate Chip lowers the cooldown, and the Heat Per Shot Chip lowers the heat built up. Each comes in four levels, and levels 2 to 4 are crafted from the previous chip plus a better Mekanism control circuit.[2][3]
Crafting Shaped
| Empty slot | Empty slot | |
Recipe id: mekanism_weaponry:energy_usage_chip_1
The pack changed this level 1 recipe.
Crafting Shaped
Recipe id: mekanism_weaponry:fire_rate_chip_1
The pack changed this level 1 recipe.
Optional extras
The Scope has its own recipe, which is the mod's own. The mod also adds cosmetic paint buckets, such as the Crimson Paint Bucket.[2][3]
Crafting Shaped
| Empty slot | ||
| Empty slot |
Recipe id: mekanism_weaponry:scope
This recipe is not changed by the pack.
How does Mekanism Weaponry work?
4 parts
The sources for Mekanism Weaponry cover the weapons' batteries, their firing and reload numbers, and the upgrade chips. This section sticks to those.[3][4]
Power: every weapon has a battery
The Gauntlet, Plasma Rifle, Railgun and Tesla Minigun each have an energy capacity, an energy cost per shot, and a transfer rate. The transfer rate is how fast the battery can charge or discharge. The pack changed several of these from the mod defaults, so older guides may quote different numbers.[3][4]
- Gauntlet: capacity is 10,000 in this pack (mod default 15,000), set by [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.gauntletEnergyCapacity]].[4]
- Plasma Rifle: capacity is 10,000 (mod default 50,000), and each shot drains 250 (mod default 175). The rifle has a smaller battery and costs more per shot than the mod normally gives you.[4]
- Railgun: capacity is 100,000 (mod default 75,000).[4]
- Tesla Minigun: capacity is 100,000 (mod default 75,000), and each shot drains 1,000 (mod default 500).[4]
Transfer rates are untouched. The gauntlet and plasma rifle move 1,000 at a time, and the railgun and tesla minigun move 10,000 at a time. The gauntlet and railgun also drain 1,000 per shot, which is the mod default.[4]
Damage, cooldown, reload and heat
Apart from the energy values above, the combat numbers in this pack match the mod defaults. Cooldown and reload times are measured in ticks.[4]
- Gauntlet: damage 5.[4]
- Plasma Rifle: damage 8, cooldown 6 ticks between shots, reload 45 ticks, and 20 heat accumulated per shot.[4]
- Railgun: damage 16, cooldown 20 ticks, reload 55 ticks, and a maximum of 5 ammo. It also has a second mode, and the stats scale by 2 while it is active.[4]
- Tesla Minigun: damage 2.5, cooldown 4 ticks, reload 100 ticks, and 5 heat accumulated per shot.[4]
The mod adds a Reload key binding, which you will find in the controls menu under the Mekanism Weaponry category. Recoil is switched on in this pack through [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.enableRecoil]].[3][4]
Upgrade chips
The chips tweak how a weapon performs. Energy Usage chips (tiers 1 to 4) reduce the energy cost per shot, and Fire Rate chips reduce the cooldown in ticks. Heat Per Shot chips reduce the heat that builds up.[3]
Crafting Shaped
| Empty slot | Empty slot | |
Recipe id: mekanism_weaponry:energy_usage_chip_1
The pack changed this recipe from the mod's.
Crafting Shaped
Recipe id: mekanism_weaponry:fire_rate_chip_1
Also changed by the pack.
Energy Usage tiers 2 to 4 and Fire Rate Chip 2 use the mod's unchanged recipes, like Energy Usage Chip 2 and Fire Rate Chip 2.[2]
Crafting the pieces
The pack changed the recipes for the Weapon Workbench, the gauntlet, the plasma rifle, the railgun, the tesla minigun, the Magnetic Circuit and the Plasma Circuit. The plasma circuit is used in the plasma rifle, railgun and tesla minigun recipes, so it comes first.[2]
Crafting Shaped
Recipe id: mekanism_weaponry:plasma_circuit
Crafting Shaped
Recipe id: mekanism_weaponry:weapon_workbench
The Scope and the paint buckets, such as the Alien Paint Bucket, use the mod's own recipes unchanged.[2]
How do you progress through Mekanism Weaponry?
5 parts
Progression in Mekanism Weaponry is a ladder of Mekanism control circuits. The recipes tell you what to build and in what order, and the pack has changed several of them from the mod's own versions, so follow the recipes below rather than any other guide.[2]
Unverified The sources here show no quests for this mod, so I can't tell you where, or whether, the pack's quest book guides you through these weapons. Check the quest book yourself before relying on it for ordering.
Step 1: Weapon Workbench
Start with the Weapon Workbench. The pack has changed its recipe, and it already needs an Advanced Control Circuit, so you need Mekanism's mid-tier circuits before you touch anything else here.[2]
Crafting Shaped
Recipe id: mekanism_weaponry:weapon_workbench
Pack-changed recipe.
Step 2: Circuits
The Plasma Circuit is the key part for the bigger weapons, and the pack has changed its recipe. It uses an Elite Control Circuit, so it sits at Elite tier in Mekanism progression.[2]
Crafting Shaped
Recipe id: mekanism_weaponry:plasma_circuit
Pack-changed recipe.
The Magnetic Circuit is another pack-changed recipe built around an Elite Control Circuit.[2]
Crafting Shaped
Recipe id: mekanism_weaponry:magnetic_circuit
Step 3: Weapons
The Gauntlet is the entry weapon. Its pack-changed recipe has no circuit from this mod in it.[2]
Crafting Shaped
| Empty slot | ||
| Empty slot | Empty slot |
Recipe id: mekanism_weaponry:gauntlet
The Plasma Rifle, Railgun and Tesla Minigun all need a Plasma Circuit, and the pack has changed all three recipes. The Tesla Minigun is the only one of the three that also asks for an Ultimate Control Circuit.[2]
Crafting Shaped
| Empty slot | ||
| Empty slot | ||
| Empty slot |
Recipe id: mekanism_weaponry:plasma_rifle
Crafting Shaped
| Empty slot | ||
| Empty slot | ||
| Empty slot |
Recipe id: mekanism_weaponry:railgun
Crafting Shaped
| Empty slot | ||
| Empty slot |
Recipe id: mekanism_weaponry:tesla_minigun
Upgrade chips
The chips come in four levels: Energy Usage, Fire Rate and Heat Per Shot. Each level is crafted from the previous chip plus a control circuit one tier higher. Level 2 uses Advanced, level 3 uses Elite and level 4 uses Ultimate. Chips from level 2 up use the mod's own recipes.[2]
The pack has changed the level 1 recipes for Energy Usage Chip 1 and Fire Rate Chip 1, so these are the entry points of the chip chains. The sources here show no crafting recipe for Heat Per Shot Chip 1.[2]
Crafting Shaped
| Empty slot | Empty slot | |
Recipe id: mekanism_weaponry:energy_usage_chip_1
Pack-changed recipe.
Crafting Shaped
Recipe id: mekanism_weaponry:fire_rate_chip_1
Pack-changed recipe.
Crafting Shaped
| Empty slot | Empty slot | Empty slot |
| Empty slot | Empty slot | Empty slot |
Recipe id: mekanism_weaponry:energy_usage_chip_2
The same pattern repeats for levels 3 and 4, and for the other two chip types.
Extras
The Scope uses the mod's own recipe and only needs a Basic Control Circuit, so you can make it early. The paint buckets (Alien Paint Bucket, Bumblebee Paint Bucket, Cotton Candy Paint Bucket, Crimson Paint Bucket and Eva Paint Bucket) also use the mod's own recipes.[2]
Crafting Shaped
| Empty slot | ||
| Empty slot |
Recipe id: mekanism_weaponry:scope
How does Mekanism Weaponry work with other mods?
2 parts
Mekanism Weaponry leans heavily on Mekanism parts, and the pack has changed many of its recipes to bring in materials from other mods. The Plasma Circuit then carries the mod into a late-game recipe that mixes several mods.[2]
Mekanism parts and pack materials
The Weapon Workbench, Gauntlet, Tesla Minigun, Plasma Rifle and Railgun all have recipes the pack changed. They are built from Mekanism components such as control circuits, the Energy Tablet, the HDPE Sheet and the Steel Casing.[2]
- Chip upgrades: the tier 2, 3 and 4 chips for Energy Usage, Fire Rate and Heat Per Shot each take the previous chip plus the next Mekanism control circuit. Tier 2 uses the Advanced Control Circuit, tier 3 the Elite Control Circuit and tier 4 the Ultimate Control Circuit. These are the mod's own recipes, unchanged by the pack.[2]
- First-tier chips: the pack changed the recipes for Energy Usage Chip 1 and Fire Rate Chip 1. Both use the Basic Control Circuit.[2]
- The Scope keeps its mod recipe. It mixes Mekanism parts with vanilla Spyglass and Glass Pane.[2]
- Pack ingots: the changed recipes for the Magnetic Circuit, Gauntlet, Plasma Rifle, Plasma Circuit and Railgun use Osmium Ingot, Steel Ingot or Refined Obsidian Ingot. These are ftbmaterials items, not Mekanism's own.[2]
The Plasma Circuit is the key part. The pack changed its recipe, and the Plasma Rifle, Railgun and Tesla Minigun all need one.[2]
Crafting Shaped
Recipe id: mekanism_weaponry:plasma_circuit
This recipe was changed by the pack.
Crossover: the Infinitely Compressed Circuit Board
The pack adds two ways to make the Infinitely Compressed Circuit Board, and both use the Plasma Circuit. One is a Create sequenced assembly, the other is a Modern Industrialization Implosion Compressor recipe. Both also draw on Mekanism's Ultimate Control Circuit, PneumaticCraft's Finished PCB and AE2's Tiny TNT. The assembly route adds Oritech's Advanced Computing Engine and Flux Gate, plus PneumaticCraft's Molten Plastic.[2]
Sequenced Assembly (create)
Tiny TNT
8× Incomplete Infinitely Compressed Circuit Board
Ultimate Control Circuit
Plasma Circuit
Advanced Computing Engine
Flux Gate
100× Molten Plastic
Finished PCB
Recipe id: ftb:create/sequenced_assembly/infinitely_compressed_circuit_board
Added by the pack as a Create sequenced assembly.
Implosion Compressor (modern_industrialization)
Recipe id: ftb:modern_industrialization/implosion_compressor/infinitely_compressed_circuit_board
Added by the pack for the Implosion Compressor.
Which Mekanism Weaponry config options matter?
2 parts
Same as in the FTB Skies 2 1.22.0 guide
All of Mekanism Weaponry's settings live in one file, config/mekanism_weaponry-common.toml. This pack only touches six values, and they are all about how much energy the weapons store and how much they burn per shot. Everything else is left at the mod default.[5]
What the pack changed
- [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.gauntletEnergyCapacity]] is 10,000 in this pack (mod default 15,000), so the gauntlet battery is smaller.[5]
- [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.plasmaRifleEnergyCapacity]] is 10,000 (mod default 50,000), a big cut to how much energy the plasma rifle can hold.[5]
- [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.plasmaRifleEnergyUsage]] is 250 FE per shot (mod default 175), so the plasma rifle is hungrier as well as smaller.[5]
- [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.railgunEnergyCapacity]] is 100,000 (mod default 75,000), so the railgun can store more than it normally would.[5]
- [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.teslaMinigunEnergyCapacity]] is 100,000 (mod default 75,000), the same boost the railgun gets.[5]
- [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.teslaMinigunEnergyUsage]] is 1,000 FE per shot (mod default 500), double the default drain for the tesla minigun.[5]
In short, the plasma rifle and gauntlet are tuned down on the energy side, while the railgun and tesla minigun get bigger batteries. The tesla minigun also costs more to fire.[5]
Left at mod defaults
Damage, cooldowns, reload times and charge speeds are untouched, so these are the stock mod values. Recoil is also switched on via [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.enableRecoil]], which is set to true.[5]
- Gauntlet: [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.gauntletDamage]] is 5, [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.gauntletEnergyUsage]] is 1,000 per shot, and [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.gauntletEnergyTransfer]] is 1,000.[5]
- Plasma rifle: [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.plasmaRifleDamage]] is 8, [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.plasmaRifleCooldown]] is 6 ticks, [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.plasmaRifleReloadTime]] is 45 ticks, [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.plasmaRifleHeatPerShot]] is 20, and [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.plasmaRifleEnergyTransfer]] is 1,000.[5]
- Railgun: [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.railgunDamage]] is 16, [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.railgunCooldown]] is 20 ticks, [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.railgunReloadTime]] is 55 ticks, [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.railgunMaxAmmo]] is 5, [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.railgunSecondModeScale]] is 2, [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.railgunEnergyUsage]] is 1,000 per shot, and [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.railgunEnergyTransfer]] is 10,000.[5]
- Tesla minigun: [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.teslaMinigunDamage]] is 2.5, [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.teslaMinigunCooldown]] is 4 ticks, [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.teslaMinigunReloadTime]] is 100 ticks, [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.teslaMinigunHeatPerShot]] is 5, and [[config:config/mekanism_weaponry-common.toml#Mekanism Weaponry Config.teslaMinigunEnergyTransfer]] is 10,000.[5]
Sources
- FTB Skies 2 1.6.1 mod list · pack file
- FTB Skies 2: Aero 1.10.0 recipe dump: recipes making Mekanism Weaponry items · pack recipe dump
- mekanism_weaponry names, screen text and descriptions (English lang file) · official mod data
- FTB Skies 2: Aero 1.10.0 config: config/mekanism_weaponry-common.toml · pack file
- FTB Skies 2 1.22.0 config: config/mekanism_weaponry-common.toml · pack file
Where this guide comes from
Written from what FTB Skies 2: Aero 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.
Report wrong info
Version in each release
21 releases, first in 1.0.3
| FTB Skies 2: Aero | Version | Jar | Where it came from |
|---|---|---|---|
| 1.13.0 Sep 28, 2026 | 2.1.5 | mekanism_weaponry-2.1.5.jar | From the published release |
| 1.12.1 Sep 22, 2026 | 2.1.5 | mekanism_weaponry-2.1.5.jar | From the published release |
| 1.12.0 Sep 21, 2026 | 2.1.5 | mekanism_weaponry-2.1.5.jar | From the published release |
| 1.10.0 Sep 8, 2026 | 2.1.5 | mekanism_weaponry-2.1.5.jar | From the published release |
| 1.9.1 Sep 2, 2026 | 2.1.5 | mekanism_weaponry-2.1.5.jar | From the published release |
| 1.9.0 Sep 1, 2026 | 2.1.5 | mekanism_weaponry-2.1.5.jar | From the published release |
| 1.8.0 Aug 25, 2026 | 2.1.5 | mekanism_weaponry-2.1.5.jar | From the published release |
| 1.7.3 Aug 19, 2026 | 2.1.5 | mekanism_weaponry-2.1.5.jar | From the published release |
| 1.7.2 Aug 18, 2026 | 2.1.5 | mekanism_weaponry-2.1.5.jar | From the published release |
| 1.7.1 Aug 18, 2026 | 2.1.5 | mekanism_weaponry-2.1.5.jar | From the published release |
| 1.6.1 Aug 13, 2026 | 2.1.5 | mekanism_weaponry-2.1.5.jar | From the published release |
| 1.6.0 Aug 11, 2026 | 2.1.5 | mekanism_weaponry-2.1.5.jar | From the published release |
| 1.5.1 Aug 8, 2026 | 2.1.5 | mekanism_weaponry-2.1.5.jar | From the published release |
| 1.4.1 Aug 4, 2026 | 2.1.5 | mekanism_weaponry-2.1.5.jar | From the published release |
| 1.4.0 Aug 3, 2026 | 2.1.5 | mekanism_weaponry-2.1.5.jar | From the published release |
| 1.3.0 Jul 30, 2026 | 2.1.5 | mekanism_weaponry-2.1.5.jar | From the published release |
| 1.2.1 Jul 28, 2026 | 2.1.5 | mekanism_weaponry-2.1.5.jar | From the published release |
| 1.2.0 Jul 28, 2026 | 2.1.5 | mekanism_weaponry-2.1.5.jar | From the published release |
| 1.1.1 Jul 25, 2026 | 2.1.5 | mekanism_weaponry-2.1.5.jar | From the published release |
| 1.1.0 Jul 24, 2026 | 2.1.5 | mekanism_weaponry-2.1.5.jar | From the published release |
| 1.0.3 Jul 17, 2026 | 2.1.4 | mekanism_weaponry-2.1.4.jar | From 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
26 items from the 1.10.0 recipe dump.
Alien Paint Bucket
Bumblebee Paint Bucket
Cotton Candy Paint Bucket
Crimson Paint Bucket
Energy Usage Chip 1
Energy Usage Chip 2
Energy Usage Chip 3
Energy Usage Chip 4
Eva Paint Bucket
Fire Rate Chip 1
Fire Rate Chip 2
Fire Rate Chip 3
Fire Rate Chip 4
Gauntlet
Heat Per Shot Chip 1
Heat Per Shot Chip 2
Heat Per Shot Chip 3
Heat Per Shot Chip 4
Magnetic Circuit
Plasma Circuit
Plasma Rifle
Railgun
Scope
Steel Rod
Tesla Minigun
Weapon Workbench
Config options (how FTB Skies 2: Aero sets them)
27 settings shipped in the pack's config files; 6 differ from the mod's documented default.
Show settings
| Setting | FTB Skies 2: Aero value | Mod default |
|---|---|---|
Mekanism Weaponry Config.gauntletEnergyCapacity changed by FTB Skies 2: AeroHow much energy the gauntlet battery can store config/mekanism_weaponry-common.toml | 10000 | 15000 |
Mekanism Weaponry Config.plasmaRifleEnergyCapacity changed by FTB Skies 2: AeroHow much energy the gun can store config/mekanism_weaponry-common.toml | 10000 | 50000 |
Mekanism Weaponry Config.plasmaRifleEnergyUsage changed by FTB Skies 2: AeroHow much FE should be drained from the guns battery every shot config/mekanism_weaponry-common.toml | 250 | 175 |
Mekanism Weaponry Config.railgunEnergyCapacity changed by FTB Skies 2: AeroHow much energy the gun can store config/mekanism_weaponry-common.toml | 100000 | 75000 |
Mekanism Weaponry Config.teslaMinigunEnergyCapacity changed by FTB Skies 2: AeroHow much energy the gun can store config/mekanism_weaponry-common.toml | 100000 | 75000 |
Mekanism Weaponry Config.teslaMinigunEnergyUsage changed by FTB Skies 2: AeroHow much FE should be drained from the guns battery every shot config/mekanism_weaponry-common.toml | 1000 | 500 |
Which FTB Skies 2: Aero mods work with Mekanism Weaponry?
The FTB Skies 2: Aero mods that share the most recipes with Mekanism Weaponry. Highlighted ones have a guide.
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