ATM10 Starter Base: 10 Things to Build First
A lot of new ATM10 players dig a dirt hut, get overwhelmed by the 400 mods in the pack, and quit by night three. A good starter base does not have to be pretty — it has to be functional. These ten things, built in roughly this order, will take you from dirt hut to comfortable tech base in your first ten hours of playtime.
A 9x9 utility room with power
The most important thing you can build on day one is a room with walls, a roof, a door and a coal generator. Mekanism Heat Generators take lava and make power — stack three of them, run cables, and you have early-game power sorted without having to babysit coal.
A Sophisticated Backpack
ATM10 gives you ridiculous inventory pressure. Sophisticated Backpacks solve this in one craft: iron backpack with magnet + feeding + refill upgrades makes the early game dramatically less painful. Put one on as soon as you have iron.
A Mystical Agriculture nursery
Mystical Agriculture lets you grow resources as crops. Plant inferium seeds, harvest, replant. Once you have a small farm of 30+ crops, you never have to mine for early-game resources again. This is the single biggest unlock in ATM10.
A Mekanism Digital Miner
Instead of strip mining for diamonds, build a Digital Miner. Power it, set it to mine diamonds in a 32-block radius, and walk away. One afternoon of AFK gives you enough diamonds for every diamond tool, armour piece and machine you will ever need.
A Create-powered cobble generator
Infinite cobble for concrete, castings, gravel and sand is trivial with Create — a drill, a mechanical piston, some water and lava. Cobble is the most-used resource in modded Minecraft and hand-mining it is a waste of life.
An Occultism storage room
Occultism gives you a dimensional storage system that is cheaper than AE2 and available much earlier. One storage actuator + a handful of storage controllers can hold hundreds of thousands of items before you ever touch AE2.
An Ars Nouveau auto-fisher
Ars Nouveau spells let you auto-fish, auto-mine and auto-harvest. An auto-fisher setup with a mob lure spell produces enormous amounts of enchanted books, treasure and XP bottles while you do other things.
An Apotheosis enchanting room
Apotheosis enchanting goes way past vanilla — level 50+ enchants, infusion, affixes on gear. A small library of bookshelves plus the infuser is enough to make end-game tools attainable by mid-game.
A mob farm on the Nether roof
The Nether roof is a flat, empty, mob-spawnable plane. A simple 16x16 darkroom up there gives you XP, drops and rare mob spawns — much better than trying to build one in the overworld where other players could stumble into it.
An AE2 Controller
Once you have diamonds and redstone, build your first AE2 controller with a handful of 1k storage drives. From this point on the game gets much easier — auto-crafting handles any recipe you teach it, and your chests stop existing.

