Modular Force Field
14 quests, with the items each asks for and where they come from in FTB Skies 2.
- Welcome to MFFS (Steel The Deal)
Modular Force Field System (MFFS for short) is a tech mod that adds force fields and other defensive measures to protect your base. To get started, craft some Focus Matrices which are used to craft most machines in MFFS. Get ready to use a lot of Steel. MFFS machines require a redstone signal to run by default, most of which can be inverted in the upper left corner of the interface.
Asks for:Steel Ingot,
Focus Matrix
- System Frequency (Take an aspirin if your head Hertz)
MFFS machines need to be part of a system in order to run. Machines on the same Frequency will become part of the same system. The Frequency can be set in the interface, or via right-clicking the block with a Frequency Card, which can copy a machine's Frequency when placed in the corresponding interface slot.
Needs: Welcome to MFFSAsks for:Frequency Card
- Fortron Generation (Probably a movie title)
The Coercion Deriver has two modes: Derive Mode converts energy from other mods or dischargeable items in its inventory to generate Fortron. Integrate Mode converts Fortron into energy at a slight loss. Placing Lapis or Nether Quartz inside will triple the Coercion Deriver's conversion rate when consumed.
Needs: Welcome to MFFSAsks for:Coercion Deriver
- Extracting Fortron (Fluid manipulation)
Fortron can be extracted from the buffer of a Coercion Deriver or any other Fortron-based machines. This can be done by using any method of fluid extracting from other mods. Check the "Logistics" quest chapter for some fluid management options. Note: to complete this quest, you'll need to pump a bucket's worth (1000mB) into an assigned Task Screen.
Needs: Fortron Generation - Machine Upgrades (Results may vary)
Speed Modules can be used to upgrade many MFFS machines, generally speeding up their performance. It can also increase the generation rate of the Coercion Deriver and the Fortron transfer limit of the Fortron Capacitor. Capacity Modules increase the amount of Fortron a machine can hold at once.
Needs: Fortron GenerationAsks for:Capacity Module,
Speed Module
- Storing Fortron (The core of the system)
The Fortron Capacitor is required in every MFFS system to act as a Fortron buffer and transfers it throughout the registered Frequency. The large button in the middle of the UI adjusts how the Capacitor distributes Fortron throughout a system. Each Speed Module increases its transfer rate. Each Scale Module increases the base working range from a 15 block radius by 1 per module. Each Capacity Module increases the storage capacity.
Needs: Fortron GenerationAsks for:Fortron Capacitor
- Biometric Identifier (Who are you again?)
The Biometric Identifier is a requirement for making the Forcefield and the Interdiction Matrix function on an individual level, such as being able to sneak to walk through field blocks. Any player not sneaking inside a field block will take instantaneous infinite damage. You will need an Identification Card registered to yourself and one per any relevant players. These registered cards are placed into slots in the Identifier machine. Other players can be registered by sneak + right-clicking them with the card. GUI Breakdown: The first slot is for allowing/disallowing various "rights" to the card's registered player. The second slot will copy the rights of a card in the first slot onto any card placed into the second. The third slot grants all rights to the card's registered player. The Identifier will not turn on without a card in this slot. The remaining 9 slots will apply the defined rights to the relevant player when a card is placed inside.
Needs: Storing FortronAsks for:Biometric Identifier,
Identification Card
- Interdiction Matrix ("The action of prohibiting or forbidding something")
While only being able to operate in a radius (1 block per scale module), the Interdiction Matrix is no less powerful for it. When powered by Fortron and with a Biometric Identifier on its frequency, it can use installed modules to perform various key functions, such as: killing hostile mobs, denying block interaction without use of chunk claims or among team members, and warning the general public that they're getting too close to that nuclear mishap (not your fault)
Needs: Biometric IdentifierAsks for:Interdiction Matrix
- Matrix Motivators (There are no bad ones)
The Interdiction Matrix has 8 slots available for Modules that work off the registration and rights defined in a system's Biometric Identifier. Warning Modules will increase the additional warning range of the Matrix by 1 block/module. By default, there is a 3 block radius beyond the range of other modules that alerts unregistered players that they may be affected by the Matrix's actions. This is the only module that has a stacking effect. Block Access Modules prevent interaction with levers, machines, and the like for players without the right to bypass it. Block Alter Modules act similarly to the above module, but disallow the breaking and placement of blocks altogether. Confiscation Modules can be very nasty in multiplayer. Using the other 9 slots in the Matrix, up to 9 items can be selected to take from or leave in the inventory of unregistered players, with anything taken being dropped at the matrix or placed in adjacent inventories. This applies to armor as well. Be mindful when using this on normally friendly servers... Anti-Friendly, -Hostile, and -Personnel Modules will cause the matrix to kill animals, hostile creatures, and unregistered players respectively with extremely high damage. An Anti-Spawn Module will prevent any and all mobs from spawning in the working radius of the matrix.
Needs: Interdiction MatrixAsks for:Anti-Friendly Module,
Anti-Hostile Module,
Anti-Personnel Module,
Anti-Spawn Module,
Block Access Module,
Block Alter Module
- Force Field Projector (The eponymous role)
Force Field Projectors consume Fortron to create a procedurally regenerating area of blocks. It doesn't do much without a Mode to work from, but it's what makes all the magic technology happen! Each change in the interface will cause the Projector to delete the current projection and rebuild the new one, so be mindful of how often you make changes. Larger Force Fields will negatively affect performance. Matrix Slots accept various Modules that add to/tweak how the Projector and shield blocks function such as: making them silent, filling the affected area, or destroying terrain. The red Mode Slot in the center defines the basic shape of the projected area. The 12 Field Slots are for Scale, Translation, and Rotation Modules, which help define the area your Projector will build on each of the three axes: N/S, E/W, Up/Down.
Needs: Storing FortronAsks for:Force Field Projector
- Define the Field (What's it look like?)
Modes and Modules instruct the Projector on how to function. Shape Modes define the form Force Field Blocks will be placed in and Directional Modules (next quest) specify its placement in the world. An Inversion Module in the matrix slots will fill the entire projected volume with field blocks instead of just creating an outline. More mode details on the next pages. Cube Mode respects the directions of scale modules along an axis, and requires each of the three axes to be defined to form an enclosed field. Sphere Mode treats every Scale module in the field slots as a single radius addition, allowing you to encase a vast area at the cost of reduced shape customization. Tube Mode is nearly identical to Cube Mode, but has two of the resulting faces open. Pyramid Mode forms a 4-sided pyramid with points along the horizontal axes, requiring all three axes to be defined, respecting Up/Down directions for height. Cylinder Mode uses the horizontal axis as a radius, and the Up/Down axis as one total height. Custom Mode can be used to set both opposing corners of an area. Sneak + Right-Clicking will set that field structure on any non-air blocks within that area. Sneak + Right-Clicking the air will clear the selection. This mode ignores Scale Modules, and defaults its origin to the center of the selected area. A Camouflage Module will copy the selected blocks instead of its normal behavior.
Needs: Force Field ProjectorAsks for:Cube Mode,
Custom Mode,
Cylinder Mode,
Inverter Module,
Pyramid Mode,
Sphere Mode
- Affecting the Area (Breaking (and placing) Blocks)
A Disintegration Module can be used on its own to break any existing blocks where the field would generate and drop them into the world as items. When a Collection Module is also present, the projector can place those items into an adjacent chest or other inventory. Stabilization Modules will cause a projector to take block items from an adjacent chest/inventory and replace the field with said blocks. Sponge Modules affect the entire space enclosed by a mode's field, evaporating all fluids present within.
Needs: Force Field ProjectorAsks for:Collection Module,
Disintegration Module,
Sponge Module,
Stabilization Module
- A Matter of Size (But how big exactly?)
Scale Modules add one block along the specified axis, which is mirrored in some Modes and directional in others. Translation Modules shift the origin of the projection by one block per module in the specified direction relative to the Projector, starting at itself. Rotation Modules will rotate the projected area by 2° per module in the specified direction.
Needs: Define the FieldAsks for:Rotation Module,
Scale Module,
Translation Module
- Functional Forcefields (More than just a pretty block)
Via the Field Projector's matrix slots, additional tweaks can be applied to the field's area. You can insert more than one of each, but most will not stack. One Silence Module will silence the Field Projector while it's running. The Dome Module tweaks the projected mode to only generate at and above the Field Projector. A Camouflage Module will cause the projected field to copy the appearance of a block left of it in the Matrix slots. Note: some non-standard blocks don't appreciate being copied. Mimic other modded machines at your own risk. Adding Shock Modules to your Field Projector will cause the shield to deal damage to entities that contact it at 1 damage/module. Glow Modules will cause the field blocks to emit light, brightness increasing by 1 every 4 modules up to the level of glowstone.
Needs: Force Field ProjectorAsks for:Camouflage Module,
Dome Module,
Glow Module,
Shock Module,
Silence Module