
Oritech in FTB Evolution 2
FTB Evolution 2 1.4.0 ships version 2.0.0-exp11 · First seen in 1.0.2
Oritech is a mod in FTB Evolution 2 1.4.0, where it is version 2.0.0-exp11. A technology-focused mod, with animated machinery, diverse processing options, and plenty of new mechanics and equipment (Summary from the mod's Modrinth page.)
Changed in 1.4.0
7 recipes removed
Compared with 1.3.2, the last version we have recipe data for. Everything that changed in 1.4.0 →
Oritech guide for FTB Evolution 2
Last verified for FTB Evolution 2 v1.4.0 on Oct 17, 2026 · text last changed Oct 17, 2026
- Sections
- 7
- Recipes shown
- 32
- Items named
- 76
Every recipe and number here was checked against FTB Evolution 2 1.4.0, read from the running game on Oct 17, 2026.
What is Oritech?
2 parts
Oritech is an open-source tech mod built around animated machinery. It adds processing machines, world interaction machines, logistical parts, world generation features and equipment. Most machines are animated multiblocks, and you upgrade them with addon blocks.[1]
This pack ships Oritech 2.0.0-exp7. It was already in the pack by version 1.0.2, so it is nothing new in 1.1.0.[2]
What you can do with it
- Run multiple ore processing chains and variants.[1]
- Build automated farming machines.[1]
- Craft electric tools and armor, and get cybernetic player augmentation.[1]
- Move items, fluids and energy with pipes, or send items over long distances with drones.[1]
- Mine blocks automatically with lasers, and smash particles in particle accelerators.[1]
- Generate energy in different ways, from burning fossil fuels to running sustainable biofuel farms.[1]
How the mod is designed
Oritech tries to give you more than one route to most things, so you are not stuck waiting on one rare item. For example, plastic can come from farming items or from oil processing.[1]
It also aims for renewable resources. Fuel and items can come from large automated farms, and the late game offers "renewable" metals through the bedrock extractor. The resource nodes for those extractors and the oil wells spawn naturally, which nudges you to build outlying bases and haul the output back to a central hub.[1]
Pipes keep things simple: there is only 1 pipe tier for each type, and they are generally pretty fast.[1]
Unverified Where the pack's quest book places Oritech (its chapter, group, and what comes before and after it) and whether the ATM Star path uses it are not shown in the sources here, so check the quest book in game.
How do you get started with Oritech?
4 parts
Oritech is a tech mod built around animated machines, with many ways to process ores and plenty of generators. Its design aim is that you are rarely stuck waiting on one rare item, because most things can be made in more than one way. Plastic, for example, can come from farming items or from oil processing.[1]
Unverified The sources here show no quests for Oritech in this pack's quest book, so there is no quest chapter to follow. The order below is built from the machine descriptions, the recipes and the pack's config, not from a quest line.
Step one: get power running
Everything else needs energy, so start with a Basic Generator. The mod's own advancement text for it is "Generate some serious power with a basic generator".[3]
The pack tweaks it. Its energy capacity is 50,000, while the mod default is 100,000. That is set in machineSettings.generators.basicGeneratorData.energyCapacity.[4]
Its output per tick is 64 in machineSettings.generators.basicGeneratorData.energyPerTick, the same as the mod default.[4]
The most it can push out per tick is 512 in machineSettings.generators.basicGeneratorData.maxEnergyExtraction, also the same as the mod default.[4]
Step two: start processing ore
Next comes the Pulverizer, which the mod describes as the machine that turns your ores into dust. Adamant is a good example of the chain. The pulverizer makes Adamant Dust, and you can then smelt that dust into an ingot.[3][5]
Pulverizer recipe for Adamant Dust.
Smelting the dust gives Adamant Ingot.
The Fragment Forge is another processing machine. The pack has changed its copper recipe, and it outputs Small Copper Clump and Small Gold Clump alongside the main clump.[5]
Fragment Forge (oritech)
Recipe id: oritech:fragment_forge/raw/copper
Changed by the pack.
Step three: make a Basic Battery
The Basic Battery has several routes. The pack changed both of its Assembler recipes, so check these two blocks rather than relying on what you remember from the mod alone. The mod also has a centrifuge route for it.[5]
Assembler recipe, changed by the pack.
A second Assembler recipe for the same battery, also changed by the pack.
Step four: move energy around
When your machines are spread out, remember that the pack slows energy pipes. logistics.energyPipeTransferRate is 10,000 RF/t here, down from the mod default of 25,000. Plan your cable runs with that cap in mind.[4]
Centrifuge (productivebees)
Recipe id: productivebees:centrifuge/materials/honeycomb_plastic
Plastic sheet from the bee centrifuge, changed by the pack.
How does Oritech work?
11 parts
Oritech machines are mostly animated multiblocks, and you upgrade them with addon blocks. The mod is built so most things have more than one route. Plastic, for example, can come from farming items or from oil processing. There is only one pipe tier for each pipe type.[1]
Machine cores, frames and addons
Machine cores come in seven grades, from Primitive to Ultimate, with levels 1 to 7 set by machineSettings.machineCoreLevels.core1Level up to machineSettings.machineCoreLevels.core7Level. The pack leaves all seven at their defaults. The Ultimate core is the one that lets you add excessive addons. A machine frame chain can be up to 64 blocks long (machineSettings.processingMachines.machineFrameMaxLength).[3][4]
In this pack addon bonuses are added together rather than multiplied (machineSettings.additiveAddons is true). machineSettings.layeredExtenders is false, so the number of machine extenders you can use is the direct amount rather than being limited by core quality.[4]
- Speed addon: processing speed multiplier 0.5 (speedAddonSpeed) and energy efficiency multiplier 1.2 (speedAddonEfficiency).[6]
- Efficiency addon: energy multiplier 0.8 (efficiencyAddonEfficiency).[6]
- Processing chamber addon: efficiency multiplier 1.5 (chamberAddonEfficiency).[6]
- Ultimate addon: speed multiplier 0.25 (ultimateAddonSpeed) and efficiency multiplier 1.1 (ultimateAddonEfficiency).[6]
- Burst addon: a burst lasts 240 ticks per addon (burstAddonTicks).[6]
- Burst addon: processing speed multiplier of 8 (machineSettings.addonConfig.burstAddonSpeedMultiplier).[4]
- Burst addon: throttle energy multiplier of 1.2 (machineSettings.addonConfig.burstAddonThrottleMultiplier).[4]
Unverified The sources here do not show how each multiblock is laid out or what every addon block does (acceptor, fluid, inventory proxy and so on). Check the mod's own wiki or your recipe viewer in game for those details. This site does hold FTB Evolution 2's own recipes, read from the pack itself: look the item up in the item browser.
Generating power
The pack rebalanced most generators. Here is what the config says, with the mod default where the pack changed it.[4]
- Basic generator: energy per tick 64 and extraction 512, both as in the mod. Capacity is 50,000 (mod default 100,000).[4]
- Bio generator: energy per tick 256 (mod default 128), extraction 4,096 (mod default 1,024), capacity 100,000 (mod default 250,000).[4]
- Fuel generator: energy per tick 8,192 (mod default 512), extraction 32,768 (mod default 4,096), capacity 250,000 (mod default 1,000,000).[4]
- Lava generator: energy per tick 64 (mod default 128), extraction 512 (mod default 1,024), capacity 100,000 (mod default 250,000).[4]
- Solar generator: energy per tick 128 (mod default 64), extraction 256 (mod default 512), capacity 100,000 (mod default 250,000).[4]
- Steam engine energy capacity: 100,000 (mod default 250,000), set by machineSettings.generators.steamEngineData.energyCapacity.[4]
- Steam engine extraction: 50,000, as in the mod (machineSettings.generators.steamEngineData.maxEnergyExtraction).[4]
- Steam boiler generators and the steam engine hold 128 buckets of steam (mod default 8), set by machineSettings.generators.steamEngineData.steamBoilerCapacityBuckets.[4]
- For generators with the steam addon, machineSettings.generators.steamEngineData.rfToSteamRatio is 4 in this pack (mod default 2).[4]
- Only Steam is accepted by steam engines (machineSettings.generators.steamId). By default the engine does not stop when energy or the water tank is full (machineSettings.generators.steamEngineData.stopOnEnergyFull, machineSettings.generators.steamEngineData.stopOnWaterFull).[4]
This pack also adds a Colossal Reactors coolant recipe that turns water into steam, which is one more source of Steam. See Colossal Reactors.[5]
Coolant (colossal_reactors)
- 2× any water
Recipe id: colossal_reactors:reactor/reactor_coolant_0
Added by the pack: water in, Steam out.
Storing and moving energy
- Small energy storage: capacity 1,250,000 (mod default 1,000,000), insertion and extraction 6,250 each (mod default 10,000).[4]
- Large energy storage: capacity 25,000,000 (mod default 20,000,000), insertion and extraction 12,500 each (mod default 25,000).[4]
- Energy pipes carry 10,000 RF/t in this pack (mod default 25,000), set by logistics.energyPipeTransferRate.[4]
- Energy transmission poles have a capacity of 1,000,000 (mod default 5,000,000), set by logistics.poleConfig.energyCapacity.[4]
- Poles must be at least 50 blocks apart (logistics.poleConfig.minRange) and at most 1,000 apart (logistics.poleConfig.maxRange).[4]
- Superconductor cable transfers 4,194,304 RF/t, unchanged from the mod (logistics.superConductorTransferRate).[4]
Pipes and automation
Item, fluid and energy pipes all have framed variants. Pipe blocks only have block entities where needed, such as when connecting to machines, and networks are cached.[1][3]
- Item pipes move 8 items per cycle, one cycle every 5 ticks (logistics.itemPipeTransferAmount, logistics.itemPipeIntervalDuration).[4]
- Fluid pipes extract 0.5 buckets per cycle (logistics.fluidPipeExtractAmountBuckets), one cycle every 3 ticks (logistics.fluidPipeExtractIntervalDuration).[4]
- After 100 ticks without a successful transfer, a pipe's retry interval starts doubling (logistics.pipeIdleThresholdTicks).[4]
- The pack cut the maximum idle retry interval to 2 ticks (mod default 40), set by logistics.pipeMaxIdleIntervalTicks. The config notes it is never shorter than the normal transfer interval.[4]
- Drone ports ship items over long distances. Each trip costs a base of 1,024 RF (machineSettings.dronePortConfig.baseEnergyUsage), plus 50 times the square root of the travel distance (machineSettings.dronePortConfig.distanceEnergyUsage).[1][4]
Processing machines
Machines have their own power buffer and input limit. The energy per tick values below are straight from the config, and all match the mod defaults.[4]
- Pulverizer: 32 per tick, capacity 25,000, insertion 256.[4]
- Powered furnace: 32 per tick, capacity 10,000, insertion 256, and a speed multiplier of 0.5 relative to vanilla.[4]
- Fragment forge: 256 per tick, capacity 50,000, insertion 2,048.[4]
- Centrifuge: 64 per tick, capacity 10,000, insertion 512.[4]
- The centrifuge fluid tank holds 64 buckets in this pack (mod default 8), set by machineSettings.processingMachines.centrifugeData.tankSizeInBuckets.[4]
- Refinery: 64 per tick, capacity 50,000, insertion 512.[4]
- Assembler and foundry: 128 per tick, capacity 50,000, insertion 1,024 each.[4]
- Industrial chiller: 32 per tick, capacity 50,000, insertion 256.[4]
Machines use their own recipe types: pulverizer, fragment forge, centrifuge, fluid centrifuge, refinery, assembler, foundry, atomic forge, laser and particle collision. The pack changes or adds some of them. The assembler battery recipe and the platinum clump centrifuge recipe are changed by the pack, and the clump recipe also gives Fluxite.[5]
Changed by the pack.
Centrifuge (oritech)
Recipe id: oritech:centrifuge/clump/platinum
Changed by the pack: gives a Platinum Shard and Fluxite.
Adamant shows how many routes one material can have. The fragment forge makes Adamant Dust, a furnace or blast furnace turns that into an Adamant Ingot, and the foundry can alloy ingots directly. The pack also adds Hephaestus casting: 90 units of molten adamant make an ingot and 810 make a block. See Hephaestus Forge.[5]
Casting Table (hephaestus)
- 90× Molten Adamant
Recipe id: ftb:hephaestus_materials/casting/adamant/ingot
Added by the pack.
Fluids and oil
The fluid centrifuge recipes produce Mineral Slurry alongside shards, and the pack adds ones for aluminum and for niobium. The refinery makes Diesel and Light Naphtha, shown below. The pack also changes a NauTec recipe that makes Oil. See NauTec 2.[5]
Changed by the pack: salt water in, Oil out.
Oil springs generate in Overworld biomes with a rarity filter chance of 350, and a chance of 120 in desert pyramid biomes. worldGeneration.easyFindFeatures is false, so oil wells and ore nodes do not get the extra surface markers.[4][7][8][9][10]
Bedrock extractor and resource nodes
Naturally spawned resource nodes feed the bedrock extractor, and the oil wells give you a reason to build outposts and ship goods back to a central hub. The extractor spends 1,024 RF per work step (machineSettings.bedrockExtractorConfig.energyPerStep) and needs 20 steps per ore (machineSettings.bedrockExtractorConfig.stepsPerOre), with a 20,000 RF buffer (machineSettings.bedrockExtractorConfig.energyCapacity).[1][4]
- Common nodes (rarity 350): copper, iron, nickel and coal.[11][12]
- Other nodes (rarity 380): gold, nickel, lapis and redstone.[13][14]
- Rare nodes (rarity 500): diamond, gold, emerald, uranium and platinum.[15][16]
World-interaction machines
- Destroyer: moves for 15 ticks at 8 energy and works for 40 ticks at 128 energy.[4]
- Block placer: moves for 10 ticks at 8 energy and works for 5 ticks at 64 energy.[4]
- Fertilizer: moves for 10 ticks at 8 energy, works for 20 ticks at 128 energy and uses 0.25 buckets of liquid per fertilized block.[4]
- Enderic laser: range 128 blocks, base cost of 1,024 RF to break a block and 2 base damage per tick to entities.[4]
- Block hardness affects the destroyer and laser speed through a factor of 0.5 (machineSettings.blockBreakHardnessExponentialFactor). A lower value means hardness matters less.[4]
Reactor
The nuclear reactor is a multiblock, and the pack makes it smaller but more powerful than the mod default. Maximum size is 16 (mod default 66), maximum heat is 4,000 (mod default 2,000), and an overheated reactor explodes after 400 ticks (mod default 600). Each pulse makes 38 RF (mod default 128). Output is 75,000 RF/t per energy port (mod default 25,000), and it stores up to 500,000,000 RF (mod default 50,000,000).[4]
Safe mode is off (reactor.safeMode), so an overheated reactor explodes. If you turn it on, the reactor enters a cooldown period instead.[4]
- The safe mode cooldown lasts 2,400 ticks (reactor.safeModeCooldown).[4]
- Neutron absorbers reduce heat at a rate of 16 (reactor.absorberRate).[4]
- Vents have a base cooling rate of 4 (reactor.ventBaseRate).[4]
Particle accelerator and black holes
The accelerator is built from guide rings (Particle Accelerator Guide Ring), linear motors and sensors. Each acceleration step has a base cost of 10 RF, motors store 5,000,000 RF, and the maximum gate distance is 10. Collision energy decides what you can do. A nether portal needs 5,000, an end portal needs 15,000 in this pack (mod default 10,000), and a black hole needs 15,000.[3][4]
Particle collisions can make Enderic Compound.
Black holes pull in blocks within 16 blocks, and the tachyon energy they produce is 50,000. The pack gives the black hole block a hardness of 10 and makes it require a tool. Mined with the correct tool, it drops itself.[4][17][18]
Arcane machines
The arcane machines run on souls, and all of these costs are the mod defaults. Catalysts start at 50 base souls, with a soul cost multiplier of 2 and 20 RF/t per catalyst soul capacity level. Hyper enchanting has a multiplier of 2 and an exponential factor of 1.15, which the config warns makes higher levels much more expensive. Spawner soul cost is x1 and stabilized enchanter soul cost is x5.[4]
How do you progress through Oritech?
4 parts
The recipe data for Oritech in this pack shows which machine makes what, so this section follows the materials machine by machine. It does not show a fixed order of tiers, so I won't invent one.[5]
The metal route: dust, ingot, alloy
Oritech's own metals follow a repeating pattern: each has a dust and an ingot, and each ingot also has a foundry alloy recipe. The dusts are Adamant Dust, Biosteel Dust, Duratium Dust and Energite Dust. The ingots are Adamant Ingot, Biosteel Ingot, Duratium Ingot and Energite Ingot. Smelting and blasting recipes for the dusts exist too, and the adamant smelting one is shown below.[5]
Smelting adamant dust into an ingot.
- The fragment forge makes the adamant, biosteel, duratium and energite dusts.[5]
- The pulverizer also makes adamant, biosteel and duratium dust.[5]
- Adamant, biosteel, duratium and energite ingots each have a foundry alloy recipe.[5]
The pack adds a second way to get some of these. A Hephaestus casting table turns 90 Molten Adamant into an Adamant Ingot, and 90 Molten Duratium into a Duratium Ingot. A casting basin turns 810 of either into the matching storage block. Molten Prometheum is cast the same way, 90 per Prometheum. These casting recipes are pack additions, not mod defaults.[5]
Casting Table (hephaestus)
- 90× Molten Adamant
Recipe id: ftb:hephaestus_materials/casting/adamant/ingot
The pack's casting table route for an adamant ingot.
Fluxite and the pack's changed ore processing
Fluxite is made by the particle collision recipe and by the laser recipe. A Productive Bees honeycomb centrifuge recipe also gives it, as does the pack's Molten Fluxite casting (90 per gem, 810 per block). The pack also adds a Mystical Agriculture essence recipe that makes 7 fluxite.[5]
The pack has changed how Oritech machines handle raw ore. The fragment forge recipes for raw iron, copper and gold, the platinum ore recipe and the centrifuge's platinum clump recipe are all marked as changed by the pack. Both platinum recipes involve Fluxite. The small clump items Small Iron Clump, Small Nickel Clump, Small Copper Clump and Small Gold Clump turn up in the raw ore recipes, and the raw iron and raw copper ones are shown below.[5]
Fragment Forge (oritech)
Recipe id: oritech:fragment_forge/raw/iron
The pack's changed fragment forge recipe for raw iron.
Fragment Forge (oritech)
Recipe id: oritech:fragment_forge/raw/copper
The pack's changed fragment forge recipe for raw copper.
The pack also adds centrifuge fluid recipes for aluminum, chromium, copper and desh shards, plus a niobium recipe that gives Niobium Ore Solution. The aluminum, chromium, copper, desh and niobium recipes each also output Mineral Slurry.[5]
Fluids and fuel
The Oritech refinery covers the fluid side, with biodiesel, heavy oil and lava recipes. Fluids to watch for along this route are Diesel, Light Naphtha, Sulfuric Acid, Sheol Fire and Steam. Biofuel has its own centrifuge fluid recipe. The heavy oil and lava recipes are shown below.[5]
Refinery (oritech)
Recipe id: oritech:refinery/heavyoil
The refinery's heavy oil recipe.
The refinery's lava recipe.
Two other mods feed into Oritech fluids here. NauTec 2 has a mixing recipe, changed by the pack, that makes Oil from 250 Salt Water. Colossal Reactors has a pack-added coolant recipe that turns 2 water into Steam.[5]
Machines, batteries and advanced parts
The assembler is where parts such as Clay Catalyst Beads and Enderic Lens come from. The pack changed its recipes for the Basic Battery and the Flux Gate. The basic battery and the Advanced Battery also have centrifuge fluid recipes.[5]
The pack changed this assembler recipe for the basic battery.
The pack changed this assembler recipe for the flux gate.
The atomic forge is the machine behind the Advanced Computing Engine, the Super AI Chip and the Heisenberg Compensator, and the compensator has two recipes. Particle collision recipes exist for Enderic Compound, Fluxite and the Overcharged Crystal. Enderic compound also has a centrifuge enderic sculk recipe and a pulverizer recipe the pack adds, shown below.[5]
The atomic forge recipe for the advanced computing engine.
Pulverizer (oritech)
Recipe id: ftb:ae2_dusts/oritech/ender_dust_to_enderic
The pack's pulverizer recipe for enderic compound.
The particle accelerator parts are ordinary crafting recipes. Here are the guide ring and the sensor.[5]
Crafting Shaped
| Empty slot | any steel ingot | Empty slot |
| any steel ingot | Redstone Torch | any steel ingot |
| Superconductor | Industrial Glass | Industrial Glass |
Recipe id: oritech:accelerator_ring
Crafting Shaped
| Observer | Empty slot |
Recipe id: oritech:accelerator_sensor
How does Oritech work with other mods?
5 parts
Oritech is the pack's bridge for fluids and for processing ores into the pack's unified metals. There are no unusual setups here: the pack mostly rewires Oritech's recipes so they output FTB Materials items, and it lets other mods use Oritech's fluids.[5]
Ore processing with FTB Materials
The pack added a whole family of Oritech centrifuge fluid recipes that turn clumps into FTB Materials shards, and each one also gives you Mineral Slurry as a second output. You get Aluminum Shard, Chromium Shard, Copper Shard, Desh Shard, Gold Shard, Iridium Shard, Iron Shard, Lead Shard, Nickel Shard, Novite Shard, Platinum Shard, Plutonium Shard, Silver Shard, Tin Shard, Titanium Shard, Uranium Shard and Zinc Shard.[5]
Centrifuge Fluid (oritech)
Recipe id: ftb:unification/oritech/centrifuge_fluid/clump_to_shard_acid/aluminum
One of the recipes the pack added. The other shards follow the same pattern.
Niobium works a little differently. Its recipe gives you Niobium Ore Solution from LTX Industries together with the mineral slurry, instead of a shard.[5]
Centrifuge Fluid (oritech)
Recipe id: ftb:unification/oritech/centrifuge_fluid/clump_to_shard_acid/niobium
Oritech's own centrifuge fluid recipes for copper, gold, iron, nickel and platinum were changed by the pack too. They now give the matching FTB Materials shard plus mineral slurry.[5]
The fragment forge was changed as well, so its outputs mix FTB Materials items with Oritech's small clumps. Raw copper gives Copper Clump, Small Copper Clump and Small Gold Clump. Raw iron gives Iron Clump, Small Iron Clump and Small Nickel Clump. Raw nickel gives Nickel Clump, Small Nickel Clump and Small Platinum Clump. Raw gold gives Gold Clump, Small Copper Clump and Small Gold Clump.[5]
Platinum and uranium are a bit special. In the platinum recipes the pack changed, Platinum Clump, Raw Platinum and Platinum Shard come with Fluxite on the side. The uranium forge recipes add Small Plutonium Dust next to Uranium Dust and Raw Uranium. The recipes below show the raw platinum and uranium forge recipes.[5]
Fragment Forge (oritech)
Recipe id: oritech:fragment_forge/raw/platinum
Fragment Forge (oritech)
Recipe id: oritech:fragment_forge/uranium
Casting Oritech metals with Hephaestus Forge
The pack added casting recipes in Hephaestus Forge so you can make Oritech materials from molten metals. A casting table makes Adamant Ingot from ftb:molten_adamant, Duratium Ingot from ftb:molten_duratium, Fluxite from ftb:molten_fluxite and Prometheum from ftb:molten_prometheum. A casting basin makes the full blocks of Adamant, Duratium and Fluxite.[5]
Casting Table (hephaestus)
- 90× Molten Adamant
Recipe id: ftb:hephaestus_materials/casting/adamant/ingot
Casting Table (hephaestus)
- 90× Molten Duratium
Recipe id: ftb:hephaestus_materials/casting/duratium/ingot
Casting Table (hephaestus)
- 90× Molten Fluxite
Recipe id: ftb:hephaestus_materials/casting/fluxite/gem
Casting Table (hephaestus)
- 90× Molten Prometheum
Recipe id: ftb:hephaestus_materials/casting/prometheum/ingot
Oil and fuel
Oil is shared with other mods. NauTec 2 has a mixing recipe, changed by the pack, that produces Oritech's Oil from Salt Water.[5]
The pack changed this NauTec recipe so that it outputs Oritech's Oil.
Oil also goes into the fuel refinery from Stellaris. The pack added a refinery recipe that takes Oritech Oil alongside Diesel and Fuel, and it changed the base Stellaris fuel refining recipe that takes the same fluids.[5]
Fabricating recipes that use Oritech fluids
The fabricating recipes added by the pack, from FTB Evolution 2 Companion, each take an Oritech fluid together with a fluid from another mod.[5]
- Abyssal Lens uses Oritech's Oil, paired with Electrolyte Algae Serum from NauTec.[5]
- Causal Anchor uses Strange Matter, paired with the time fluid from Just Dire Things.[5]
- Stellar Chart uses Turbofuel, paired with the Fortron fluid from Modular Force Field System.[5]
Fabricating (ftbevolutioncompanion)
Recipe id: ftb:fabricating/abyssal_lens
Fabricating (ftbevolutioncompanion)
Recipe id: ftb:fabricating/causal_anchor
Fabricating (ftbevolutioncompanion)
Recipe id: ftb:fabricating/stellar_chart
Plastic from Productive Bees
Productive Bees connects to Oritech through plastic. A Productive Bees centrifuge recipe, changed by the pack, gives you Plastic Sheet and Wax.[5]
Centrifuge (productivebees)
Recipe id: productivebees:centrifuge/materials/honeycomb_plastic
This matches how Oritech is designed. Plastic can be made from farming items or from oil processing, so you can pick whichever route suits your base.[1]
Which Oritech config options matter?
6 parts
Oritech keeps its settings in two files: the common config and the startup config. This pack changes a fair number of values in the common file, mostly around the reactor, generators, energy storage and pipes. Nothing in the startup file is marked as changed, so the jetpacks, tools, laser and addon multipliers there match the mod defaults. Below, every changed value comes with the mod default so you can see how far the pack moved it.[4][6]
Reactor
The reactor is where the pack differs most from the mod. It is a much smaller build with a much bigger power ceiling.[4]
- reactor.maxSize is 16 (mod default 66). This caps the reactor multiblock size.[4]
- reactor.maxHeat is 4,000 (mod default 2,000). This is the heat the reactor can reach before meltdown.[4]
- reactor.maxUnstableTicks is 400 (mod default 600). This is how many ticks an overheated reactor lasts before it explodes.[4]
- reactor.rfPerPulse is 38 (mod default 128), the RF generated per reactor pulse.[4]
- reactor.reactorMaxEnergyOutput is 75,000 RF/t per energy port (mod default 25,000).[4]
- reactor.reactorMaxEnergyStored is 500,000,000 RF (mod default 50,000,000).[4]
Generators
The pack rebalances every generator's buffer, and several of the output-related values too. These are all in the common config under machineSettings.generators.[4]
- Basic generator: machineSettings.generators.basicGeneratorData.energyCapacity is 50,000 (mod default 100,000).[4]
- Bio generator: machineSettings.generators.bioGeneratorData.energyCapacity is 100,000 (mod default 250,000).[4]
- Bio generator: machineSettings.generators.bioGeneratorData.energyPerTick is 256 (mod default 128).[4]
- Bio generator: machineSettings.generators.bioGeneratorData.maxEnergyExtraction is 4,096 (mod default 1,024).[4]
- Fuel generator: machineSettings.generators.fuelGeneratorData.energyCapacity is 250,000 (mod default 1,000,000).[4]
- Fuel generator: machineSettings.generators.fuelGeneratorData.energyPerTick is 8,192 (mod default 512).[4]
- Fuel generator: machineSettings.generators.fuelGeneratorData.maxEnergyExtraction is 32,768 (mod default 4,096).[4]
- Lava generator: machineSettings.generators.lavaGeneratorData.energyCapacity is 100,000 (mod default 250,000).[4]
- Lava generator: machineSettings.generators.lavaGeneratorData.energyPerTick is 64 (mod default 128).[4]
- Lava generator: machineSettings.generators.lavaGeneratorData.maxEnergyExtraction is 512 (mod default 1,024).[4]
- Solar generator: machineSettings.generators.solarGeneratorData.energyCapacity is 100,000 (mod default 250,000).[4]
- Solar generator: machineSettings.generators.solarGeneratorData.energyPerTick is 128 (mod default 64).[4]
- Solar generator: machineSettings.generators.solarGeneratorData.maxEnergyExtraction is 256 (mod default 512).[4]
- Steam engine: machineSettings.generators.steamEngineData.energyCapacity is 100,000 (mod default 250,000).[4]
Steam has its own changes too:[4]
- machineSettings.generators.steamEngineData.rfToSteamRatio is 4 (mod default 2), and it applies to generators with the steam addon.[4]
- machineSettings.generators.steamEngineData.steamBoilerCapacityBuckets is 128 buckets (mod default 8), which is the steam capacity of steam boiler generators and the steam engine.[4]
Energy storage
- Large energy storage: storageBlocks.largeEnergyStorage.energyCapacity is 25,000,000 (mod default 20,000,000).[4]
- Large energy storage: storageBlocks.largeEnergyStorage.maxEnergyInsertion is 12,500 (mod default 25,000).[4]
- Large energy storage: storageBlocks.largeEnergyStorage.maxEnergyExtraction is 12,500 (mod default 25,000).[4]
- Small energy storage: storageBlocks.smallEnergyStorage.energyCapacity is 1,250,000 (mod default 1,000,000).[4]
- Small energy storage: storageBlocks.smallEnergyStorage.maxEnergyInsertion is 6,250 (mod default 10,000).[4]
- Small energy storage: storageBlocks.smallEnergyStorage.maxEnergyExtraction is 6,250 (mod default 10,000).[4]
Pipes, poles and tanks
- logistics.energyPipeTransferRate is 10,000 RF/t (mod default 25,000), so energy pipes carry less than they would in the mod.[4]
- logistics.pipeMaxIdleIntervalTicks is 2 (mod default 40). This is the maximum number of ticks between retries for an idle pipe.[4]
- logistics.poleConfig.energyCapacity is 1,000,000 (mod default 5,000,000).[4]
- machineSettings.processingMachines.centrifugeData.tankSizeInBuckets is 64 buckets (mod default 8), so the centrifuge fluid tank is much bigger.[4]
Item pipes and the superconductor cable are left at the mod defaults:[4]
- logistics.itemPipeTransferAmount is 8 items per cycle.[4]
- logistics.superConductorTransferRate is 4,194,304 RF/t.[4]
Particle accelerator
Only one threshold moves here: particleAccelerator.endPortalRequiredSpeed is 15,000 (mod default 10,000), the minimum collision energy to activate an end portal.[4]
- particleAccelerator.netherPortalRequiredSpeed stays at 5,000, the minimum collision energy to activate a nether portal.[4]
- particleAccelerator.blackHoleRequiredSpeed stays at 15,000, the minimum collision energy to create a black hole.[4]
Settings left as they are
A few options you might look for are not changed. equipment.chainsawTreeCutting is true, machineSettings.additiveAddons is true so addon bonuses add together, and machineSettings.layeredExtenders is false, so the amount of machine extenders is the direct amount rather than depending on core quality.[4]
What changed in Oritech between versions?
2 parts
FTB Evolution 2 1.1.0 ships Oritech 2.0.0-exp7, and the pack has included Oritech since 1.0.2 or earlier. The notes below come from the mod's own changelogs for its two latest experimental releases. I don't have any pack changelog entries for this mod.[2]
2.0.0-exp7 (the version in this pack)
This is the big one for gameplay. It changes costs and power output, so it affects how you plan your early game and your generator setups.[19]
- Early machine and augment costs were rebalanced, and most of them are now cheaper.[19]
- Most generators now produce double the RF, and the transfer capacity of most pipes has been increased.[19]
- Fluid and item pipes gained configurable exponential backoff behaviour, along with small performance and consistency improvements.[19]
- Player augments are now auto-loaded to augment stations, so the button for loading them has been removed.[19]
- In-world fluid interactions were added and improved. Steam now flows upwards, and there are new interactions for strange matter.[19]
- There are new config settings to reduce or disable most of Oritech's visual effects and extra eye candy.[19]
- The prom pickaxe could previously destroy indestructible blocks. That is fixed.[19]
- A new tag lets you configure dubious container targets.[19]
- Multiblock NeoForge capability handling was improved, and reactor performance improvements were ported.[19]
- Korean translations were added for the mod and its wiki, plus lots of small bugfixes.[19]
2.0.0-exp6
This was a small fix release. It fixed controller block state usage cycles on machine load and potential transform issues with the tainted refinery.[20]
Sources
- Oritech project page (modrinth) · official mod data
- FTB Evolution 2 1.1.0 mod list · pack file
- oritech names, screen text and descriptions (English lang file) · official mod data
- FTB Evolution 2 1.1.0 config: config/oritech-common.toml · pack file
- FTB Evolution 2 1.1.0 recipe dump: recipes making Oritech items · pack recipe dump
- FTB Evolution 2 1.1.0 config: config/oritech-startup.toml · pack file
- data/oritech/neoforge/biome_modifier/oil_spring_desert.json (oritech's jar) · official mod data
- data/oritech/neoforge/biome_modifier/oil_spring.json (oritech's jar) · official mod data
- data/oritech/worldgen/placed_feature/oil_spring_desert.json (oritech's jar) · official mod data
- data/oritech/worldgen/placed_feature/oil_spring.json (oritech's jar) · official mod data
- data/oritech/worldgen/configured_feature/resource_node_common.json (oritech's jar) · official mod data
- data/oritech/worldgen/placed_feature/resource_node_common.json (oritech's jar) · official mod data
- data/oritech/worldgen/configured_feature/resource_node_other.json (oritech's jar) · official mod data
- data/oritech/worldgen/placed_feature/resource_node_other.json (oritech's jar) · official mod data
- data/oritech/worldgen/configured_feature/resource_node_rare.json (oritech's jar) · official mod data
- data/oritech/worldgen/placed_feature/resource_node_rare.json (oritech's jar) · official mod data
- kubejs/server_scripts/loot_modification/block_drops.js (FTB Evolution 2's own script) · pack file
- kubejs/startup_scripts/block.js (FTB Evolution 2's own script) · pack file
- Oritech 2.0.0-exp7 changelog · changelog
- Oritech 2.0.0-exp6 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.
Report wrong info
Version in each release
9 releases, first in 1.0.2
| FTB Evolution 2 | Version | Jar | Where it came from |
|---|---|---|---|
| 1.4.0 Oct 17, 2026 | 2.0.0-exp11 | oritech-2.0.0-exp11.jar | From the published release |
| 1.3.2 Oct 16, 2026 | 2.0.0-exp11 | oritech-2.0.0-exp11.jar | From the published release |
| 1.3.1 Oct 15, 2026 | 2.0.0-exp11 | oritech-2.0.0-exp11.jar | From the published release |
| 1.3.0 Oct 14, 2026 | 2.0.0-exp10 | oritech-2.0.0-exp10.jar | From the published release |
| 1.2.2 Oct 13, 2026 | 2.0.0-exp7 | oritech-2.0.0-exp7.jar | From the published release |
| 1.2.1 Oct 12, 2026 | 2.0.0-exp7 | oritech-2.0.0-exp7.jar | From the published release |
| 1.2.0 Oct 12, 2026 | 2.0.0-exp7 | oritech-2.0.0-exp7.jar | From the published release |
| 1.1.0 Oct 10, 2026 | 2.0.0-exp7 | oritech-2.0.0-exp7.jar | From the published release |
| 1.0.2 Oct 8, 2026 | 2.0.0-exp6 | oritech-2.0.0-exp6.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
302 items from the 1.4.0 recipe dump.
Particle Accelerator Linear Motor
Particle Accelerator Guide Ring
Particle Accelerator Sensor
Block of Adamant
Adamant Dust
Adamant Ingot
Addon Splicer
Advanced Battery
Advanced Computing Engine
Aluminum Resource Node
Arcane Research Station
Arcane Catalyst
Assembler
Atomic Forge
Auxiliary Processing Chamber Addon
Banana
Basic Battery
Basic Generator
Bedrock Extractor
Big Solar Panel
Bio Generator
Biomass
Block of Biomass
Block of Biosteel
Biosteel Dust
Biosteel Ingot
Black Hole
Camo Machine Paint
Carbon Fibre Strands
Carbon Plating Block
Carbon Reinforced Plating Pressure Plate
Carbon Reinforced Plating Slab
Carbon Reinforced Plating Stairs
Centrifuge
Chainsaw
Clay Catalyst Beads
Coal Dust
Coal Resource Node
Control Unit Addon
Copper Clump
Copper Dust
Copper Gem
Machine Plating
Copper Reinforced Plating Pressure Plate
Copper Reinforced Plating Slab
Copper Reinforced Plating Stairs
Copper Resource Node
Creative Energy Storage
Creative Tank
Crop Filter Addon
Cybernetic Augmentation Center
Cybernetic Research Station
Deepslate Nickel Ore
Deepslate Platinum Ore
Deepslate Uranium Ore
Destroyer Block
Adamant Machine Paint
Diamond Resource Node
Drone Port
Dubious Container
...and 242 more.
Config options (how FTB Evolution 2 sets them)
223 settings shipped in the pack's config files; 33 differ from the mod's documented default.
Show settings
| Setting | FTB Evolution 2 value | Mod default |
|---|---|---|
logistics.energyPipeTransferRate changed by FTB Evolution 2Energy pipe transfer rate in RF/t config/oritech-common.toml | 10000 | 25000 |
logistics.pipeMaxIdleIntervalTicks changed by FTB Evolution 2Maximum ticks between idle pipe retries; never shorter than the normal transfer interval. Also applies to boosted pipes. config/oritech-common.toml | 2 | 40 |
logistics.poleConfig.energyCapacity changed by FTB Evolution 2Energy transmission rate and capacity in RF/t config/oritech-common.toml | 1000000 | 5000000 |
machineSettings.generators.basicGeneratorData.energyCapacity changed by FTB Evolution 2config/oritech-common.toml | 50000 | 100000 |
machineSettings.generators.bioGeneratorData.energyCapacity changed by FTB Evolution 2config/oritech-common.toml | 100000 | 250000 |
machineSettings.generators.bioGeneratorData.energyPerTick changed by FTB Evolution 2config/oritech-common.toml | 256 | 128 |
machineSettings.generators.bioGeneratorData.maxEnergyExtraction changed by FTB Evolution 2config/oritech-common.toml | 4096 | 1024 |
machineSettings.generators.fuelGeneratorData.energyCapacity changed by FTB Evolution 2config/oritech-common.toml | 250000 | 1000000 |
machineSettings.generators.fuelGeneratorData.energyPerTick changed by FTB Evolution 2config/oritech-common.toml | 8192 | 512 |
machineSettings.generators.fuelGeneratorData.maxEnergyExtraction changed by FTB Evolution 2config/oritech-common.toml | 32768 | 4096 |
Which FTB Evolution 2 mods work with Oritech?
The FTB Evolution 2 mods that share the most recipes with Oritech. Highlighted ones have a guide.
Comments and tips
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