
Modular Force Field System in FTB Skies 2
FTB Skies 2 1.24.0 ships version 5.4.44 · First seen in 1.20.0
Modular Force Field System is a mod in FTB Skies 2 1.24.0, where it is version 5.4.44. Use that extra power to protect your base (Summary from the mod's Modrinth page.)
Modular Force Field System guide for FTB Skies 2
Last verified for FTB Skies 2 v1.24.0 on Oct 17, 2026 · text last changed Oct 15, 2026
Also applies to:All the Mods 10 7.3 to 8.3
- Sections
- 6
- Recipes shown
- 12
- Items named
- 48
- Quests covered
- 13
5 sections are written for this pack; 1 is shared from another pack's guide.
Every recipe and number here was checked against FTB Skies 2 1.24.0, read from the running game on Oct 13, 2026.
What is Modular Force Field System?
2 parts
Modular Force Field System (MFFS) adds force fields, high-tech machinery and defensive measures to Minecraft. If you want to keep intruders out of your base, build with force fields, make an underwater base or airlock, or deal with approaching mobs, this is the mod for you. This pack ships version 5.4.44.[1][2]
The mod's own guide says it's most commonly used in multiplayer worlds, but it also has plenty to offer in single player. Besides keeping people out, force fields can capture enemies in traps, protect against ballistic missiles and confiscate items from players.[2]
How it works
Everything runs on Fortron, the energy MFFS machines use. The Coercion Deriver generates Fortron from FE energy, and the Fortron Capacitor acts as the hub that passes it on to your other machines. Machines are linked by matching frequency numbers, which you can set with a Frequency Card.[3][4][5]
The Force Field Projector makes the force field itself, and you shape and upgrade it with modes and modules. The Interdiction Matrix is the defensive side. Its optional modules can warn, block or kill unauthorised players, hostile mobs or friendly mobs in its range, and the Biometric Identifier decides who is exempt.[5][6][7][8][9][10][11]
Where it fits in this pack
Most MFFS components are built from Steel Ingots, so steel is your first goal. The pack's MFFS quest chapter follows a clear path from there, and it's a handy checklist.[12][13]
- Start with "Welcome to MFFS" quest, which asks for a Steel Ingot and a Focus Matrix.[13]
- Next come the Coercion Deriver in "Fortron Generation" quest and the Frequency Card in "System Frequency" quest. Then "Machine Upgrades" quest asks for the Speed Module and Capacity Module.[13]
- "Storing Fortron" quest has you build the Fortron Capacitor.[13]
- After the Capacitor the chapter branches. "Force Field Projector" quest is the Force Field Projector. "Biometric Identifier" quest is the Biometric Identifier and Identification Card.[13]
- The Projector branch covers a field shape plus the Inverter Module in "Define the Field" quest, then scale, translation and rotation in "A Matter of Size" quest. Two more quests, "Affecting the Area" quest and "Functional Forcefields" quest, cover further Projector modules.[13]
- The Interdiction Matrix comes in "Interdiction Matrix" quest. "Matrix Motivators" quest then asks for any one of its defensive modules.[13]
How do you get started with Modular Force Field System?
4 parts
MFFS adds force fields, and its machines run on an energy called Fortron. This guide follows the order of the pack's questline for the mod, so you can build up one machine at a time without guessing what comes next.[2][3][13]
Step 1: Steel
Most MFFS components are made from Steel Ingots, so this is your first job. You get them in two steps: craft Steel Compound, then smelt it into an ingot. Steel is used for base components like the Focus Matrix and the Blank Card, and for the machines themselves.[12]
The first quest in the chapter, "Welcome to MFFS" quest, asks for a Steel Ingot and a Focus Matrix. The Focus Matrix is the key part to make early, because most of the mod's recipes use it.[13][14]
Crafting Shaped
| any redstone dust | any steel ingot | any redstone dust |
| any steel ingot | any diamond gem | any steel ingot |
| any redstone dust | any steel ingot | any redstone dust |
Recipe id: mffs:focus_matrix
Make a few of these. Most of the other MFFS recipes use one.
Step 2: Power and Fortron
The Coercion Deriver turns FE into Fortron, and the other MFFS machines need Fortron to work. You power it from an FE source and switch it on with a Redstone signal. It changes from red to blue once it's running. The quest for it is "Fortron Generation" quest.[4][13]
Crafting Shaped
| Empty slot | any copper ingot | Empty slot |
| any iron ingot | any redstone dust | any iron ingot |
| any iron ingot | any coal | any iron ingot |
Recipe id: mffs:battery
Craft this first, because the Deriver, Capacitor and Projector recipes all use a Battery.
Crafting Shaped
| any steel ingot | Empty slot | any steel ingot |
| any steel ingot | any steel ingot | |
| any steel ingot | any steel ingot |
Recipe id: mffs:coercion_deriver
You can boost the Deriver by putting Lapis Lazuli or Nether Quartz in the slot next to the arrow, which raises Fortron output by about 20x. The Speed Module and Capacity Module upgrade it further, and "Machine Upgrades" quest covers them.[4][13]
Step 3: Fortron Capacitor and frequencies
The Deriver produces and stores Fortron, but the Fortron Capacitor is the hub that passes it on to your other machines ("Storing Fortron" quest). Machines on the same frequency share Fortron. The Capacitor defaults to frequency 0 and links machines within 15 blocks by default. Switch it on with a Redstone signal, the same as the Deriver.[3][5][13][15]
Crafting Shaped
| any steel ingot | any steel ingot | |
| any steel ingot | any steel ingot |
Recipe id: mffs:fortron_capacitor
A Frequency Card makes setting frequencies easier. Shift-right-click a machine while holding one to set its frequency. The quest for it is "System Frequency" quest.[4][5][13]
Crafting Shaped
| any gold ingot | any gold ingot |
Recipe id: mffs:frequency_card
Step 4: Your first force field
Now you can build the Force Field Projector ("Force Field Projector" quest). Link it to your Capacitor by matching frequencies, then put a projector mode item in its central slot to pick the field's shape. Each Scale Module in the left-hand matrix slots increases the field radius by one block. The number at the bottom of the GUI shows how much Fortron the field needs. Give it a Redstone signal and it starts projecting if it has enough Fortron.[13][16]
Crafting Shaped
| Empty slot | any diamond gem | Empty slot |
| any steel ingot | any steel ingot |
Recipe id: mffs:projector
Cube Mode is the simplest shape to start with. By default it makes a cube exactly 1 block thick.[17]
After that, the questline opens up the shape modes, the extra projector modules, and the Interdiction Matrix for defense.[13]
How does Modular Force Field System work?
9 parts
Same as in the All the Mods 10 8.1 guide
Everything in this mod runs on Fortron, so once you understand how it gets made, stored and shared, the rest falls into place. Fortron is the energy MFFS machines use. The Coercion Deriver produces and stores it first, and the Fortron Capacitor then passes it on to your other machines.[18]
Making Fortron: the Coercion Deriver
The Coercion Deriver turns FE into Fortron. Hook it up to an FE source and give it a Redstone signal. It changes from red to blue once it's powered and running. It's designed to work alongside a Fortron Capacitor, which it charges with Fortron.[19]
Crafting Shaped
| any steel ingot | Empty slot | any steel ingot |
| any steel ingot | any steel ingot | |
| any steel ingot | any steel ingot |
Recipe id: mffs:coercion_deriver
- Boosting: place Lapis Lazuli or Nether Quartz in the slot next to the arrow. The guide says this should increase Fortron output by about 20x.[19]
- Derive and Integrate modes: by default it's in Derive, which steadily converts FE into Fortron. Click the toggle button in the middle of the GUI to switch to Integrate, which runs in reverse and converts Fortron back into FE.[19]
- Upgrades: a Speed Module increases the boost you get from Lapis Lazuli or Nether Quartz, and a Capacity Module increases how much Fortron the Deriver can store.[19]
Sharing Fortron: the Fortron Capacitor
The Fortron Capacitor is the hub of your setup. It collects the Fortron your Derivers generate and transfers it to the machines that need it. Place it, set its frequency, and give it a Redstone signal. It turns from red to blue and starts moving Fortron between MFFS devices on the same frequency within range.[20]
Crafting Shaped
| any steel ingot | any steel ingot | |
| any steel ingot | any steel ingot |
Recipe id: mffs:fortron_capacitor
- Range: the guide gives a default of 15 blocks. Each Scale Module extends that by 1 block.[20]
- Transfer speed: each Speed Module increases the transfer rate by 50 FE.[20]
- Storage: a Capacity Module increases how much Fortron it can hold.[20]
Fortron can also exist as a liquid. You can pump it straight out of a Capacitor and handle it like Water or Lava. There's also a creative-only Infinite Power Card, which goes in the left-most item slot of a Capacitor for an infinite supply.[18]
Frequencies
Machines with the same frequency share Fortron energy. A Capacitor uses frequency 0 by default. You can change a machine's frequency by right-clicking it and typing a number into its GUI, or by shift-right-clicking it while holding a Frequency Card.[19][20][21]
The card can memorize a frequency. Shift-right-click with it in your hand to generate a random one, and use the card on any machine to copy its frequency across.[22]
Projecting a field
The Force Field Projector uses Fortron to project force fields. It needs a link to a nearby Capacitor, using the matching frequency.[23]
Crafting Shaped
| Empty slot | any diamond gem | Empty slot |
| any steel ingot | any steel ingot |
Recipe id: mffs:projector
- Link the Projector to your Capacitor by entering the matching frequency in its GUI, or by shift-right-clicking it with a Frequency Card.[23]
- Put a projector mode item in the central red slot, the one surrounded by outward-facing arrows.[23]
- Put Scale Modules in the left-hand slot matrix. Each one increases the field radius by one block.[23]
- Check the number at the bottom of the GUI. It shows how much Fortron is needed to sustain a field of that size and shape.[23]
- Give the Projector a Redstone signal. It turns from red to blue and starts projecting, as long as enough Fortron is available.[23]
To walk through a field yourself, you need a Biometric Identifier. The Projector also takes general upgrades: a Speed Module makes it generate fields faster, and a Capacity Module increases its Fortron storage.[23]
Shaping the field
Cube Mode, Cylinder Mode, Sphere Mode and Tube Mode all generate a shell exactly 1 block thick by default. Scale Modules put in a slot marked with a directional arrow grow the field by 1 block in that direction only. The Sphere Mode is the exception, where each module adds 1 block to the radius.[24][25][26][27]
The Pyramid Mode works differently. Its thickness depends on its size, and a module in the left, right, front or back slot scales the field by 1 block in both opposing directions at once. Up and down slots scale only in that direction.[28]
The Custom Mode stores a copy of any block pattern. Use it on two blocks to set the primary and secondary positions, then use it while sneaking to analyze and save everything between them. The Projector then produces a replica of that pattern. Translation Modules in the arrow slots move the field's position by 1 block each, and the Rotation and Scale Modules work as with other modes.[29][30]
The Rotation Module rotates the field. East and West slots adjust yaw, Up and Down adjust pitch, and South and North adjust roll.[31]
Automation and item handling
Several modules use inventories next to a machine, so you can feed or empty them with chests and other automation.[32][33][34]
- Stabilization Module: put a chest on any side of the Projector holding the blocks to build the field with. The Projector consumes blocks from adjacent chests in the order they appear, so a mixed chest produces a mixed structure. With Custom Mode it only takes block types matching the original pattern, places each in its exact position, and pauses if it runs out.[33]
- The Disintegration Module breaks any blocks obstructing the field, and they drop as items. Speed Modules let it break several blocks at once.[35]
- The Collection Module, used together with a Disintegration Module, collects those drops into inventories surrounding the Projector.[32]
- The Confiscation Module sends confiscated items to inventories adjacent to the Interdiction Matrix.[34]
- The Sponge Module removes fluids inside the field. Speed Modules raise the rate, which you may need for infinite fluids like Water.[36]
Defense: the Interdiction Matrix
The Interdiction Matrix splits the space around it into an Action region and a Warning region. The action region extends from the Matrix by as many blocks as you have Scale Modules installed. By default the warning region continues a further 3 blocks as a concentric sphere. Wandering into the warning region sends an alert. With no modules installed, the Matrix does nothing.[37]
- Anti-Hostile Module kills hostile mobs that enter its range, and spares players and non-hostile entities.[38]
- Anti-Friendly Module kills friendly entities like sheep, cows and villagers, and spares players and hostile mobs.[39]
- Anti-Personnel Module kills unauthorised players, and spares friendly and hostile mobs.[40]
- Anti-Spawn Module stops hostile or friendly entities from spawning in the action area. A player holding a spawn egg can stand just outside the range and spawn something inside.[41]
- Block Access Module stops unauthorized players from opening block GUIs inside the action range, and Block Alter Module stops them placing or breaking blocks, reversing what they did.[42][43]
- Confiscation Module scans a player's inventory and seizes forbidden items. Its Filter Mode defaults to Banned, where the 9 slots list what gets taken. In Allowed mode, the 9 slots list what the player may keep. Empty slots mean everything is taken in Banned mode and nothing is taken in Allowed mode.[34]
Permissions: the Biometric Identifier
The Biometric Identifier decides who is exempt from your fields and defenses. Put an Identification Card in the Rights slot. If it's blank, shift-right-click with it to assign it to yourself, or shift-right-click another player to assign it to them. Toggle the permission buttons you want, then move the card into any of the 9 slots along the bottom. A card in the Master slot gets all permissions automatically.[44][45]
The permissions are Warp, Block Alter, Block Access, Configure, Bypass Defense, Bypass Confiscation and Remote Control. Enable the Identifier with a Redstone signal or the Redstone Torch button in its GUI.[44]
Remote control
The Remote Controller opens a machine's real GUI from a distance, including its item slots. It doesn't need charging. It draws energy from a nearby MFFS machine on the same frequency, so it fails if there isn't enough Fortron. To set it up, put the Controller in the machine's frequency slot, then shift-right-click the machine to link. Walk away and right-click to open the GUI.[46]
Unverified The guide's default values (such as the Capacitor's 15-block range and the Matrix's 3-block warning region) come from the mod's in-game handbook. No config files for this mod were available, so I can't confirm whether this pack changes them.
How do you progress through Modular Force Field System?
5 parts
MFFS has its own quest chapter in this pack, and it works as a clean progression ladder. You start with a single crafting component, add power, then a projector, then customise it, and finally build a defence system. Follow the quests in order and you'll never be missing a piece.[13]
Tier 1: Steel and the Focus Matrix
The chain opens with "Welcome to MFFS" quest, which asks for a Steel Ingot and a Focus Matrix. Steel is the backbone of MFFS crafting, and the Focus Matrix is the base component for projector modes, projector modules and machines, so make a few extras.[12][13][47]
Crafting Shaped
| any redstone dust | any steel ingot | any redstone dust |
| any steel ingot | any diamond gem | any steel ingot |
| any redstone dust | any steel ingot | any redstone dust |
Recipe id: mffs:focus_matrix
Right after that, "System Frequency" quest asks for a Frequency Card. You use it to link machines: shift-right-click a Coercion Deriver while holding the card to set its frequency.[4][13]
Tier 2: Fortron power
"Fortron Generation" quest is the Coercion Deriver. It turns FE energy into Fortron, the power source every other MFFS machine needs. You connect it to an FE source and activate it with a Redstone signal.[4][13]
Crafting Shaped
| any steel ingot | Empty slot | any steel ingot |
| any steel ingot | any steel ingot | |
| any steel ingot | any steel ingot |
Recipe id: mffs:coercion_deriver
Two quests unlock once the Deriver is done. "Machine Upgrades" quest asks for a Speed Module and a Capacity Module. In the Deriver, the Speed Module boosts the effect of Lapis Lazuli or Nether Quartz, and the Capacity Module raises how much Fortron it can store.[4][13]
"Storing Fortron" quest is the Fortron Capacitor. The Deriver charges it, and the Capacitor then distributes Fortron to your other machines.[3][4][13]
Crafting Shaped
| any steel ingot | any steel ingot | |
| any steel ingot | any steel ingot |
Recipe id: mffs:fortron_capacitor
Tier 3: Projector and access control
Once the Capacitor is done, the chain splits in two. "Force Field Projector" quest asks for the Force Field Projector, which is your actual force field machine.[13]
Crafting Shaped
| Empty slot | any diamond gem | Empty slot |
| any steel ingot | any steel ingot |
Recipe id: mffs:projector
"Biometric Identifier" quest covers the Biometric Identifier and an Identification Card. The Identifier uses Identification Cards to decide which players get which permissions, such as passing through a field or being exempt from the Interdiction Matrix.[11][13]
Crafting Shaped
| any steel ingot | ||
| any steel ingot | any steel ingot | |
| any steel ingot |
Recipe id: mffs:biometric_identifier
Tier 4: Customising the Projector
Three quests unlock after the Projector. In the quests that list several items joined by "or", any one of the listed items completes the task.[13]
- "Define the Field" quest: any one projector mode (cube, sphere, tube, pyramid, cylinder or custom) plus an Inverter Module.[13]
- "Affecting the Area" quest: any one of the Disintegration Module, Sponge Module, Stabilization Module or Collection Module.[13]
- "Functional Forcefields" quest: any one of the Dome Module, Camouflage Module, Shock Module, Glow Module or Silence Module.[13]
After the mode quest, "A Matter of Size" quest asks for a Scale Module, a Translation Module and a Rotation Module. The Scale Module is the one that increases force field size, and it also widens the interdiction area and boosts fuel in a Coercion Deriver.[13][48]
Crafting Shaped
| any diamond gem |
Recipe id: mffs:shock_module
Tier 5: The Interdiction Matrix
"Interdiction Matrix" quest unlocks after the Biometric Identifier quest and asks for the Interdiction Matrix. Its recipe depends on a Shock Module, so it's worth making that during the projector-module stage.[13][14]
Crafting Shaped
Recipe id: mffs:interdiction_matrix
The last quest, "Matrix Motivators" quest, accepts any one Matrix module: Warn Module, Block Access Module, Block Alter Module, Anti-Friendly Module, Anti-Hostile Module, Anti-Personnel Module, Anti-Spawn Module or Confiscation Module. These are what turn the Matrix into a real defence system.[13]
- Anti-Hostile kills hostile mobs in range, and Anti-Friendly kills friendly mobs like sheep, cows and villagers.[8][9]
- Anti-Personnel kills unauthorised players and leaves mobs alone.[10]
- Anti-Spawn stops hostile or friendly entities from spawning in the action area.[49]
- Block Access stops unauthorised players from opening GUIs, and Block Alter stops them from placing or breaking blocks.[50][51]
- Confiscation seizes forbidden items from players in the area, and Warn periodically sends a warning to unauthorised players.[52][53]
How does Modular Force Field System work with other mods?
2 parts
MFFS is mostly its own self-contained tech tree in this pack, so the crossovers are few. They come down to one fluid used in crafting, one quest item and the energy the Coercion Deriver runs on.[4][13][14]
Fortron fluid in Bio-Neural Circuit recipes
The biggest link is Fortron Fluid. The pack adds two recipes for the Bio-Neural Circuit, and both use Fortron fluid alongside items from other mods. One runs in a Modern Industrialization assembler. The other is a reaction recipe from Advanced AE.[14]
Both recipes share DNA Helix and Super AI Chip. The assembler version also asks for Qubit, Molten Energite and Ultimate Control Circuit. The reaction version uses Positron Matrix and accepts any ultimate-tier circuit and any energite ingot instead.[14]
Assembler (modern_industrialization)
4× DNA Helix
64× Ultimate Control Circuit
10000× Fortron Fluid
16× Qubit
90× Molten Energite
16× Super AI Chip
Recipe id: ftb:bio_neural_circuit
Assembler version, added by the pack.
Reaction (advanced_ae)
4× Positron Matrix
4× DNA Helix
10000× Fortron Fluid
16× Super AI Chip
- 64× any ultimate circuit
- any energite ingot
Recipe id: ftb:ae2/transform/bio_neural_circuit_non_mi
Advanced AE reaction version, added by the pack.
Fortron is produced and stored first by the Coercion Deriver, then passed on to other machines by the Fortron Capacitor. It can exist as a liquid, and it can be pumped out of a Capacitor and handled the same way as Water or Lava.[3]
Energy and quests
The Coercion Deriver generates Fortron from FE energy, so you need an FE power source from whichever mod you prefer to run your force fields.[4]
The mffs quest chapter is almost entirely MFFS items. The one exception is the opening quest "Welcome to MFFS" quest, which asks for Steel Ingot together with the Focus Matrix. Every quest after it asks only for MFFS items, so the questline doesn't send you into other mods.[13]
Which FTB Skies 2 quests use Modular Force Field System?
4 parts
All of the mod's quests live in a single chapter called "mffs". None of the quests have titles in the pack, so this guide refers to them by their quest IDs. The chapter branches as you progress, and each quest unlocks after an earlier one.[13]
Starting out
- "Welcome to MFFS" quest is the entry point. It asks for a Steel Ingot and a Focus Matrix.[13]
- "System Frequency" quest unlocks after the first quest and asks for a Frequency Card.[13]
- "Fortron Generation" quest also unlocks after the first quest and asks for a Coercion Deriver. It leads to the rest of the chapter.[13]
Power and storage
- "Machine Upgrades" quest comes after the Coercion Deriver quest. It asks for a Speed Module and a Capacity Module.[13]
- "Storing Fortron" quest also comes after the Coercion Deriver quest. It asks for a Fortron Capacitor, and the two main branches below both unlock from it.[13]
Security branch
- "Biometric Identifier" quest unlocks after the Fortron Capacitor quest. It asks for a Biometric Identifier and an Identification Card.[13]
- "Interdiction Matrix" quest follows and asks for an Interdiction Matrix.[13]
- "Matrix Motivators" quest is the last quest on this branch. Its task accepts any one of the following: Warn Module, Block Access Module, Block Alter Module, Anti-Friendly Module, Anti-Hostile Module, Anti-Personnel Module, Anti-Spawn Module or Confiscation Module.[13]
Projector branch
"Force Field Projector" quest also unlocks after the Fortron Capacitor quest and asks for a Force Field Projector. Three quests unlock after it, so you can do them in any order.[13]
- "Define the Field" quest asks for one projector mode, any of Cube Mode, Sphere Mode, Tube Mode, Pyramid Mode, Cylinder Mode or Custom Mode, plus an Inverter Module. After it comes "A Matter of Size" quest, which needs a Scale Module, a Translation Module and a Rotation Module.[13]
- "Affecting the Area" quest accepts any one of Disintegration Module, Sponge Module, Stabilization Module or Collection Module.[13]
- "Functional Forcefields" quest accepts any one of Dome Module, Camouflage Module, Shock Module, Glow Module or Silence Module.[13]
Sources
- FTB Skies 2 1.22.0 mod list · pack file
- In-game guide: Introduction (mffs) · official docs
- In-game guide: Fortron (mffs) · official docs
- In-game guide: Coercion Deriver (mffs) · official docs
- In-game guide: Fortron Capacitor (mffs) · official docs
- In-game guide: Projector Modes (mffs) · official docs
- In-game guide: Projector Modules (mffs) · official docs
- In-game guide: Anti-Friendly Module (mffs) · official docs
- In-game guide: Anti-Hostile Module (mffs) · official docs
- In-game guide: Anti-Personnel Module (mffs) · official docs
- In-game guide: Biometric Identifier (mffs) · official docs
- In-game guide: Gathering Resources (mffs) · official docs
- FTB Skies 2 1.22.0 quests: "mffs" · pack file
- FTB Skies 2 1.22.0 recipe dump: recipes making Modular Force Field System items · pack recipe dump
- mffs tooltips and descriptions (English lang file) · official mod data
- In-game guide: Force Field Projector (mffs) · official docs
- In-game guide: Cube Mode (mffs) · official docs
- In-game guide: Fortron (mffs) · official docs
- In-game guide: Coercion Deriver (mffs) · official docs
- In-game guide: Fortron Capacitor (mffs) · official docs
- mffs tooltips and descriptions (English lang file) · official mod data
- In-game guide: Frequency Card (mffs) · official docs
- In-game guide: Force Field Projector (mffs) · official docs
- In-game guide: Cube Mode (mffs) · official docs
- In-game guide: Cylinder Mode (mffs) · official docs
- In-game guide: Sphere Mode (mffs) · official docs
- In-game guide: Tube Mode (mffs) · official docs
- In-game guide: Pyramid Mode (mffs) · official docs
- In-game guide: Custom Mode (mffs) · official docs
- In-game guide: Translation Module (mffs) · official docs
- In-game guide: Rotation Module (mffs) · official docs
- In-game guide: Collection Module (mffs) · official docs
- In-game guide: Stabilization Module (mffs) · official docs
- In-game guide: Confiscation Module (mffs) · official docs
- In-game guide: Disintegration Module (mffs) · official docs
- In-game guide: Sponge Module (mffs) · official docs
- In-game guide: Interdiction Matrix (mffs) · official docs
- In-game guide: Anti-Hostile Module (mffs) · official docs
- In-game guide: Anti-Friendly Module (mffs) · official docs
- In-game guide: Anti-Personnel Module (mffs) · official docs
- In-game guide: Anti-Spawn Module (mffs) · official docs
- In-game guide: Block Access Module (mffs) · official docs
- In-game guide: Block Alter Module (mffs) · official docs
- In-game guide: Biometric Identifier (mffs) · official docs
- In-game guide: Identification Card (mffs) · official docs
- In-game guide: Remote Controller (mffs) · official docs
- In-game guide: Crafting Components (mffs) · official docs
- In-game guide: Scale Module (mffs) · official docs
- In-game guide: Anti-Spawn Module (mffs) · official docs
- In-game guide: Block Access Module (mffs) · official docs
- In-game guide: Block Alter Module (mffs) · official docs
- In-game guide: Confiscation Module (mffs) · official docs
- In-game guide: Warn Module (mffs) · official docs
Where this guide comes from
Written from what FTB Skies 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
6 releases, first in 1.20.0
| FTB Skies 2 | Version | Jar | Where it came from |
|---|---|---|---|
| 1.24.0 Oct 12, 2026 | 5.4.44 | mffs-5.4.44.jar | From the published release |
| 1.23.0 Sep 24, 2026 | 5.4.44 | mffs-5.4.44.jar | From the published release |
| 1.22.0 Sep 3, 2026 | 5.4.44 | mffs-5.4.44.jar | From the published release |
| 1.21.1 Jul 29, 2026 | 5.4.44 | mffs-5.4.44.jar | From the published release |
| 1.20.1 Jul 29, 2026 | 5.4.44 | mffs-5.4.44.jar | From the published release |
| 1.20.0 Jul 27, 2026 | 5.4.44 | mffs-5.4.44.jar | From the published release |
"From pack files" means the list came from the pack's own files; "from the published release" means ForgeBase read the jars of the release itself.
Items and blocks
46 items from the 1.24.0 recipe dump.
Anti-Friendly Module
Anti-Hostile Module
Anti-Personnel Module
Anti-Spawn Module
Battery
Biometric Identifier
Blank Card
Block Access Module
Block Alter Module
Camouflage Module
Capacity Module
Coercion Deriver
Collection Module
Confiscation Module
Cube Mode
Custom Mode
Cylinder Mode
Disintegration Module
Dome Module
Focus Matrix
Fortron Capacitor
Frequency Card
Field Fusion Module
Glow Module
Identification Card
Infinite Power Card
Interdiction Matrix
Inverter Module
Force Field Projector
Pyramid Mode
Redstone Torch Off
Reinforcement Module
Remote Controller
Rotation Module
Scale Module
Shock Module
Silence Module
Speed Module
Sphere Mode
Sponge Module
Stabilization Module
Steel Compound
Steel Ingot
Translation Module
Tube Mode
Warn Module
FTB Skies 2 quests (13)
Quests from the pack's FTB Quests book that ask for this mod's items.
Modular Force Field (8)
- Affecting the Area (Breaking (and placing) Blocks)
- A Matter of Size (But how big exactly?)
- Biometric Identifier (Who are you again?)
- Define the Field (What's it look like?)
- Force Field Projector (The eponymous role)
- Fortron Generation (Probably a movie title)
- Functional Forcefields (More than just a pretty block)
- Interdiction Matrix ("The action of prohibiting or forbidding something")
Which FTB Skies 2 mods work with Modular Force Field System?
The FTB Skies 2 mods that share the most recipes with Modular Force Field System. Highlighted ones have a guide.
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