NauTec 2 guide for FTB Evolution 2 1.0.2 to 1.3.2
NauTec 2 guide for FTB Evolution 2
Last verified for FTB Evolution 2 v1.1.0 on Oct 17, 2026 · text last changed Oct 17, 2026
A newer release (1.4.0) is out Guide for the current version
- Sections
- 6
- Recipes shown
- 18
- Items named
- 38
Every recipe and number here was checked against FTB Evolution 2 1.1.0's own files.
What is NauTec 2?
3 parts
This pack ships NauTec 2 at version 2.0.6. It is an ocean-themed tech mod, and its in-game guide is split into two big parts: Aquatic Biology and Deep Engineering.[1][2][3]
Aquatic Biology
This is where you graft, analyze, grow and mutate bacteria colonies, then turn them into resources or power. Colonies turn laser power into a steady supply of items, or into a beam of their own. You carry them around in Petri Dishes and move them between the biology machines.[2][4]
The basic loop looks like this:[4]
- Graft a first colony into an empty Petri Dish with a Grafting Tool.[4]
- Analyze the dish to see its size and stats.[4]
- Mutate it into the strain you want.[4]
- Incubate it to grow it and restore its Vitality.[4]
- Put it to work in the Bio Reactor for items, or burn it in the Bacterial Fuel Cell for a beam.[4]
Deep Engineering
This part covers beam optics and purity, the Abyssal Pressure Forge, the Resonance Chamber, Gateways, crystal cultivation, the Fusion Plant, the Resonance Network and the late-game gear they make.[3]
Other things you will meet
- Biome Tanks: sealed glass tanks that grow one plant each on their own, with no power, water or light, so you can farm plants from biomes you are not in.[5]
- Bubble Anchor: pushes the sea back from a 15 x 15 x 15 cube so you can build in the dry.[6]
- Combustion Dynamo: burns oil and water into Forge Energy, making 320 FE/t while it has both. The oil comes from a bacteria strain that turns kelp into lipids.[7]
- Building blocks: prismarine blocks such as Polished Prismarine, which goes into most early machines and the Bio Reactor multiblock.[8]
How do you get started with NauTec 2?
5 parts
NauTec 2 is about lasers, bacteria and the deep ocean. Many of its mixing recipes start from one fluid, Salt Water, so that is where you begin. This route is built from the pack's recipes and the mod's in-game guide.[9][10]
Start with Salt Water
Make Salt Water first. Mixing turns 1,000 mB of plain water into it. You can't scoop it straight from the sea, because bucket collection in ocean biomes is off in this pack (collectSaltWater is false).[9][11][12]
Plain water in, Salt Water out. Later steps all feed on this.
Later, the Deep Sea Drain can pump Salt Water for you in ocean-like biomes. On a beam of exactly its power requirement it pumps 500 mB a second.[11]
Metal compounds and ingots
Next, mix Salt Water into the compounds for your first metals. 500 mB makes 6 Aquarine Copper Compound, and 1,000 mB makes 5 Aquarine Steel Compound.[9]
Mixing (nautec)
Recipe id: nautec:aquarine_copper_compound_mixing
This pack also adds Hephaestus Forge casting routes for Aquarine Steel Ingot and Atlantic Gold Ingot using molten metal, plus a pack recipe that makes an Atlantic Gold Ingot from nuggets. Ingots can also come from the mod's own crafting, item transformation and laser crafting recipes.[9]
Casting Table (hephaestus)
- 90× Molten Aquarine Steel
Recipe id: ftb:hephaestus_materials/casting/aquarine_steel/ingot
Added by the pack: 90 mB of molten Aquarine Steel makes one ingot.
Etching Acid and machine parts
Etching Acid is another Salt Water mix, again 1,000 mB. The Gear, Valve and Crate all use item etching recipes, so they belong to this stage.[9]
For building, stock up on Polished Prismarine. It is the main NauTec building block and goes into relays, most early machines and the Bio Reactor multiblock.[8]
Your first bacteria colony
Bacteria turn laser power into items or a beam. You carry colonies in Petri Dishes, and the loop looks like this:[4]
- Graft a first colony into an empty Petri Dish with a Grafting Tool.[4]
- Analyze the dish to see its size and stats.[4]
- Mutate it into the strain you want. Strains grafted from stone, sand, podzol and netherrack only exist to be mutated.[4]
- Incubate it to grow it and restore its Vitality.[4]
- Put it to work in the Bio Reactor, with its nutrient in the reactor so it does not age.[4]
A colony sitting in a dish is on hold: it neither grows nor ages. JEI has a category for each step, so check there for per-strain details.[4]
Next goals
The mod's advancements point at early targets: grafting your first culture, crafting a Prismarine Laser Relay for your first beam, and making a Resonant Shard.[10]
For power, the Combustion Dynamo makes 320 FE/t from oil and water. Oil starts with Kelp Slurry, which feeds the Lipophiles strain that makes Algal Lipid in a Bio Reactor.[7]
1,000 mB of Salt Water makes 2 Kelp Slurry per mix.
How does NauTec 2 work?
10 parts
NauTec 2 runs on laser beams. The strength of a beam is measured in AP, and its quality is called purity. For the biology machines, power is a threshold rather than a cost: below the strength a machine needs it pauses, at that strength it runs normally, and a stronger beam can make it faster. Once you get that, most of the mod's machines make sense.[13][14]
Beam strength and overclocking
A processing machine runs faster on a beam stronger than it needs. Speed is the square root of (beam divided by what the machine needs), so 4 times the power gives double speed, 9 times gives triple and 16 times gives quadruple. Purity never speeds a machine up, it only has to meet the minimum.[13]
In this pack beamOverclock is on, and beamOverclockMaxSpeed is 0, which means there is no cap on the speed multiplier.[11]
Beams lose quality on the way. When beams merge into one block, purity falls from the purest beam toward the average by the fraction in beamMergePurityDrop (0.25). A Prismatic Mirror passes on 0.9 of the incoming purity (mirrorPurityFactor), and a Focusing Lens adds 0.5 purity to a beam passing straight through (lensPurityBonus).[11]
Normal lasers reach 16 blocks, set by laserDistance. Long Distance Lasers reach 64 blocks, set by longDistanceLaserDistance.[11]
The bacteria loop
Aquatic Biology is the deepest system in the mod. Every colony has a strain, a size and four stats, and you carry it around in a Petri Dish. A dish holds one colony and does not stack. A colony sitting in a dish neither grows nor ages.[4]
- Graft a first colony into an empty Petri Dish with a Grafting Tool.[4]
- Analyze the dish to see its size and stats.[4]
- Mutate it into the strain you want. The strains grafted from stone, sand, podzol and netherrack only exist to be mutated.[4]
- Incubate it to grow it and restore its Vitality.[4]
- Put it to work in a Bio Reactor for items, or burn it in a Bacterial Fuel Cell for a beam.[4]
Grafting
Hold the Grafting Tool in your main hand and an empty Petri Dish in your off hand, then right-click a graftable block in the biome it needs. Each try costs one durability (the tool has 80) and has a chance to put a colony in the dish. If the off-hand dish already holds a colony, nothing happens and no durability is used.[15]
- Stone in any ocean gives Cyanobacteria at 40%. Sand on any beach gives Halobacteria at 40%.[15][16]
- Podzol in any forest gives Methanogens at 40%. Netherrack in the Nether gives Thermophiles at 40%.[15][16]
- In the Bioluminescent Grove: Glow Polyp gives Cyanobacteria at 50%, Deep Kelp gives Halotrophs at 30%, Luminescent Algae gives Algaeformers at 30%.[15][16]
- Prismarine Frond in the Prismarine Reef gives Phototrophs at 35%. Abyssal Coral in the Abyssal Trench gives Calciophiles at 30%. Vent Tubeworm in Hydrothermal Vents gives Sulfurophiles at 25%.[15][16]
- Budding Prismarine gives Lithophiles at 30% in the Prismarine Reef, Bioluminescent Grove, Abyssal Trench, Warm Ocean and Deep Lukewarm Ocean.[15][16][17][18]
The Grafting Station does the same job with no tool, no biome and no chance roll. Feed it an empty dish, a graftable block and Salt Water. It needs a beam of at least 100 AP at purity 2.8 or higher into any face except the front, and it uses 4,000 mB of Salt Water and one minute per colony. Its tank holds 16,000 mB. A weak beam pauses it without losing progress.[11][15]
A Grafting Anchor in the bottom-left slot keeps the sample block after each graft. The Advanced Grafting Anchor does the same and grafts 200% faster (a colony in 20 seconds), but the station then needs 500 AP. The relevant options are graftingStationPowerUsage, graftingStationPurity, advancedGraftingAnchorSpeed and advancedGraftingAnchorPowerMultiplier.[11][15]
Analyzing, incubating and mutating
The Bacterial Analyzer is two blocks tall and needs a beam of at least 5 AP entering its bottom face. It analyzes a dish in 60 ticks (3 seconds). The Advanced Bacterial Analyzer handles nine dishes at once, each on its own 60 tick timer, and needs 40 AP at purity 2.1 or higher into any face except the front.[11][13]
The Incubator works in 5 second cycles. At the end of each cycle the colony grows by a roll from the recipe's growth range plus 3% of its current size, all multiplied by its Growth Rate. The nutrient has a chance of being used up, and the colony's age resets so Vitality returns to 100%. Growth stops exactly at the size cap of 40,000. For example, Lithophiles on stone rolls 8 to 25 per cycle with a 5% consume chance.[11][19]
The Mutator attempts a mutation every 240 ticks and uses 10 power per tick. A failed attempt costs the colony a quarter of its size before Mutation Resistance reduces the loss. An Electrolyte Algae Serum Vial in the booster slot multiplies the success chance by 3 and is only used up on a success. Giving a colony its own product's storage block gives a 25% chance to refine it, which keeps the strain and size and shifts the stats. Higher Mutation Resistance and bigger colonies both lower the success chance, and a colony that leaves the Mutator comes out unanalyzed.[11][13][20]
Bio Reactors
The Bio Reactor is a 3 by 3 by 2 multiblock that works up to three colonies at once. Each colony makes the item its strain produces, one at a time, without being used up. The Industrial Bio Reactor is the larger version for nine colonies.[14]
- Bottom layer: Dark Prismarine Pillars in the corners, Bacteria Containment Shields on the edges, Polished Prismarine in the middle.[14]
- Top layer: Dark Prismarine Pillars in the corners, Bacteria Containment Shields on the edges, the Bio Reactor block in the middle.[14]
- Right-click the Bio Reactor in Rotate mode, without sneaking, to form it. If a block is wrong, chat names its position. Breaking any block of a formed reactor takes it apart.[14]
Power comes in through hatches. Use the wrench on one of the four shields in the top layer to turn it into a hatch, then point a beam down into it from above. Several hatches add together. The reactor needs 25 AP plus 25 AP per filled colony slot, so 50, 75 or 100 AP for one, two or three colonies. Below that nothing runs and progress resets, and extra power does not speed anything up. The Industrial Bio Reactor needs a base of 100 AP plus 50 per colony.[11][14]
Production speed is Production Rate times a size factor (0.5 for a tiny colony up to 1 at the size cap) times the strain's Strain Yield. For a Strain Yield of 1, a colony with Production Rate 1 and size 20,000 makes an item in about 0.4 seconds. Each colony has its own output slot, and when it is full that colony pauses and neither eats nor ages.[14]
Reactor upgrades go in the two upgrade slots and each multiplies the power draw. In this pack a Speed Upgrade adds 50% speed and multiplies power by 1.6, a Yield Upgrade adds 1 item per cycle and multiplies power by 1.8, and an Efficiency Upgrade makes nutrients last longer (0.75 times the vitality spent per tick, not below a floor of 0.25) at 1.2 times power. A Fusion Upgrade counts as one of each but only multiplies power by 2.5.[11]
Feeding and aging
Every colony slot has a nutrient buffer that spends one tick per working tick instead of aging. When it empties, the reactor takes one matching nutrient from its nutrient slots. Each item gives 1,200 ticks (one minute) of work, and a storage block gives nine times that. The Bio Reactor has 2 nutrient slots and the Industrial Bio Reactor has 3, and each slot holds one kind of item.[21]
With no matching nutrient the colony ages one tick per working tick. Once its age passes its Lifespan it is Senescent, and a starving Senescent colony loses 2% of its size per second (at least 1). A single nutrient stops that loss. Only the Incubator resets age.[14][20][21]
Bacterial Fuel Cell
The Fuel Cell burns a colony to fire a beam. Right-click it with a dish to load the colony, or pipe dishes in. It fires from the side opposite the face you looked at when placing it, and only burns colony while a beam-accepting block is within 16 blocks on that side.[22]
Power is 24 AP per point of Production Rate, so 48 AP at the cap of 2, and it burns half a point of size per tick per point of Production Rate. Purity is 2.5 at the Mutation Resistance cap and scales down to 0 with none. Size is how long the colony lasts. The options are fuelCellPowerBase, fuelCellBurnRate and fuelCellMaxPurity. The Fuel Cell never ages a colony, so a Senescent one burns as well as a fresh one.[11][22]
Colony Replicator
The Replicator copies your best analyzed colony (the template, never used up) using fodder colonies of the same strain or the item that strain makes. Each new colony costs 20,000 biomass, and the store holds up to 200,000. It needs 80 AP at purity 2.0 or higher and takes 30 seconds per colony. Copies start at size 10,000 and come out analyzed.[11][23]
Copies can come out slightly worse. With no Mutation Resistance each stat has a 50% chance of an error, and at the resistance cap every copy is perfect. Splice mode combines two colonies of the same strain, and each stat has a 70% chance of taking the better parent's value.[11][23]
Fluids and Salt Water
Salt Water is the mod's main fluid. The Mixer makes it from plain water, and each of its input and output tanks holds 32,000 mB. It needs 10 power each tick.[9][11]
The Mixer turns plain water into Salt Water.
Salt Water also feeds Mixer recipes for metal compounds.
The Deep Sea Drain pumps Salt Water straight from the ocean. Here is how it behaves in this pack.[11]
- It holds 128,000 mB of fluid (drainCapacity).[11]
- It needs 20 power each tick (drainPowerRequirement).[11]
- On a beam of exactly its requirement it pumps 500 mB of Salt Water per second. The rate scales with the square root of the beam, so four times the beam pumps twice as much (drainSaltWaterAmount).[11]
- It only pumps in an ocean-like biome (drainRequiresOcean).[11]
- Picking up water in an ocean biome does not give Salt Water, because collectSaltWater is false.[11]
Moving power, fluids and items
Hoppers and pipes feed the biology machines through any face by default. Side Configuration, which uses the wrench, changes what each face allows. Dish Storage blocks (48, 96 and 192 dishes by tier) take only Petri Dishes, empty or full, through any face. The Nautechnical Distributor links up to 64 blocks within 256 blocks and moves something every 4 ticks with no amount limit per move.[11][13][22][24]
Conduit Taps move energy, fluid and items across a Current Conduit network of up to 4,096 blocks. Per face, each upgrade tier moves the following amounts.[11]
- No upgrade: 5,000 FE and 1,000 mB per tick, and 8 items every 20 ticks.[11]
- Eddy: 25,000 FE and 5,000 mB per tick, and 16 items every 10 ticks.[11]
- Surge: 150,000 FE and 30,000 mB per tick, and 32 items every 5 ticks.[11]
- Riptide: 1,000,000 FE and 200,000 mB per tick, and 64 items every 2 ticks.[11]
- Maelstrom: 5,000,000 FE and 1,000,000 mB per tick, and 64 items every tick.[11]
Between laser power and FE, the Energy Converter spends 10 FE for each AP it sends. With no upgrades its top rate is 150 AP per tick, and it holds 4,000,000 FE. A Prismatic Emitter holds 100,000 FE and sends up to 10,000 FE per tick, shared between up to 16 linked machines within 16 blocks.[11]
Unverified The pack has a generated Resinophiles strain with its own incubation and mutation recipes in config/nautec/generated_pack. The sources here do not show those files, so its nutrient, catalyst and chances are unverified. JEI's Bacteria Incubation and Bacteria Mutations categories list them. This site does hold FTB Evolution 2's own recipes, read from the pack itself: look the item up in the item browser.
How do you progress through NauTec 2?
7 parts
NauTec 2 is built around Salt Water, and almost every step up the ladder starts there. This page walks through the stages in the order the in-pack recipes and the mod's in-game guide lead you through them.[4][9]
Stage 1: Salt Water and cast iron
Mixing turns 1,000 of water into Salt Water. The pack also adds a shapeless recipe that makes a Salt Water Bucket straight from salt, so you can get started without a mixer.[9]
The mod's own Salt Water mixing recipe.
Cast Iron Ingot can be smelted or blasted. There are also blasting recipes that return 11 ingots and 5 ingots at once, and their ids name an anchor and an oil barrel as the inputs.[9]
Stage 2: Aquarine copper and Aquarine steel
Both metals begin as compounds made from Salt Water. 500 of Salt Water mixes into 6 Aquarine Copper Compound, and 1,000 mixes into 5 Aquarine Steel Compound.[9]
From there the ingots come from item transformation or laser crafting. The laser recipe for Aquarine Copper Ingot gives 4 ingots, and the laser recipes for Aquarine Steel Ingot give a single ingot or 2 (the dense version).[9]
The pack adds a second route through Hephaestus Forge: a casting table turns 90 of molten Aquarine steel into an ingot, and a casting basin turns 810 into an Aquarine Steel Block. This is a pack addition, not something the mod does on its own.[9]
Casting Table (hephaestus)
- 90× Molten Aquarine Steel
Recipe id: ftb:hephaestus_materials/casting/aquarine_steel/ingot
Pack-added casting recipe for Aquarine Steel Ingots.
Aquarine steel also gives its name to a tool and armour set, including the Aquarine Steel Pickaxe, the Aquarine Steel Sword and the Aquarine Steel Wrench.[9]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Cast Iron Rod | Empty slot |
Recipe id: nautec:aquarine_pickaxe
The Aquarine Steel Pickaxe recipe as an example from the set.
Stage 3: Atlantic gold
Pressure forging makes 2 Atlantic Gold Ingot per recipe. The pack also adds Hephaestus casting: 90 of molten Atlantic gold makes an ingot and 10 makes an Atlantic Gold Nugget. It adds its own nugget-to-ingot crafting recipe too.[9]
Crafting Shaped
Recipe id: ftb:nautec/atlantic_gold_ingot_from_nuggets
Added by the pack.
Stage 4: Laser, resonance and etching parts
Several core parts come from the mod's special machines rather than the crafting table. Laser crafting covers the Gear, the Laser Channeling Coil and the Prismarine Crystal Shard.[9]
The laser crafting recipe for Gear.
- Resonance crafting makes the Resonant Shard and the Prismarine Crystal Seed.[9]
- Pressure forging makes Deep Steel Plating and the Flawless Prismarine Crystal.[9]
- Item etching makes the Crate, the Gear and the Valve.[9]
Stage 5: Heavy Salt Water mixing
The later parts need much more Salt Water. 1,000 mixes into 2 Aquatic Chip, while the Pressure Synthesizer and the Atlantean Pressure Synthesizer each take 8,000. The Eldritch Heart is mixed from 1,000 of Electrolyte Algae Serum instead of Salt Water.[9]
The pack also adds a fabricating recipe for the Buoyancy Tank, made through FTB Evolution 2 Companion.[9]
Fabricating (ftbevolutioncompanion)
Recipe id: ftb:fabricating/charged_buoyancy_tank
Pack-added fabricating recipe.
Stage 6: Bacteria
The biology side of the mod follows a loop that the in-game guide spells out.[4]
- Graft a first colony into an empty Petri Dish with the Grafting Tool, which has 80 durability.[4][15]
- Analyze the dish to see its size and stats.[4]
- Mutate it into the strain you want. Stone, sand, podzol and netherrack strains exist only to be mutated.[4]
- Incubate it to grow it and restore its Vitality.[4]
- Put it to work in the Bio Reactor for items, or burn it in the Bacterial Fuel Cell for a beam.[4]
The Grafting Station skips the tool and the biome. It needs a beam of at least 100 AP at purity 2.8 or higher and makes a colony per minute. The Advanced Grafting Anchor is a Grafting Anchor upgraded with four Reactor Speed Upgrades. It cuts a colony to 20 seconds but raises the beam requirement to 500 AP.[15]
Crafting Shaped
| Empty slot | Reactor Speed Upgrade | Empty slot |
| Reactor Speed Upgrade | Grafting Anchor | Reactor Speed Upgrade |
| Empty slot | Reactor Speed Upgrade | Empty slot |
Recipe id: nautec:advanced_grafting_anchor
Final stage: Reactor upgrades
The Bio Reactor has 2 upgrade slots and the Industrial Bio Reactor has 4. Each upgrade multiplies the power draw: 1.6 for Speed, 1.8 for Yield and 1.2 for Efficiency. The Reactor Fusion Upgrade counts as one of each in a single slot and multiplies the draw by 2.5.[25]
Crafting Shapeless
- Reactor Speed Upgrade
- Reactor Yield Upgrade
- Reactor Efficiency Upgrade
Recipe id: nautec:reactor_fusion_upgrade
Made from one of each of the other three upgrades, according to the in-game guide.
As an example, a Bio Reactor with 3 colonies needs 100 AP with no upgrades and 250 AP with 1 Fusion Upgrade. An Industrial Bio Reactor with 9 colonies needs 550 AP bare and 21,485 AP with 4 Fusion Upgrades.[25]
How does NauTec 2 work with other mods?
2 parts
In this pack, NauTec 2 connects with other mods through three links in the recipe data: molten metal casting with Hephaestus Forge, an Oil recipe tied to Oritech, and a fabricating recipe from FTB Evolution 2 Companion. The pack's quest book has no quests that involve NauTec 2.[9]
Casting NauTec metals with Hephaestus
The pack adds casting recipes that turn molten metals into NauTec items. You cast ftb:molten_aquarine_steel into Aquarine Steel Ingot on a casting table, or into Aquarine Steel Block in a casting basin. All of these recipes are added by the pack.[9]
Casting Table (hephaestus)
- 90× Molten Aquarine Steel
Recipe id: ftb:hephaestus_materials/casting/aquarine_steel/ingot
Aquarine Steel ingots are cast on a casting table.
Casting Basin (hephaestus)
- 810× Molten Aquarine Steel
Recipe id: ftb:hephaestus_materials/casting/aquarine_steel/block
The block version is poured in a casting basin.
ftb:molten_atlantic_gold works the same way: it casts into Atlantic Gold Ingot and Atlantic Gold Nugget on a casting table. These recipes are also added by the pack.[9]
Casting Table (hephaestus)
- 90× Molten Atlantic Gold
Recipe id: ftb:hephaestus_materials/casting/atlantic_gold/ingot
Atlantic Gold ingot casting.
Casting Table (hephaestus)
- 10× Molten Atlantic Gold
Recipe id: ftb:hephaestus_materials/casting/atlantic_gold/nugget
Atlantic Gold nuggets are cast from a much smaller amount of molten metal.
Oil from Salt Water, and the Abyssal Lens
NauTec 2 has a mixing recipe that turns Salt Water into Oil, the Oil fluid from Oritech. The pack changed this recipe, so check it here rather than assuming the mod's own version.[9]
The pack's version of the Oil mixing recipe.
That Oil matters because the pack's fabricating recipe for the Abyssal Lens uses it together with NauTec's Electrolyte Algae Serum. The recipe type comes from the FTB Evolution 2 Companion mod, and the pack adds the recipe itself. The amounts are large, so plan your fluid production before you start.[9]
Fabricating (ftbevolutioncompanion)
Recipe id: ftb:fabricating/abyssal_lens
Both fluids are needed in large quantities.
Which NauTec 2 config options matter?
4 parts
Almost everything you can tune for NauTec 2 lives in one file, submarineMaxSpeed is just one of hundreds of entries in config/nautec-common.toml. Every numeric option in that file is listed in this pack with the same value as the mod default, so the pack leaves the numbers alone. The few entries below are the ones you are most likely to notice in play.[11]
Settings you will notice
- collectSaltWater is false, so picking up water in an ocean biome does not give you salt water.[11]
- spawnBookInInventory is false, so you are not handed a book when you join a new world.[11]
- preferredTagNamespaces is set to ftbmaterials first, then minecraft. When a bacteria's product is an item tag, an item from an earlier namespace wins.[11]
- confinedSpawnerXpFluids is set to the Just Dire Things liquid experience fluid (Just Dire Things), and confinedSpawnerXpRatio is 20 mB per experience point, the mod default.[11]
- starcatcherFishOnNautecRod is true: with Starcatcher installed, the NauTec Fishing Rod catches Starcatcher fish instead of vanilla fishing loot.[11]
- submarineRepairItem is Deep Steel Plating, and each one restores 0.2 of the hull in an anvil (submarineRepairPercent).[11]
Submarine and lasers
The submarine runs on the mod defaults: hull integrity of 80 half hearts (submarineMaxHealth), a top speed of 0.81 blocks per tick (submarineMaxSpeed) and a power capacity of 1,000,000 (submarinePowerCapacity).[11]
Normal lasers reach 16 blocks (laserDistance) and Long Distance Laser beams reach 64 (longDistanceLaserDistance). Both match the mod default, so plan your beam runs around those lengths.[11]
Pack-added Resinophiles strain
The pack ships generated data files that add a bacteria strain called Resinophiles. It starts at a colony size of 300 to 500, with a growth rate of 0.5 to 1.1, a lifespan of 1,100 to 2,300, mutation resistance of 0 to 0.08 and a production rate of 0.2 to 0.55.[26]
You get the strain by mutating the NauTec metallophiles strain using Harden Insulating Resin (from Applied Flux) as the catalyst, with a chance value of 10. To feed it in the Incubator, the nutrient is the insulating resin ingot tag, with a consume chance of 0.07 and growth of 10 to 30 per cycle.[27][28]
Atlantean Rifle loot category
For Apotheosis, the pack files the Atlantean Rifle under the apotheosis:bow loot category.[29]
Sources
- FTB Evolution 2 1.1.0 mod list · pack file
- In-game guide: Aquatic Biology (nautec) · official docs
- In-game guide: Deep Engineering (nautec) · official docs
- In-game guide: Bacteria Introduction (nautec) · official docs
- In-game guide: Biome Tanks (nautec) · official docs
- In-game guide: Bubble Anchor (nautec) · official docs
- In-game guide: Combustion Dynamo (nautec) · official docs
- In-game guide: <Color id="light_purple">Building Blocks</Color> (nautec) · official docs
- FTB Evolution 2 1.1.0 recipe dump: recipes making NauTec 2 items · pack recipe dump
- nautec names, screen text and descriptions (English lang file) · official mod data
- FTB Evolution 2 1.1.0 config: config/nautec-common.toml · pack file
- In-game guide: The Deep Oceans (nautec) · official docs
- In-game guide: Bacterial Analyzer (nautec) · official docs
- In-game guide: Bio Reactor (nautec) · official docs
- In-game guide: Bacteria Grafting (nautec) · official docs
- data/nautec/data_maps/block/bacteria_obtaining.json (nautec's jar) · official mod data
- data/nautec/tags/worldgen/biome/budding_prismarine_grafting.json (nautec's jar) · official mod data
- data/nautec/tags/worldgen/biome/has_budding_prismarine.json (nautec's jar) · official mod data
- In-game guide: Incubator (nautec) · official docs
- In-game guide: Bacteria Stats (nautec) · official docs
- In-game guide: Colony Feeding (nautec) · official docs
- In-game guide: Bacterial Fuel Cell (nautec) · official docs
- In-game guide: Colony Replicator (nautec) · official docs
- In-game guide: Dish Storage (nautec) · official docs
- In-game guide: Reactor Upgrades (nautec) · official docs
- FTB Evolution 2 1.1.0 config: config/nautec/generated_pack/data/nautec_generated/nautec/bacteria/resinophiles.json · pack file
- FTB Evolution 2 1.1.0 config: config/nautec/generated_pack/data/nautec_generated/recipe/resinophiles_incubation.json · pack file
- FTB Evolution 2 1.1.0 config: config/nautec/generated_pack/data/nautec_generated/recipe/resinophiles_mutation.json · pack file
- FTB Evolution 2 1.1.0 config: config/nautec/generated_pack/data/apotheosis/data_maps/item/loot_category_overrides.json · pack file
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.