Modules are the upgrades that go into Mekanism’s MekaSuit and
Meka-Tool, and almost everything those two are able to do comes from them. There are 31 in the base mod and 2 more in Mekanism Generators, so you’ll have 33 to pick from in most modpacks, and each one only fits certain items.
Every module is crafted from a
Module Base and installed at a
Modification Station. After that, you’ll set them up with the Module Tweaker key, which is the backslash key by default. The table below has all of them with where they go, how many can be installed and what they cost to run.
How Modules Work

A module is an item until it’s installed, and it’ll stay inside the armor piece or tool until you take it out again at the station. Some of them can be installed more than once, and the extra copies either make the effect stronger or unlock a higher setting, like the bigger squares on the
Blasting Unit.
The Module Tweaker and mode keys
Pressing the Module Tweaker key while you’re holding or wearing one of the items opens a screen with every module in it. That’s where you’ll switch them on and off, pick their level, and choose which ones show on the HUD. Modules that use energy take it from the item they’re installed in, so each armor piece pays for its own.
| Key | What It Does |
|---|---|
| Module Tweaker (backslash) | Opens the settings for every installed module |
| Item Mode Switch (N) | Changes the Meka-Tool mining speed |
| Head Mode Switch (V) | Turns the Vision Enhancement Unit on or off |
| Chest Mode Switch (G) | Changes the Jetpack Unit mode, or toggles the Gravitational Modulating Unit |
| Legs Mode Switch (J) | Changes the Locomotive Boosting Unit level |
| Feet Mode Switch (B) | Turns the Magnetic Attraction Unit on or off |
| Boost (Left Ctrl) | Boosted jumps and faster flight |
Holding sneak while you press one of the mode keys will cycle backwards instead. The
Energy Unit and the
Color Modulation Unit are the only two without an on and off switch, as they’re always active once they’re installed.
Every MekaSuit and Meka-Tool Module

The Goes In column can be used to filter the list down to one armor piece or to the
Meka-Tool. Max is how many copies will fit in a single item, and the energy costs are the ones that come with the mod, shown in FE (1 FE is 2.5 J). Each recipe is listed under the module’s name.
Every Mekanism Module
| What It Does | Energy | |||
|---|---|---|---|---|
| Any piece and Meka-Tool | 8 | Doubles the energy capacity and the charge rate for each unit. It can't be switched off. | None | |
| Any MekaSuit piece | 1 | Radiation shielding for that piece: Helmet 25%, Bodyarmor 40%, Pants 20%, Boots 15%. | None | |
| Any MekaSuit piece | 1 | The piece dissipates and refracts laser beams. One in every piece dissipates 75% of a beam. | None | |
| Any MekaSuit piece | 1 | Recolors the piece with a color picked in the Module Tweaker. It can't be switched off. | None | |
| Meka-Tool | 4 | Sets the mining speed: up to 16 with 1 unit, then 32, 64 and 128. | 4 FE per block for each point of mining speed | |
| Meka-Tool | 4 | Bonus attack damage: up to 8 with 1 unit, then 16, 24 and 32. | 800 FE per hit for each 4 bonus damage | |
| Meka-Tool | 4 | Mines a flat square: 3×3 with 1 unit, then 5×5, 7×7 and 9×9. Sneak to mine one block. | Normal cost for every block | |
| Meka-Tool | 4 | Mines connected ores and logs, up to 128 at once. Extended Mode takes any block within 2 blocks per unit. | More for each block the further away it is | |
| Meka-Tool | 1 | Works as Silk Touch on every block mined. | 10 times the normal cost per block | |
| Meka-Tool | 3 | Works as Fortune, at a level equal to the number installed. | None | |
| Meka-Tool | 4 | Right-click to till, strip logs, scrape Copper and make paths: one block with 1 unit, then 3×3, 5×5 and 7×7. | 4 FE per block changed | |
| Meka-Tool | 1 | The tool works as Shears on mobs, Leaves, Cobweb and Vines. | 4 FE per use | |
| Meka-Tool | 1 | Right-click to teleport onto the block you're looking at, up to 100 blocks away. | 4,000 FE at 10 blocks, 400,000 FE at 100 | |
| Helmet | 4 | Refills your air under water, twice as fast for each unit, and at half speed in rain. Spare Hydrogen goes to a Jetpack Unit or a worn Jetpack. | 160 FE for each point of air | |
| Helmet | 1 | Wears off potion effects 10 times faster (harmful ones by default) and lets the suit absorb magic damage. | 16,000 FE per effect each tick; 400 FE per point of magic damage | |
| Helmet | 4 | Night vision and less fog, with more units clearing fog further. It's off until you switch it on. | 200 FE/t while on | |
| Helmet | 1 | Feeds you from the Helmet's 128,000 mB Nutritional Paste tank whenever you're hungry, at 50 mB a food point. | 8,000 FE per food point | |
| Helmet | 8 | Charges the Helmet while your head can see the sun. Cold, dry biomes give more, and rain cuts it to a fifth. | Makes up to 200 FE/t per unit | |
| Bodyarmor | 4 | A built-in Hydrogen jetpack with 24,000 mB of tank per unit and a thrust setting of up to 4 times. | 1 to 4 mB of Hydrogen a tick | |
| Bodyarmor | 1 | Creative flight, with extra speed while the Boost key is held. | 400 FE/t while flying, 1,600 FE/t boosting | |
| Bodyarmor | 1 | Lets the Bodyarmor glide like an Elytra. | 12,800 FE per second of gliding | |
| Bodyarmor | 1 | Keeps the energy level across all worn pieces. It can also charge the items you carry, which is off by default. | Charges items at 4,000 FE/t | |
| Bodyarmor | 1 | Shows your own radiation dose on the HUD. | None | |
| Bodyarmor | 1 | Shows the radiation level around you on the HUD. | None | |
| Pants | 4 | A sprint speed boost with one more level for each unit. | 20 to 200 FE/t while sprinting | |
| Pants | 4 | Faster walking through water, reaching land speed with 3 units. The fourth unit adds a swim boost. | 200 FE/t for the swim boost | |
| Pants | 5 | Faster sneaking for each unit installed. | None | |
| Pants | 1 | Removes the mining slowdown for being in the air or under water. | None | |
| Pants | 8 | Charges the Pants from heat, like standing in Lava or being on fire, and absorbs 10% of fire damage per unit. | Makes 4 FE/t per degree of heat per unit | |
| Boots | 4 | Higher jumps while the Boost key is held, and step assist of up to 2 blocks. | 2,000 to 20,000 FE per boosted jump | |
| Boots | 4 | Pulls dropped items to you, with a longer range setting for each unit. | 100 FE per item each tick, times the range setting | |
| Boots | 2 | Works as Frost Walker I, or II with 2 units. | None | |
| Boots | 3 | Works as Soul Speed at the number installed, and 3 units remove the slowdown from Soul Sand. | None |
No modules match those filters.
Default config. Every recipe also takes 1 Module Base in the middle of the grid. The Solar Recharging Unit and the Geothermal Generator Unit need Mekanism Generators installed.
The cheaper modules use
Infused Alloy and
HDPE Sheets, so they can be made as soon as you’ve got HDPE going. Most of the rest need
Polonium Pellets, and three of them need
Antimatter Pellets, which come from the SPS.
Modules That Conflict
A few modules do the same kind of job, and only one from each group can be switched on at once. You’re still able to install all of them in the same item, as turning one on in the Module Tweaker will just turn the others in its group off, and they can be swapped back at any time.
| Item | Modules in the Group |
|---|---|
| Meka-Tool | Silk Touch Unit, Ore Refinement Unit |
| Meka-Tool | Farming Unit, Shearing Unit, Teleportation Unit |
| MekaSuit Bodyarmor | Jetpack Unit, Gravitational Modulating Unit |
The
Elytra Unit isn’t in a group, but it won’t glide while a
Jetpack Unit is hovering with Hydrogen left, or while you’re sneaking. It also ignores the mode key until that’s turned on in its settings.
Protection Modules
A MekaSuit absorbs most damage without any modules, but there are three things it won’t stop by itself. Radiation is the main one, as a piece only shields you once it has a
Radiation Shielding Unit, and you’ll need one in each of the four pieces to match a full Hazmat Suit.
Magic damage, like an Instant Damage potion, is only absorbed with the
Inhalation Purification Unit in the Helmet.
Lasers need the
Laser Dissipation Unit, where a full set takes 75% out of a beam and bends the rest of it away.
Energy and Recharging Modules
Energy Unit
The
Energy Unit fits every piece and the
Meka-Tool, and each one doubles the 6,400,000 FE that an item starts with. Two of them give 25,600,000 FE and all 8 give about 1.6 billion FE. The charge rate doubles along with it, and taking units back out will cut the stored energy down to the new limit.
Solar and geothermal charging
With Mekanism Generators installed, the
Solar Recharging Unit charges the Helmet at up to 200 FE a tick for each unit while you’re out in the sun. The
Geothermal Generator Unit does the same for the Pants from heat, where being on fire is worth 800 FE a tick per unit and standing in Lava is worth up to 4,000 FE.
Neither of those shares its energy with the other pieces though, which is the job of the
Charge Distribution Unit in the Bodyarmor. The suit itself, with what each piece absorbs, is covered on the MekaSuit page.
FAQ
You’ll need a
Modification Station with power going into it, then the MekaSuit piece or
Meka-Tool goes in one slot and the module in the other. It takes half a second, and a whole stack of the same module is installed at once, up to that module’s maximum.
Press the Module Tweaker key while you’re wearing or holding the item, which is the backslash key unless you’ve changed it. It opens a list of everything installed, where each module can be turned on or off and set to a level, like the sprint boost or the
Jetpack thrust.
The Solar Recharging Unit is added by Mekanism Generators, so it’ll only be there if that mod is installed alongside Mekanism. It goes in the Helmet, up to 8 of them, and each one makes up to 200 FE a tick in clear daylight, or a fifth of that in rain.
There are 11 modules made with
HDPE Sheets that need neither, like the Energy Unit and the Excavation Escalation Unit. Out of the other 22, most take 2 or 3
Polonium Pellets, whereas the Gravitational Modulating Unit and the Teleportation Unit take 3
Antimatter Pellets instead, and the Elytra Unit needs both.





