Getting Started (MatterOverdrive)

Matter Overdrive for Newbies
(A reference guide for the rest of us).

So Matter Overdrive has been updated for 1.12.2, and many things from the 1.7.10 version have carried over. This guide is meant to help you get up and running with the 1.12.2 version, and have a great experience with the mod. Here's what you'll need to know.

Initial Resources
Like most tech mods, you'll need resources to get started. Unlike most tech mods, however, this one is a bit later of a start, as you'll need at minimum an iron pick to gather the most crucial materials. Here's a quick list of what you'll need to get started:


 * s: About a stack really to get started, but more is always better.
 * s: Yes, some stuff needs gold. Upgrades, the battery, and Machine Casings need gold, as well as the Matter Network Cable, Matter Scanner, and Fusion Reactor IO.
 * : You're going to need some Redstone for most of your machines, as well as a few Pistons and such. When you get to machine upgrades and important components like Superconductor Magnets, however, your redstone consumption will go way up. Have a stack to get started.
 * : Ah, Ender Pearls. Used for finding the Ender Dragon as the fabled Eye of Ender and to teleport out of sticky situations.  You'll need several of them to make the most expensive machines, as well as a Fusion Reactor.  I'd recommend 4 stacks of 16, just to be safe.
 * : The backbone of the mod's machines and items. You'll need a lot of this; a stack is good but more is better.
 * : Needed for anything requiring energy. I'd say a stack to start, but you'll need more as you progress.

You've got the touch, you've got the POWAH
Right, when using machines that require power, you need to start generating it. Since Matter Overdrive's power generation is out of our reach currently, use whatever other tech mods you have to generate a steady stream of power until we can get enough tech built to manage either a Solar Panel or a Fusion Reactor.

And now for something completely different... sort of
While we are at it, let's talk about some of the other machines you can create right now. It's assumed in this tutorial that you haven't build them yet, but since I figure this is handy reference material, I will go ahead and tell you what most of those other machines do.


 * 1) You can build yourself a Matter Decomposer. It produces Matter Plasma, a fluid you'll need to replicate items. It needs 3 Tritanium Plates, a couple Sticky Pistons, an Integration Matrix, a Matter-Energy Conversion Matrix, and an Isolinear Circuit Mk3. Oh, and it also needs power. This doesn't throw anything at you that you haven't seen before.
 * 2) The Matter Recycler can recycle Matter Dust into its refined state for decomposition. The good thing about this is that it allows for a redo of the first decomposing cycle. The bad thing is that this does require power. It'll be extremely handy in the next section, but for now it's just a bit of utility.
 * 3) The Matter Replicator takes in Matter Plasma and can crank out any item/block pattern it is given. It requires power to run.
 * 4) The Matter Network Router is a surprisingly useful block, by routing machines from one network to another alongside the [[Matter_Network_Switch|Matter Network Switch], which connects machines in the same network.
 * 5) The Matter Analyzer is the block version of a Matter Scanner.  The one difference it has is it can scan items as well as blocks, where the scanner can only do blocks.  It is used alongside a Pattern Monitor to analyze blocks/items and store patterns in a Pattern Storage.
 * 6) There's also a Tritanium_Crate you can craft now. It's just a chest surrounded by three Tritanium Plate.
 * 7) The Charging Station requires 2 Dilithium Crystals, but it doesn't actually produce power itself. What it does, however, is charge any androids which stand in it. This works out very well once you've become an android.  However, you need a full set of android parts (head, arm, leg, torso) to get to that. We'll explore that in a later section.
 * 8) The Android Station is where player androids go to install upgrades they've crafted for themselves.  Some increase health, others reduce glitching when damaged, but all are useful.
 * 9) The Weapon Station is where you'll go to upgrade your Phaser, Phaser Rifle, Plasma Shotgun, and Ion Sniper.  New scopes, increased energy storage, and damage modifiers are all available.
 * 10) The Transporter can teleport you to another of itself in a different location, requiring FE/RF with each use.  This can affect multiple entities at once, so a player on top of or next to you will also be teleported.  You can even teleport your whole group to a special place if you so wish.
 * 11) The Space-Time Accelerator speeds up machines around it, which can save a lot of time when replicating complex blocks and items.
 * 12) The Star Map is a purely decorative WIP block that will eventually have some use should a future update require it.  For now, at least it looks cool!

We need to construct additional power
So you've gotten your power setup from another mod working, but find machines that requires quite a bit of power, or find that the ore processing center you've dreamed of is in itself a power-hungry monster. Enter the Fusion Reactor, a multiblock structure that will solve all your power needs. Provided you feed it Matter Plasma, of course.

Firstly, you'll need a Fusion Reactor Controller. It requires 4 Fusion Reactor Coil, a Holographic Sign, an Isolinear Circuit Mk2, an Isolinear Circuit Mk3, a Tritanium Plate, and a Machine Casing. When it is placed next to a Gravitational Anomaly (ideally with up to 6 Gravitational Stabilizers around it), it will show a holographic diagram of the Fusion Reactor multiblock. Placing Fusion Reactor Coils in the spaces shown, and a Matter Decomposer on the left and right of the controller will form a complete Fusion Reactor. From there, you can feed it blocks and items to consume, or use Fusion Reactor IOs to directly feed it Matter Plasma from a Decomposer. A good setup is an automated cobblegen feeding into the Decomposers via either pipes or hopper.

In conclusion, finally
There's a lot more to discover in this mod. Try making the various weapons, find crashed ships and other structures, fight a deranged Mad Scientist boss, and become an android with a more passive Mad Scientist found in villages. However, I think you have enough to get started. Refreshments are available in the ballroom next door. And so, ladies and gentlemen, I bid you adieu.