NeoSync in FTB Skies 2: Aero

FTB Skies 2: Aero 1.13.0 ships version 1.21.1-1.7.1 · First seen in 1.0.3

Checked Sep 22, 2026FTB Skies 2: Aero 1.13.0Sources: FTB Skies 2: Aero 1.13.0 modlist.json · Modrinth

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NeoSync is a mod in FTB Skies 2: Aero 1.13.0, where it is version 1.21.1-1.7.1. Inspired by the original Sync mod, NeoSync lets you clone yourself into shells each with its own inventory, XP, and gamemode and swap minds between them across time and space. (Summary from the mod's Modrinth page.)

What is NeoSync?

2 parts

NeoSync lets you grow extra bodies, called shells, and swap your mind between them. Each shell has its own inventory, experience level and gamemode, so you can park one in the Nether while you mine in the Overworld, or keep a spare set of enchanted gear waiting somewhere else on the server. It's inspired by the original Sync mod.[1]

This pack ships NeoSync version 1.21.1-1.6.4.[2]

How it works

  1. Craft a Shell Constructor, place it down, and right-click it with an empty hand to give a genetic sample.[1]
  2. Power the Constructor. A Treadmill with a pig or wolf walking on it generates energy, or you can use any Forge Energy source from another mod.[1]
  3. Craft a Shell Storage and feed it redstone or FE.[1]
  4. Walk into an open Shell Storage, pick a body from the radial menu, and sync.[1]
Watch out: With the mod's default config, giving a genetic sample costs 20 HP (40 in hardcore). Holding a totem or eating a golden apple can save you from dying for science.[1]

Good to know

  • Shells can sit in any dimension, and syncing between them is instant.[1]
  • If a shell dies, you automatically sync back to your original body, or to a random remaining shell if the original is gone. Shell deaths don't count toward your death counter.[1]
  • You can pipe armor and tools into a Shell Storage to equip the parked shell, and dye a storage to color-code it.[1]
  • JEI and Jade are optional extras that add info panels and tooltips for the mod's blocks. NeoSync runs fine without them.[1]

How do you get started with NeoSync?

5 parts

NeoSync lets you grow extra bodies, called shells, each with its own inventory, XP and gamemode, and swap your mind between them. The setup takes four crafts, and the order below is the one that makes sense.[1]

Step one: make a Sync Core

Start with the Sync Core. It is the key component in every shell-related block, so nothing else works without it.[3]

Step two: build a Shell Constructor

Next comes the Shell Constructor, which grows a new shell from your genetic sample. Place it, give it energy, then right-click it to start building.[1][3]

Watch out: Taking the sample hurts. In this pack damage.fingerstickDamage is 20 (in half hearts), which is the mod default, and damage.hardcoreFingerstickDamage is 40 in hardcore. general.warnPlayerInsteadOfKilling is off, so the game will not just warn you when your health is too low.[4]

Step three: power it with a Treadmill

The Treadmill is a two-block structure. Lure a pig, wolf or another supported animal onto the front block and it generates energy that neighbouring Shell Constructors and Storages consume. Any other FE source works too.[3]

TreadmillMod recipe

Crafting Shaped

Crafting Shaped
Empty slotEmpty slotDaylight Detector
Gray CarpetGray CarpetIron Bars
Gray ConcreteGray ConcreteRedstone

Recipe id: neosync:treadmill

In this pack's energyProduction.energyMap, a pig gives 16 per tick and a wolf gives 22 per tick, so a wolf is the faster choice.[4]

The constructor's requirement is energy.shellConstructorCapacity, set to 256,000 here, and energy.shellConstructionSpeed is 2.5. Both are the mod defaults.[4]

Step four: add a Shell Storage

The Shell Storage houses a finished shell. Give it redstone power or FE, then walk into it while the doors are open to bring up the radial shell menu and transfer your mind.[3]

It needs power to keep the shell alive. In this pack shellStorage.acceptsRedstone is on, shellStorage.maxUnpoweredLifespan is 20 ticks, and energy.shellStorageConsumption is 16 per tick. The two numbers match the mod defaults.[1][4]

Tip: Sneak and right-click a Shell Storage or Constructor with a dye to color its trim. Shells inside take that color, which helps when you have lots of containers.[3]

Later upgrades

The Zero Point versions are crafted from the matching normal container and upgrade it. The Zero Point Shell Constructor needs no external power and finishes shells instantly, though sampling still deals damage.[3][5]

Crafting Shapeless

Recipe id: neosync:zero_point_shell_constructor

The Zero Point Shell Storage needs no redstone or FE. Its doors open as you approach, and stored shells never decay.[3][5]

Crafting Shapeless

Recipe id: neosync:zero_point_shell_storage

How does NeoSync work?

9 parts

NeoSync lets you grow extra bodies called shells. Each shell has its own inventory, experience level and gamemode, and you swap your mind between them. Everything runs through three blocks: the Shell Constructor grows a shell, the Shell Storage holds it, and the Treadmill can supply the power.[1]

The basic loop

  1. Place a Shell Constructor and right-click it with an empty hand to give your genetic sample. This starts building a new shell, and the sampling deals damage to you.[1][3]
  2. Power the constructor with a Treadmill next to it, or with any FE source.[1][3]
  3. Place a Shell Storage and power it with redstone or FE.[1][3]
  4. Walk into the storage while its doors are open. A radial shell menu appears, and you pick the shell to transfer your mind into.[1][3]

Crafting the blocks

Every shell-related block is built around the Sync Core.[1][3]

TreadmillMod recipe

Crafting Shaped

Crafting Shaped
Empty slotEmpty slotDaylight Detector
Gray CarpetGray CarpetIron Bars
Gray ConcreteGray ConcreteRedstone

Recipe id: neosync:treadmill

The sampling cost

Creating a shell hurts. In this pack damage.fingerstickDamage is 20 (in half hearts) and damage.hardcoreFingerstickDamage is 40 for hardcore mode. Both match the mod defaults.[4]

general.warnPlayerInsteadOfKilling is false here, so if you don't have enough health the sampling can kill you. The mod page suggests holding a totem or eating a golden apple to get through it.[1][4]

Watch out: Check your health before right-clicking a Shell Constructor. With the pack's settings it will not just warn you, it can kill you.[4]

Powering the Shell Constructor

The constructor stores energy up to energy.shellConstructorCapacity, which is 256,000 in this pack (the mod default). It needs that capacity divided by energy.shellConstructionSpeed in FE to finish a shell. The speed is 2.5 here, also the default, so a higher value builds faster.[4]

general.enableInstantShellConstruction is false in the pack. It is meant for creative mode.[4]

The Treadmill

The Treadmill is a two-block structure. Lure a supported animal onto the front block and it generates energy that neighbouring Shell Constructors and Storages consume. It outputs FE to any energy-accepting block.[1][3]

How much energy you get per tick depends on the entity, set by energyProduction.energyMap. In this pack the values are:[4]

If you have JEI, the Treadmill Energy Sources category lists every supported entity.[1][3]

Keeping a Shell Storage alive

A Shell Storage needs power to keep its shell alive. It accepts a redstone signal, controlled by shellStorage.acceptsRedstone (true in this pack), and/or FE.[1][3][4]

For FE, energy.shellStorageCapacity is 320 and energy.shellStorageConsumption is 16 per tick. Without any power, a storage can hold on for shellStorage.maxUnpoweredLifespan, which is 20 ticks. The pack leaves all three at the mod defaults.[4]

Tip: Don't leave a parked shell in an unpowered storage. The unpowered lifespan is only 20 ticks in this pack.[4]

Zero Point versions

The Zero Point Shell Constructor needs no external power and finishes new shells instantly, though the sampling still deals damage. The Zero Point Shell Storage needs no redstone or FE, its doors open automatically as you approach, and stored shells never decay.[3]

Crafting Shapeless

Recipe id: neosync:zero_point_shell_constructor

Crafting Shapeless

Recipe id: neosync:zero_point_shell_storage

Colors, syncing and shell management

Sneak and right-click a constructor or storage with a dye to color its trim. Shells built or stored inside take that color in the shell menu, which helps you spot the right shell among many containers.[1][3]

In the shell selector you can right-click a shell to rename it.[3]

If a shell dies, you automatically sync back to your original body, or to a random remaining shell if the original is gone. Shell deaths don't count toward your death counter. Which shell you sync into is set by sync.syncPriority, which is NATURAL in this pack. The other valid values are NEAREST and the 16 dye colors.[1][4]

You can sync into a shell resting in a different dimension, so you can park shells in the Overworld, Nether, End or modded dimensions.[1][3]

Automation and redstone

You can pipe armor and tools into a Shell Storage to equip the parked shell, or pull gear back out.[1]

Containers can emit a comparator signal based on either build progress or inventory fullness. Right-click with the wrench to toggle between them. In this pack tools.wrench is minecraft:stick.[1][4]

How do you progress through NeoSync?

3 parts

NeoSync has a short, clear progression in this pack: a core component, a set of base machines built around it, and a Zero Point upgrade for the Shell Constructor and the Shell Storage. The recipes in the recipe dump are all the mod's own recipes. The recipe blocks below show the exact in-pack versions.[5]

Start with the Sync Core

Everything starts with the Sync Core. The shell machines are crafted around it, so make it first.[5]

Base tier

The Shell Constructor and the Shell Storage are both crafted with a Sync Core, so you can't make either without it. Craft both from the recipes below.[5]

The Treadmill is the exception. Its recipe doesn't use a Sync Core, so you can build it at any point, even before you have a core.[5]

TreadmillMod recipe

Crafting Shaped

Crafting Shaped
Empty slotEmpty slotDaylight Detector
Gray CarpetGray CarpetIron Bars
Gray ConcreteGray ConcreteRedstone

Recipe id: neosync:treadmill

Zero Point tier

The top tier is an upgrade of the base machines. The Zero Point Shell Constructor is made from a finished Shell Constructor, and the Zero Point Shell Storage is made from a finished Shell Storage. Both recipes are shapeless, so the layout in the crafting grid doesn't matter.[5]

Crafting Shapeless

Recipe id: neosync:zero_point_shell_constructor

Crafting Shapeless

Recipe id: neosync:zero_point_shell_storage

Tip: Because the Zero Point versions are crafted from the base machines, don't throw away or reuse a Shell Constructor or Shell Storage you plan to upgrade.[5]

Which NeoSync config options matter?

4 parts

Every numeric option in this pack's NeoSync config (neosync-common.toml) is set to the mod default, so nothing here was tuned away from the standard values. These are the options you're most likely to touch.[4]

The cost of making a shell

Tip: If you don't want to die for science, the mod page suggests holding a totem, eating a golden apple, or switching on the warn option above.[1]

Power and build speed

Syncing and tools

Easter egg settings

The Technoblade easter egg is enabled (easterEggs.enableTechnobladeEasterEgg), with announcements and quotes allowed. The cape is not rendered, because easterEggs.renderTechnobladeCape is false. Quotes are spaced by easterEggs.technobladeQuoteDelay, which is 1,800 ticks, the mod default.[4]

What changed in NeoSync between versions?

4 parts

FTB Skies 2: Aero 1.10.0 ships NeoSync 1.21.1-1.6.4, and the mod has been in the pack since Aero 1.0.3 or earlier. I have no pack changelog entries for it, so everything below comes from the mod's own changelogs. These are the notable releases up to the version you are playing.[2]

1.6.4 (the version in this pack)

  • Walking into a Shell Storage or Constructor on a physics object no longer needs a jump or a crouch.[6]
  • Syncing back into a body on a physics object no longer leaves the camera hanging in the air before it snaps to you.[6]
  • The shell selector no longer reopens on its own while you stand in a Shell Storage on a physics object.[6]

1.6.0

Mekanism radiation now belongs to the body instead of following you around. If you sync into a fresh shell, you wake up clean. The body you leave behind in a shell storage keeps whatever dose it picked up, so syncing back into it gives the radiation back. You can't wash it off by body hopping.[7]

Shells that come out of the constructor, and bodies you respawn into from an anchor, both start clean. This only applies when Mekanism is installed.[7]

1.4.1

  • Respawn anchors can now be single use. Add true on the end of the anchor set command and the anchor is spent the moment the player syncs into it, so it catches one death and is then gone. Leave it off and the anchor works as it always has.[8]
  • A new ensure form of the command gives a player a single use anchor only when they have nothing left to sync into. It does nothing if they still have a shell standing, so pack makers can safely run it on a timer or on login.[8]
  • The anchor list command now marks which anchors are single use, and every anchor command reports how many players or anchors it touched.[8]

1.2.1

This release fixed a server freeze when syncing from a Sable airship. Finding your shell container could force an unloaded chunk to generate, which tripped a broken chunk generator on a Sable construction. After the 10-second sync timer ran out you got your movement back, but blocks stopped responding.[9]

Shell container lookups now skip positions whose chunk isn't already loaded instead of forcing generation, on regular levels and Sable sublevels alike.[9]

Sources

  1. NeoSync project page (modrinth) · official mod data
  2. FTB Skies 2: Aero 1.10.0 mod list · pack file
  3. neosync names, screen text and descriptions (English lang file) · official mod data
  4. FTB Skies 2: Aero 1.10.0 config: config/neosync-common.toml · pack file
  5. FTB Skies 2: Aero 1.10.0 recipe dump: recipes making NeoSync items · pack recipe dump
  6. NeoSync 1.21.1-1.6.4 changelog · changelog
  7. NeoSync 1.21.1-1.6.0 changelog · changelog
  8. NeoSync 1.21.1-1.4.1 changelog · changelog
  9. NeoSync 1.21.1-1.2.1 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 15, 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
1.21.1-1.7.1NeoSync-1.21.1-1.7.1.jarFrom the published release
1.12.1
Sep 22, 2026
1.21.1-1.7.0NeoSync-1.21.1-1.7.0.jarFrom the published release
1.12.0
Sep 21, 2026
1.21.1-1.7.0NeoSync-1.21.1-1.7.0.jarFrom the published release
1.10.0
Sep 8, 2026
1.21.1-1.6.4NeoSync-1.21.1-1.6.4.jarFrom the published release
1.9.1
Sep 2, 2026
1.21.1-1.6.4NeoSync-1.21.1-1.6.4.jarFrom the published release
1.9.0
Sep 1, 2026
1.21.1-1.6.4NeoSync-1.21.1-1.6.4.jarFrom the published release
1.8.0
Aug 25, 2026
1.21.1-1.6.4NeoSync-1.21.1-1.6.4.jarFrom the published release
1.7.3
Aug 19, 2026
1.21.1-1.6.0NeoSync-1.21.1-1.6.0.jarFrom the published release
1.7.2
Aug 18, 2026
1.21.1-1.6.0NeoSync-1.21.1-1.6.0.jarFrom the published release
1.7.1
Aug 18, 2026
1.21.1-1.5.3NeoSync-1.21.1-1.5.3.jarFrom the published release
1.6.1
Aug 13, 2026
1.21.1-1.4.4NeoSync-1.21.1-1.4.4.jarFrom the published release
1.6.0
Aug 11, 2026
1.21.1-1.4.1NeoSync-1.21.1-1.4.1.jarFrom the published release
1.5.1
Aug 8, 2026
1.21.1-1.2.1NeoSync-1.21.1-1.2.1.jarFrom the published release
1.4.1
Aug 4, 2026
1.21.1-1.2.1NeoSync-1.21.1-1.2.1.jarFrom the published release
1.4.0
Aug 3, 2026
1.21.1-1.2.1NeoSync-1.21.1-1.2.1.jarFrom the published release
1.3.0
Jul 30, 2026
1.21.1-1.2.1NeoSync-1.21.1-1.2.1.jarFrom the published release
1.2.1
Jul 28, 2026
1.21.1-1.2.1NeoSync-1.21.1-1.2.1.jarFrom the published release
1.2.0
Jul 28, 2026
1.21.1-1.2.1NeoSync-1.21.1-1.2.1.jarFrom the published release
1.1.1
Jul 25, 2026
1.21.1-1.2.1NeoSync-1.21.1-1.2.1.jarFrom the published release
1.1.0
Jul 24, 2026
1.21.1-1.2.1NeoSync-1.21.1-1.2.1.jarFrom the published release
1.0.3
Jul 17, 2026
1.21.1-1.2.1NeoSync-1.21.1-1.2.1.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

6 items from the 1.10.0 recipe dump.

Config options (how FTB Skies 2: Aero sets them)

22 settings shipped in the pack's config files; 0 differ from the mod's documented default.

See all 22 settings →

Show settings
SettingFTB Skies 2: Aero valueMod default
easterEggs.allowTechnobladeAnnouncements
Allow Technoblade announcements
config/neosync-common.toml
truenot documented
easterEggs.allowTechnobladeQuotes
Allow Technoblade quotes
config/neosync-common.toml
truenot documented
easterEggs.enableTechnobladeEasterEgg
Enable Technoblade easter egg
config/neosync-common.toml
truenot documented
easterEggs.renderTechnobladeCape
Render Technoblade's cape
config/neosync-common.toml
falsenot documented
easterEggs.technobladeUuids
UUIDs of players to treat as Technoblade
config/neosync-common.toml
[]not documented
energyProduction.energyMap
Entity energy production map (format: 'entity_id:energy_per_tick')
config/neosync-common.toml
["minecraft:chicken:2","minecraft:pig:16","minecraft:player:20","minecraft:villager:25","minecraft:wolf:22","minecraft:creeper:80","minecraft:enderman:160"]not documented

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