RFTools Series
33 quests, with the items each asks for and where they come from in FTB Skies 2.
- RFTools and Friends (Device cores)
Mod author 'McJty' has many tech-based creations! While not all of them are available in FTB Skies 2, there are quite a few. The RFTools series and XNet have powerful features available so take a poke around and see what catches your eye! A general rule of thumb for these mods is that devices made with the full block Machine Frame use or generate energy, while devices made with a partial block Machine Base do not.
Asks for:Machine Base,
Machine Frame
- Dialing Destinations
When a Dialing Device and Matter Transmitter near each other are both powered, the Dialer can be used to call up the location of any existing Matter Receiver that the user has access to, even if the user has never been to the Receiver's location. This fact is much more relevant in multiplayer servers.
Needs: RFTools and FriendsAsks for:Dialing Device,
Matter Transmitter
- Redstone Potpourri (Miscellaneous logic)
The Utility branch of RFTools contains a lot of varied redstone logic components that are helpful for anyone wanting to perform advanced redstone functions a little simpler or have a few extra functions. Hold shift while hovering over the items for this quest to see what uses they may have for you.
Needs: RFTools and FriendsAsks for:Analog,
Counter,
Digit,
Inventory Checker,
Logic,
Sensor
- Advanced Elevators (Why just up and down?)
'Vehicles' are projected structures capable of moving like an elevator along any one of the three directional axes using Movers. To start, build a structure inside of a space chamber to define its appearance and size, then use a Space Card on the Space Chamber Controller to register the data. Be sure to place a Mover Control block (optionally a Mover Status block) in the structure to become interactable parts of the vehicle. Once the Card is registered, place it in a Vehicle Builder alongside a Vehicle Card to save the data as a new vehicle. This registered Vehicle Card can then be placed into a Mover to form the vehicle as a solid entity at a slight offset. To control this offset and set up a system of Movers for your vehicle to travel between, place down a Mover Controller beside your Mover and power it. The Mover Controller can build a system by scanning for other Movers in straight non-diagonal lines from the first, branching at each Mover it finds. The location of your vehicle can be set in this Controller if you happen to lose track of it. Mover Controls (and any other page blocks) made as part of the original structure in the space chamber will build a similar list of Movers as an interactable list in the vehicle, allowing riders to travel to any of the locations shown, provided there is not another vehicle in the way.
Needs: RFTools and FriendsAsks for:Mover,
Mover Control,
Mover Controller,
Mover Status,
Vehicle Builder,
Vehicle Card
- Spawner
The spawner system is a method of creating creatures via resources and energy. By repeatedly attacking a mob with a Syringe to fill it, this Syringe can then be placed in a Spawner to see the resources and energy required to spawn more of that mob. Note that only vanilla mobs can be spawned, and some newer mobs may be incompatible Matter Beamers use energy to convert and transfer resources to the Spawner. To do this, link the Beamer to the Spawner with a Smart Wrench and apply a redstone signal to the Beamer. Once the Spawner has enough resources and energy, it will spawn a mob on whichever side of the block the red circle is on.
Needs: RFTools and FriendsAsks for:Matter Beamer,
Spawner,
Syringe
- Environmental Controller (A configurable powered beacon)
By setting one or more Effect Modules into an Environmental Controller, you can use energy to apply certain effects to valid targets in a custom area. The more blocks the Modules would affect with their effect, the more it affects your energy consumption, effectively. These Effect Modules need to be crafted with a Syringe that's filled by attacking a certain mob with the Syringe in hand. The recipes for the modules currently do not show which mob is required, so they are listed on the following page. -> Blindness: squid Feather Falling: chicken Flight: ghast Glowing: creeper Haste: pillager Luck: cat Night Vision: drowned No Teleport: enderman Peaceful: iron golem Poison: cave spider Regeneration: witch Saturation: zombie Slowness: turtle Speed: wolf Waterbreathing: guardian Weakness: piglin
Needs: RFTools and FriendsAsks for:Environmental Controller,
Module Template
- XNet Management
XNet is a logistics mod that allows you to set up to 8 channel types (energy, item, fluid, gas, chemicals, and more) on a single connection network. Machines and storage devices can then be connected and managed all on a single network, taking up very little space and without the need for messy cables everywhere. To get started you’ll need some power (FE), a Controller and some Connectors.
Needs: RFTools and FriendsAsks for:Controller
- Targeted Teleports
In the RFTools teleportation system, Matter Receivers mark out destinations for instant travel and use energy to anchor a teleportation target, so be sure to power it! Receivers can be teleported to using either Matter Transmitters and Dialing Devices, or with bound Charged Porters.
Needs: RFTools and FriendsAsks for:Matter Receiver
- Wireless Redstone
Redstone Receivers and Transmitters are a pair of logic components capable of wirelessly passing redstone signal through channels. Transmitters will take a redstone input and pass it along to all Receivers on their channel. Receivers can also accept input from a Button Module in a Screen, or from a Redstone Module in a Tablet.
Needs: RFTools and FriendsAsks for:Redstone Receiver,
Redstone Transmitter
- Endergenic Generation (Hot-Potato with pearls)
The Endergenic generator setup is one of the most complicated energy generators that doesn't require a degree in nuclear physics. These generators extract power from ender pearls by 'throwing' the pearls between each other (targeted via Smart Wrench) and canceling their teleportation effect, absorbing the stifled energy. Continuing to hold onto a stifled pearl uses energy however and Endergenics enter a cool-down state after throwing a pearl, so proper timing using redstone is crucial to efficiency. The process isn't perfect, so sometimes pearls will shatter in the machines after being thrown. With proper logic and a reasonable supply of ender pearls to feed it, a single Endergenic setup can easily provide enough power to fuel a base entering its late stages of development.
Needs: RFTools and FriendsAsks for:Ender Monitor,
Endergenic,
Pearl Injector
- Tablet Control
The Tablet functions as a remote control for the wireless redstone channels used by a Redstone Transmitter or Receiver. To use this function, create a Redstone Module and interact with a configured wireless redstone device to add its channel to the module. Open the Tablet's modules interface by sneak-right-clicking and insert the Redstone module. You will then be able to monitor the signal's state and toggle it manually.
Needs: RFTools and FriendsAsks for:Tablet (empty),
Redstone Module
- XNet Connectors
XNet Connectors allows your network to read information from attached machines and storages. Advanced Connectors can transfer more information at a faster rate, at the cost of more energy. They also allow you to select which side of the block to work from regardless of where the connector is placed.
Needs: XNet ManagementAsks for:Advanced Blue Connector,
Advanced Green Connector,
Advanced Red Connector,
Advanced Yellow Connector,
Blue Connector,
Green Connector
- Builder
The Builder is one of the most powerful machines in the RFTools series. By using cards to define its function, this block can create shapes out of blocks, swap areas, manipulate fluids, and quarry on a large scale in many different shapes using energy. Any relevant inventory for these items or fluids will need to be on top of the Builder. To easily define an area for use with a Builder, sneak and use the card on the builder to begin definition, then use the card on the two opposite corners of a cuboid. The values for a card can also be manually edited in the card's interface. A Filter Module placed in the Builder will restrict what items, blocks, or fluids it is allowed to manipulate. Shape Cards are able to build shapes in an area using random blocks in an above inventory, or fully delete any blocks in that defined shape. Quarry Cards are able to mine up blocks in a shaped area and place them in an inventory above, either replacing them with dirt or leaving air behind. Fluid cards can be used to fill a shaped area with source blocks or pump them out into a tank above the builder like a quarry card.
Needs: RFTools and FriendsAsks for:Builder,
Shape Card,
Shape Card (Placing Liquids),
Shape Card (Pump),
Shape Card (Clearing Pump),
Shape Card (Quarry)
- Dimensional Cells
Dimensional Cells are energy storage blocks that are capable of sharing their storage with each other wirelessly via Powercell Card channels. There is a small amount of loss in this process based on the distance, improved by infusing the cell that's drawing the energy. To insert or extract energy, configure a side of the cell using a Smart Wrench. Blue sides will allow energy into the cell, yellow will allow energy to be pushed out. To configure a Powercell Card and create a wireless energy channel, simply place an unlinked card in the leftmost slot of an unlinked Dimensional Cell. This will register a new channel on the card to transfer power over. To add cards to this channel, place an unlinked card in the slot to the right of it.
Needs: RFTools and FriendsAsks for:Dimensional Cell,
Dimensional Cell (Advanced),
Dimensional Cell (Simple),
Powercell Card
- Filter Modules
Used in a wide variety of machines, the Filter Module provides many different services based on the device it's placed inside of. For example it can specify the blocks a Builder can affect or limit the items placed into a Crafter.
Needs: RFTools and FriendsAsks for:Filter Module
- Shield Projectors
By forming impervious blocks using energy, Shield Projectors allow players to define shapes and regions to selectively prevent movement and/or cause damage. To use a Shield Projector, either build a custom shape using a single color of Shield Templates that touches a Projector and update the Projector with a Smart Wrench, or use a Shape Card to define a region for the Projector to form from. This can be done more easily with a Builder in the Projector's desired position to set up the Shape Card. With a region to work on, players can use the settings of the Shield Projector to change its appearance and add rules for how the shield will act when a player or creature touches it. Rules are applied top-down. For example, to make an energy bridge for just players to walk on, first add a rule that the shield is solid for players, then add a rule that everything passes through.
Needs: RFTools and FriendsAsks for:Blue Shield Template,
Green Shield Template,
Red Shield Template,
Shield Projector Tier 1,
Shield Projector Tier 2,
Shield Projector Tier 3
- XNet Channel Interface
Skies 2 has 5 main types of XNet Channels: Energy (FE), Items, Fluids, Logic (Redstone), and Chemicals. Hovering over a channel frequency will tell you its type. The next pages contain more information on the channels UI (top-right of the Controller) The Green Tick Box allows you to toggle a channel on or off. This is useful when setting up new channels on a running network. The Yellow Box allows you to name a channel. The Aqua left “C-button” allows you to copy a Connector’s settings while the right “C-button” allows you to copy an entire channel’s configuration (useful when setting up multiple inputs/outputs). The Red Box allows you to select a default for that channel to function on Priority or Round Robin: - Priority makes it so that the channel type will be transferred based on a connector’s configured priority (covered in the Connector Interface quest) - Round Robin will ignore the priority config and transfer its channel type to each connection one at a time.
Needs: XNet Management - XNet Main Interface
This is the main Controller interface. We’ll be breaking down what all these individual colored zones do in the next quest pages. The Green zone (top left) has general information about your network. It has a search bar that allows you to search for a specific block connected to your network and 4 filter slots next to it which work with regular RFTools filters. It also displays its energy buffer and your channels (up to 8). These will be covered in more detail in a different quest. The Dark Green Zone (bottom-right) shows the player inventory. All the other zones will be covered in more detail in other quests, but here is a brief mention on what they are for: The Purple Zone (top-right) contains information about your selected channel. The Red Zone (bottom-left) contains the connections on your network and their relevant channels. The Aqua Zone (middle-right) contains configuration options for your connections.
Needs: XNet Management - Infusing your Machines (Make machine better!)
Using Dimensional Shards to infuse certain machines in the aptly named Machine Infuser can improve their functions. Generators produce more power, devices use less energy or work faster, or some other more specialized bonus may be given depending on the machine.
Needs: RFTools and FriendsAsks for:Machine Infuser
- Space Chambers
Space Chambers are a way of designating an area to be interacted with in the Builder branch of RFTools. You define this area by placing a Space Chamber Controller at one corner of a cuboid region and Space Chamber blocks at the other 7. Once all blocks are in place, use a Smart Wrench on the Controller to confirm all the blocks inside. Once the area is set, using a Space Card on the Controller will store the region and its associated contents to the Card. This card can then be placed in a Builder to move, swap, or copy the region. The Card can also be used in the Vehicle Builder to create a 'mover.'
Needs: RFTools and FriendsAsks for:Space Chamber,
Space Card,
Space Chamber Controller
- Powered Crafters
Crafters (tier 1-3) are machines that use energy to craft raw materials in their input slots into products that end up in the output slots, using the same recipes as a standard Crafting Table. Increasing the tier of the machine increases the amount of recipes that can be set, though setting the same recipe multiple times can allow it to be crafted faster. The input and output slots can be preconfigured by telling the machine to remember the current contents of its slots. This prevents one ingredient from filling the machine and locking out the ability to craft with others. Recipes can be quickly set to entry slots by looking up the recipe in JEI and clicking the "+/Move Items" button near the recipe. Be sure to save the recipe entry by clicking Apply!
Needs: RFTools and FriendsAsks for:Crafter Tier 1,
Crafter Tier 2,
Crafter Tier 3
- Technical Storage (The other iron chest)
The Storage branch of RFTools has only a few machines. Modular Storages don't do much if anything by themselves, but provide a way to access a tiered Storage Module (what really holds the items) after inserting and locking it in. From there, items can be inserted manually or automatically up to the total amount of stacks that the tier can hold. The bottom section of the interface allows for searching and sorting, while the left side allows users to craft and store recipes for ease of access. A Storage Scanner can also be crafted and powered to search for compatible inventories in its range for players to withdraw from and insert into. There's also two new Screen modules that work with this machine.
Needs: RFTools and FriendsAsks for:Modular Storage,
Tier 1 Storage Module,
Tier 2 Storage Module,
Tier 3 Storage Module,
Tier 4 Storage Module,
Storage Scanner
- Blazing Energy (Talk about firepower)
Through the use of the Blazing Agitator, Blaze Rods can be converted into specialized fuel for a Blazing Generator. The Agitator consumes some energy to convert the rods over time, but both the rate and the final product are improved by adjacent rods boosting each other. Consider creating some 'breeder' rods and locking them from output in the interface! Once converted into Blazing Rods, the fuel can be withdrawn early by hand or transferred to output slots at 100% Time. Up to four at a time can be placed into the Blazing Generator, which will warm up steadily to the listed rate of the Rod(s). This warm up-phase is skipped if the slot is already producing at max rate.
Needs: RFTools and FriendsAsks for:Blazing Agitator,
Blazing Generator
- Blazing Infuser
Using the Blazing Infuser, you can boost your Blazing Rods with redstone, glowstone, or Dimensional Shards to increase the amount of energy obtained per Rod. Redstone focuses on generation rate, while glowstone increases fuel duration, though fully boosting the rod will be a 50% gain either way. Dimensional Shards will heavily boost both, with a fully infused rod gaining over three times the potential energy. Other possible resources include nether quartz, ghast tears, and nether stars.
Needs: Blazing EnergyAsks for:Blazing Infuser
- XNet Connector Interfaces
Right-clicking a connector allows you to choose which surrounding blocks it can connect to, and allows you to rename that connection.
Needs: XNet Connectors - XNet Channel Types & Configs
Every channel type will generally have two modes: Insert and Extract, while the Logic type has Sensor and Output. All connectors can be configured to work on a color frequency and redstone mode (useful for redstone controls with Logic Channels), and can have their priority configured when set to Insert mode. They can also limit Minimum or Maximum values to keep inside their internal buffer depending on their mode.
Needs: XNet Channel Interface, XNet Connector Interfaces - Logic channels are the most functionally complex ones, and can be extremely...
Logic channels are the most functionally complex ones, and can be extremely useful depending on your knowledge of redstone concepts. More information on each mode in the next quest pages -> Sensor mode can have up to 4 detections per connection. It can detect Items, Fluids, Energy, or Redstone Signals. These can also be configured to detect an amount of that type based on mathematical operations (=, !=, <, >, <=, >=). It will then output that result to a color code which can be used to toggle another connection or an “Output Mode” logic channel. Output mode has several configuration methods: Direct, Inverted, Or, And, Nor, Nand, Xor, Xnor, Latch, Counter, Timer, and Static. Most of these are used in programming, so don’t worry too much if you’re not familiar with them since you likely won’t be using most of those anyway.
Needs: XNet Channel Types & Configs - XNet Chemical, Fluid, & Energy Configurations
Chemical channels have one filter slot and can be set to require a certain insertion rate when in Insert mode. Fluid channels are even simpler and only have a filter slot, aside from the usual functionality shared with all channel types. Energy channels are even simpler and only need the most basic functionality shared with all channel types.
Needs: XNet Channel Types & Configs - XNet Item Configurations
Item channels have several individual filter slots which can be highly configured to whitelist/blacklist items and ignore tags, metadata, or NBT. Setting a filter index will use the items inserted into the Filter Cards within your Controller. On advanced connectors, you can also choose between moving items individually or as a stack, with a preset amount of items/stacks to be able to be moved at once. While in Extract mode, it can have its priority configured to extract from the first available slot, extract using round-robin mode (1 pull from each inventory at a time), or extract items in a specific order (very useful for certain automation tasks)
Needs: XNet Channel Types & Configs - Sensational Screens
Screens from RFTools are modular information centers. You can set them up to monitor redstone, read energy levels for machines, display text, press buttons, it can even tell time! It all depends on what Modules you slot in. Interact with the Screen while sneaking to adjust installed Modules. Screens wirelessly receive power from a Screen Controller to make their modules function. Hook this block up to power and press the scan button in its menu to connect to all screens within a large range.
Needs: RFTools and FriendsAsks for:Button Screen Module,
Clock Screen Module,
Counter Screen Module,
Counter Plus Screen Module,
Energy Screen Module,
Energy Plus Screen Module
- Safety Steps
While not required for a teleportation system, the Matter Booster and Destination Analyzer can provide some slight help with the possibility that a Matter Receiver has run out of energy. The Analyzer is placed beside a Dialing Device to test if a receiver has enough energy to safely teleport to it. A Booster placed next to a Matter Transmitter will passively drain energy to mitigate the possible harm caused by teleporting to an unpowered receiver.
Needs: RFTools and FriendsAsks for:Destination Analyzer,
Matter Booster
- Personal 'Porting
Charged Porters are simple transmitter devices that teleport the user to a bound Matter Receiver using an internal energy buffer. Simply sneak and right-click a Receiver with a Porter to bind it. In the case of the Advanced Charged Porter, multiple Receivers can be bound at once. Sneak and right-click the Adv Porter without looking at a block to select between destinations.
Needs: RFTools and FriendsAsks for:Advanced Charged Porter,
Charged Porter
- Powercells
Powercells are energy storage blocks that are capable of sharing their storage with each other adjacently as a single structure. To insert or extract energy, configure a side of the cell using a Smart Wrench. Blue sides will allow energy into the powercell, yellow will allow energy to be pushed out.
Needs: RFTools and FriendsAsks for:Powercell (Low),
Powercell (Medium),
Powercell (High)