Super Factory Manager guide for All the Mods 10: To the Sky 1.0 to 1.6.1
Super Factory Manager guide for All the Mods 10: To the Sky
Last verified for All the Mods 10: To the Sky v1.6.1 on Oct 17, 2026 · text last changed Oct 17, 2026
A newer release (2.1.0) is out Guide for the current version
Also applies to:All the Mods 10 0.32 to 5.1All the Mods 11 0.1.1 to 0.12.0-betaFTB Evolution 2 1.0.2 to 1.4.0FTB Skies 2 1.0.1 to 1.24.0FTB Skies 2: Aero 1.0.3 to 1.10.0FTB StoneBlock 4 1.1.1 to 1.23.0Project Infinity 0.1 0.0.45.4 to 0.0.51.4-hotfix-2
- Sections
- 5
- Recipes shown
- 10
- Items named
- 10
3 sections are written for this pack; 2 are shared from another pack's guide.
Every recipe and number here was checked against All the Mods 10: To the Sky 1.6.1's own files.
What is Super Factory Manager?
3 parts
Same as in the All the Mods 10 2.12 guide
Super Factory Manager is a mod for moving stuff around in Minecraft, and it does that with a programming language. You write a script that describes what should move and where, and the mod runs it for you. Version 4 of the mod replaced the old flowchart-style GUIs with this scripting language.[1]
This pack includes Super Factory Manager 4.19.0 for Minecraft 1.21.1. It has been in the pack since version 0.32 or earlier, so it is a long-standing part of the modpack.[2]
Who it is for
It suits you if you want to automate item movement between inventories and are happy to write or paste a short script instead of wiring up pipes. The project page describes it as a scripting approach, so some trial and error is part of the fun.[1]
What you need to get started
- A Factory Manager, which is the block that runs your program.[1]
- A Program Disk, which goes inside the Manager's GUI and holds your script.[1]
- A Label Gun, which you use to tag the blocks your script refers to.[1]
- Optionally, Inventory Cables to connect the Manager to your inventories.[1]
The basic flow is to place the manager, connect your inventories, put the disk in, and paste in your script. Then you load the labels from the script with the label gun, apply them to your blocks, and save them to the disk.[1]
Where it fits in progression
Unverified The sources I was given do not show any quests, ATM Star path steps or in-jar guidebook entries for this mod, so I can't say where it sits in the pack's progression. Treat it as an optional automation tool that you bring in whenever you want it.
How do you get started with Super Factory Manager?
6 parts
Super Factory Manager is a programming language for moving stuff around. Instead of flowchart GUIs, you write a script and the manager runs it. To get going you need a Factory Manager, a Factory Manager Program Disk and a Label Gun, plus optional Inventory Cable to link your inventories.[1][3]
Inventory Cable
Start with cables. They connect the manager to your inventories, and the manager recipe uses one, so you need a cable before you can craft the manager.[1][3]
Crafting Shaped
| any black dye | any black dye | |
| any chest | ||
| any black dye | any black dye |
Recipe id: sfm:cable
If you like the look of the Fancy Inventory Cable, you can convert a cable into one with a single shapeless craft, and there is a matching craft to turn it back.[3]
Factory Manager
This is the block that runs your script. Place it in the world and connect it to your inventories with cables.[1][3]
Crafting Shaped
| any chest | any chest | |
| any chest | any chest |
Recipe id: sfm:manager
Program Disk
The disk goes inside the manager's GUI, and your labels get saved to it. The pack changed this recipe from the mod's version, so use the recipe below rather than relying on other guides.[1][3]
Crafting Shaped
| any green dye | ||
| any red dye | any redstone storage block | any blue dye |
| any redstone dust | any redstone dust |
Recipe id: sfm:disk
This recipe is changed by the pack.
Label Gun
The label gun loads labels from the manager's program and lets you apply or remove those labels on blocks in the world.[1]
Crafting Shaped
| Empty slot | any blue dye | any sign |
| Empty slot | any wooden rod | any black dye |
| any wooden rod | Empty slot | Empty slot |
Recipe id: sfm:labelgun
Setting up your first program
- Place the Factory Manager and connect it to your inventories using Inventory Cables.[1]
- Put the Program Disk inside the manager's GUI.[1]
- Paste your script into the manager GUI with the buttons or with Ctrl+V. The manager tells you when the script has loaded.[1][4]
- Hover over the disk to see the warnings and errors for your program.[1]
- Shift-right-click the manager with the label gun in your hand to load the labels from your program.[1]
- Hold shift and use the scroll wheel to change the active label, then right-click blocks in the world to apply or remove it.[1]
- Right-click the manager without holding shift to save the labels to the disk. Your program should now be running.[1]
Optional: Network Tool
The Network Tool shows cables through walls while you hold it, and right-clicking a block face shows diagnostic info. The pack changed its recipe from the mod's version.[3][4]
Crafting Shaped
| Empty slot | any sign | |
| Empty slot | any iron ingot | |
| any iron ingot | Empty slot | Empty slot |
Recipe id: sfm:network_tool
This recipe is changed by the pack.
How does Super Factory Manager work?
6 parts
Super Factory Manager (SFM) moves items around your base with a script instead of a flowchart GUI. SFM 4 replaced the flowchart screens with a scripting language. The centre of it all is the Factory Manager, which runs a program stored on a Factory Manager Program Disk.[1][3]
Getting a program running
You need a Factory Manager, a Program Disk and a Label Gun. Inventory Cables are optional. Here is the basic flow.[1]
- Place the Factory Manager in the world and connect it to your inventories using Inventory Cable.[1]
- Put the Factory Manager Program Disk inside the manager's GUI.[1][3]
- Paste your script into the manager GUI, either with the buttons or with Ctrl+V. The manager tells you when the script has loaded.[1][4]
- Hover over the disk to see the warnings and errors for your program.[1]
- Shift-right-click the manager with the Label Gun in your hand to load the labels from your program.[1]
- Hold Shift and use the scroll wheel to change the active label, then right-click blocks in the world to apply or remove it. A right-click menu also lets you enter a custom label that isn't in your program yet.[1]
- Right-click the manager without holding Shift to save the labels to the disk. Your program should now be running.[1]
Working in the manager GUI
- Press Ctrl+Shift+E to view examples, and Ctrl+V to paste.[4]
- Clicking the warning button copies your code along with its warnings and errors. Shift-click it to attempt to fix the warnings.[4]
- In the text editor, Shift+Enter submits your changes.[4]
- You can right-click a disk in your hand to edit it outside of a manager.[4]
Labels and the Label Gun
The Label Gun toggles the active label on a block and can cycle the label view. It can also pick the active label from a block, or clear the labels from a block.[4]
The gun also works with the manager directly: you can push labels to a Factory Manager, pull labels from one, or label the manager itself. Holding the contiguous modifier applies changes to contiguous blocks touching cables, which saves a lot of clicking on big networks.[4]
Crafting Shaped
| Empty slot | any blue dye | any sign |
| Empty slot | any wooden rod | any black dye |
| any wooden rod | Empty slot | Empty slot |
Recipe id: sfm:labelgun
Cables and the Network Tool
Inventory Cables connect the manager to your inventories. A Fancy Inventory Cable is made from a normal cable with a shapeless recipe, and another shapeless recipe converts it back.[1][3]
Crafting Shaped
| any black dye | any black dye | |
| any chest | ||
| any black dye | any black dye |
Recipe id: sfm:cable
The Network Tool shows cables through walls while you hold it. Right-click a block face to see diagnostic info. The pack changed this recipe from the mod's default.[3][4]
Crafting Shaped
| Empty slot | any sign | |
| Empty slot | any iron ingot | |
| any iron ingot | Empty slot | Empty slot |
Recipe id: sfm:network_tool
The Network Tool also sets facades on cables. Put the tool in your off-hand, hold the block you want in your main hand, and right-click a cable. Ctrl-click applies the facade contiguously. Alt-click applies it to matching blocks across the network. Ctrl-alt-click applies it to the entire network.[4]
Crafting the core items
The Factory Manager uses the mod's own recipe. The Program Disk recipe is different, because the pack changed it.[3]
Crafting Shaped
| any chest | any chest | |
| any chest | any chest |
Recipe id: sfm:manager
Crafting Shaped
| any green dye | ||
| any red dye | any redstone storage block | any blue dye |
| any redstone dust | any redstone dust |
Recipe id: sfm:disk
This Program Disk recipe was changed by the pack.
Other blocks and items
The Printing Press is placed with an air gap below a downward-facing piston, and you extend the piston to use it.[3][4]
Crafting Shaped
| any black dye | ||
Recipe id: sfm:printing_press
The Water Tank requires two adjacent water sources. It is more effective when it is also next to other active water tanks.[3][4]
Crafting Shaped
Recipe id: sfm:water_tank
The mod also has Experience Shard and Experience Goop. A shapeless recipe turns a shard into goop.[3]
Crafting Shapeless
Experience Shard
Experience Shard
Experience Shard
Experience Shard
Experience Shard
Experience Shard
Experience Shard
Experience Shard
Experience Shard
Recipe id: sfm:xp_goop
How do you progress through Super Factory Manager?
4 parts
Same as in the All the Mods 10 5.1 guide
Good news if you like getting automation going early: in this pack, this mod has no tier ladder. The recipes show no upgraded machines and no higher-grade cables to work through. Every recipe for the mod's items is a regular crafting-table recipe, so what you can build depends on what you can craft, not on unlocking tiers.[5]
Your first setup
- Start with Inventory Cable. The Factory Manager recipe uses it, so make a few cables first.[5]
- Next, craft the Factory Manager itself.[5]
- Then craft a Factory Manager Program Disk. This pack changed its recipe, so use the version shown below instead of one from an older video.[5]
Crafting Shaped
| any black dye | any black dye | |
| any chest | ||
| any black dye | any black dye |
Recipe id: sfm:cable
Crafting Shaped
| any chest | any chest | |
| any chest | any chest |
Recipe id: sfm:manager
Crafting Shaped
| any green dye | ||
| any red dye | any redstone storage block | any blue dye |
| any redstone dust | any redstone dust |
Recipe id: sfm:disk
Changed by this pack
Tools and extra blocks
None of the remaining tools and blocks need a Factory Manager to craft, so you can make them in any order you like. The Network Tool uses this pack's modified recipe. The Label Gun, Printing Press and Water Tank use the mod's standard recipes.[5]
Crafting Shaped
| Empty slot | any sign | |
| Empty slot | any iron ingot | |
| any iron ingot | Empty slot | Empty slot |
Recipe id: sfm:network_tool
Changed by this pack
Crafting Shaped
| Empty slot | any blue dye | any sign |
| Empty slot | any wooden rod | any black dye |
| any wooden rod | Empty slot | Empty slot |
Recipe id: sfm:labelgun
Crafting Shaped
| any black dye | ||
Recipe id: sfm:printing_press
Crafting Shaped
Recipe id: sfm:water_tank
Cable variants
You craft Fancy Inventory Cable shapeless from a regular Inventory Cable. Another shapeless recipe turns it back into a regular cable, so you can swap between the two freely.[5]
Experience items
You craft Experience Goop shapeless from an Experience Shard. No crafting recipe in this pack makes the Experience Shard itself, so you'll have to get shards some other way.[5]
Crafting Shapeless
Experience Shard
Experience Shard
Experience Shard
Experience Shard
Experience Shard
Experience Shard
Experience Shard
Experience Shard
Experience Shard
Recipe id: sfm:xp_goop
Unverified The sources for this section only cover recipes. They don't confirm what each block or tool does, how programs are written onto disks, or how you actually get Experience Shards.
What changed in Super Factory Manager between versions?
4 parts
All the Mods 10: To the Sky 1.6.1 ships Super Factory Manager 4.26.0 for Minecraft 1.21.1, and the mod has been in the pack since 1.0 or earlier. Below are the notable changes from the most recent mod releases, newest first, so you can see what your version has picked up along the way.[6]
4.26.0 (the version in this pack)
- New textures were added, and there is an optional "Classic" resource pack if you want the old look back.[7]
- The falling anvil handler now supports block tags. The tags are sfm:anvil_disenchanting and sfm:anvil_printing_press_forming.[7]
- AE2 energy acceptor compatibility was added to fix fe:: not working. The mod can now add capability wrappers for compatibility fixes like this one.[7]
- The AE2 inscriber example now uses retain, because inscribers have a max stack size greater than 1 in 1.21.1.[7]
- The mod icon now shows up on the mods screen, and the mod was updated to NeoForge 21.1.206 for Minecraft 1.21.1.[7]
4.25.0
- A new EMPTY SLOTS IN modifier for OUTPUT places items only into empty destination slots. The changelog pairs it with an optional condensing pass that runs every 300 seconds to restack items.[8]
- Fixed a crash when re-entering a level.[8]
- Added a Ctrl+E hotkey to open the text editor from the title screen and from the select world screen.[8]
- Fixed SFM keymapping not respecting modifier keys. The label gun push/pull chat reminders now show the actual pull modifier key instead of saying "shift".[8]
4.24.0
- Fixed the timer trigger offset in seconds not being multiplied by 20, so something like EVERY 20+10 SECONDS now behaves as written.[9]
- Fixed a crash on launch caused by the Turkish locale.[9]
- Fixed the printing press form item tooltip not showing details on Minecraft 1.21 and later.[9]
- Added a label gun scroll modifier keymapping, so you can change shift+scroll to something else, plus more hotkey reminders in the label gun tooltip. A translation formatting problem in those tooltip reminders was also fixed.[9]
- Added SFML support to markdown code blocks in the VSCode extension, and more PT_BR localization entries.[9]
4.23.0
- The label gun gained hotkeys: ctrl for contiguous behaviour, shift for clear, shift for pull, and one for targeting the manager (labelling the manager instead of pushing).[10]
- Fixed contiguous label assignment not working on world load or when adjacent cables were not noticed into the network. Ctrl+click now also tells you in chat when blocks are skipped because they are not touching cables.[10]
- Added more auto-lowercase rules in regex-like resource identifiers, to avoid confusing cases where a program doesn't work.[10]
- Fixed printing press item ghosting misbehaviour.[10]
- Added zh_cn and pt_br localizations, and silenced mixin warnings.[10]
Sources
- Super Factory Manager project page (modrinth) · official mod data
- All the Mods 10 2.12 mod list · pack file
- All the Mods 10: To the Sky 1.6.1 recipe dump: recipes making Super Factory Manager items · pack recipe dump
- sfm tooltips and descriptions (English lang file) · official mod data
- All the Mods 10 5.1 recipe dump: recipes making Super Factory Manager items · pack recipe dump
- All the Mods 10: To the Sky 1.6.1 mod list · pack file
- Super Factory Manager 4.26.0 changelog · changelog
- Super Factory Manager 4.25.0 changelog · changelog
- Super Factory Manager 4.24.0 changelog · changelog
- Super Factory Manager 4.23.0 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 17, 2026.
Guides for other versions: 2.0.6 to 2.1.0 · 1.7 to 2.0.5