
Modular Force Field System in All the Mods 11
All the Mods 11 0.12.0-beta ships version 5.8.39 · First seen in 0.3.0-beta
Modular Force Field System is a mod in All the Mods 11 0.12.0-beta, where it is version 5.8.39. Use that extra power to protect your base (Summary from the mod's Modrinth page.)
Modular Force Field System guide for All the Mods 11
Last verified for All the Mods 11 v0.12.0-beta on Oct 17, 2026 · text last changed Oct 17, 2026
Also applies to:FTB Evolution 2 1.0.2 to 1.4.0
- Sections
- 5
- Recipes shown
- 10
- Items named
- 41
Every recipe and number here was checked against All the Mods 11 0.12.0-beta, read from the running game on Oct 15, 2026.
What is Modular Force Field System?
3 parts
Modular Force Field System, or MFFS, is the mod for protecting your base with force fields. It adds high-tech machinery and defensive measures so that intruders, mobs and even explosions have a much harder time reaching your stuff. This pack includes version 5.8.38.[1][2][3]
What it does
Force fields can keep intruders out of your house, build structures, make underwater bases or airlocks, exterminate approaching mobs, trap enemies, protect against ballistic missiles and even confiscate items from players.[3]
Everything runs on Fortron, the mod's own energy. The Coercion Deriver turns FE into Fortron, and the Fortron Capacitor stores it and passes it on to your other machines. The Force Field Projector is the main machine, and you improve it with cards and upgrades such as field shapes, size scaling, position offset and utility modules.[1][4][5][6]
Who it is for
The mod is most commonly used in multiplayer worlds, but it also helps in single-player. If you want to lock down a secret base or control who can get in, this is for you. The Biometric Identifier lets you decide which players can pass through a field or are exempt from your defenses.[1][3][7]
The Interdiction Matrix is the other big defensive machine. Its modules can kill hostile mobs, stop unauthorised players from placing or breaking blocks, and confiscate forbidden items.[8][9][10][11]
Getting started
Most MFFS components are made from Steel Ingots. You craft Steel Compound first, then smelt it into ingots. Steel is used for base components like the Focus Matrix and Blank Card, as well as the machines themselves.[12]
Unverified The sources I have do not confirm where MFFS fits in this pack's progression. They also do not confirm whether the pack changes the mod's config options, including the ones that can remove its dependency on electrical energy. Check the in-game guide and your own config files before relying on either.
How do you get started with Modular Force Field System?
4 parts
Modular Force Field System (MFFS) adds force fields, high tech machinery and defensive measures. The goal of this first stretch is simple: get a Force Field Projector running and powered. Here is the order I'd make things in.[1][3]
Step 1: Steel
Most MFFS components are made from Steel Ingots, and you get them in 2 simple steps. First you craft Steel Compound, then you smelt it into an ingot. Steel is used for base components like the Focus Matrix and the Blank Card, as well as for the machines themselves, so make a good stack before anything else.[12]
Step 2: Base components
Next, make the Focus Matrix. It is one of the core crafting components, and the in-game guide has a page just for crafting it.[12][13]
Crafting Shaped
| any redstone dust | any steel ingot | any redstone dust |
| any steel ingot | any diamond gem | any steel ingot |
| any redstone dust | any steel ingot | any redstone dust |
Recipe id: mffs:focus_matrix
The Blank Card is the other base component made from steel. It is handy to have around early.[12]
Crafting Shaped
| Paper | Paper | Paper |
| Paper | any steel ingot | Paper |
| Paper | Paper | Paper |
Recipe id: mffs:blank_card
Step 3: Power with Fortron
Force fields run on Fortron, not directly on FE. The Coercion Deriver makes and stores Fortron, and the Fortron Capacitor passes it on to your other machines. You need both.[4][5][6]
Crafting Shaped
| any steel ingot | Empty slot | any steel ingot |
| any steel ingot | any steel ingot | |
| any steel ingot | Battery | any steel ingot |
Recipe id: mffs:coercion_deriver
Crafting Shaped
| any steel ingot | any steel ingot | |
| Battery | ||
| any steel ingot | any steel ingot |
Recipe id: mffs:fortron_capacitor
The Deriver turns FE into Fortron, so connect it to an FE source and activate it with a Redstone signal. When it works, it changes from red to blue. Lapis Lazuli or Nether Quartz in its slot boosts output by about 20x.[5]
Machines only share Fortron when they use the same frequency. Capacitors default to frequency 0, and they link with matching machines within 15 blocks by default. You can enter a frequency in the GUI, or shift-right-click the machine while holding a Frequency Card. Activate the Capacitor with a Redstone signal too.[5][6]
Crafting Shaped
| any gold ingot | any gold ingot |
Recipe id: mffs:frequency_card
Step 4: The Force Field Projector
Now for the main machine: the Force Field Projector. Link it to your Capacitor using the matching frequency number or a Frequency Card.[14]
Crafting Shaped
| Empty slot | any diamond gem | Empty slot |
| any steel ingot | Battery | any steel ingot |
Recipe id: mffs:projector
The Projector also needs a mode item to pick the shape. A good first choice is the Cube Mode, which by default gives a cube exactly 1 block thick. Right-click the Projector and put the mode in the central red slot.[14][15]
To make the field bigger, craft some Scale Module items and put them in the left-hand matrix slots. Each one adds a block to the radius. The number at the bottom of the GUI shows how much Fortron the field needs to stay up.[14]
Crafting Shaped
| Empty slot |
Recipe id: mffs:scale_module
Finally, supply a Redstone signal. The Projector goes from red to blue and starts projecting, as long as it has enough Fortron.[14]
Crafting Shaped
| any steel ingot | ||
| any steel ingot | any steel ingot | |
| any steel ingot |
Recipe id: mffs:biometric_identifier
How does Modular Force Field System work?
7 parts
Everything in MFFS runs on Fortron, and the whole setup comes down to one chain: a generator makes it, a hub shares it, and your machines spend it. Once you understand that chain, the rest of the mod is mostly choosing which modules to slot in.[4][5][6]
Power: Fortron
Fortron is the energy MFFS machines use. The Coercion Deriver produces and stores it, and the Fortron Capacitor transfers it on to the other machines. Fortron can also exist as a liquid, so you can pump it out of a Capacitor and handle it like Water or Lava.[4]
The Deriver turns FE into Fortron. Connect it to an FE source and activate it with a Redstone signal. It changes from red to blue once it is running. You can boost its output by putting Lapis Lazuli or Nether Quartz in the slot next to the arrow, which should raise the output by about 20x.[5]
The Deriver has two modes, and the toggle button in the middle of its GUI switches between them. Derive is the default and steadily converts FE into Fortron. Integrate runs the process in reverse and converts Fortron back into FE. A Speed Module increases the Lapis or Quartz boost, and a Capacity Module increases how much Fortron the Deriver can store.[5]
Crafting Shaped
| any steel ingot | Empty slot | any steel ingot |
| any steel ingot | any steel ingot | |
| any steel ingot | Battery | any steel ingot |
Recipe id: mffs:coercion_deriver
The Capacitor is the hub of your network. It collects Fortron from Derivers and passes it to machines that need it. It uses frequency 0 by default, and you activate it with a Redstone signal, after which it turns from red to blue. It then moves Fortron between MFFS devices that share its frequency and are within range, which is 15 blocks by default.[6]
- Scale Module: each module adds 1 block to the Capacitor's 15-block default link range.[6]
- Speed Module: each module adds 50 FE to the Capacitor's transfer rate.[6]
- Capacity Module: increases how much Fortron the Capacitor can store.[6]
Crafting Shaped
| any steel ingot | any steel ingot | |
| Battery | ||
| any steel ingot | any steel ingot |
Recipe id: mffs:fortron_capacitor
The Force Field Projector
The Force Field Projector is the core machine. It spends Fortron to project a force field into the world, so it has to be linked to a Capacitor on the same frequency first.[14]
- Link the Projector to a nearby Capacitor by entering the matching frequency in its GUI, or shift-right-click it with a Frequency Card.[14]
- Put a projector mode item in the central red slot, the one surrounded by outward-facing arrows.[14]
- Add Scale Module items to the left-hand slot matrix. Each one increases the field radius by one block.[14]
- Check the number at the bottom of the GUI. It shows how much Fortron it takes to sustain a field of that size and shape.[14]
- Activate the Projector with a Redstone signal. It turns from red to blue and starts projecting, as long as it has enough Fortron.[14]
Crafting Shaped
| Empty slot | any diamond gem | Empty slot |
| any steel ingot | Battery | any steel ingot |
Recipe id: mffs:projector
Shapes and field adjustment
The mode item sets the shape: Cube Mode, Sphere Mode, Cylinder Mode, Pyramid Mode, Tube Mode or Custom Mode. The basic shapes are 1 block thick by default. For Cube, Cylinder and Tube, a Scale Module in an arrow slot scales the field by 1 block in only that direction. Sphere radius grows by 1 block per module. Pyramid is different: left, right, front and back slots scale both opposing directions at once, while up and down scale only their own direction.[15][18][19][20][21]
Custom Mode is the most flexible. Use it on two blocks in the world to set a primary and a secondary position, then use it while sneaking to analyse and save every block between them. The Projector can then project an exact replica of that structure. While a Custom Mode item is in the slot, random holograms keep appearing above the Projector. The guide says this is a feature, not a bug.[22]
Projector modules
- Translation Module offsets the field by 1 block per module in the direction of the slot you use, and Rotation Module rotates it. East and West adjust yaw, Up and Down adjust pitch, and South and North adjust roll.[23][24]
- Dome Module cuts off everything below the Projector's Y level. Inverter Module flips the shape inside out to make a filled area.[25][26]
- Field Fusion Module merges overlapping fields into one by cutting off blocks that overlap another field.[27]
- Camouflage Module disguises the field as ordinary blocks. Put the block you want to copy in another empty slot of the same left-hand matrix.[28]
- Glow Module makes the field emit light. Brightness rises as you add more, up to a maximum of 64, where it matches Glowstone.[29]
- Shock Module electrifies the field, and each module adds half a heart of contact damage.[30]
- Reinforcement Module makes field blocks immune to the Wither. Silence Module muffles the Projector's sounds.[31][32]
- Sponge Module continually removes fluids inside the field. Speed Modules raise the removal rate, which you may need for infinite fluids such as Water.[33]
Automation with inventories
Several modules work with adjacent inventories. The Disintegration Module makes the field break any blocks obstructing it, and Speed Modules let it break several at once. Add a Collection Module and the dropped items go into inventories surrounding the Projector.[34][35]
The Stabilization Module replaces the field with real blocks, which stay after the Projector is switched off. Place a chest on any side of the Projector and fill it with the blocks to build with. The Projector takes blocks from adjacent chests in the order they appear, so a mixed chest builds a mixed structure. If the structure is broken, the Projector rebuilds it as long as it has power and blocks. This is slower and costs more Fortron than a normal field, and Speed Modules let it place several blocks at once.[36]
With Custom Mode, stabilization is stricter. The Projector uses only block types that match the saved pattern and places each one at its exact position. If it runs out of a matching type, it pauses until you supply more.[36]
Interdiction Matrix
The Interdiction Matrix restricts players and entities around it. Its surroundings are split into an action region and a warning region. The action region's radius in blocks equals the number of Scale Modules installed. By default the warning region adds another 3 blocks around it. Players entering the warning region get an alert message. With no modules installed, the Matrix does nothing.[37]
Crafting Shaped
| Ender Chest |
Recipe id: mffs:interdiction_matrix
- Anti-Hostile Module kills hostile mobs in range. Anti-Friendly Module kills friendly mobs such as sheep, cows and villagers. Anti-Personnel Module kills unauthorised players.[9][38][39]
- Anti-Spawn Module stops entities spawning in the action area. A player with a spawn egg can stand just outside the range to spawn the entity inside.[40]
- Block Access Module stops unauthorised players opening GUIs of blocks in range. Block Alter Module stops them placing or breaking blocks and reverses what they did.[10][41]
- Warn Module periodically warns unauthorised players in its Action Range.[42]
The Confiscation Module scans a player's inventory and seizes forbidden items, whether they are carried, worn or stored. Its Filter Mode has 9 slots and two states. In Banned mode, the default, only the listed items are taken, and an empty list means everything is taken. In Allowed mode, anything not listed is taken, and an empty list means nothing is taken. Confiscated items go into inventories adjacent to the Matrix.[11]
Permissions and remote access
The Biometric Identifier decides who is exempt from your fields and defences. Put an Identification Card in the Rights slot. A blank card can be assigned by shift-right-clicking yourself or another player. Toggle the permissions you want to grant, then move the card into one of the 9 slots along the bottom. The permissions are Warp, Block Alter, Block Access, Configure, Bypass Defense, Bypass Confiscation and Remote Control. A card in the Master slot grants all permissions. Enable the Identifier with Redstone or the Redstone Torch button in its GUI.[7][43]
Crafting Shaped
| any steel ingot | ||
| any steel ingot | any steel ingot | |
| any steel ingot |
Recipe id: mffs:biometric_identifier
The Remote Controller opens a machine's real GUI from a distance. You can change its options and add or remove its items. It needs no charge and draws energy from a nearby MFFS machine on the same frequency, so it will not work without enough Fortron. To set it up, put the controller in the machine's frequency slot, shift-right-click the machine to link it, then walk away and right-click to open the GUI.[44]
Unverified The pack has no config files for this mod that I can see, so the numbers above (such as the 15-block Capacitor range, the 3-block warning region and the roughly 20x Deriver boost) come from the mod's own guide. I can't confirm whether the pack changed any of them. The same goes for the guide's remark that configuration can remove MFFS's dependence on electrical energy.
How do you progress through Modular Force Field System?
5 parts
The mod's in-game guide gives you a natural build order: gather steel, make Fortron, build a projector, add upgrade modules, then lock the place down with access control and defenses. That's the path this section follows.[4][12][45]
Unverified The sources here show no quest chapter that covers this mod, so any quest order for it is unverified. The order below comes from the mod's in-game guide and the in-pack recipe list. This site does hold All the Mods 11's own recipes, read from the pack itself: look the item up in the item browser.
Gather steel
MFFS components are mainly made out of Steel Ingots. You make them in 2 simple steps: craft Steel Compound, then smelt it into an ingot. Steel goes into base components like the Focus Matrix and the Blank Card, and into the machines themselves.[12]
Crafting Shaped
| any redstone dust | any steel ingot | any redstone dust |
| any steel ingot | any diamond gem | any steel ingot |
| any redstone dust | any steel ingot | any redstone dust |
Recipe id: mffs:focus_matrix
The Focus Matrix is a steel plate used for Projector Modes, Projector Modules and machines, so make a few extra.
Crafting Shaped
| Paper | Paper | Paper |
| Paper | any steel ingot | Paper |
| Paper | Paper | Paper |
Recipe id: mffs:blank_card
Make Fortron
MFFS machines run on Fortron. The Coercion Deriver generates it from FE and stores it, and the Fortron Capacitor sends it on to your other machines. Hook the Deriver up to an FE source and activate it with a Redstone signal to start.[4][5]
Crafting Shaped
| any steel ingot | Empty slot | any steel ingot |
| any steel ingot | any steel ingot | |
| any steel ingot | Battery | any steel ingot |
Recipe id: mffs:coercion_deriver
Crafting Shaped
| any steel ingot | any steel ingot | |
| Battery | ||
| any steel ingot | any steel ingot |
Recipe id: mffs:fortron_capacitor
To link machines, set them to the same frequency number. You can type it into the GUI, or shift-right-click the Deriver while holding a Frequency Card. Putting Lapis Lazuli or Nether Quartz in the Deriver's boost slot should raise Fortron output by about 20x.[5]
Projector, shapes and upgrades
With power sorted, you can build the Force Field Projector and choose a field shape. This pack has recipes for Cube Mode, Sphere Mode, Pyramid Mode, Cylinder Mode, Tube Mode and Custom Mode.[46][47]
Crafting Shaped
| Empty slot | any diamond gem | Empty slot |
| any steel ingot | Battery | any steel ingot |
Recipe id: mffs:projector
The universal upgrade modules fit in the upgrade slots of various MFFS machines. Their exact effects depend on the machine.[48][49][50][51]
- Capacity Module raises Fortron storage, and in a Coercion Deriver it increases how much Fortron the Deriver can store.[5][49]
- Scale Module adds distance: bigger force fields, a larger interdiction area, and a bigger fuel boost in a Coercion Deriver.[50]
- Speed Module speeds up field projection, raises a Fortron Capacitor's transfer limit and improves a Coercion Deriver's efficiency.[51]
Decide who gets in
The Biometric Identifier controls what each player may do around your force fields and machines. You put an Identification Card assigned to a player into it and toggle their permissions, such as warping through a field or bypassing the Interdiction Matrix.[7]
Crafting Shaped
| any steel ingot | ||
| any steel ingot | any steel ingot | |
| any steel ingot |
Recipe id: mffs:biometric_identifier
Defenses with the Interdiction Matrix
The Interdiction Matrix is your active defense. Each module below is optional.[8][9][10][11][38][39][40][41][42]
- Anti-Hostile Module kills hostile mobs in range and leaves players and non-hostile entities alone.[9]
- Anti-Friendly Module kills friendly entities such as sheep, cows and villagers, and leaves players and hostile mobs alone.[38]
- Anti-Personnel Module kills unauthorised players in range and leaves mobs alone.[39]
- Anti-Spawn Module stops entities from spawning inside the action area.[40]
- Block Alter Module blocks unauthorised placing and breaking, and reverses what the player did.[10]
- Block Access Module stops unauthorised players from opening GUIs by right-clicking blocks in range.[41]
- Confiscation Module seizes forbidden items from players in range. Its Filter Mode can be Banned (the default) or Allowed.[11]
- Warn Module periodically warns unauthorised players in range.[42]
What changed in Modular Force Field System between versions?
2 parts
All the Mods 11 0.8.0-beta ships Modular Force Field System 5.8.38, and the mod has been in the pack since 0.3.0-beta or earlier. Everything below comes from the mod's own changelogs for the 5.8 series.[2]
The 5.8 series began with 5.8.0, which started the port to 26.1.2. Version 5.8.1 added Jade integration and registered fluid textures.[52]
Gameplay changes in 5.8
- 5.8.10: identity cards can now be used on arbitrary living entities.[53]
- 5.8.23: you can use the Biometric Identifier to grant walk-through permissions on a per-entity basis. Shock and debuff conditions were also streamlined.[53]
- 5.8.25: a Wither-proofing projector module was added.[53]
- 5.8.30: force fields are now explosion-proof when walk-through is enabled.[53]
- 5.8.13, 5.8.16 and 5.8.20: new config options for the Coercion Deriver transfer rate bonus, for upgrade count limits and for an Interdiction Matrix range limit.[53]
- 5.8.14: the force field size of projector modes is now limited. 5.8.11 fixed cylinder mode height scaling, and 5.8.21 aligned mode scaling with cube mode.[53]
- 5.8.24 and 5.8.26: the Coercion Deriver balance was adjusted and the Reinforcement module recipe was rebalanced.[53]
Unverified The changelogs do not state the new numbers or ingredients behind the Coercion Deriver and Reinforcement module balance changes, so check the in-game recipe and values rather than assuming them. This site does hold All the Mods 11's own recipes, read from the pack itself: look the item up in the item browser.
Notable fixes
- 5.8.38: the camouflage state is now passed into the delegate, which fixes a crash with Occultism.[53]
- 5.8.33: the frequency no longer resets when the world reloads.[53]
- 5.8.12: the speed module amplifier no longer resets on world reload.[53]
- 5.8.5 and 5.8.6: force field blocks are now removed along with their projector, and redundant force field blocks are removed on load.[53]
- 5.8.18: the biometry permission check was fixed.[53]
Sources
- Modular Force Field System project page (modrinth) · official mod data
- All the Mods 11 0.8.0-beta mod list · pack file
- In-game guide: Introduction (mffs) · official docs
- In-game guide: Fortron (mffs) · official docs
- In-game guide: Coercion Deriver (mffs) · official docs
- In-game guide: Fortron Capacitor (mffs) · official docs
- In-game guide: Biometric Identifier (mffs) · official docs
- In-game guide: Interdiction Modules (mffs) · official docs
- In-game guide: Anti-Hostile Module (mffs) · official docs
- In-game guide: Block Alter Module (mffs) · official docs
- In-game guide: Confiscation Module (mffs) · official docs
- In-game guide: Gathering Resources (mffs) · official docs
- In-game guide: Crafting Components (mffs) · official docs
- In-game guide: Force Field Projector (mffs) · official docs
- In-game guide: Cube Mode (mffs) · official docs
- In-game guide: Frequency Card (mffs) · official docs
- mffs tooltips and descriptions (English lang file) · official mod data
- In-game guide: Cylinder Mode (mffs) · official docs
- In-game guide: Pyramid Mode (mffs) · official docs
- In-game guide: Sphere Mode (mffs) · official docs
- In-game guide: Tube Mode (mffs) · official docs
- In-game guide: Custom Mode (mffs) · official docs
- In-game guide: Rotation Module (mffs) · official docs
- In-game guide: Translation Module (mffs) · official docs
- In-game guide: Dome Module (mffs) · official docs
- In-game guide: Inverter Module (mffs) · official docs
- In-game guide: Field Fusion Module (mffs) · official docs
- In-game guide: Camouflage Module (mffs) · official docs
- In-game guide: Glow Module (mffs) · official docs
- In-game guide: Shock Module (mffs) · official docs
- In-game guide: Reinforcement Module (mffs) · official docs
- In-game guide: Silence Module (mffs) · official docs
- In-game guide: Sponge Module (mffs) · official docs
- In-game guide: Collection Module (mffs) · official docs
- In-game guide: Disintegration Module (mffs) · official docs
- In-game guide: Stabilization Module (mffs) · official docs
- In-game guide: Interdiction Matrix (mffs) · official docs
- In-game guide: Anti-Friendly Module (mffs) · official docs
- In-game guide: Anti-Personnel Module (mffs) · official docs
- In-game guide: Anti-Spawn Module (mffs) · official docs
- In-game guide: Block Access Module (mffs) · official docs
- In-game guide: Warn Module (mffs) · official docs
- In-game guide: Identification Card (mffs) · official docs
- In-game guide: Remote Controller (mffs) · official docs
- In-game guide: Getting Started (mffs) · official docs
- In-game guide: Projector Modes (mffs) · official docs
- All the Mods 11 0.8.0-beta recipe dump: recipes making Modular Force Field System items · pack recipe dump
- In-game guide: Upgrade Modules (mffs) · official docs
- In-game guide: Capacity Module (mffs) · official docs
- In-game guide: Scale Module (mffs) · official docs
- In-game guide: Speed Module (mffs) · official docs
- Modular Force Field System 5.8.33 changelog · changelog
- Modular Force Field System 5.8.38 changelog · changelog
Where this guide comes from
Written from what All the Mods 11 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.
Report wrong info
Version in each release
9 releases, first in 0.3.0-beta
| All the Mods 11 | Version | Jar | Where it came from |
|---|---|---|---|
| 0.12.0-beta Oct 15, 2026 | 5.8.39 | mffs-5.8.39.jar | From the published release |
| 0.10.0-beta Oct 4, 2026 | 5.8.39 | mffs-5.8.39.jar | From the published release |
| 0.9.0-beta Sep 19, 2026 | 5.8.39 | mffs-5.8.39.jar | From the published release |
| 0.8.0-beta Sep 7, 2026 | 5.8.38 | mffs-5.8.38.jar | From the published release |
| 0.7.0-beta Aug 29, 2026 | 5.8.38 | mffs-5.8.38.jar | From the published release |
| 0.6.0-beta Aug 21, 2026 | 5.8.33 | mffs-5.8.33.jar | From the published release |
| 0.5.0-beta Aug 13, 2026 | 5.8.33 | mffs-5.8.33.jar | From the published release |
| 0.4.0-beta Aug 3, 2026 | 5.8.33 | mffs-5.8.33.jar | From the published release |
| 0.3.0-beta Aug 2, 2026 | 5.8.32 | mffs-5.8.32.jar | From 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
46 items from the 0.12.0-beta recipe dump.
Anti-Friendly Module
Anti-Hostile Module
Anti-Personnel Module
Anti-Spawn Module
Battery
Biometric Identifier
Blank Card
Block Access Module
Block Alter Module
Camouflage Module
Capacity Module
Coercion Deriver
Collection Module
Confiscation Module
Cube Mode
Custom Mode
Cylinder Mode
Disintegration Module
Dome Module
Focus Matrix
Fortron Capacitor
Frequency Card
Field Fusion Module
Glow Module
Identification Card
Infinite Power Card
Interdiction Matrix
Inverter Module
Force Field Projector
Pyramid Mode
Redstone Torch Off
Reinforcement Module
Remote Controller
Rotation Module
Scale Module
Shock Module
Silence Module
Speed Module
Sphere Mode
Sponge Module
Stabilization Module
Steel Compound
Steel Ingot
Translation Module
Tube Mode
Warn Module
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