
Super Factory Manager Retro in All the Mods 10: To the Sky
All the Mods 10: To the Sky 2.1.0 ships version 1.0.4 · First seen in 2.0.3
Super Factory Manager Retro is a mod in All the Mods 10: To the Sky 2.1.0, where it is version 1.0.4. Build Super Factory Manager programs on a visual node canvas instead of writing SFML by hand. Drag nodes, wire them together, search items and fluids by name, and import/export programs you have already written. (Summary from the mod's Modrinth page.)
Super Factory Manager Retro guide for All the Mods 10: To the Sky
Last verified for All the Mods 10: To the Sky v2.1.0 on Oct 16, 2026 · text last changed Oct 16, 2026
Also applies to:FTB Evolution 2 1.0.2 to 1.4.0FTB Skies 2: Aero 1.4.0 to 1.10.0
- Sections
- 4
Every recipe and number here was checked against All the Mods 10: To the Sky 2.1.0, read from the running game on Oct 15, 2026.
What is Super Factory Manager Retro?
4 parts
Super Factory Manager Retro is an addon for Super Factory Manager that lets you build SFM programs as a node graph instead of typing them as text. Open a Disk or a Factory Manager and you get a canvas instead of a text box. It requires Super Factory Manager, and this pack includes version 1.0.3.[1][2]
How the editor works
You place a trigger, chain Input and Output nodes onto it, and branch with If nodes. The SFML is written for you as you go, and a preview panel shows exactly what will be saved.[1]
The editor covers everything the language can do: intervals and redstone triggers, amounts and retain amounts, multiple filters per node, item and tag filters, except lists, sides, slot ranges, round robin, conditions, Forget and Comment nodes.[1]
What makes it comfortable
- Search by name: items, fluids, gases and energy are all searchable from a list with icons, so you do not need to remember ids.[1]
- Label counts: labels come from your label gun, and the editor shows how many blocks each label covers, which helps you spot one you forgot to assign.[1]
- Import existing programs: press Import to canvas and the program is rebuilt as a graph. The editor checks its own work and tells you whether anything was lost.[1]
- Still normal SFM: you can copy or share the program text, or switch back to the text editor whenever you want. The node layout is saved with the program.[1]
Turning the canvas on
The mod's project page says to set the preferredEditor option in SFM's client program editor config to retrofactorymanager:blueprint. After that, right click a Disk or press Edit in a Factory Manager and the canvas opens. Setting it back to sfm:v1 returns you to the text editor.[1]
Where it sits in the quest book
Unverified The sources here do not show any quest involving this mod, so no chapter, group or position in the pack's quest book is confirmed for it. They also do not show it on the ATM Star path.
How do you get started with Super Factory Manager Retro?
4 parts
Super Factory Manager Retro is an addon for Super Factory Manager. Instead of typing SFML by hand, you build your program on a visual node canvas: drag nodes, wire them together, and the SFML gets written for you. It needs Super Factory Manager installed too.[1]
Switch on the canvas editor
The canvas is not automatically what you see. The mod's project page says to edit the SFM client editor config file, config/sfm-client-program-editor.toml, and point the preferred editor at the Retro blueprint editor. You can set it back to the normal text editor at any time.[1]
- Install both mods, then open config/sfm-client-program-editor.toml.[1]
- Set preferredEditor to "retrofactorymanager:blueprint".[1]
- Right click a Disk, or press Edit in a Factory Manager, and the canvas opens.[1]
- To go back to the text editor, set the same option to "sfm:v1".[1]
Build your first program
Start by placing a trigger, then chain Input and Output nodes onto it. You can branch with If nodes. A preview panel shows exactly what will be saved, so you can check the generated SFML as you go.[1]
When you pick items, type a few letters and choose from a list with icons. Items, fluids, gases and energy are all searchable, so you don't need to remember ids. Labels come from your label gun, and the editor shows how many blocks each label covers. That makes it easy to spot a label you forgot to assign.[1]
Controls worth learning first
- Right click the canvas to add a node. You can also drag from a pin and release on empty space to add a node that is already connected.[1][3]
- Drag from one pin to another to connect nodes. Alt click a pin or a wire to disconnect.[1][3]
- Drag with the middle or right mouse button to move around, and use the scroll wheel to zoom. Press Home to frame everything.[1]
- Ctrl+Z and Ctrl+Y undo and redo. Ctrl+C, Ctrl+V and Ctrl+D copy, paste and duplicate. G snaps to the grid.[1][3]
Already have programs?
Open an existing program and press Import to canvas. It is rebuilt as a graph, and the editor checks its own work and tells you whether anything was lost. Your programs stay normal SFM programs, so you can copy the text, share it, or switch back to the text editor. The node layout is saved with the program.[1]
Unverified The sources here do not show any quests or crafting recipes involving this mod in the pack, so there is no in-pack recipe to point you to.
How does Super Factory Manager Retro work?
6 parts
Retro Factory Manager doesn't add machines, multiblocks or its own power system. It's an addon for Super Factory Manager that replaces the text box for writing SFM programs with a visual node canvas. All the actual item, fluid, gas and energy movement is done by SFM running your program. This section covers how the editor works.[1]
Switching the editor on
You need both mods installed. Then open config/sfm-client-program-editor.toml and set preferredEditor to retrofactorymanager:blueprint. After that, right click a Disk, or press Edit in a Factory Manager, and the canvas opens instead of the text editor. Set the value back to sfm:v1 whenever you want the text editor again.[1]
How a program is built on the canvas
You place a trigger, chain Input and Output nodes onto it, and branch with If nodes. The SFML is written for you as you go, and a preview panel shows exactly what will be saved.[1]
The editor covers everything the language can do: intervals and redstone triggers, amounts and retain amounts, multiple filters per node, item and tag filters, except lists, sides, slot ranges, round robin, conditions, and Forget and Comment nodes.[1]
Wiring nodes and branches
Nodes have pins, and you connect them by dragging from one pin to another. Dragging from a pin and releasing on empty space adds a new node that's already connected. To remove a link, Alt click the pin or the wire.[1][3]
An If node has different pins for different outcomes. One pin runs when the condition is true, another runs when it's false, and an after pin runs after the branch finishes, either way. That makes the after pin a good place for steps that should run whichever way the condition went.[3]
Picking items, fluids and labels
Type a few letters and choose from a list with icons. Items, fluids, gases and energy are all searchable, so you don't need to remember ids.[1]
Labels come from your label gun. The editor shows how many blocks each label covers, so you can spot a label you forgot to assign.[1]
Importing and sharing programs
If you already have a program, open it and press Import to canvas. It's rebuilt as a graph, and the editor checks its own work and tells you whether anything was lost.[1]
Your programs stay normal SFM programs. You can copy the text, share it, or switch back to the text editor at any time. The node layout is saved with the program, so reopening the editor gives you your graph back.[1]
Canvas controls
- Add a node: right click the canvas.[1][3]
- Add a connected node: drag from a pin and release on empty space.[1]
- Connect nodes: drag from one pin to another. Disconnect with Alt click on a pin or wire.[1][3]
- Move around: drag with the middle or right mouse button. Zoom with the scroll wheel.[1]
- Select: click, shift click, or drag a box. Press Delete to remove the selection.[1]
- Undo and redo: Ctrl+Z and Ctrl+Y.[1][3]
- Copy, paste, duplicate: Ctrl+C, Ctrl+V, Ctrl+D.[1][3]
- Snap to grid: press G. Frame everything: press Home.[1][3]
What changed in Super Factory Manager Retro between versions?
4 parts
All the Mods 10: To the Sky 2.0.4 ships Super Factory Manager Retro 1.0.3, the 1.21.1 build. It was first included in pack version 2.0.3 or earlier. Everything below comes from the mod's own changelog.[2][4]
Unverified Pack changelog entries for this mod are not shown in the sources here, so any changes made to it by the pack itself are unverified.
1.0.3 (the version in this pack)
- Fixed: timer nodes with global align turned on and an offset set now generate valid SFML. The alignment keyword used to be written after the offset (EVERY 20 + 11 GLOBAL TICKS), which SFM rejects. It now comes first (EVERY 20 GLOBAL + 11 TICKS).[4]
- Fixed: the side panel now scrolls far enough to read the whole SFML preview while a node is selected.[4]
- Fixed: the item suggestion dropdown and the add-node menu now draw above everything else, so text from the panel underneath no longer shows through.[4]
- Changed: timer node labels list the alignment before the offset, matching the generated program.[4]
- Changed: the timer offset hint reads "Offset (+ seconds)" when the interval is set to seconds, since SFM scales the offset by 20 in that mode.[4]
- Changed: the timer inspector warns when the offset is at or above the interval, a combination that stops the timer from ever running.[4]
1.0.2
- Fixed: the item suggestion dropdown, the add-node menu and the inspector panel no longer let the text behind them show through.[4]
- Fixed: placeholder hints in text fields now disappear as soon as you start typing, and come back when you clear the field.[4]
1.0.1
- The editor switcher in the blueprint editor is now provided by RetroFactoryManager itself, so you can swap between the Blueprint, V1, V2 and Draw editors on current SFM releases.[4]
- English display names were added for SFM's built-in editors in the switcher.[4]
- The mod was backported to Minecraft 1.21.1 / NeoForge, which requires SFM 4.34.0 or newer. SFM's Program Editor Config screen now lists every registered editor, including Blueprint, instead of only V1 and V2.[4]
1.0.0
This was the initial release. RetroFactoryManager adds a visual node editor to Super Factory Manager: you build your factory logic on a canvas and the mod writes the SFML program for you. It is fully translatable, with English included.[4]
Sources
- Super Factory Manager Retro project page (modrinth) · official mod data
- All the Mods 10: To the Sky 2.0.4 mod list · pack file
- retrofactorymanager tooltips and descriptions (English lang file) · official mod data
- Super Factory Manager Retro 1.0.3 changelog · changelog
Where this guide comes from
Written from what All the Mods 10: To the Sky 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 16, 2026.
Report wrong info
Version in each release
6 releases, first in 2.0.3
| All the Mods 10: To the Sky | Version | Jar | Where it came from |
|---|---|---|---|
| 2.1.0 Oct 15, 2026 | 1.0.4 | retrofactorymanager-1.21.1-1.0.4.jar | From the published release |
| 2.0.7 Oct 5, 2026 | 1.0.4 | retrofactorymanager-1.21.1-1.0.4.jar | From the published release |
| 2.0.6 Sep 21, 2026 | 1.0.3 | retrofactorymanager-1.21.1-1.0.3.jar | From the published release |
| 2.0.5 Sep 21, 2026 | 1.0.3 | retrofactorymanager-1.21.1-1.0.3.jar | From the published release |
| 2.0.4 Sep 11, 2026 | 1.0.3 | retrofactorymanager-1.21.1-1.0.3.jar | From the published release |
| 2.0.3 Sep 9, 2026 | 1.0.3 | retrofactorymanager-1.21.1-1.0.3.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
We can't match this mod to the pack's item list: it registers as retrofactorymanager, and the pack's recipe dump has nothing under that name. That means we found nothing, not that the mod adds nothing. Search the item browser
Comments and tips
Loading comments...