RFToolsUtility

Generic RFTools utilities

RFTools Utility Mod Guide: Teleporters, Screens, Crafters & Environmental Control

RFTools Utility is the workhorse companion to the RFTools family, packing teleportation networks, programmable information screens, automated crafters, mob spawners, environmental effect controllers, and a full suite of redstone logic blocks into one powerful mod. If you need to move players across dimensions, automate complex crafting chains, or monitor your entire base from a wall of screens, this is the mod that makes it happen.

Overview

RFTools Utility is one of the core modules in the RFTools mod family, providing essential utility systems that most RFTools-based bases depend on. The mod adds seven major systems: a teleportation network for instant travel between locations and dimensions, programmable screens for monitoring energy, fluids, inventories and more, automated crafters that can handle multiple recipes simultaneously, a mob spawner system using syringes and matter beamers, an environmental controller that applies potion effects across an area, a fluid tank, and a complete set of redstone logic blocks. You can browse every item and recipe this mod adds using the tabs at the top of this page.

All of these systems run on RF (Redstone Flux) power, so you will need a reliable power source before diving in. RFTools Utility is part of the broader RFTools ecosystem and depends on RFTools Base for shared components like the Machine Frame, Machine Base, Infused Diamond, Infused Enderpearl, and Dimensional Shards. If you are playing a modpack, these dependencies are typically included automatically.

Prerequisites

RFTools Utility requires RFTools Base, which provides the Machine Frame, Machine Base, Infused Diamond, Infused Enderpearl, and Dimensional Shard items used in most recipes. You will need a source of RF power, whether from a coal generator, a solar panel, or any other energy-producing mod in your pack. Many recipes call for vanilla materials like Ender Pearls, Redstone, and Glass, so stock up on those before starting.

Several of the more advanced features (environmental modules, spawner system) also require a Syringe and access to various mob types, so be prepared for some mob hunting. The Machine Infuser from RFTools Base can also enhance many of these blocks, reducing their power consumption and improving their performance.

Getting Started

  1. 1

    Craft Your First Machine Frame and Machine Base

    Both the Machine Frame (used in advanced blocks like Crafters and Teleporters) and Machine Base (used in logic blocks and Screens) come from RFTools Base. You will need Iron Ingots, Redstone, and Gold Nuggets for the Machine Base, and Iron Ingots plus Ender Pearls for the Machine Frame. Craft several of each as nearly every RFTools Utility block requires one.

  2. 2

    Set Up an Automated Crafter

    The Crafter 1 is the easiest entry point. Craft it with a Machine Frame, two Crafting Tables, and two Redstone Torches. Place it down, supply it with RF power, and open the GUI. Program a recipe by placing ingredients in the 3x3 grid, then click Apply. The Crafter will automatically craft the recipe whenever it has the right materials in its input slots.

  3. 3

    Build Your First Teleporter Link

    Place a Matter Transmitter at your origin and a Matter Receiver at your destination. Both need RF power. Then craft a Dialing Device and place it within 10 blocks horizontally and 5 blocks vertically of the Matter Transmitter. Open the Dialing Device GUI, select the transmitter on the left and the receiver on the right, then click Dial. Step onto the transmitter to teleport.

  4. 4

    Set Up a Screen for Monitoring

    Craft a Screen block and place it on a wall. Then craft screen modules (Energy Module, Inventory Module, Fluid Module, etc.) and insert them into the Screen's GUI. Each module needs to be configured by shift-clicking it and pointing it at the block you want to monitor. For remote monitoring, craft a Screen Controller and power it with RF.

  5. 5

    Explore Logic Blocks for Redstone Automation

    Craft a Timer (Machine Base + Clock + Redstone Torches + Redstone) for simple timed pulses, or a Sequencer for programmable redstone patterns. These logic blocks are slabs, meaning they take up only half a block and can be placed on any surface. They are the foundation of any sophisticated redstone automation system.

Teleportation System

The teleportation system is one of RFTools Utility's flagship features. It works by connecting Matter Transmitters (send points) to Matter Receivers (arrival points) through a Dialing Device. The system supports both same-dimension and cross-dimension travel, with costs scaling accordingly.

Matter Transmitter & Matter Receiver

The Matter Transmitter stores up to 200,000 RF and accepts 1,000 RF/tick. The Matter Receiver holds 100,000 RF at 500 RF/tick. When you step onto a dialed Transmitter, the teleportation process begins. Local teleports cost a 5,000 RF startup fee plus 10 RF per block of distance, with an ongoing cost of 500 RF/tick during the teleport sequence. Cross-dimension teleports have a much higher startup cost of 100,000 RF. The Receiver side also consumes 5,000 RF per teleport, so both ends must be powered.

Dialing Device & Simple Dialer

The Dialing Device (50,000 RF capacity, 100 RF/tick) is your control panel for managing teleporter connections. It must be placed within 10 blocks horizontally and 5 blocks vertically of the Transmitter you want to configure. Each dial operation costs 1,000 RF, and checking a receiver's status costs 5,000 RF. Once dialed, the connection persists until you change it. For simpler setups, the Simple Dialer is a slab-sized alternative that can be bound to a specific transmitter/receiver pair and activated with a redstone signal.

Destination Analyzer & Matter Booster

The Destination Analyzer checks whether a receiver is powered and ready to accept teleports. Place it near your Dialing Device for at-a-glance status. The Matter Booster allows teleportation to receivers that lack power, at a cost of 20,000 RF from the booster itself. This is invaluable for setting up teleport networks in new dimensions where you haven't built power infrastructure yet.

Charged Porter & Advanced Charged Porter

The Charged Porter is a handheld teleportation device that stores 200,000 RF and accepts 2,000 RF/tick. It costs 50% more RF than a standard transmitter teleport but lets you teleport without standing on a Transmitter block. The Advanced Charged Porter is a significant upgrade with 1,000,000 RF storage and 4x faster teleportation speed. Both need to be bound to a specific receiver before use.

Infusing Teleporters

Use the Machine Infuser from RFTools Base on your Matter Transmitter to reduce teleportation time and RF cost. A fully infused transmitter teleports significantly faster, which is especially noticeable on long-distance or cross-dimension jumps where the base time can be 50+ ticks.

Automated Crafter System

The Crafter is an RF-powered auto-crafting block that comes in three tiers. Each tier supports more simultaneous recipes and is crafted by upgrading the previous tier. All Crafters share the same 50,000 RF capacity, 500 RF/tick input rate, and 100 RF per crafting operation. The difference is purely in how many recipes you can program at once.

The Crafter 1 supports 2 recipes, the Crafter 2 supports 4 recipes, and the Crafter 3 supports 8 recipes. Programming a recipe is straightforward: select a recipe slot, place ingredients in the 3x3 crafting grid, and click Apply. The Crafter will automatically pull matching items from its 26 input slots and place results in its 4 output slots.

Each Crafter has two speed modes. In Slow mode, it processes one operation per tick. In Fast mode, it processes up to 5 operations per tick, consuming RF proportionally. The Crafter also supports a Keep mode, where it will always keep at least one of each ingredient in the input slots, preventing it from consuming your last item. There is also a Filter Module slot that lets you restrict which items can be inserted into the input slots, which is useful for complex automation setups with multiple Crafters in a chain.

The Ghost Slot system is another powerful feature. Click "Remember" to save a snapshot of which items are in which input slots. After that, only matching items can be inserted into those slots via hoppers or pipes, preventing cross-contamination of ingredients between recipes.

Screen System

Screens are customizable display panels that show real-time information about your base. Place a Screen on a wall, then insert modules to configure what it displays. Each module type shows different data: energy levels, fluid contents, inventory status, redstone signals, machine information, and more. Screens can operate locally (placed adjacent to what they monitor) or remotely through a Screen Controller.

Screen Controller

The Screen Controller stores 60,000 RF and accepts 1,000 RF/tick. It powers all connected Screens within range and enables remote monitoring. Without a controller, screens must be placed directly adjacent to the blocks they monitor. With a controller, modules can point to blocks anywhere in the loaded world. The controller refreshes screen data every 500 milliseconds by default.

Screen Modules

The mod includes over a dozen screen modules. The Energy Module (4 RF/tick) shows the RF level of any energy-storing block. The Inventory Module (4 RF/tick) displays the contents of a container. The Fluid Module (4 RF/tick) shows tank levels. Each of these has a Plus variant (30 RF/tick) that can monitor blocks at greater distances via the Screen Controller.

The Text Module is free to run (0 RF/tick) and displays custom text, making it perfect for labels. The Clock Module (1 RF/tick) shows the in-game time. The Button Module (9 RF/tick) turns your screen into an interactive control panel that emits redstone signals when clicked. The Redstone Module (4 RF/tick) and Machine Information Module (4 RF/tick) round out the set for comprehensive base monitoring.

Screen Module Configuration

To configure a screen module, hold it in your hand and shift-right-click the block you want it to monitor. The module will remember that block's position. Then insert the module into the Screen. Screens support TrueType font rendering, which can be toggled in the client config for cleaner text display.

Spawner System

The Spawner system lets you create mobs on demand using RF power and specific material costs. It consists of three components: the Syringe for capturing mob essence, the Spawner block for producing mobs, and the Matter Beamer for feeding materials to the Spawner.

Syringe

The Syringe is crafted from two Iron Ingots and a Glass Bottle. To use it, right-click a mob repeatedly until the syringe reaches 100% (requires 10 injections). Once full, insert the Syringe into the Spawner to tell it which mob to produce. Different mob types require different materials and RF amounts.

Spawner & Matter Beamer

The Spawner block stores 200,000 RF at 2,000 RF/tick. Each mob type requires three specific material types (such as Rotten Flesh, Bones, and Ender Pearls) in varying quantities, plus an RF cost that varies by mob. The Matter Beamer (200,000 RF, 1,000 RF/tick) must be placed within 8 blocks of the Spawner and aimed at it. Place materials in the Matter Beamer and it will beam them to the Spawner at a cost of 2,000 RF per object. The beamer holds up to 6,400 units of matter internally.

The spawner system uses a yield-based mechanic for its "living matter" requirement. Items tagged as high-yield contribute 1.5x, average-yield contribute 1.0x, and low-yield contribute 0.5x toward the living matter requirement. This allows you to use different quality materials with different efficiencies.

Syringe Must Be Full

The Syringe must be at exactly 100% (10 full injections) before inserting it into the Spawner. A partially filled syringe will not work. Also note that Syringes filled with specific mob types are required for crafting Environmental Controller modules, so plan your mob-hunting trips accordingly.

Environmental Controller

The Environmental Controller is one of the most power-hungry blocks in the mod, with a massive 500,000 RF capacity and 20,000 RF/tick input rate. It applies potion effects to all players (and optionally mobs) within its configurable radius. You insert environmental modules to determine which effects are active, and the power cost scales with the area covered.

There are 22 environmental modules available. Basic modules are crafted using a Module Template (made from Dimensional Shards, Iron, and an Infused Diamond), while enhanced Plus modules use a Module Plus Template. Most basic module recipes follow a special "Syringe" recipe type, meaning they require a Syringe filled with a specific mob's essence in the crafting grid. For example, the Speed Module requires a Wolf Syringe, the Flight Module needs a Ghast Syringe, and the Regeneration Module demands a Witch Syringe.

Beneficial Modules

The beneficial modules provide helpful effects to players in the area. Speed and Speed Plus grant movement speed boosts. Haste and Haste Plus increase mining speed. Regeneration and Regeneration Plus heal over time. Saturation and Saturation Plus restore hunger. Feather Falling and its Plus variant reduce fall damage. Night Vision provides darkness immunity. Water Breathing lets you stay underwater indefinitely. Flight grants creative-style flight (requires a Ghast Syringe and Module Plus Template). Luck improves loot table results.

Hostile/Defensive Modules

Several modules apply negative effects, useful for mob farms or PvP defenses. Blindness (requires a Squid Syringe), Weakness (Piglin Syringe), Poison (Cave Spider Syringe), and Slowness (Turtle Syringe) all debilitate entities in range. Note that by default, Blindness, Weakness, Poison, and Slowness only affect mobs, not players. This can be changed in the server config. The Peaceful Module (Iron Golem Syringe) prevents hostile mob spawning entirely, and the No Teleport Module (Enderman Syringe) blocks Enderman teleportation within the area.

Power consumption for each module is calculated per tick per block of radius. A module costing 0.001 RF/tick/block covering a 10-block radius uses considerably more total RF than the same module at a 3-block radius. When the controller targets mobs, power consumption is multiplied by 2.0x. The controller always consumes a minimum of 5 RF/tick when active, even with no modules installed.

Environmental Module Power Costs (RF/tick/block)

SpeedHasteRegenerationFlightSaturation
Base Cost0.0010.0010.00150.0040.001
Plus Cost0.0030.0030.0045N/A0.003
Syringe MobWolfPillagerWitchGhastZombie
TemplateBasicBasicBasicPlusBasic

Logic Blocks

RFTools Utility includes a comprehensive set of redstone logic blocks, all designed as half-slab blocks that can be placed on any surface. These blocks do not require RF power and provide much more compact redstone control than vanilla components.

Timer, Sequencer & Counter

The Timer emits redstone pulses at configurable intervals, replacing bulky Redstone Clock circuits. The Sequencer lets you program a 64-step pattern of on/off signals, which plays out in a loop or on trigger. It is ideal for complex animation sequences or multi-stage machine control. The Counter counts incoming redstone pulses and outputs a signal when a target count is reached, then resets.

Logic, Sensor & Analog

The Logic block is a configurable 3-input logic gate supporting AND, OR, and XOR operations. The Sensor detects environmental conditions like nearby entities, block presence, or light levels and outputs a redstone signal accordingly. The Analog block processes analog redstone signals (0-15 strength), letting you do comparisons and mathematical operations on signal levels.

Wireless Redstone

The Redstone Transmitter and Redstone Receiver pair provides wireless redstone communication. Link them together and the transmitter will send its redstone signal to the receiver regardless of distance, even across dimensions. The Wire block simply passes redstone signals through without any logic, useful for routing signals through tight spaces. The Digit block displays the current redstone signal strength as a visual number, handy for debugging.

Inventory Checker

The Inv Checker monitors a container and outputs a redstone signal based on item quantities. Configure it to watch for specific items and set a threshold. When the item count crosses the threshold, the signal changes. This is perfect for automated systems that need to know when a chest is full or when supplies are running low.

Tank

The Tank block is a simple fluid storage solution that holds up to 32,000 mB (32 Buckets) of any fluid. It renders the fluid inside visually, so you can see at a glance what is stored and how full it is. Tanks work with pipes and fluid conduits from other mods, accepting fluid from any side. While not the largest fluid storage option available, the Tank is cheap to craft and serves well for early-game fluid buffering or as inline storage in processing chains.

Block Energy Capacities

Environmental Controller500,000 RF (20,000 RF/tick)
Matter Transmitter200,000 RF (1,000 RF/tick)
Spawner200,000 RF (2,000 RF/tick)
Matter Beamer200,000 RF (1,000 RF/tick)
Matter Receiver100,000 RF (500 RF/tick)
Screen Controller60,000 RF (1,000 RF/tick)
Crafter (all tiers)50,000 RF (500 RF/tick)
Dialing Device50,000 RF (100 RF/tick)
Charged Porter200,000 RF (2,000 RF/tick)
Advanced Charged Porter1,000,000 RF (2,000 RF/tick)

Configuration Options

RFTools Utility is highly configurable through its server and client config files. Every RF cost, capacity, and per-tick rate mentioned in this guide can be adjusted. Some particularly useful config options to know about:

The Crafter's rfPerOperation (default 100) and speedOperations (default 5) control crafting speed and cost. The Environmental Controller's individual module RF rates can all be tuned, and the blindnessAvailable, weaknessAvailable, poisonAvailable, and slownessAvailable booleans (all default false) control whether those hostile modules can affect players. The teleporter's per-block distance cost, cross-dimension startup cost, and dial range are all adjustable as well.

Frequently Asked Questions

Do I need RFTools Base to use RFTools Utility?

Yes. RFTools Utility depends on RFTools Base for shared items like the Machine Frame, Machine Base, Infused Diamond, Infused Enderpearl, and Dimensional Shards. Most modpacks include both automatically.

Can I teleport between dimensions?

Yes. Cross-dimension teleportation works with the same Matter Transmitter and Receiver setup. The startup cost is significantly higher at 100,000 RF (compared to 5,000 RF for local teleports), and the teleport takes about 50 ticks (2.5 seconds) versus the much shorter local teleport time. Both ends must be powered and loaded.

How do I get Syringes for environmental modules?

Craft a Syringe from two Iron Ingots and a Glass Bottle. Then right-click the required mob type 10 times until the syringe shows 100%. Each environmental module recipe specifies which mob is needed. For example, the Flight Module requires a Ghast Syringe, the Speed Module needs a Wolf Syringe, and the Regeneration Module requires a Witch Syringe.

What is the difference between Crafter 1, 2, and 3?

The only difference is the number of simultaneous recipes: Crafter 1 supports 2 recipes, Crafter 2 supports 4, and Crafter 3 supports 8. All tiers share the same RF capacity (50,000), input rate (500 RF/tick), and per-operation cost (100 RF). Upgrading preserves all existing recipes and stored items.

Why is my Environmental Controller using so much power?

The Environmental Controller's power cost scales with both the number of active modules and the radius of effect. The RF cost is calculated as the module's per-tick-per-block rate multiplied by the total volume of the effect area. Reducing the radius dramatically lowers power consumption. Also check if the controller is targeting mobs, which applies a 2x power multiplier.

Can screens work without a Screen Controller?

Yes, but with limitations. Without a controller, screen modules can only monitor blocks that are directly adjacent to the screen. With a Screen Controller powered by RF, modules can monitor blocks at any distance. The controller also provides the RF that powers the modules, so without one, modules that require RF will not update.

Draft preview — this guide has not been reviewed or published yet.