Super Factory Manager guide for All the Mods 10 0.32 to 2.12
Super Factory Manager guide for All the Mods 10
Last verified for All the Mods 10 v2.12 on Oct 5, 2026 · text last changed Oct 5, 2026
A newer release (8.3) is out Guide for the current version
Also applies to:All the Mods 10: To the Sky 1.0 to 2.1.0All 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
- 6
- Recipes shown
- 8
- Items named
- 9
Every recipe and number here was checked against All the Mods 10 2.12's own files.
What is Super Factory Manager?
3 parts
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 in Minecraft. You write a script, keep it on a disk, and a manager runs it on your inventories. You only need a few items to get going, so here they are in the order you'll want them.[1]
Inventory Cable
Start with Inventory Cable. You use cables to connect your inventories to the manager. The mod's project page lists them as optional, but they are how you hook up a setup.[1]
Crafting Shaped
| any black dye | any black dye | |
| any chest | ||
| any black dye | any black dye |
Recipe id: sfm:cable
Factory Manager
The Factory Manager is the block that runs your program. You place it in the world, connect it to your inventories with cables, and put a disk inside its GUI.[1]
Crafting Shaped
| any chest | any chest | |
| any chest | any chest |
Recipe id: sfm:manager
Factory Manager Program Disk
The Factory Manager Program Disk holds your program, and you put it in the manager's GUI. The pack changes this recipe, so don't rely on the mod's default recipe from other guides. The block below shows the exact in-pack recipe.[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
Label Gun
The Label Gun connects the labels in your program to real blocks in the world. Right click a manager with it to push labels, or sneak and right click to pull labels from the manager.[1][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
Your first program
- Place the manager and connect it to your inventories with cables.[1]
- Put the disk in the manager's GUI.[1]
- Paste your script into the manager GUI with the buttons or Ctrl+V. The manager should tell you the script was loaded.[1][4]
- 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 may not be 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]
Network Tool
The Network Tool shows cables through walls while you hold it, and right clicking a block face shows diagnostic info. That makes it handy when a cable run isn't behaving. The pack changes this recipe too, so use the one below.[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
How does Super Factory Manager work?
6 parts
Super Factory Manager (SFM) is a programming language for moving stuff around in Minecraft. Instead of the old flowchart GUIs, version 4 uses a scripting language. You write a program, store it on a disk, and a manager runs it against the inventories it is connected to.[1]
The core pieces
You need three things: a Factory Manager, a Factory Manager Program Disk and a Label Gun. Inventory Cable is optional. You use it to connect the manager to your inventories.[1]
Crafting Shaped
| any chest | any chest | |
| any chest | any chest |
Recipe id: sfm:manager
Crafting Shaped
| any black dye | any black dye | |
| any chest | ||
| any black dye | any black dye |
Recipe id: sfm:cable
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
The pack changes the Program Disk recipe, so don't rely on the mod's default. The recipe below is the one that applies here.[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
Getting a program running
- Place the Factory Manager in the world and connect it to your inventories with Inventory Cables.[1]
- Put the Program Disk inside the manager's GUI.[1]
- Paste your script into the manager GUI using the buttons or Ctrl+V. The manager should tell you the script was loaded.[1]
- Hover over the disk to see the warnings and errors for your program.[1]
- Shift-right-click the manager with the Label Gun to load the labels from your program.[1]
- Hold shift and use the scroll wheel to change the active label. Right-click blocks in the world to apply or remove it. A right-click menu also lets you enter a custom label that may not be in your program yet.[1]
- Right-click the manager without holding shift to save the labels to the Program Disk. Your program should then be running.[1]
Using the Label Gun
Right-clicking a Factory Manager pushes labels. Right-clicking it while sneaking pulls labels. If you hold Control, the gun applies labels to blocks of the same type that are adjacent to cables, which saves a lot of clicking on bigger setups.[4]
Debugging your network
The Network Tool shows cables through walls while you hold it. Right-click a block face with it to see diagnostic info. The pack also changes this recipe.[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 manager GUI has several shortcuts:[4]
- Ctrl+E edits the program.[4]
- Ctrl+V pastes a program.[4]
- Ctrl+Shift+E opens the examples.[4]
- Shift+Enter submits in the text editor.[4]
- The warning button copies your code along with its warnings and errors. Shift-click it to attempt to fix the warnings.[4]
Pack settings
These config values limit how your programs behave. In this pack they all match the mod's defaults.[5]
- maxIfStatementsInTriggerBeforeSimulationIsntAllowed is 10. The number of scenarios checked is 2^n, where n is the number of if statements in a trigger, so very branchy triggers get expensive quickly.[5]
- timerTriggerMinimumIntervalInTicks is 20. This is the minimum interval for a timer trigger, in ticks.[5]
- timerTriggerMinimumIntervalInTicksWhenOnlyForgeEnergyIOStatementsPresent is 1. This is the minimum timer interval when a trigger only contains Forge energy IO statements.[5]
- showLineNumbers is false in this pack. It is a client-side setting.[6]
Other machines
The Printing Press has to be placed with an air gap below a downward-facing piston. Extend the piston to use it.[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 adjacent to other water tanks.[4]
Crafting Shaped
Recipe id: sfm:water_tank
Unverified The sources don't cover the script syntax (triggers, inputs and outputs, and how items, fluids and energy are handled). They also don't explain what the Printing Press produces or what Experience Goop and Experience Shard are used for. Check these in game with the examples button in the manager GUI before relying on them.
How do you progress through Super Factory Manager?
3 parts
Super Factory Manager doesn't have tiers in this pack. Nothing in the recipe data shows upgrade levels or gated stages, so the progression here is just the order you craft the pieces in. Every recipe below is the exact in-pack version.[3]
Core setup
Start with the Inventory Cable, which links your inventories together. You need it before you can craft the Factory Manager, the block that runs your automation, so make the cable first.[3]
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
Next comes the Factory Manager Program Disk. The pack changed this recipe, so don't rely on what you remember from the mod's default.[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
Changed by the pack.
Helper tools
The Network Tool is the other recipe the pack changed. The Label Gun uses the mod's own recipe.[3]
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 the 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
Optional extras
The Printing Press and the Water Tank both use the mod's own recipes. You don't need either to get a basic setup running.[3]
Crafting Shaped
| any black dye | ||
Recipe id: sfm:printing_press
Crafting Shaped
Recipe id: sfm:water_tank
Experience Goop is a simple one-step conversion from an Experience Shard, using the mod's own recipe.[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
Unverified Quests: I couldn't confirm any quests for this mod in the pack's quest book, and it doesn't appear to be on the ATM Star quest path. The order above comes from the recipes alone, not from a quest chain.
Which Super Factory Manager config options matter?
2 parts
Super Factory Manager has only a few config options, and in this pack none of the server-side ones are changed from the mod default. What you see below is what you get, so you don't need to edit anything to follow the rest of the guide.[5][6]
Common config (sfm-common.toml)
- timerTriggerMinimumIntervalInTicks is 20 in this pack, the same as the mod default. It is the minimum interval for a timer trigger, measured in ticks, and the allowed range is above 1.[5]
- timerTriggerMinimumIntervalInTicksWhenOnlyForgeEnergyIOStatementsPresent is 1 in this pack, again the mod default. It is a separate, lower minimum that applies when a trigger contains only Forge Energy IO statements. The allowed range is above 1.[5]
- maxIfStatementsInTriggerBeforeSimulationIsntAllowed is 10 in this pack, which is also the mod default. The config notes that the number of scenarios to check is 2^n, where n is the number of if statements in a trigger. The allowed range is above 0.[5]
Client config (sfm-client.toml)
- showLineNumbers is set to false in this pack.[6]
Unverified The sources don't state the mod default for showLineNumbers or what the option does in the editor, so it is unconfirmed whether the pack changed it.
What changed in Super Factory Manager between versions?
2 parts
Your pack, All the Mods 10 2.12, ships Super Factory Manager 4.19.0 (the 1.21.1 build). It was first included in All the Mods 10 0.32 or earlier. Here are the notable changes from the mod's own changelogs for 4.19.0 and the release before it.[2]
4.19.0 (the version in your pack)
- Added WITH TAG support in programs. The changelog example takes input from a chest using a wildcard filter on minecraft:* limited to the tag minecraft:mineable/shovel.[7]
- Fixed uppercase resource identifiers not being auto-lowercased internally.[7]
- Added a work-in-progress hotkey for copying item NBT to the clipboard. It doesn't work on items you hover in JEI.[7]
- Added the /sfm export_info client command, which dumps item and recipe info.[7]
- Fixed manager screen tooltips showing over the program edit screen (the changelog says "again").[7]
- Updated the 1.21.1 build to fix broken Mekanism compatibility. The prefixes gas::, infusion:: and similar are now aliases for chemical::.[7]
4.18.0
- Added a 1.21.0 build with Mekanism support.[8]
- Restored Mekanism support for Minecraft 1.20.4.[8]
- Added syntax highlighting for the SECONDS keyword.[8]
- Improved performance when iterating over EXCLUDE resources.[8]
Unverified No pack changelog entries for this mod were available, so anything the pack team changed about Super Factory Manager between pack releases is unverified.
Sources
- Super Factory Manager project page (modrinth) · official mod data
- All the Mods 10 2.12 mod list · pack file
- All the Mods 10 2.12 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 2.12 config: config/sfm-common.toml · pack file
- All the Mods 10 2.12 config: config/sfm-client.toml · pack file
- Super Factory Manager 4.19.0 changelog · changelog
- Super Factory Manager 4.18.0 changelog · changelog
Where this guide comes from
Written from what All the Mods 10 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 5, 2026.
Guides for other versions: 5.2 to 8.3 · 2.13 to 5.1