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

Checked Sep 17, 2026FTB Skies 2: Aero 1.13.0Sources: FTB Skies 2: Aero 1.13.0 modlist.json · Modrinth

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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

Written for FTB Skies 2: Aero 1.10.0 · also fits 1.0.3 to 1.9.1 · updated Oct 17, 2026

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]

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]

6× Blank ModuleChanged by the pack

Crafting Shaped

Crafting Shaped
Empty slotRedstoneEmpty slot
PaperPaperPaper
Gold NuggetGold NuggetGold Nugget

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]

4× Modular RouterChanged by the pack

Crafting Shaped

Crafting Shaped
Iron IngotIron BarsIron Ingot
Iron BarsBlank ModuleIron Bars
Iron IngotIron BarsIron Ingot

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

Recipe id: modularrouters:puller_module_1

Crafting Shapeless

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]

Tip: Once a module is installed, you can middle-click it in the router GUI, or press the configure key while hovering over it, to change its settings without taking it out.[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]

4× Blank UpgradeChanged by the pack

Crafting Shaped

Crafting Shaped
PaperPaperGold Nugget
PaperLapis LazuliGold Nugget
Empty slotPaperGold Nugget

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]

3× Speed UpgradeChanged by the pack

Crafting Shaped

Crafting Shaped
RedstoneGold IngotRedstone
Gold NuggetBlank UpgradeGold Nugget
any gunpowderany blaze rodany gunpowder

Recipe id: modularrouters:speed_upgrade

The pack changed this recipe, and one craft makes 3.

Stack UpgradeMod recipe

Crafting Shapeless

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]

Bulk Item FilterChanged by the pack

Crafting Shaped

Crafting Shaped
Iron Ingotany glass blocksIron Ingot
Blank ModuleDiamondBlank Module
Iron Ingotany glass blocksIron Ingot

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]

Watch out: The Void Module permanently destroys items in the router's buffer. Give it a whitelist so it can't delete anything valuable.[20]

Blank modules are the base for most module recipes, and this pack changed that recipe.[10]

6× Blank ModuleChanged by the pack

Crafting Shaped

Crafting Shaped
Empty slotRedstoneEmpty slot
PaperPaperPaper
Gold NuggetGold NuggetGold Nugget

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]

Stack UpgradeMod recipe

Crafting Shapeless

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]

Crafting Shapeless

Recipe id: modularrouters:augment_core

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]

Watch out: Be careful with Fluid Module settings while the router holds something dangerous like a lava bucket. The router will happily pour it over you if you get the direction wrong.[38]

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]

Energy UpgradeChanged by the pack

Crafting Shaped

Crafting Shaped
QuartzRedstone BlockQuartz
Empty slotBlank UpgradeEmpty slot
QuartzGold IngotQuartz

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]

4× Modular RouterChanged by the pack

Crafting Shaped

Crafting Shaped
Iron IngotIron BarsIron Ingot
Iron BarsBlank ModuleIron Bars
Iron IngotIron BarsIron Ingot

Recipe id: modularrouters:modular_router

6× Blank ModuleChanged by the pack

Crafting Shaped

Crafting Shaped
Empty slotRedstoneEmpty slot
PaperPaperPaper
Gold NuggetGold NuggetGold Nugget

Recipe id: modularrouters:blank_module

4× Blank UpgradeChanged by the pack

Crafting Shaped

Crafting Shaped
PaperPaperGold Nugget
PaperLapis LazuliGold Nugget
Empty slotPaperGold Nugget

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]

Crafting Shapeless

Recipe id: modularrouters:sender_module_2

Crafting Shaped

Crafting Shaped
Empty slotSender Module Mk2Empty slot
Sender Module Mk2Blank ModuleSender Module Mk2

Recipe id: modularrouters:distributor_module

Crafting Shapeless

Recipe id: modularrouters:sender_module_3

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]

3× Speed UpgradeChanged by the pack

Crafting Shaped

Crafting Shaped
RedstoneGold IngotRedstone
Gold NuggetBlank UpgradeGold Nugget
any gunpowderany blaze rodany 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]

Tip: The in-game guide says to prefer Stack Upgrades over Speed Upgrades where you can, for performance. Save Speed Upgrades for setups that really need maximum transfer rate.[13]

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]

Energy UpgradeChanged by the pack

Crafting Shaped

Crafting Shaped
QuartzRedstone BlockQuartz
Empty slotBlank UpgradeEmpty slot
QuartzGold IngotQuartz

Recipe id: modularrouters:energy_upgrade

Crafting Shapeless

Recipe id: modularrouters:energy_distributor_module

Utility modules from the quest book

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]

Crafting Shapeless

Recipe id: modularrouters:augment_core

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]

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]

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 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

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]

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.[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

  1. Modular Routers project page (modrinth) · official mod data
  2. FTB Skies 2: Aero 1.10.0 mod list · pack file
  3. In-game guide: Modular Router Overview (modularrouters) · official docs
  4. In-game guide: Overview (modularrouters) · official docs
  5. In-game guide: Augments (modularrouters) · official docs
  6. In-game guide: Upgrades (modularrouters) · official docs
  7. FTB Skies 2: Aero 1.10.0 quests: "Logistics" · pack file
  8. In-game guide: Modular Router (modularrouters) · official docs
  9. FTB Skies 2: Aero 1.10.0 config: config/modularrouters-common.toml · pack file
  10. FTB Skies 2: Aero 1.10.0 recipe dump: recipes making Modular Routers items · pack recipe dump
  11. In-game guide: Modules (modularrouters) · official docs
  12. In-game guide: Modular Router (modularrouters) · official docs
  13. In-game guide: Speed Upgrade (modularrouters) · official docs
  14. modularrouters names, screen text and descriptions (English lang file) · official mod data
  15. In-game guide: Smart Filters (modularrouters) · official docs
  16. In-game guide: Bulk Item Filter (modularrouters) · official docs
  17. In-game guide: Mod Filter (modularrouters) · official docs
  18. In-game guide: Regex Filter (modularrouters) · official docs
  19. In-game guide: Termination (modularrouters) · official docs
  20. In-game guide: Void Module (modularrouters) · official docs
  21. In-game guide: Stack Upgrade (modularrouters) · official docs
  22. In-game guide: Stack Augment (modularrouters) · official docs
  23. In-game guide: Sender Module Mk1 (modularrouters) · official docs
  24. In-game guide: Sender Module Mk2 (modularrouters) · official docs
  25. In-game guide: Sender Module Mk3 (modularrouters) · official docs
  26. In-game guide: Puller Module Mk2 (modularrouters) · official docs
  27. In-game guide: Puller Module Mk1 (modularrouters) · official docs
  28. In-game guide: Distributor Module (modularrouters) · official docs
  29. In-game guide: Vacuum Module (modularrouters) · official docs
  30. In-game guide: Extruder Module Mk1 (modularrouters) · official docs
  31. In-game guide: Extruder Module Mk2 (modularrouters) · official docs
  32. In-game guide: Mimic Augment (modularrouters) · official docs
  33. In-game guide: Range Down Augment (modularrouters) · official docs
  34. In-game guide: Range Up Augment (modularrouters) · official docs
  35. In-game guide: Redstone Augment (modularrouters) · official docs
  36. In-game guide: Regulator Augment (modularrouters) · official docs
  37. In-game guide: Fast Pickup Augment (modularrouters) · official docs
  38. In-game guide: Fluid Module Mk1 (modularrouters) · official docs
  39. In-game guide: Fluid Module Mk2 (modularrouters) · official docs
  40. In-game guide: Fluid Transfer Upgrade (modularrouters) · official docs
  41. In-game guide: Energy Upgrade (modularrouters) · official docs
  42. In-game guide: Energy Output Module (modularrouters) · official docs
  43. In-game guide: Energy Distributor Module (modularrouters) · official docs
  44. In-game guide: Activator Module (modularrouters) · official docs
  45. In-game guide: Security Upgrade (modularrouters) · official docs
  46. In-game guide: Muffler Upgrade (modularrouters) · official docs
  47. In-game guide: Blast Upgrade (modularrouters) · official docs
  48. In-game guide: Camouflage Upgrade (modularrouters) · official docs
  49. In-game guide: Sync Upgrade (modularrouters) · official docs
  50. FTB Skies 2 1.22.0 config: config/modularrouters-common.toml · pack file
  51. FTB Skies 2 1.22.0 config: config/modularrouters-client.toml · pack file
  52. Modular Routers 13.2.6 changelog · changelog
  53. 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.

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Version in each release

21 releases, first in 1.0.3
FTB Skies 2: AeroVersionJarWhere it came from
1.13.0
Sep 28, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.12.1
Sep 22, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.12.0
Sep 21, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.10.0
Sep 8, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.9.1
Sep 2, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.9.0
Sep 1, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.8.0
Aug 25, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.7.3
Aug 19, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.7.2
Aug 18, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.7.1
Aug 18, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.6.1
Aug 13, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.6.0
Aug 11, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.5.1
Aug 8, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.4.1
Aug 4, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.4.0
Aug 3, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.3.0
Jul 30, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.2.1
Jul 28, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.2.0
Jul 28, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.1.1
Jul 25, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.1.0
Jul 24, 2026
13.2.7modular-routers-13.2.7+mc1.21.1.jarFrom the published release
1.0.3
Jul 17, 2026
13.2.6modular-routers-13.2.6+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 1.10.0 recipe dump.

FTB Skies 2: Aero 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: Aero 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: Aero valueMod default
Router.fePerEnergyUpgrade changed by FTB Skies 2: Aero
FE capacity per Energy Upgrade
config/modularrouters-common.toml
15000050000
Router.feXferPerEnergyUpgrade changed by FTB Skies 2: Aero
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: Aero quest book?

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