
Modular Routers in FTB Skies 2: Aero
FTB Skies 2: Aero 1.13.0 ships version 13.2.7 · First seen in 1.0.3
Modular Routers is a mod in FTB Skies 2: Aero 1.13.0, 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.)
Modular Routers guide for FTB Skies 2: Aero
Last verified for FTB Skies 2: Aero v1.10.0 on Oct 17, 2026 · text last changed Oct 17, 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
- 7
- Recipes shown
- 14
- Items named
- 33
- Quests covered
- 14
6 sections are written for this pack; 1 is 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 Modular Routers?
1 part
Modular Routers is a flexible mod for moving items around the world, and in this pack it also handles fluids and energy. Everything runs through one block, the Modular Router. On its own it's just a one-slot inventory, so you plug in modules (up to nine) to tell it what to do: pull from inventories, send items elsewhere, place or break blocks, sort, and more. Think of it as a super-configurable Hopper. This pack uses version 13.2.7.[1][2][3][4]
By default the router ticks once per second and runs every installed module in order. You tune it in two places: upgrades go into the router itself (5 upgrade slots, 8 upgrade types), while augments go into individual modules (4 slots each).[3][5][6]
Where it sits in the quest book
The quest "Modular Routers" quest lives in the "Logistics" chapter, in the "Resources & Logistics" group. It's chapter 9 of 31 in the book, and it holds 57 quests. The chapter's "General Logistics" quest quest says this is where you'll find most ways to move items, energy, fluids and more.[7]
Modular Routers sits alongside the quests for other logistics options in the same chapter, such as "Pipez" quest, "Mekanism" quest, "EnderIO" quest and "LaserIO" quest. Its task is to get the Modular Router.[7]
Once you have the router, a whole set of quests unlock after it:[7]
- "Pushing & Pulling" quest: covers Sender Module Mk1, Puller Module Mk1 and Distributor Module.[7]
- "General Router Upgrades" quest: covers the Speed Upgrade and Stack Upgrade.[7]
- "Working With Fluids" quest: covers Fluid Module Mk1 and Fluid Module Mk2.[7]
- "Working With Power" quest: covers the Energy Upgrade, Energy Output Module and Energy Distributor Module.[7]
- "Block Breaking" quest: covers the Breaker Module.[7]
- "Auto-Clicking" quest: covers the Activator Module.[7]
- "Redstone Detection" quest: covers the Detector Module.[7]
- "Vacuum Module" quest: covers the Vacuum Module and Fast Pickup Augment.[7]
The book doesn't show the text of 35 of the 57 quests in this chapter, so check the Logistics chapter in your quest book for the rest.[7]
How do you get started with Modular Routers?
5 parts
The Modular Router is the one block of this mod. On its own it only works as a one-slot inventory, so it needs modules plugged in (up to nine) before it does anything. Every time it ticks, once per second by default, it runs each installed module in order.[3][8]
In this pack the base tick interval is 20 server ticks (Router.baseTickRate), the same as the mod default.[9]
Step 1: Blank Modules
Start with the Blank Module. The router and most modules are built from it, so it is the first thing to craft. The pack changed this recipe and it makes 6 per craft, so go by the recipe below, not by what you remember from other packs.[10]
Crafting Shaped
| Empty slot | Empty slot | |
Recipe id: modularrouters:blank_module
Step 2: The router
Next, craft the Modular Router. The pack changed this recipe too, and one craft gives you 4 routers.[10]
Crafting Shaped
Recipe id: modularrouters:modular_router
The quest book introduces it in "Modular Routers" quest, in the Logistics chapter (group Resources & Logistics, chapter 9 of 31). By default a router has a single item slot as its buffer, holding up to a stack of one item. Other upgrades and modules let it handle fluids or power.[7]
Step 3: Your first modules
Now give the router a job. The quest "Pushing & Pulling" quest starts with Puller Module Mk1 and Sender Module Mk1, which let the router interact with adjacent inventories. Pull items in with one, push them out with the other.[7]
Crafting Shapeless
Blank Module
Bow
- any arrow
Recipe id: modularrouters:sender_module_1
The pack also has a second, alternative recipe for the Sender Module Mk1.
Right-click a module in your hand to open its GUI. Every module has 9 filter slots that control which items it processes.[11]
Step 4: Upgrades
A router has 5 upgrade slots. Upgrades are crafted from the Blank Upgrade, and the pack changed that recipe too. One craft makes 4.[6][10]
Crafting Shaped
| Empty slot |
Recipe id: modularrouters:blank_upgrade
The quest "General Router Upgrades" quest points you to two upgrades first. The Speed Upgrade makes the router run its modules faster. The Stack Upgrade lets the router work on stacks of items instead of a single item at a time.[7]
Crafting Shaped
| any gunpowder | any blaze rod | any gunpowder |
Recipe id: modularrouters:speed_upgrade
The pack changed this recipe, and one craft makes 3.
Crafting Shapeless
Blank Upgrade
- any stone brick
- any brick
Recipe id: modularrouters:stack_upgrade
In this pack each Speed Upgrade shortens the router's tick interval by 2 ticks (Router.ticksPerUpgrade). The interval can never drop below 2 ticks, however many you add (Router.hardMinTickRate).[9]
Where to go next
Several quests in the Logistics chapter follow on from the Modular Routers quest. They cover "Vacuum Module" quest, "Block Breaking" quest, "Auto-Clicking" quest, "Redstone Detection" quest, "Working With Fluids" quest and "Working With Power" quest.[7]
How does Modular Routers work?
7 parts
Everything in Modular Routers revolves around one block, the Modular Router. On its own it is just a one-slot inventory that hoppers and other pipes can feed. It gets useful once you plug in up to nine modules, which tell it what to do. Five upgrade slots change how the router behaves. Each module also has four augment slots of its own.[3][5][6][12]
How a router runs
Each time the router ticks, it runs every installed module in order, from left to right. Modules act on the single stack in the router's buffer or on the world around it. In this pack the base interval is 20 server ticks, so once per second (Router.baseTickRate). Each Speed Upgrade cuts 2 ticks off that interval (Router.ticksPerUpgrade). The minimum interval is 2 ticks, which is 10 runs per second, regardless of how many Speed Upgrades you add (Router.hardMinTickRate).[9][12][13]
- Redstone control (the top-right button in the router GUI) has five settings: always run, run only with no signal, run only with a signal, do not run at all, or run once per redstone pulse.[12]
- Eco Mode slows an idle router down. After 100 ticks without work (Router.ecoTimeout) it only ticks every 100 ticks (Router.lowPowerTickRate), whatever your Speed Upgrades say. It returns to full speed as soon as it does any work.[9][12]
- A comparator placed against the router reads how full the buffer slot is.[12]
Modules, filters and termination
Every module has 9 filter slots. You can configure an installed module without removing it: hover over it in the router GUI and press the configure key, or middle-click it. The filter buttons switch between whitelist and blacklist, and between matching item damage, item data such as enchantments, and item tags. An empty whitelist never lets a module run, while an empty blacklist always does.[11][14]
Smart Filters can sit in filter slots in place of ordinary items. The Bulk Item Filter matches up to 54 items. You can merge or load the contents of an inventory into it, which makes it great for sorting setups because it remembers what belongs in a chest even after the chest is emptied. The Mod Filter holds up to 6 mods. The Regex Filter holds up to 6 expressions, matches case-insensitively, and only checks the part of the registry name after the colon.[15][16][17][18]
Crafting Shaped
| any glass blocks | ||
| any glass blocks |
Recipe id: modularrouters:bulk_item_filter
The pack changed this recipe.
Termination is the T button under a module's filter slots. If a module with it enabled does any work, the router stops for that tick and the modules to its right do not run. The guide's example is a Void Module that whitelists cobblestone, followed by a Sender Module. Without termination the sender would still push the rest of the cobblestone stack onwards.[19]
Blank modules are the base for most module recipes, and this pack changed that recipe.[10]
Crafting Shaped
| Empty slot | Empty slot | |
Recipe id: modularrouters:blank_module
Moving items
By default a module handles one item per router tick, however big the stack in the buffer is. Stack Upgrades raise that. Stack Augments on an individual module double its count each, up to the item's natural stack size, and they override the router's Stack Upgrades. In the guide's example, a router with 6 Stack Upgrades and a module with 2 Stack Augments processes 4 items per tick, not 64.[12][21][22]
Crafting Shapeless
Blank Upgrade
- any stone brick
- any brick
Recipe id: modularrouters:stack_upgrade
Pullers and senders differ mainly in how they find their target, and the pack config sets their ranges.[9]
- Sender Mk1 reaches 8 blocks (16 at most with Range Up Augments). The target must lie on a straight axis line with clear line of sight, though glass, fences and iron bars are fine.[9][23]
- Sender Mk2 reaches 24 blocks (48 at most) with no line of sight needed. Sneak-right-click the target inventory with the module to set it.[9][24]
- Sender Mk3 can send to any inventory in any dimension, but the target must be chunk-loaded. The pack's dimension blacklist (Module.dimensionBlacklist) is empty, so nothing is blocked there.[9][25]
- Puller Mk2 pulls from non-adjacent inventories up to 12 blocks away (24 at most), with no line of sight needed. Puller Mk1 only pulls from the adjacent inventory.[9][26][27]
- The Distributor Module is an extended Mk2 sender that sends to up to 8 targets. You choose Round Robin, Random, Nearest or Furthest.[28]
The Vacuum Module scans a 13x13x13 area by default, 6 blocks in each direction. Range Up Augments grow it to a maximum of 12 blocks in each direction, and Range Down Augments shrink it to 3x3x3.[9][29]
The Extruder ranges in the pack config differ from what the in-game guide pages quote (12 up to 24 for Mk1, 24 up to 48 for Mk2). Extruder Mk1 has a base range of 16 and a maximum of 32. Extruder Mk2 has a base of 32 and a maximum of 64. Trust these config numbers. The Extruder Module Mk2 places ghost template blocks from the module itself, not items from the buffer. Those blocks drop nothing when broken, so it suits bridges and doors, not farming. The Mimic Augment gives them the properties of the block they imitate.[9][30][31][32]
Augments
Augments go into a module's four augment slots, and not every module accepts every augment. Range Up and Range Down change a ranged module by one block per augment. The Redstone Augment gives a module its own redstone behaviour. The Regulator Augment adds a numeric limit that each module type reads differently, for example only sending an item if the target holds fewer than the limit. The Fast Pickup Augment lets the Vacuum Module skip the normal pickup delay on dropped items.[5][11][33][34][35][36][37]
Fluids
Routers have no internal tank. They can only handle fluids when a single fluid container item, such as a bucket, sits in the buffer. Fluid Module Mk1 either pulls fluid from the adjacent block into that container or pushes it out, either into the world or into an adjacent tank. Fluid pipes from other mods can also connect to a router that holds a container, with no Fluid Module needed. Fluid Module Mk2 does the same job at range, up to 12 blocks (24 at most) in this pack.[9][38][39]
The router's fluid throughput is 50 mB/tick in each direction. Every Fluid Transfer Upgrade adds 10 mB/tick, up to a 400 mB/tick cap, which takes 35 upgrades. Speed Upgrades only make transfers happen more often, not bigger.[9][38][40]
Energy
An Energy Upgrade gives the router an internal FE buffer. This pack changes the values from the mod's defaults. Each upgrade adds 150,000 FE of capacity (the mod default is 50,000) and 8,000 transfer per upgrade (the mod default is 1,000). The upgrade's own guide page still quotes the defaults. The tooltip rate is per router tick, not per server tick, so a router with no Speed Upgrades moves that amount once every 20 server ticks.[9][41]
Crafting Shaped
| Empty slot | Empty slot | |
Recipe id: modularrouters:energy_upgrade
The pack changed this recipe.
The Energy Output Module pushes FE to an adjacent block. The Energy Distributor Module sends it wirelessly to up to 8 nearby blocks. Both prefer the router's internal buffer over an energy-holding item in the item buffer. A powered item in the buffer can also be charged from the router, or can charge it, using the switch button in the GUI.[41][42][43]
Running modules costs nothing in this pack, with one exception. The Activator Module in attack mode costs 150 FE per operation ([[config:config/modularrouters-common.toml#Energy Costs.activatorModuleEnergyCostAttack]]). Every other module cost listed in the config, such as senders, pullers, the Vacuum and the Void Module, is set to 0.[9][44]
Protection and utility upgrades
- Security Upgrade: only whitelisted players can open the router (the creator plus up to 6 more). The Placer, Breaker and Activator modules then act as the upgrade's owner instead of a generic fake player.[45]
- Muffler Upgrade: one disables sounds, more of them also disable particle effects, and three also stop the router's active animation.[46]
- Blast Upgrade: makes the router immune to explosions and to being destroyed by boss mobs.[47]
- Camouflage Upgrade: disguises the router as a block you recorded by sneak-right-clicking it against that block.[48]
How do you progress through Modular Routers?
6 parts
In this pack, Modular Routers lives in the Logistics chapter of the quest book (group "Resources & Logistics", chapter 9 of 31). The entry point is the "Modular Routers" quest quest, which asks for a Modular Router. The router is the main block. A module tells it what to do, augments tune the modules, and upgrades change how the router runs them. By default a router has a single item slot buffer, which holds up to a stack of one item.[7]
Every other Modular Routers quest in the chapter follows directly after that first one, so you can pick the branch you need first.[7]
Step 1: the router and blank module
The pack changed both the router recipe and the Blank Module recipe, so don't trust what you remember from other packs. Almost every module is built on a Blank Module, and almost every upgrade on a Blank Upgrade, which the pack also changed.[10]
Crafting Shaped
Recipe id: modularrouters:modular_router
Crafting Shaped
| Empty slot | Empty slot | |
Recipe id: modularrouters:blank_module
Crafting Shaped
| Empty slot |
Recipe id: modularrouters:blank_upgrade
Step 2: moving items (Mk1 to Mk2 to Mk3)
The sender, puller and fluid modules come in numbered tiers, and each higher tier is crafted from the one below it. The Sender goes up to Mk3. The Puller and Fluid modules stop at Mk2.[10]
- The "Pushing & Pulling" quest quest asks for the Sender Module Mk1, the Distributor Module and the Puller Module Mk1. The Mk1 sender and puller work with adjacent inventories. The Distributor pushes wirelessly to up to 8 inventories or blocks within the module's radius. The Puller Module Mk2 pulls wirelessly from a single inventory.[7]
- The "Working With Fluids" quest quest covers Fluid Module Mk1 and Fluid Module Mk2. Mk1 works on adjacent blocks. Mk2 transfers fluids wirelessly, like the distributor modules do for items. The router needs a storage item such as a Bucket or Tank in its buffer.[7]
- Fluid Transfer Upgrade raises the fluid rate from a base of 50mB/tick in steps of 10mB/tick, up to 400mB/tick. That means at most 35 of them in one router.[40]
Crafting Shapeless
Sender Module Mk1
- any ender pearl
Recipe id: modularrouters:sender_module_2
Crafting Shaped
| Empty slot | Empty slot | |
Recipe id: modularrouters:distributor_module
Step 3: router upgrades
A router has 5 upgrade slots. You can put several upgrades in one slot, but each type has its own limit. The "General Router Upgrades" quest quest asks for the Speed Upgrade and the Stack Upgrade.[6][7]
By default a router ticks every 20 server ticks. Each Speed Upgrade cuts 2 ticks off that, down to a minimum of 2. Those values are set in config/modularrouters-common.toml. The pack changed the Speed Upgrade recipe.[10][13]
Crafting Shaped
| any gunpowder | any blaze rod | any gunpowder |
Recipe id: modularrouters:speed_upgrade
Each Stack Upgrade doubles the number of items a module handles per operation, up to 64 or the item's native stack size. Six is the most useful number in one router.[21]
Step 4: power
The "Working With Power" quest quest asks for the Energy Upgrade, the Energy Output Module and the Energy Distributor Module. Each Energy Upgrade adds to the router's buffer and transfer rate, and the quest says they stack to a max of 64. By default each one adds 50,000 FE of buffer and 1,000 FE per router tick, and the guide says these figures are adjustable in the mod config. The pack changed the recipes for the Energy Upgrade and the Energy Output Module.[7][10][41]
Crafting Shaped
| Empty slot | Empty slot | |
Recipe id: modularrouters:energy_upgrade
Crafting Shapeless
Recipe id: modularrouters:energy_distributor_module
Utility modules from the quest book
- "Vacuum Module" quest: the Vacuum Module collects dropped items in a radius, and Range Up Augment extends that radius. Fast Pickup Augment makes it ignore the normal pickup delay, and you can add at most one.[7][37]
- "Block Breaking" quest: the Breaker Module breaks adjacent blocks into the router's buffer. Enchantments carry over from the pickaxe used to craft it.[7]
- "Auto-Clicking" quest: the Activator Module uses the item in the router's buffer, like an auto-clicker. The pack changed its recipe.[7][10]
- "Redstone Detection" quest: the Detector Module makes the router give off a redstone signal while an item is in the buffer slot.[7]
Augments and the rest
Augments all start from an Augment Core, which is crafted from a Blank Module and a Blank Upgrade and makes 4 cores at a time. The pack changed the recipes for the Range Up Augment, Range Down Augment, Redstone Augment, Regulator Augment and Mimic Augment. The two range augments can also be converted into each other.[10]
Each Range Up Augment adds one block of range to modules that have a range, such as Sender, Puller and Vacuum.[34]
These extra upgrades have no quest of their own in the sources I have, but they are worth knowing about:[7]
- Security Upgrade: only whitelisted players can open the router. It does not stop the router being broken. The pack changed its recipe.[10][45]
- Muffler Upgrade: suppresses router sounds and particles. The pack changed its recipe.[10][46]
- Sync Upgrade: makes routers with the same tuning value run on the same tick. The pack changed its recipe.[10][49]
- Blast Upgrade: makes the router immune to explosion damage and to being destroyed by boss mobs.[47]
- Camouflage Upgrade: disguises the router as another block.[48]
Which FTB Skies 2: Aero quests use Modular Routers?
2 parts
The Modular Routers quests live in the Logistics chapter of the quest book. It is chapter 9 of 31, in the group "Resources & Logistics", and it holds 57 quests covering many transfer mods. The Modular Routers quests form their own branch inside it.[7]
The starting quest
Everything begins with "Modular Routers" quest, which asks you to get a Modular Router. The quest explains that the router needs a Module to give it a function, that Augments configure and upgrade those Modules, and that Upgrades change how the router uses the Modules inside. A router starts with a single item slot buffer that holds up to a stack of one item, and specific upgrades and modules let it handle fluids or power too.[7]
Quests that follow it
Every other Modular Routers quest in the chapter comes directly after that first one. Here is what each one asks for:[7]
- "General Router Upgrades" quest asks for the Speed Upgrade and the Stack Upgrade. Speed makes the router run its installed modules faster, and Stack lets it work with stacks of items instead of a single item.[7]
- "Pushing & Pulling" quest asks for the Sender Module Mk1, the Distributor Module and the Puller Module Mk1. Sender and Puller work with adjacent inventories, while the Distributor pushes items wirelessly to up to 8 inventories or blocks within its radius.[7]
- "Working With Fluids" quest asks for the Fluid Module Mk1 and the Fluid Module Mk2. Mk1 interacts with adjacent blocks, and Mk2 transfers fluids wirelessly. The router needs a storage item such as a Bucket or a Tank in its buffer.[7]
- "Working With Power" quest asks for the Energy Upgrade, the Energy Output Module and the Energy Distributor Module. Each Energy Upgrade raises the buffer and the transfer rate per operation, and they stack up to a max of 64.[7]
- "Vacuum Module" quest asks for the Vacuum Module and the Fast Pickup Augment. The module collects items that drop within a radius, Range Up Augments can extend that radius, and the Fast Pickup Augment speeds up pickup.[7]
- "Block Breaking" quest asks for the Breaker Module. It breaks adjacent blocks and puts the drops straight into the router's buffer. Enchantments carry over from the pickaxe used to craft the module.[7]
- "Auto-Clicking" quest asks for the Activator Module. It uses the item in the router's buffer like an auto-clicker, and you can set the direction and filter which items it uses.[7]
- "Redstone Detection" quest asks for the Detector Module. The quest text calls it the Redstone Module: it makes the router give off a redstone signal whenever an item is in the buffer slot.[7]
The book only shows that these quests all follow the starting quest, so start with the Modular Router and then pick the modules that fit your build.[7]
Which Modular Routers config options matter?
7 parts
Same as in the FTB Skies 2 1.22.0 guide
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.[50]
What the pack changed
- Router.fePerEnergyUpgrade is 150,000 FE of capacity per Energy Upgrade in this pack. The mod default is 50,000.[50]
- Router.feXferPerEnergyUpgrade is 8,000 FE/t of transfer rate per Energy Upgrade in this pack. The mod default is 1,000.[50]
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).[50]
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).[50]
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.[50]
Module ranges
Every module range in the config matches the mod default. Here are the base range (no range upgrades) and the maximum:[50]
- Sender Mk1: 8 base, 16 max.[50]
- Sender Mk2: 24 base, 48 max.[50]
- Vacuum: 6 base, 12 max.[50]
- Puller Mk2: 12 base, 24 max.[50]
- Fluid Mk2: 12 base, 24 max.[50]
- Extruder Mk1: 16 base, 32 max.[50]
- Extruder Mk2: 32 base, 64 max.[50]
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.[50]
Gameplay toggles
- Module.breakerHarvestLevelLimit is true. Breaker and Extruder Mk1 modules respect the harvest level of the pickaxe used to craft them, so a module crafted with an Iron Pickaxe can't break Obsidian.[50]
- Router.blockBreakXPDrops is true, so block-breaking modules drop XP where appropriate, such as when mining ore.[50]
- Module.dimensionBlacklist is empty. Nothing is blocked for the Sender Mk3 or the Player Module.[50]
- Module.extruderPushEntities is true, so Extruder modules push entities along when extruding blocks.[50]
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.[50]
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.[51]
What changed in Modular Routers between versions?
2 parts
FTB Skies 2: Aero 1.10.0 ships Modular Routers 13.2.7. The mod has been in the pack since Aero 1.0.3 or earlier. The pack changelogs have no entries for this mod, so everything below comes from the mod's own changelogs.[2]
13.2.6: routers on Create Aeronautics contraptions
Router GUIs now work correctly when the router sits in a Sable sublevel, which is what a Create Aeronautics contraption is. That is a big deal if you build flying machines with routers on board. Since the pack ships 13.2.7, you get this change too.[2][52]
The changelog says all modules appear to work on a contraption, with these known issues and conditions:[52]
- The clientside item beam and flying item effects don't render quite right.[52]
- Puller and Sender Mk1/2 modules do not work when the router is on a contraption and the target inventory is not, or the other way round. This is due to distance restrictions and is not a bug.[52]
- The Sender Mk3 module works fine.[52]
- The Breaker Module does not break blocks that are not part of the contraption the router is on.[52]
- The Placer Module works, and the blocks it places become part of the contraption the router is on.[52]
13.2.7: duping fix
This is the version your pack runs. It fixed an item duping issue that happened when routers containing items were assembled to, or disassembled from, a Sable sublevel.[2][53]
Sources
- Modular Routers project page (modrinth) · official mod data
- FTB Skies 2: Aero 1.10.0 mod list · pack file
- In-game guide: Modular Router Overview (modularrouters) · official docs
- In-game guide: Overview (modularrouters) · official docs
- In-game guide: Augments (modularrouters) · official docs
- In-game guide: Upgrades (modularrouters) · official docs
- FTB Skies 2: Aero 1.10.0 quests: "Logistics" · pack file
- In-game guide: Modular Router (modularrouters) · official docs
- FTB Skies 2: Aero 1.10.0 config: config/modularrouters-common.toml · pack file
- FTB Skies 2: Aero 1.10.0 recipe dump: recipes making Modular Routers items · pack recipe dump
- In-game guide: Modules (modularrouters) · official docs
- In-game guide: Modular Router (modularrouters) · official docs
- In-game guide: Speed Upgrade (modularrouters) · official docs
- modularrouters names, screen text and descriptions (English lang file) · official mod data
- In-game guide: Smart Filters (modularrouters) · official docs
- In-game guide: Bulk Item Filter (modularrouters) · official docs
- In-game guide: Mod Filter (modularrouters) · official docs
- In-game guide: Regex Filter (modularrouters) · official docs
- In-game guide: Termination (modularrouters) · official docs
- In-game guide: Void Module (modularrouters) · official docs
- In-game guide: Stack Upgrade (modularrouters) · official docs
- In-game guide: Stack Augment (modularrouters) · official docs
- In-game guide: Sender Module Mk1 (modularrouters) · official docs
- In-game guide: Sender Module Mk2 (modularrouters) · official docs
- In-game guide: Sender Module Mk3 (modularrouters) · official docs
- In-game guide: Puller Module Mk2 (modularrouters) · official docs
- In-game guide: Puller Module Mk1 (modularrouters) · official docs
- In-game guide: Distributor Module (modularrouters) · official docs
- In-game guide: Vacuum Module (modularrouters) · official docs
- In-game guide: Extruder Module Mk1 (modularrouters) · official docs
- In-game guide: Extruder Module Mk2 (modularrouters) · official docs
- In-game guide: Mimic Augment (modularrouters) · official docs
- In-game guide: Range Down Augment (modularrouters) · official docs
- In-game guide: Range Up Augment (modularrouters) · official docs
- In-game guide: Redstone Augment (modularrouters) · official docs
- In-game guide: Regulator Augment (modularrouters) · official docs
- In-game guide: Fast Pickup Augment (modularrouters) · official docs
- In-game guide: Fluid Module Mk1 (modularrouters) · official docs
- In-game guide: Fluid Module Mk2 (modularrouters) · official docs
- In-game guide: Fluid Transfer Upgrade (modularrouters) · official docs
- In-game guide: Energy Upgrade (modularrouters) · official docs
- In-game guide: Energy Output Module (modularrouters) · official docs
- In-game guide: Energy Distributor Module (modularrouters) · official docs
- In-game guide: Activator Module (modularrouters) · official docs
- In-game guide: Security Upgrade (modularrouters) · official docs
- In-game guide: Muffler Upgrade (modularrouters) · official docs
- In-game guide: Blast Upgrade (modularrouters) · official docs
- In-game guide: Camouflage Upgrade (modularrouters) · official docs
- In-game guide: Sync Upgrade (modularrouters) · official docs
- FTB Skies 2 1.22.0 config: config/modularrouters-common.toml · pack file
- FTB Skies 2 1.22.0 config: config/modularrouters-client.toml · pack file
- Modular Routers 13.2.6 changelog · changelog
- Modular Routers 13.2.7 changelog · changelog
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 17, 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 | 13.2.7 | modular-routers-13.2.7+mc1.21.1.jar | From the published release |
| 1.12.1 Sep 22, 2026 | 13.2.7 | modular-routers-13.2.7+mc1.21.1.jar | From the published release |
| 1.12.0 Sep 21, 2026 | 13.2.7 | modular-routers-13.2.7+mc1.21.1.jar | From the published release |
| 1.10.0 Sep 8, 2026 | 13.2.7 | modular-routers-13.2.7+mc1.21.1.jar | From the published release |
| 1.9.1 Sep 2, 2026 | 13.2.7 | modular-routers-13.2.7+mc1.21.1.jar | From the published release |
| 1.9.0 Sep 1, 2026 | 13.2.7 | modular-routers-13.2.7+mc1.21.1.jar | From the published release |
| 1.8.0 Aug 25, 2026 | 13.2.7 | modular-routers-13.2.7+mc1.21.1.jar | From the published release |
| 1.7.3 Aug 19, 2026 | 13.2.7 | modular-routers-13.2.7+mc1.21.1.jar | From the published release |
| 1.7.2 Aug 18, 2026 | 13.2.7 | modular-routers-13.2.7+mc1.21.1.jar | From the published release |
| 1.7.1 Aug 18, 2026 | 13.2.7 | modular-routers-13.2.7+mc1.21.1.jar | From the published release |
| 1.6.1 Aug 13, 2026 | 13.2.7 | modular-routers-13.2.7+mc1.21.1.jar | From the published release |
| 1.6.0 Aug 11, 2026 | 13.2.7 | modular-routers-13.2.7+mc1.21.1.jar | From the published release |
| 1.5.1 Aug 8, 2026 | 13.2.7 | modular-routers-13.2.7+mc1.21.1.jar | From the published release |
| 1.4.1 Aug 4, 2026 | 13.2.7 | modular-routers-13.2.7+mc1.21.1.jar | From the published release |
| 1.4.0 Aug 3, 2026 | 13.2.7 | modular-routers-13.2.7+mc1.21.1.jar | From the published release |
| 1.3.0 Jul 30, 2026 | 13.2.7 | modular-routers-13.2.7+mc1.21.1.jar | From the published release |
| 1.2.1 Jul 28, 2026 | 13.2.7 | modular-routers-13.2.7+mc1.21.1.jar | From the published release |
| 1.2.0 Jul 28, 2026 | 13.2.7 | modular-routers-13.2.7+mc1.21.1.jar | From the published release |
| 1.1.1 Jul 25, 2026 | 13.2.7 | modular-routers-13.2.7+mc1.21.1.jar | From the published release |
| 1.1.0 Jul 24, 2026 | 13.2.7 | modular-routers-13.2.7+mc1.21.1.jar | From the published release |
| 1.0.3 Jul 17, 2026 | 13.2.6 | modular-routers-13.2.6+mc1.21.1.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
52 items from the 1.10.0 recipe dump.
Activator Module
Augment Core
Blank Module
Blank Upgrade
Blast Upgrade
Breaker Module
Bulk Item Filter
Camouflage Upgrade
Creative Module
Detector Module
Distributor Module
Dropper Module
Energy Distributor Module
Energy Output Module
Energy Upgrade
Extruder Module Mk1
Extruder Module Mk2
Fast Pickup Augment
Filter Round Robin Augment
Flinger Module
Fluid Module Mk1
Fluid Module Mk2
Fluid Transfer Upgrade
Inspection Filter
Mimic Augment
Mod Filter
Modular Router
Muffler Upgrade
Security Override Card
Pickup Delay Augment
Placer Module
Player Module
Puller Module Mk1
Puller Module Mk2
Pushing Augment
Range Down Augment
Range Up Augment
Redstone Augment
Regex Filter
Regulator Augment
Security Upgrade
Sender Module Mk1
Sender Module Mk2
Sender Module Mk3
Speed Upgrade
Stack Augment
Stack Upgrade
Sync Upgrade
Tag Filter
Vacuum Module
Void Module
XP Vacuum Augment
FTB Skies 2: Aero quests (9)
Quests from the pack's FTB Quests book that ask for this mod's items.
Logistics (8)
- Auto-Clicking
- Block Breaking
- General Router Upgrades
- Modular Routers
- Pushing & Pulling
- Redstone Detection
- Vacuum Module
- Working With Fluids
Config options (how FTB Skies 2: Aero sets them)
62 settings shipped in the pack's config files; 2 differ from the mod's documented default.
Show settings
| Setting | FTB Skies 2: Aero value | Mod default |
|---|---|---|
Router.fePerEnergyUpgrade changed by FTB Skies 2: AeroFE capacity per Energy Upgrade config/modularrouters-common.toml | 150000 | 50000 |
Router.feXferPerEnergyUpgrade changed by FTB Skies 2: AeroFE transfer rate (FE/t) per Energy Upgrade config/modularrouters-common.toml | 8000 | 1000 |
Misc.alwaysShowSettings Should module tooltips always show module settings (without needing to hold Shift)? config/modularrouters-client.toml | true | not documented |
Misc.heldRouterShowsCamoRouters When holding an Item Router, should nearby camouflaged routers be highlighted? config/modularrouters-client.toml | true | not documented |
Misc.moduleGuiBackgroundTint Should module GUI's be tinted according to the module item colour? config/modularrouters-client.toml | true | not 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 | true | not documented |
Comments and tips
Loading comments...