Modular Routers in Project Infinity 0.1

Project Infinity 0.1 0.0.51.4-hotfix-2 ships version 12.1.1+mc1.20.1 · First seen in 0.0.45.4

Checked Sep 17, 2026Project Infinity 0.1 0.0.51.4-hotfix-2Sources: Project Infinity 0.1 0.0.51.4-hotfix-2 modlist.json · Modrinth

Report a mistake on this page

Also in 8 other packs →

Modular Routers is a mod in Project Infinity 0.1 0.0.51.4-hotfix-2, where it is version 12.1.1+mc1.20.1. A flexible mod for moving items, fluids, and energy around the world (Summary from the mod's Modrinth page.)

What is Modular Routers?

2 parts

Modular Routers is a flexible item-moving mod. With a single block, the Modular Router, and plug-in modules, you can pull items from any inventory, send them to other inventories near and far, place and break blocks, drop items into the world, sort items and more. Think of it as a super-configurable Hopper on steroids. This pack includes version 12.1.1+mc1.20.1 of Modular Routers.[1][2][3]

How a router works

On its own, the router does nothing except act as a one-slot inventory. To make it useful, you install up to nine modules. Each time the router ticks, it runs every installed module in order, and each one works on the item in the router's buffer or on the world around it.[4]

  • Modules: there are 20 module types. Each has 9 filter slots, and most have a direction relative to the router's facing.[5]
  • Upgrades: a router has 5 upgrade slots, and there are 8 upgrade types. They speed the router up, let it handle more items per tick, or extend the range of certain modules.[4][6]
  • Augments: these go into a module instead of the router. Each module has 4 augment slots.[5][7]
  • Smart Filters: these go in a module's filter slots in place of regular items and give you more advanced matching. The Bulk Item Filter, for example, can match up to 54 different items.[8]

Where it sits in the quest book

The pack's quest book puts Modular Routers in the chapter "Useful mods and Items", chapter 3 of 44, which has 37 quests. The quest a quest in "Useful mods and Items" has three tasks: the Modular Router, the Sender Module Mk1 and the Puller Module Mk1.[9]

How do you get started with Modular Routers?

4 parts

Modular Routers is a flexible way to move items around: one block, the Modular Router, plus plug-in modules. Think of it as a super-configurable Hopper. The pack's quest book covers it in the a quest in "Useful mods and Items" quest, in the "Useful mods and Items" chapter (chapter 3 of 44). That quest asks for the router, a Sender Module Mk1 and a Puller Module Mk1, which makes a good first goal.[3][9]

Why you need modules first

On its own, a router does nothing except act as a one-slot inventory that hoppers and other pipes can feed. It only becomes useful once you install modules, up to nine of them. Every time the router ticks, it runs each installed module in order.[4]

Your first crafts, in order

  1. Craft Blank Module first. One craft makes 6, and many of the other recipes in the pack use it as an ingredient.[10]
  2. Craft the Modular Router. One craft makes 4, so you will not need to craft it again for a while.[10]
  3. Craft a Puller Module Mk1 to take items out of an inventory, and a Sender Module Mk1 to send them into another one.[3][10]

Crafting Shaped

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

Recipe id: modularrouters:blank_module

Makes 6 Blank Modules per craft.

Crafting Shaped

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

Recipe id: modularrouters:modular_router

Makes 4 routers per craft.

Crafting Shapeless

Recipe id: modularrouters:puller_module_1

Crafting Shapeless

Recipe id: modularrouters:sender_module_1

The pack also has a second Sender Mk1 recipe, shown next.

Crafting Shapeless

Recipe id: modularrouters:sender_module_1_alt

In this pack, the Sender Mk1 has a base range of 8 blocks and a maximum of 16.[11]

Set up the filter

Right-click a module in your hand to open its GUI. Every module has 9 filter slots, and a module in whitelist mode will only run when the item in the router's buffer matches the filter. An empty whitelist never lets the module run, while an empty blacklist always does.[5][12]

Tip: You can also configure an installed module without taking it out of the router. Middle-click it in the router GUI, or hover over it and press the Configure Installed Module key.[5][12]

Next steps

Once the basics work, upgrades are the next thing to look at. A router has 5 upgrade slots, and there are 8 upgrade types. Upgrades start from a Blank Upgrade, which makes 4 per craft.[6][10]

Crafting Shaped

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

Recipe id: modularrouters:blank_upgrade

Makes 4 Blank Upgrades per craft.

The Speed Upgrade is the obvious first choice. In this pack the router runs every 20 ticks at its base rate (Router.baseTickRate).[11]

Each Speed Upgrade shortens that interval by 2 ticks (Router.ticksPerUpgrade).[11]

However many upgrades you add, the interval never drops below 2 ticks (Router.hardMinTickRate).[11]

Crafting Shaped

Crafting Shaped
any redstone dustany gold ingotany redstone dust
any gold nuggetBlank Upgradeany gold nugget
any gunpowderany blaze rodany gunpowder

Recipe id: modularrouters:speed_upgrade

Makes 3 Speed Upgrades per craft.

If you want to build a sorting system, the Bulk Item Filter is worth making early. It matches up to 54 items and can copy its contents from an existing inventory. That works especially well with a Sender Module.[8][13]

Crafting Shaped

Crafting Shaped
any iron ingotany glassany iron ingot
Blank Moduleany diamond gemBlank Module
any iron ingotany glassany iron ingot

Recipe id: modularrouters:bulk_item_filter

How does Modular Routers work?

8 parts

The Modular Router is the only block in the mod. On its own it does nothing except act as a one-slot inventory that hoppers and other piping can fill and empty. Everything useful comes from the modules you plug into it (up to nine) and the upgrades that tune it (five slots).[4][14][15]

The router tick

Every time the router ticks, it executes each installed module in order, left to right. Each module works on the item in the buffer or on the world around the router. In this pack the base interval is 20 server ticks, so once per second, set by Router.baseTickRate.[4][11][15][16]

Each Speed Upgrade shortens that interval by 2 server ticks (Router.ticksPerUpgrade), down to a hard floor of 2 ticks, or 10 runs per second (Router.hardMinTickRate).[11][16]

Tip: Prefer Stack Upgrades over Speed Upgrades where you can. The mod's own guide says speed is the heavier option on your server, so only use it where you really need the throughput.[16]

The button in the top-right of the router GUI controls redstone behaviour. The options are: always run (the default), run only with no signal, run only with a signal, never run, or run once when a pulse arrives.[15]

Eco Mode is an optional slowdown for idle routers. If the router has done no work for 100 server ticks (Router.ecoTimeout), it drops to one tick every 100 server ticks (Router.lowPowerTickRate), regardless of Speed Upgrades. As soon as it does any work, it returns to normal speed.[11][15]

Termination

Each module has a 'T' button under its filter slots. When termination is switched on and the module does any work that tick, the router stops there and the modules to its right do not run. This is off by default.[17]

A good example is a quarry feeding a router: put a Void Module (whitelisting Cobblestone) first, then a Sender Module for everything else. Without termination, the Void Module would remove one Cobblestone and the Sender would still ship the remaining 63 onward. With termination on the Void Module, the Sender only runs once the Void Module has nothing left to do.[17]

Modules, filters and augments

  • Every module has 9 filter slots. The module only operates if the item in the router's buffer matches the filter (or does not match, in blacklist mode).[5]
  • An empty whitelist never lets the module run, while an empty blacklist always does.[12]
  • Filter control buttons switch between whitelist and blacklist, and toggle whether item damage, NBT and item tags are matched. Most modules also have a direction relative to the router's facing.[5]
  • Every module has four augment slots. Which augments fit depends on the module type.[5]
  • You can configure an installed module without removing it, by middle-clicking it in the router GUI or pressing the configure key while hovering over it.[5][12]

Smart filters can go in the filter slots in place of normal items. The Bulk Item Filter matches up to 54 items and can copy the contents of an inventory. That makes it ideal with a Sender Module for sorting, because the filter remembers what belongs in the inventory even after it is emptied.[8][13][18]

The Mod Filter holds up to 6 mods, and the Regex Filter holds up to 6 expressions matched against the part of the registry name after the colon. The Inspection Filter matches on numeric properties such as durability percentage, energy level or food value, and returns -1 for items without the property.[19][20][21]

Moving items

By default a module handles a single item per router tick. Each Stack Upgrade in the router doubles that for every module, and Stack Augments on an individual module double it for that module only, up to the item's natural stack size (64 for most items). A module's own Stack Augments override the router's Stack Upgrades. With 6 Stack Upgrades in the router and 2 Stack Augments on a module, that module processes 4 items per tick, not 64.[22][23]

Stack UpgradeMod recipe

Crafting Shapeless

Recipe id: modularrouters:stack_upgrade

The Puller Module Mk1 takes the first eligible item from the adjacent inventory in its direction. If the buffer is full, or holds something that stacks with nothing in the inventory, nothing is pulled. The Sender Module Mk1 pushes items out along a straight X, Y or Z line and needs clear line of sight, where glass, fences and iron bars are fine but opaque blocks are not.[24][25]

The Mk2 versions of the Puller and Sender target a specific block that you set by sneak-right-clicking it with the module in hand, and they do not need line of sight. The Sender Module Mk3 can reach any inventory in any dimension, but the target must be chunk-loaded. This pack's Module.dimensionBlacklist is empty, so no dimensions are blocked for the Mk3 or the Player Module.[11][26][27][28]

The Distributor Module is a Sender Mk2 that can serve up to 8 targets. You add or remove a target by sneak-right-clicking it, and choose a strategy: Round Robin, Random, Nearest or Furthest.[29]

Ranges in this pack

Range Up and Range Down Augments add or remove one block of range each. These are the base and maximum ranges from the pack's config:[11][30][31]

  • Sender Mk1: 8 base, 16 max. Sender Mk2: 24 base, 48 max.[11]
  • Puller Mk2: 12 base, 24 max. Fluid Mk2: 12 base, 24 max.[11]
  • Vacuum: 6 base, 12 max. That is a 13x13x13 scan area by default, up to 25x25x25 with Range Up Augments and down to 3x3x3 with Range Down Augments.[11][32]
  • Extruder Mk1: 16 base, 32 max. The in-game guide page still describes 12 and 24, but the pack's config sets 16 and 32.[11][33]
  • Extruder Mk2: 32 base, 64 max. The in-game guide page still describes 24 and 48, but the pack's config sets 32 and 64.[11][34]

Fluids

Routers have no internal tank. They handle fluids through a single fluid container item, such as a bucket, sitting in the buffer. The Fluid Module Mk1 pulls fluid into that container or pushes it out into the world or an adjacent tank. Fluid pipes from other mods can also connect to a router that has a container in its buffer, without needing a Fluid Module.[35]

Crafting Shaped

Crafting Shaped
Empty slotCauldronEmpty slot
any glassBlank Moduleany glass

Recipe id: modularrouters:fluid_module

In this pack the base fluid rate is 50 mB per tick in each direction (Router.fluidBaseTransferRate). Each Fluid Transfer Upgrade adds 10 mB per tick (Router.mBperFluidUpgade) up to 400 (Router.fluidMaxTransferRate), which means at most 35 of them. Speed Upgrades only make transfers happen more often in smaller amounts, not faster overall.[11][35][36]

Watch out: Be careful with Fluid Module settings if the router holds something dangerous like a lava bucket. The router will happily pour it over you if the settings are wrong.[35]

Energy

An Energy Upgrade gives the router an internal FE buffer. In this pack each one adds 50,000 FE of capacity (Router.fePerEnergyUpgrade) and 1,000 FE of transfer per router tick (Router.feXferPerEnergyUpgrade). That rate is per router tick, not per game tick, and a router with no Speed Upgrades ticks every 20 server ticks, so the real rate can be lower than you expect.[11][37]

The Energy Output Module pushes FE into an adjacent block, and the Energy Distributor Module does the same for up to 8 nearby blocks. Both draw from the internal buffer first, or from an energy-holding item in the router's item buffer. An energy-holding item in the buffer can also be charged or drained by the router, using a switchable button in the router GUI.[37][38][39]

Modules cost no energy to run in this pack's config, with one exception: the Activator Module in attack mode costs 150 FE per operation ([[config:config/modularrouters-common.toml#Energy Costs.activatorModuleEnergyCostAttack]]). Right-click mode, set by [[config:config/modularrouters-common.toml#Energy Costs.activatorModuleEnergyCost]], stays at 0.[11][37][40]

Fake players and security

The Placer, Breaker and Activator modules act as a fake player named [Modular Routers]. If the router has a Security Upgrade, they act as the upgrade's owner instead, which is safer on servers with claim protection. A Security Upgrade also limits who can open the router to the players it whitelists (up to 7 including the creator), though it does not stop the router being broken.[41]

How do you progress through Modular Routers?

6 parts

The pack's quest book gives this mod one quest, a quest in "Useful mods and Items", in the "Useful mods and Items" chapter (chapter 3 of 44). Its tasks are the Modular Router, the Sender Module Mk1 and the Puller Module Mk1. No other quest in that chapter asks for this mod's items, so past that point you progress by crafting your way up the tiers below.[9]

Tier 1: the router and Mk1 modules

Everything starts with the Blank Module. One craft gives you several of them, and they are the base for the router itself and for almost every module.[10]

Crafting Shaped

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

Recipe id: modularrouters:blank_module

The Modular Router is the only block in the mod. Modules go inside it and define what it does. One craft makes several routers.[10][14][42]

Crafting Shaped

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

Recipe id: modularrouters:modular_router

The two quest modules are next. The Puller Mk1 has one recipe. The Sender Mk1 has two, so you can use whichever ingredients you have to hand.[10]

Crafting Shapeless

Recipe id: modularrouters:puller_module_1

Crafting Shapeless

Recipe id: modularrouters:sender_module_1

Crafting Shapeless

Recipe id: modularrouters:sender_module_1_alt

Tier 2: Mk2 modules

In this pack the Mk2 modules are crafted from the Mk1 version of the same module, as the recipes below show. That covers the Puller Module Mk2, the Sender Module Mk2 and the Fluid Module Mk2. Each also has a batch recipe that makes four Mk2 modules in one craft.[10]

Crafting Shapeless

Recipe id: modularrouters:puller_module_2

Crafting Shapeless

Recipe id: modularrouters:sender_module_2

Crafting Shaped

Crafting Shaped
Empty slotCauldronEmpty slot
any glassBlank Moduleany glass

Recipe id: modularrouters:fluid_module

Crafting Shapeless

Recipe id: modularrouters:fluid_module_2

The Distributor Module also belongs to this tier. The Energy Distributor Module builds on it together with the Energy Output Module. The recipes are below.[10]

Crafting Shaped

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

Recipe id: modularrouters:distributor_module

Crafting Shaped

Crafting Shaped
Empty slotany redstone storage blockEmpty slot
any gold ingotBlank Moduleany gold ingot
Empty slotany quartz gemEmpty slot

Recipe id: modularrouters:energy_output_module

Crafting Shapeless

Recipe id: modularrouters:energy_distributor_module

Tier 3: Sender Mk3

The Sender Module Mk3 is the top of the sender line, and it is made from a Sender Mk2.[10]

Crafting Shapeless

Recipe id: modularrouters:sender_module_3

Upgrades

Upgrades improve the router itself. There are 8 upgrade types and 5 upgrade slots in a router. You can stack several upgrades in a slot, but each type has its own limit. The upgrades below are crafted from the Blank Upgrade.[6][10]

Crafting Shaped

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

Recipe id: modularrouters:blank_upgrade

  • Speed Upgrade: a router normally ticks every 20 server ticks. Each upgrade cuts 2 ticks off that, down to a minimum of 2. The base rate, the cut per upgrade and the minimum are all set in config/modularrouters-common.toml.[16]
  • Stack Upgrade: each one doubles how many items a module handles per router tick, up to 64 or the item's own stack size. 6 is the most that is useful in one router.[23]
  • Fluid Transfer Upgrade: only affects the two Fluid Modules. The base rate is 50mB/tick, each upgrade adds 10mB/tick, and the cap is 400mB/tick, so a router takes at most 35 of them.[36]
  • Energy Upgrade: gives the router an energy buffer. Each upgrade adds 50,000 FE of buffer and 1,000 FE per router tick of transfer rate, and both figures can be changed in the mod config.[37]
  • Security Upgrade: only whitelisted players can open the router. It does not stop the router being broken.[41]
  • Blast Upgrade: makes the router immune to explosion damage and to being destroyed by boss mobs.[43]
  • Sync Upgrade: makes routers with the same tuning value (and the same number of Speed Upgrades) run on the same tick.[44]
  • Muffler Upgrade and Camouflage Upgrade: the Muffler suppresses sounds and particles, and the Camouflage disguises the router as another block.[45][46]
Tip: If you need more throughput, reach for Stack Upgrades before Speed Upgrades. The in-game guide says Stack Upgrades should be preferred for performance reasons.[16]

Augments

Augments go into modules. Each one is crafted from an Augment Core, which is made from a Blank Module and a Blank Upgrade.[10][47]

Crafting Shapeless

Recipe id: modularrouters:augment_core

Filters

Smart filters go in a module's filter slots and give you more advanced item matching. They all start from the Bulk Item Filter, which is also the base for the Inspection Filter, Tag Filter, Mod Filter and Regex Filter.[10][18]

Which Project Infinity 0.1 quests use Modular Routers?

1 part

Modular Routers shows up in one chapter of the pack's quest book: "Useful mods and Items", which is chapter 3 of 44 and holds 37 quests. It's a grab bag of handy utility mods, so the router quest sits alongside quests for things like the Digital Miner, Flux Network and Construction Wand.[9]

The Modular Router quest

The quest a quest in "Useful mods and Items" is the only one in the book that asks for this mod. It has no custom title or description, and it's an item quest with three tasks.[9]

So the quest wants you to have a router plus one module that pushes items out and one that pulls items in. That covers the basic router setup.[9]

If you're hunting for the quest in the book, open the "Useful mods and Items" chapter. Quests in the same chapter like a quest in "Useful mods and Items" (the LaserIO item card quest) and "Curvy Pipes" quest (Curvy Pipes) deal with moving items too, if you want to compare other ways to do it.[9]

Which Modular Routers config options matter?

6 parts

Modular Routers has two config files in this pack. The common file controls how routers and modules behave, and the client file only changes what you see and hear on your own machine. Here are the options you are most likely to touch, with the values this pack uses.[11][54]

Router speed and eco mode

Energy costs

In this pack nearly every module has an energy cost of 0 FE per operation. That covers the Breaker ([[config:config/modularrouters-common.toml#Energy Costs.breakerModuleEnergyCost]]), Placer ([[config:config/modularrouters-common.toml#Energy Costs.placerModuleEnergyCost]]), Vacuum ([[config:config/modularrouters-common.toml#Energy Costs.vacuumModuleEnergyCost]]), Void ([[config:config/modularrouters-common.toml#Energy Costs.voidModuleEnergyCost]]) and the Sender, Puller, Extruder and Fluid modules, among others.[11]

The one exception in the file is the Activator Module's left-click (attack) operation. [[config:config/modularrouters-common.toml#Energy Costs.activatorModuleEnergyCostAttack]] is 150 FE per operation, while its right-click cost, [[config:config/modularrouters-common.toml#Energy Costs.activatorModuleEnergyCost]], is 0.[11]

Module ranges

Each range option has a base value (no range upgrades) and a max value. This is how the pack sets them:[11]

Fluid and energy upgrades

Gameplay toggles

Client options

Unverified The sources only show the values this pack uses, not the mod's own defaults, so it is unconfirmed which of the values above the pack changed.

What changed in Modular Routers between versions?

1 part

Project Infinity 0.1 0.0.51.4-hotfix-2 ships Modular Routers 12.1.1 for Minecraft 1.20.1. The mod was first included in pack version 0.0.45.4 or earlier, so it has been part of the pack for a while.[2]

Modular Routers 12.1.1

This is the version you have in the pack right now, and it is a bug-fix release with two fixes:[2][55]

  • Breaker Module crafting is fixed. The pickaxe type was always coming out as iron, a bug that was introduced in 12.1.0.[55]
  • Inserting an unconfigured Player Module into a router no longer causes a NullPointerException. This could happen with a module pulled from creative or JEI.[55]
Tip: If you crafted Breaker Modules on an older 12.1.0 setup and they behaved oddly, the iron pickaxe bug is the reason. In 12.1.1 it is fixed.[55]

Unverified I have no pack changelog entries for this mod, so I can't say whether any pack release changed Modular Routers recipes or values.

Sources

  1. Modular Routers project page (modrinth) · official mod data
  2. Project Infinity 0.1 0.0.51.4-hotfix-2 mod list · pack file
  3. In-game guide: Overview (modularrouters) · official docs
  4. In-game guide: Modular Router Overview (modularrouters) · official docs
  5. In-game guide: Modules (modularrouters) · official docs
  6. In-game guide: Upgrades (modularrouters) · official docs
  7. In-game guide: Augments (modularrouters) · official docs
  8. In-game guide: Smart Filters (modularrouters) · official docs
  9. Project Infinity 0.1 0.0.51.4-hotfix-2 quests: "Useful mods and Items" · quest text
  10. Project Infinity 0.1 0.0.51.4-hotfix-2 recipe dump: recipes making Modular Routers items · pack recipe dump
  11. Project Infinity 0.1 0.0.51.4-hotfix-2 config: config/modularrouters-common.toml · pack file
  12. modularrouters names, screen text and descriptions (English lang file) · official mod data
  13. In-game guide: Bulk Item Filter (modularrouters) · official docs
  14. In-game guide: Modular Router (modularrouters) · official docs
  15. In-game guide: Modular Router (modularrouters) · official docs
  16. In-game guide: Speed Upgrade (modularrouters) · official docs
  17. In-game guide: Termination (modularrouters) · official docs
  18. In-game guide: Smart Filters (modularrouters) · official docs
  19. In-game guide: Inspection Filter (modularrouters) · official docs
  20. In-game guide: Mod Filter (modularrouters) · official docs
  21. In-game guide: Regex Filter (modularrouters) · official docs
  22. In-game guide: Stack Augment (modularrouters) · official docs
  23. In-game guide: Stack Upgrade (modularrouters) · official docs
  24. In-game guide: Puller Module Mk1 (modularrouters) · official docs
  25. In-game guide: Sender Module Mk1 (modularrouters) · official docs
  26. In-game guide: Puller Module Mk2 (modularrouters) · official docs
  27. In-game guide: Sender Module Mk2 (modularrouters) · official docs
  28. In-game guide: Sender Module Mk3 (modularrouters) · official docs
  29. In-game guide: Distributor Module (modularrouters) · official docs
  30. In-game guide: Range Down Augment (modularrouters) · official docs
  31. In-game guide: Range Up Augment (modularrouters) · official docs
  32. In-game guide: Vacuum Module (modularrouters) · official docs
  33. In-game guide: Extruder Module Mk1 (modularrouters) · official docs
  34. In-game guide: Extruder Module Mk2 (modularrouters) · official docs
  35. In-game guide: Fluid Module Mk1 (modularrouters) · official docs
  36. In-game guide: Fluid Transfer Upgrade (modularrouters) · official docs
  37. In-game guide: Energy Upgrade (modularrouters) · official docs
  38. In-game guide: Energy Distributor Module (modularrouters) · official docs
  39. In-game guide: Energy Output Module (modularrouters) · official docs
  40. In-game guide: Activator Module (modularrouters) · official docs
  41. In-game guide: Security Upgrade (modularrouters) · official docs
  42. In-game guide: Modules (modularrouters) · official docs
  43. In-game guide: Blast Upgrade (modularrouters) · official docs
  44. In-game guide: Sync Upgrade (modularrouters) · official docs
  45. In-game guide: Muffler Upgrade (modularrouters) · official docs
  46. In-game guide: Camouflage Upgrade (modularrouters) · official docs
  47. In-game guide: Augments (modularrouters) · official docs
  48. In-game guide: Redstone Augment (modularrouters) · official docs
  49. In-game guide: Regulator Augment (modularrouters) · official docs
  50. In-game guide: Fast Pickup Augment (modularrouters) · official docs
  51. In-game guide: Mimic Augment (modularrouters) · official docs
  52. In-game guide: Pushing Augment (modularrouters) · official docs
  53. In-game guide: Pickup Delay Augment (modularrouters) · official docs
  54. Project Infinity 0.1 0.0.51.4-hotfix-2 config: config/modularrouters-client.toml · pack file
  55. Modular Routers 12.1.1+mc1.20.1 changelog · changelog
Where this guide comes from

Written from what Project Infinity 0.1 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.

Was this helpful?

Report wrong info

A few words are enough, up to 500 characters. Please do not include personal details.

Version in each release

23 releases, first in 0.0.45.4
Project Infinity 0.1VersionJarWhere it came from
0.0.51.4-hotfix-2
Sep 16, 2026
12.1.1+mc1.20.1modular-routers-12.1.1+mc1.20.1.jarFrom the published release
0.0.51.4-hotfix-1
Sep 15, 2026
12.1.1+mc1.20.1modular-routers-12.1.1+mc1.20.1.jarFrom the published release
0.0.51.4
Sep 14, 2026
12.1.1+mc1.20.1modular-routers-12.1.1+mc1.20.1.jarFrom the published release
0.0.51.3-HOTFIX
Aug 16, 2026
12.1.1+mc1.20.1modular-routers-12.1.1+mc1.20.1.jarFrom the published release
0.0.51.3
Aug 15, 2026
12.1.1+mc1.20.1modular-routers-12.1.1+mc1.20.1.jarFrom the published release
0.0.51.2
Aug 11, 2026
12.1.1+mc1.20.1modular-routers-12.1.1+mc1.20.1.jarFrom the published release
0.0.51.1
Jul 31, 2026
12.1.1+mc1.20.1modular-routers-12.1.1+mc1.20.1.jarFrom the published release
0.0.50.2-hotfix
Jun 22, 2026
12.1.1+mc1.20.1modular-routers-12.1.1+mc1.20.1.jarFrom the published release
0.0.50.1
Jun 18, 2026
12.1.1+mc1.20.1modular-routers-12.1.1+mc1.20.1.jarFrom the published release
0.0.50.0
Jun 16, 2026
12.1.1+mc1.20.1modular-routers-12.1.1+mc1.20.1.jarFrom the published release
0.0.49.3
May 17, 2026
12.1.1+mc1.20.1modular-routers-12.1.1+mc1.20.1.jarFrom the published release
0.0.49.2
May 13, 2026
12.1.1+mc1.20.1modular-routers-12.1.1+mc1.20.1.jarFrom the published release
0.0.49.1
May 11, 2026
12.1.1+mc1.20.1modular-routers-12.1.1+mc1.20.1.jarFrom the published release
0.0.49.0
May 10, 2026
12.1.1+mc1.20.1modular-routers-12.1.1+mc1.20.1.jarFrom the published release
0.0.48.2
Apr 23, 2026
12.1.1+mc1.20.1modular-routers-12.1.1+mc1.20.1.jarFrom the published release
0.0.48.1
Apr 12, 2026
12.1.1+mc1.20.1modular-routers-12.1.1+mc1.20.1.jarFrom the published release
0.0.48.0
Apr 11, 2026
12.1.1+mc1.20.1modular-routers-12.1.1+mc1.20.1.jarFrom the published release
0.0.47.3
Mar 6, 2026
12.1.1+mc1.20.1modular-routers-12.1.1+mc1.20.1.jarFrom the published release
0.0.47.1
Feb 2, 2026
12.1.1+mc1.20.1modular-routers-12.1.1+mc1.20.1.jarFrom the published release
0.0.47.0
Feb 1, 2026
12.1.1+mc1.20.1modular-routers-12.1.1+mc1.20.1.jarFrom the published release
0.0.46.1
Jan 6, 2026
12.1.1+mc1.20.1modular-routers-12.1.1+mc1.20.1.jarFrom the published release
0.0.46.0
Jan 4, 2026
12.1.1+mc1.20.1modular-routers-12.1.1+mc1.20.1.jarFrom the published release
0.0.45.4
Dec 23, 2025
12.1.1+mc1.20.1modular-routers-12.1.1+mc1.20.1.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 0.0.51.4-hotfix-2 recipe dump.

Project Infinity 0.1 quests (1)

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

See all 1 quests →

Useful mods and Items (1)

Config options (how Project Infinity 0.1 sets them)

62 settings this pack ships for the mod. We don't have the mod's own defaults to compare them against yet.

See all 62 settings →

Show settings
SettingProject Infinity 0.1 value
Misc.alwaysShowSettings
Should module tooltips always show module settings (without needing to hold Shift)?
config/modularrouters-client.toml
true
Misc.heldRouterShowsCamoRouters
When holding an Item Router, should nearby camouflaged routers be highlighted?
config/modularrouters-client.toml
true
Misc.moduleGuiBackgroundTint
Should module GUI's be tinted according to the module item colour?
config/modularrouters-client.toml
true
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
Sound.bleepVolume
Volume of the bleep played when various operations are done with modules/upgrades/etc. such as binding to an inventory, setting camo...
config/modularrouters-client.toml
0.5
Energy Costs.activatorModuleEnergyCost
Energy cost (FE) to run one right-click operation for the Activator Module
config/modularrouters-common.toml
0

Where does Modular Routers appear in the Project Infinity 0.1 quest book?

Comments and tips

Loading comments...