Modular Force Field System in FTB Evolution 2

FTB Evolution 2 1.4.0 ships version 5.8.39 · First seen in 1.0.2

Checked Sep 17, 2026FTB Evolution 2 1.4.0Sources: FTB Evolution 2 1.4.0 modlist.json · Modrinth

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Modular Force Field System is a mod in FTB Evolution 2 1.4.0, where it is version 5.8.39. Use that extra power to protect your base (Summary from the mod's Modrinth page.)

What is Modular Force Field System?

3 parts

Same as in the All the Mods 11 0.8.0-beta guide

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

Same as in the All the Mods 11 0.8.0-beta guide

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

Crafting Shaped
any redstone dustany steel ingotany redstone dust
any steel ingotany diamond gemany steel ingot
any redstone dustany steel ingotany 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]

Blank CardMod recipe

Crafting Shaped

Crafting Shaped
PaperPaperPaper
Paperany steel ingotPaper
PaperPaperPaper

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

Crafting Shaped
any steel ingotEmpty slotany steel ingot
any steel ingotFocus Matrixany steel ingot
any steel ingotBatteryany steel ingot

Recipe id: mffs:coercion_deriver

Crafting Shaped

Crafting Shaped
any steel ingotFocus Matrixany steel ingot
Focus MatrixBatteryFocus Matrix
any steel ingotFocus Matrixany 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]

Frequency CardMod recipe

Crafting Shaped

Crafting Shaped
any gold ingotBlank Cardany 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

Crafting Shaped
Empty slotany diamond gemEmpty slot
Focus MatrixFocus MatrixFocus Matrix
any steel ingotBatteryany 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]

Cube ModeMod recipe

Crafting Shaped

9 × Focus Matrix

Recipe id: mffs:cube_mode

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

Crafting Shaped
Focus MatrixEmpty slotFocus Matrix

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]

Watch out: If the Projector doesn't start, check the basics first: the Deriver needs an FE source and a Redstone signal, and every machine in the chain must share the same frequency.[5][6][14]
Tip: You can't walk through your own force field by default. Craft a Biometric Identifier and give yourself permission with an Identification Card. The next sections go into the details.[7][14]

Crafting Shaped

Crafting Shaped
Focus Matrixany steel ingotFocus Matrix
any steel ingotBlank Cardany steel ingot
Focus Matrixany steel ingotFocus Matrix

Recipe id: mffs:biometric_identifier

How does Modular Force Field System work?

7 parts

Same as in the All the Mods 11 0.8.0-beta guide

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

Crafting Shaped
any steel ingotEmpty slotany steel ingot
any steel ingotFocus Matrixany steel ingot
any steel ingotBatteryany 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]

Crafting Shaped

Crafting Shaped
any steel ingotFocus Matrixany steel ingot
Focus MatrixBatteryFocus Matrix
any steel ingotFocus Matrixany steel ingot

Recipe id: mffs:fortron_capacitor

Tip: Frequency decides which machines share Fortron. Set it by right-clicking a machine and typing the number, or shift-right-click a machine while holding a Frequency Card. Shift-right-clicking with the card in hand generates a random frequency.[5][6][16][17]

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]

  1. 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]
  2. Put a projector mode item in the central red slot, the one surrounded by outward-facing arrows.[14]
  3. Add Scale Module items to the left-hand slot matrix. Each one increases the field radius by one block.[14]
  4. 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]
  5. 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

Crafting Shaped
Empty slotany diamond gemEmpty slot
Focus MatrixFocus MatrixFocus Matrix
any steel ingotBatteryany 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

Crafting Shaped
Shock ModuleShock ModuleShock Module
Focus MatrixFocus MatrixFocus Matrix
Focus MatrixEnder ChestFocus Matrix

Recipe id: mffs:interdiction_matrix

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

Crafting Shaped
Focus Matrixany steel ingotFocus Matrix
any steel ingotBlank Cardany steel ingot
Focus Matrixany steel ingotFocus Matrix

Recipe id: mffs:biometric_identifier

Watch out: When warping through a force field, keep sneaking until you have fully left the barrier, or you will be killed. Cards cannot be removed from an active Identifier. Passing through a field can cause temporary Nausea IV, and players in creative mode can always warp through.[7]

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?

4 parts

Modular Force Field System has no tier system or tech gates of its own that the sources here show. What it does have is a natural order the mod's in-game guide follows: gather resources, make power, build a projector, then add protection and access control. This section walks through that order using the in-pack recipes.[45][46][47]

Unverified The sources here show no quest chapter for this mod in the pack's quest book, so there is no quest order to follow. The stages below come from the mod's in-game guide and the in-pack recipes instead. This site does hold FTB Evolution 2's own recipes, read from the pack itself: look the item up in the item browser.

Stage one: Base resources

The guide's first step is finding base resources. MFFS components are mainly made from Steel Ingots, which you get by crafting Steel Compound and then smelting it. Steel is one of the most common ingredients you will use in the mod.[46]

Steel CompoundMod recipe

Crafting Shaped

Crafting Shaped
Empty slotany coalEmpty slot
any coalany iron ingotany coal
Empty slotany coalEmpty slot

Recipe id: mffs:steel_compound

Smelt the result into a Steel Ingot.

Steel goes into base components such as the Focus Matrix and the Blank Card. The Crafting Components entry describes a sturdy steel plate used for Projector Modes, Projector Modules and machines. It is worth keeping a few on hand.[46][49]

Crafting Shaped

Crafting Shaped
any redstone dustany steel ingotany redstone dust
any steel ingotany diamond gemany steel ingot
any redstone dustany steel ingotany redstone dust

Recipe id: mffs:focus_matrix

One craft makes 9 Focus Matrix.

Blank CardMod recipe

Crafting Shaped

Crafting Shaped
PaperPaperPaper
Paperany steel ingotPaper
PaperPaperPaper

Recipe id: mffs:blank_card

Stage 2: Fortron power

Fortron is the energy MFFS machines run on. The Coercion Deriver produces and stores it first, and the Fortron Capacitor then passes it on to other machines.[47]

Crafting Shaped

Crafting Shaped
any steel ingotEmpty slotany steel ingot
any steel ingotFocus Matrixany steel ingot
any steel ingotBatteryany steel ingot

Recipe id: mffs:coercion_deriver

Crafting Shaped

Crafting Shaped
any steel ingotFocus Matrixany steel ingot
Focus MatrixBatteryFocus Matrix
any steel ingotFocus Matrixany steel ingot

Recipe id: mffs:fortron_capacitor

The Deriver turns FE into Fortron. Connect it to an FE source and activate it with a Redstone signal. Link it to a Capacitor by giving both the same frequency number, either in the GUI or by shift-right-clicking the Deriver with a Frequency Card.[50]

You can boost the Deriver with Lapis Lazuli or Nether Quartz in the slot next to the arrow, which should raise Fortron output by about 20x. Both items are in the mod's Fortron fuel tag.[50][51]

The first upgrades come from this stage too. A Speed Module increases the boosting effect from Lapis or Quartz, and a Capacity Module increases how much Fortron the Deriver can store. Speed Modules also raise the Fortron transfer limit of a Capacitor.[50][52][53]

Crafting Shaped

Crafting Shaped
Focus MatrixFocus MatrixFocus Matrix
any redstone dustany redstone dustany redstone dust
Focus MatrixFocus MatrixFocus Matrix

Recipe id: mffs:speed_module

One craft makes 2 Speed Modules.

Crafting Shaped

Crafting Shaped
Focus MatrixBatteryFocus Matrix

Recipe id: mffs:capacity_module

One craft makes 2 Capacity Modules.

Stage three: The Force Field Projector

With Fortron available, the Force Field Projector is the machine that actually builds force fields.[47][54][55]

Crafting Shaped

Crafting Shaped
Empty slotany diamond gemEmpty slot
Focus MatrixFocus MatrixFocus Matrix
any steel ingotBatteryany steel ingot

Recipe id: mffs:projector

The guide splits Projector add-ons into two groups: modes, which set the field shape, and modules, which upgrade the Projector. The in-pack recipes cover these shapes:[48][55][56]

Two of the universal modules matter most here. A Scale Module most commonly increases force field size, and a Speed Module speeds up projection. The pack also has recipes for Projector modules such as the Dome Module, Camouflage Module, Field Fusion Module, Glow Module, Rotation Module, Translation Module, Shock Module, Sponge Module, Stabilization Module, Disintegration Module, Collection Module, Inverter Module, Reinforcement Module and Silence Module.[48][52][57]

Crafting Shaped

Crafting Shaped
Focus MatrixEmpty slotFocus Matrix

Recipe id: mffs:scale_module

One craft makes 2 Scale Modules.

Stage 4: Defence and access control

The Interdiction Matrix is the defensive machine, and it is customised with optional modules. A Scale Module increases its interdiction area.[48][57][58]

Crafting Shaped

Crafting Shaped
Shock ModuleShock ModuleShock Module
Focus MatrixFocus MatrixFocus Matrix
Focus MatrixEnder ChestFocus Matrix

Recipe id: mffs:interdiction_matrix

  • Anti-Hostile Module: kills hostile mobs that enter its scanning range. Players and non-hostile entities are not harmed.[59]
  • Anti-Friendly Module: kills friendly entities such as sheep, cows and villagers. Players and hostile mobs are unharmed.[60]
  • Anti-Personnel Module: kills unauthorised players in its action range. Friendly and hostile mobs are not harmed.[61]
  • Anti-Spawn Module: prevents hostile or friendly entities from spawning in its action area.[62]
  • Block Access Module: stops unauthorised players from opening the GUI of blocks in the action range.[63]
  • Block Alter Module: stops players from placing or breaking blocks in the action area, and reverses what they did.[64]
  • Confiscation Module: takes forbidden items from players in the action area. It has a Banned or Allowed filter with 9 slots, and seized items go to inventories next to the Matrix.[65]
  • Warn Module: periodically warns unauthorised players within its Action Range.[66]

The Biometric Identifier decides who is exempt from all this. It uses Identification Card items to give each player permissions, such as passing through a force field or bypassing the Interdiction Matrix. Whoever is set as master gets every permission.[67]

Crafting Shaped

Crafting Shaped
Focus Matrixany steel ingotFocus Matrix
any steel ingotBlank Cardany steel ingot
Focus Matrixany steel ingotFocus Matrix

Recipe id: mffs:biometric_identifier

Crafting Shaped

Crafting Shaped
any redstone dustBlank Cardany redstone dust

Recipe id: mffs:id_card

Watch out: When warping through a force field, a player must keep sneaking until fully out of the barrier, or they will be killed. Passing through can also cause temporary Nausea IV.[67]

Last, the Remote Controller has a recipe in the pack. The Biometric Identifier's Remote Control permission lets a player use a remote control on machines linked to the Identifier.[48][67]

How does Modular Force Field System work with other mods?

1 part

The recipes in this pack link the Modular Force Field System to one other mod: Oritech. The link goes through a recipe added by the pack itself, and it is a fluid recipe.[48]

Stellar Chart

The Stellar Chart is made with Fortron Fluid from this mod and Turbofuel (Turbofuel) from Oritech. The recipe is a fabricating recipe from FTB Evolution 2 Companion, and the pack added it. It is not a recipe from either of the two mods.[48]

Stellar ChartAdded by the pack

Fabricating (ftbevolutioncompanion)

Recipe id: ftb:fabricating/stellar_chart

The pack's own fabricating recipe. Check the amounts of both fluids in the rendered recipe.

Fortron is a form of energy that MFFS machines use, and it can exist as a liquid. You can pump it straight out of a Fortron Capacitor and handle it like Water or Lava. That is the way to get the Fortron fluid this recipe needs.[47]

The Coercion Deriver is the machine that makes Fortron. It generates it from FE energy, and it stores it first. The Fortron Capacitor then passes it on to other machines.[47][50]

Which Modular Force Field System config options matter?

3 parts

Everything for Modular Force Field System lives in one file, config/mffs-common.toml. Here is the good news: every option in it that shows a mod default is left at that default, so the pack has not changed any of those values. The options below are the ones you are most likely to touch.[68]

Power and Fortron production

general.enableElectricity is true in the pack. Setting it to false would make MFFS run without electricity or energy systems, so in the pack you still need to supply power.[68]

Size limits and module caps

The pack puts no cap on field size. force_field_projector.maxFieldWidth and force_field_projector.maxFieldHeight are both 0, which means no limit. general.maxCustomModeScale is 200, and force_field_projector.maxFFGenPerTick is 1,000,000 force field blocks generated per tick. If big fields lag your world, lowering that last one is the option to try.[68]

Capacity and speed module caps are also 0 (no limit) on the Force Field Projector, the Fortron Capacitor and the Coercion Deriver. For example, see force_field_projector.upgrades.maxSpeedUpgradeCount and fortron_capacitor.upgrades.maxCapacityUpgradeCount.[68]

The Interdiction Matrix is unlimited too: interdiction_matrix.maxActionRange and interdiction_matrix.maxWarningRange are both 0, and balance.interdictionMatrixKillEnergy is 0.[68]

Gameplay switches

Tip: The config file does not list a mod default for the gameplay switches above, so the sources here cannot say whether the pack changed them. Check the file itself if you want to know.[68]

What changed in Modular Force Field System between versions?

3 parts

FTB Evolution 2 1.1.0 ships Modular Force Field System 5.8.39. The mod was already in the pack in 1.0.2 or earlier, so the changes below are the ones from the mod's own changelog that lead up to the version you are playing.[69]

Latest changes (5.8.39 down to 5.8.9)

The changelog available here covers the 5.8 line, from 5.8.39 back to 5.8.9. Here are the entries that matter most for play.[70]

  • 5.8.39: performance patches, including a change to make the patch compatible with Sodium. It also fixes block entity render distance for when the camouflage module has a block entity in it.[70]
  • 5.8.38: fixes a crash with Occultism by passing the camo state into the delegate.[70]
  • 5.8.33: fixes the frequency resetting when you reload the world.[70]
  • 5.8.30: force fields are now explosion-proof when walk-through is enabled.[70]
  • 5.8.25: adds a Wither-proofing projector module.[70]
  • 5.8.23: you can now use the Biometric Identifier to grant walk-through permissions per entity. This replaces the existing config option. Shock and debuff conditions were also streamlined.[70]
  • 5.8.20: adds an Interdiction Matrix range limit config.[70]
  • 5.8.16: upgrade count limits are now configurable.[70]
  • 5.8.14: limits the projector mode force field size and fixes particle color on camouflaged field blocks.[70]
  • 5.8.10: identity cards can be used on arbitrary living entities.[70]

Balance changes

  • 5.8.26: the Reinforcement module recipe was rebalanced.[70]
  • 5.8.24: the Coercion Deriver balance was adjusted.[70]
  • 5.8.13: adds a config for the Coercion Deriver transfer rate bonus.[70]

Bug fixes

  • 5.8.21: mode scaling is aligned with cube mode, and 5.8.11 fixes cylinder mode height scaling.[70]
  • 5.8.18: fixes the biometry permission check, and 5.8.17 makes it scan all available biometric identifiers.[70]
  • 5.8.12: fixes the speed module amplifier resetting on world reload.[70]

Unverified The pack changelogs shown here have no entries for this mod, so any value or recipe the pack itself changed in a given release is not confirmed by these sources. The entries above are the mod's own changes.

Sources

  1. Modular Force Field System project page (modrinth) · official mod data
  2. All the Mods 11 0.8.0-beta mod list · pack file
  3. In-game guide: Introduction (mffs) · official docs
  4. In-game guide: Fortron (mffs) · official docs
  5. In-game guide: Coercion Deriver (mffs) · official docs
  6. In-game guide: Fortron Capacitor (mffs) · official docs
  7. In-game guide: Biometric Identifier (mffs) · official docs
  8. In-game guide: Interdiction Modules (mffs) · official docs
  9. In-game guide: Anti-Hostile Module (mffs) · official docs
  10. In-game guide: Block Alter Module (mffs) · official docs
  11. In-game guide: Confiscation Module (mffs) · official docs
  12. In-game guide: Gathering Resources (mffs) · official docs
  13. In-game guide: Crafting Components (mffs) · official docs
  14. In-game guide: Force Field Projector (mffs) · official docs
  15. In-game guide: Cube Mode (mffs) · official docs
  16. In-game guide: Frequency Card (mffs) · official docs
  17. mffs tooltips and descriptions (English lang file) · official mod data
  18. In-game guide: Cylinder Mode (mffs) · official docs
  19. In-game guide: Pyramid Mode (mffs) · official docs
  20. In-game guide: Sphere Mode (mffs) · official docs
  21. In-game guide: Tube Mode (mffs) · official docs
  22. In-game guide: Custom Mode (mffs) · official docs
  23. In-game guide: Rotation Module (mffs) · official docs
  24. In-game guide: Translation Module (mffs) · official docs
  25. In-game guide: Dome Module (mffs) · official docs
  26. In-game guide: Inverter Module (mffs) · official docs
  27. In-game guide: Field Fusion Module (mffs) · official docs
  28. In-game guide: Camouflage Module (mffs) · official docs
  29. In-game guide: Glow Module (mffs) · official docs
  30. In-game guide: Shock Module (mffs) · official docs
  31. In-game guide: Reinforcement Module (mffs) · official docs
  32. In-game guide: Silence Module (mffs) · official docs
  33. In-game guide: Sponge Module (mffs) · official docs
  34. In-game guide: Collection Module (mffs) · official docs
  35. In-game guide: Disintegration Module (mffs) · official docs
  36. In-game guide: Stabilization Module (mffs) · official docs
  37. In-game guide: Interdiction Matrix (mffs) · official docs
  38. In-game guide: Anti-Friendly Module (mffs) · official docs
  39. In-game guide: Anti-Personnel Module (mffs) · official docs
  40. In-game guide: Anti-Spawn Module (mffs) · official docs
  41. In-game guide: Block Access Module (mffs) · official docs
  42. In-game guide: Warn Module (mffs) · official docs
  43. In-game guide: Identification Card (mffs) · official docs
  44. In-game guide: Remote Controller (mffs) · official docs
  45. In-game guide: Getting Started (mffs) · official docs
  46. In-game guide: Gathering Resources (mffs) · official docs
  47. In-game guide: Fortron (mffs) · official docs
  48. FTB Evolution 2 1.1.0 recipe dump: recipes making Modular Force Field System items · pack recipe dump
  49. In-game guide: Crafting Components (mffs) · official docs
  50. In-game guide: Coercion Deriver (mffs) · official docs
  51. data/mffs/tags/item/fortron_fuel.json (mffs's jar) · official mod data
  52. In-game guide: Speed Module (mffs) · official docs
  53. In-game guide: Capacity Module (mffs) · official docs
  54. In-game guide: Introduction (mffs) · official docs
  55. In-game guide: Projector Modes (mffs) · official docs
  56. In-game guide: Projector Modules (mffs) · official docs
  57. In-game guide: Scale Module (mffs) · official docs
  58. In-game guide: Interdiction Modules (mffs) · official docs
  59. In-game guide: Anti-Hostile Module (mffs) · official docs
  60. In-game guide: Anti-Friendly Module (mffs) · official docs
  61. In-game guide: Anti-Personnel Module (mffs) · official docs
  62. In-game guide: Anti-Spawn Module (mffs) · official docs
  63. In-game guide: Block Access Module (mffs) · official docs
  64. In-game guide: Block Alter Module (mffs) · official docs
  65. In-game guide: Confiscation Module (mffs) · official docs
  66. In-game guide: Warn Module (mffs) · official docs
  67. In-game guide: Biometric Identifier (mffs) · official docs
  68. FTB Evolution 2 1.1.0 config: config/mffs-common.toml · pack file
  69. FTB Evolution 2 1.1.0 mod list · pack file
  70. Modular Force Field System 5.8.39 changelog · changelog
Where this guide comes from

Written from what FTB Evolution 2 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.

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Version in each release

9 releases, first in 1.0.2
FTB Evolution 2VersionJarWhere it came from
1.4.0
Oct 17, 2026
5.8.39mffs-5.8.39.jarFrom the published release
1.3.2
Oct 16, 2026
5.8.39mffs-5.8.39.jarFrom the published release
1.3.1
Oct 15, 2026
5.8.39mffs-5.8.39.jarFrom the published release
1.3.0
Oct 14, 2026
5.8.39mffs-5.8.39.jarFrom the published release
1.2.2
Oct 13, 2026
5.8.39mffs-5.8.39.jarFrom the published release
1.2.1
Oct 12, 2026
5.8.39mffs-5.8.39.jarFrom the published release
1.2.0
Oct 12, 2026
5.8.39mffs-5.8.39.jarFrom the published release
1.1.0
Oct 10, 2026
5.8.39mffs-5.8.39.jarFrom the published release
1.0.2
Oct 8, 2026
5.8.39mffs-5.8.39.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

46 items from the 1.4.0 recipe dump.

Config options (how FTB Evolution 2 sets them)

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

See all 26 settings →

Show settings
SettingFTB Evolution 2 valueMod default
force_field.allowOpBiometryOverride
Allow server operators to bypass Force Field biometry
config/mffs-common.toml
truenot documented
force_field.applyFieldWarpDebuff
Apply confusion and slowness effects to players sneak-passing through force fields
config/mffs-common.toml
falsenot documented
general.enableElectricity
Turning this to false will make MFFS run without electricity or energy systems required. Great for vanilla!
config/mffs-common.toml
truenot documented
general.giveGuidebookOnFirstJoin
Give players a copy of the MFFS guidebook when they first join a world
config/mffs-common.toml
truenot documented
general.interactCreative
Should the interdiction matrix interact with creative players?
config/mffs-common.toml
truenot documented
general.useCache
Cache allows temporary data saving to decrease calculations required
config/mffs-common.toml
truenot documented

Which FTB Evolution 2 mods work with Modular Force Field System?

The FTB Evolution 2 mods that share the most recipes with Modular Force Field System. Highlighted ones have a guide.

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