Super Factory Manager guide for All the Mods 10 2.13 to 5.1

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What is Super Factory Manager?

2 parts

Super Factory Manager (SFM) is all about logistics, but with a twist: it's a programming language for moving stuff around in Minecraft. Instead of dragging boxes around a flowchart GUI, SFM 4 has you write a short script that tells a central manager block exactly what to move and where.[1]

All the Mods 10 5.1 includes Super Factory Manager 4.26.0 for Minecraft 1.21.1, and it has been in the pack since version 2.25 or earlier.[2]

Who it's for

If you like precise control over your item logistics and don't mind typing out a few lines of script, SFM is a great fit. You describe the movement you want in text, paste it into the manager, and it runs your program across all the inventories you've hooked up.[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 stores your script and labels.[1]
  • A Label Gun, used to tag the blocks in the world that your script refers to.[1]
  • Inventory Cables (optional), which connect the manager to your inventories.[1]

The basic loop goes like this: you place the manager, cable it to your inventories, insert the disk and paste in your script with the GUI buttons or Ctrl+V. Then you shift-right-click the manager with the Label Gun to load your program's labels, apply them to blocks in the world, and right-click the manager without sneaking to save those labels to the disk.[1]

Tip: If something isn't working, hover over the Program Disk. It shows you the warnings and errors for your program, which makes debugging much easier.[1]

Unverified The available material doesn't cover where Super Factory Manager fits in this pack's progression, and no quests or ATM Star steps involving it could be confirmed.

How do you get started with Super Factory Manager?

5 parts

Super Factory Manager is a programming language for moving stuff around in Minecraft. You don't build logistics out of flowchart GUIs. Instead, you write a small script, load it into a Factory Manager, and tag your inventories with labels so the script knows which chest is which.[1]

A working setup needs a Factory Manager, a Program Disk and a Label Gun. Inventory Cables are technically optional, but you'll almost always want them to hook the manager up to your inventories. Here's the order I'd craft things in.[1]

Inventory Cable

Inventory Cable is how the manager reaches your inventories. You place the Factory Manager in the world and run cables from it to the chests and machines you want to control. Craft these first, because you also need one to make the manager itself.[1][3]

Crafting Shaped

Crafting Shaped
any black dyeLight Weighted Pressure Plateany black dye
Iron Barsany chestIron Bars
any black dyeLight Weighted Pressure Plateany black dye

Recipe id: sfm:cable

If you prefer the look of Fancy Inventory Cable, you can turn a regular cable into the fancy version in the crafting grid and turn it back again whenever you like.[3]

Crafting Shapeless

Recipe id: sfm:fancy_cable

Inventory CableMod recipe

Crafting Shapeless

Recipe id: sfm:fancy_to_cable

Factory Manager

The Factory Manager is the brain of the whole setup. Your program runs here, and the cables connect it to everything else. Place it down and cable it to your inventories.[1]

Factory ManagerMod recipe

Crafting Shaped

Crafting Shaped
any chestInventory Cableany chest
Inventory CableRepeaterInventory Cable
any chestInventory Cableany chest

Recipe id: sfm:manager

Program Disk

The Factory Manager Program Disk holds your program, and it's also where your labels get saved. Heads up: All the Mods 10 changes this recipe, so check the recipe below instead of relying on an older video or guide.[1][3]

Factory Manager Program DiskChanged by the pack

Crafting Shaped

Crafting Shaped
Paperany green dyePaper
any red dyeany redstone storage blockany blue dye
any redstone dustRepeaterany redstone dust

Recipe id: sfm:disk

Recipe changed by the pack

Place the disk inside the manager's GUI. You can paste a script in with the buttons or with Ctrl+V, and the manager should tell you that the script was loaded. Hover over the disk to see any warnings and errors in your program. You can also right-click a disk in your hand to edit it outside of a manager.[1][4]

Tip: Not sure what to write? Press Ctrl+Shift+E in the manager to view examples.[4]

Label Gun

The Label Gun is how you tell your script which block is which. You apply labels to blocks in the world, and your program uses those labels to know where things are.[1]

Label GunMod recipe

Crafting Shaped

Crafting Shaped
Empty slotany blue dyeany sign
Empty slotany wooden rodany black dye
any wooden rodEmpty slotEmpty slot

Recipe id: sfm:labelgun

  1. Shift-right-click the manager with the Label Gun in your hand to load the labels from your program.[1]
  2. Hold shift and use the scroll wheel to change the active label.[1]
  3. Right-click blocks in the world to apply or remove the active label. There is also a right-click menu where you can enter a custom label that isn't in your program yet.[1]
  4. Right-click the manager while not holding shift to save the labels to the Program Disk. Your program should now be running.[1]
Watch out: If your program isn't doing anything, check that you pushed your labels to the Factory Manager with the Label Gun. The mod even reminds you about this one![4]
Watch out: Be careful with the reset button in the manager GUI: it wipes ALL disk data.[4]

Optional: Network Tool

The Network Tool shows cables through walls while you hold it, and you can right-click a block face to see diagnostic info. It can also put facades on cables: hold the tool in your off-hand and a block in your main hand, then right-click a cable. The mod itself says you might not need it, because you can press a key in an inventory to toggle the inspector. This recipe is also changed by the pack.[3][4]

Network ToolChanged by the pack

Crafting Shaped

Crafting Shaped
Empty slotRedstone Lampany sign
Empty slotany iron ingotHeavy Weighted Pressure Plate
any iron ingotEmpty slotEmpty slot

Recipe id: sfm:network_tool

Recipe changed by the pack

How does Super Factory Manager work?

5 parts

Super Factory Manager is best described as a programming language for moving stuff around in Minecraft. This version doesn't use flowchart GUIs. You write a script, and that script decides where your items go.[1]

The core setup

A working setup needs a Factory Manager, a Factory Manager Program Disk and a Label Gun. Inventory Cable is optional but usually needed: you place the Factory Manager in the world and connect it to your inventories with Inventory Cables.[1]

Factory ManagerMod recipe

Crafting Shaped

Crafting Shaped
any chestInventory Cableany chest
Inventory CableRepeaterInventory Cable
any chestInventory Cableany chest

Recipe id: sfm:manager

Crafting Shaped

Crafting Shaped
any black dyeLight Weighted Pressure Plateany black dye
Iron Barsany chestIron Bars
any black dyeLight Weighted Pressure Plateany black dye

Recipe id: sfm:cable

All the Mods 10 changes the Program Disk recipe, so don't rely on the default recipe from other packs or older videos. The recipe below is the one you'll actually use in this pack.[3]

Factory Manager Program DiskChanged by the pack

Crafting Shaped

Crafting Shaped
Paperany green dyePaper
any red dyeany redstone storage blockany blue dye
any redstone dustRepeaterany redstone dust

Recipe id: sfm:disk

Changed by the pack

Label GunMod recipe

Crafting Shaped

Crafting Shaped
Empty slotany blue dyeany sign
Empty slotany wooden rodany black dye
any wooden rodEmpty slotEmpty slot

Recipe id: sfm:labelgun

You can also turn Inventory Cable into Fancy Inventory Cable and back again with simple shapeless recipes, so switching between the two costs you nothing.[3]

Crafting Shapeless

Recipe id: sfm:fancy_cable

Inventory CableMod recipe

Crafting Shapeless

Recipe id: sfm:fancy_to_cable

Loading a program

  1. Put the Program Disk into the Factory Manager's GUI.[1]
  2. Paste your script in with the GUI buttons or with Ctrl+V.[1][4]
  3. Check that the manager reports the script as loaded.[1]
  4. Hover over the disk to see the warnings and errors for your program.[1]

The manager also has a warning button. Clicking it copies your code along with its warnings and errors. Shift-clicking it makes the manager try to fix the warnings for you.[4]

Need inspiration? Press Ctrl+Shift+E in the manager to view example programs. You also don't need to stand at the manager to write code: right-click a disk in your hand to edit it anywhere. In the text editor, Shift+Enter submits your changes.[4]

Watch out: The manager's reset button wipes ALL data on the disk, so copy your script somewhere safe before you press it.[4]

Labels: telling your script which blocks are which

Your script refers to blocks by labels, and the Label Gun is how you attach those labels to real blocks in the world. The usual workflow is to pull the labels from your program into the gun, tag your blocks, and then push the labels back to the disk.[1][4]

  1. Shift-right-click the Factory Manager with the Label Gun to load the labels from your program.[1]
  2. Hold shift and use the scroll wheel to change the active label.[1]
  3. Right-click blocks in the world to apply or remove the active label.[1]
  4. If a label isn't in your program yet, open the gun's right-click menu and type in a custom one.[1]
  5. Right-click the manager without holding shift to save the labels to the Program Disk.[1]
Tip: Forgetting that last step is the classic mistake, and the mod even reminds you to push your labels with the Label Gun. If your program isn't touching the blocks you tagged, push your labels again first.[4]

The Label Gun has a few more tricks, listed below. The exact keybinds show up in its in-game tooltip.[4]

  • Hold a modifier key to apply changes to a whole group of contiguous blocks touching cables, instead of tagging them one by one.[4]
  • Pick the active label straight from a block that already has it.[4]
  • Remove all labels from a block with a modifier click.[4]
  • Label the Factory Manager itself with a modifier combination.[4]
  • Cycle the label view, and open the gun's GUI by clicking the air.[4]

The Network Tool

The Network Tool is your troubleshooting item. While you hold it, you can see cables through walls. Right-clicking a block face shows diagnostic info, and a key toggles the network tool overlay.[4]

You might not even need it for quick checks: pressing the inspector key while an inventory is open toggles the inspector.[4]

The Network Tool also handles facades, so your cables can blend into your build. Put the tool in your off-hand and a block in your main hand, then right-click a cable to set its facade.[4]

  • Ctrl-click to apply the facade contiguously.[4]
  • Alt-click to apply the facade to matching blocks across the network.[4]
  • Ctrl-alt-click to apply the facade to the entire network.[4]

This pack also changes the Network Tool recipe, so use the in-pack version below.[3]

Network ToolChanged by the pack

Crafting Shaped

Crafting Shaped
Empty slotRedstone Lampany sign
Empty slotany iron ingotHeavy Weighted Pressure Plate
any iron ingotEmpty slotEmpty slot

Recipe id: sfm:network_tool

Changed by the pack

Other blocks and items

The Printing Press works with a vanilla piston. Place it with an air gap below a downward-facing piston, then extend the piston to use it.[4]

Printing PressMod recipe

Crafting Shaped

Crafting Shaped
Light Weighted Pressure Plateany black dyeLight Weighted Pressure Plate
StoneAnvilStone
Iron BarsPistonIron Bars

Recipe id: sfm:printing_press

The Water Tank needs two adjacent water sources to work. It gets more effective when it's also next to other active Water Tanks, so building them in clusters pays off.[4]

You can also craft Experience Shard into Experience Goop with a shapeless recipe.[3]

Unverified The available sources don't say what the Printing Press produces, how much water the Water Tank provides, where Experience Shards come from, or what Experience Goop is used for. They also don't cover the scripting language's syntax, which inventory types (items, fluids, energy) a program can move, or how fast programs run. Check these in-game before you rely on them.

How do you progress through Super Factory Manager?

4 parts

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.[3]

Your first setup

  1. Start with Inventory Cable. The Factory Manager recipe uses it, so make a few cables first.[3]
  2. Next, craft the Factory Manager itself.[3]
  3. 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.[3]

Crafting Shaped

Crafting Shaped
any black dyeLight Weighted Pressure Plateany black dye
Iron Barsany chestIron Bars
any black dyeLight Weighted Pressure Plateany black dye

Recipe id: sfm:cable

Factory ManagerMod recipe

Crafting Shaped

Crafting Shaped
any chestInventory Cableany chest
Inventory CableRepeaterInventory Cable
any chestInventory Cableany chest

Recipe id: sfm:manager

Factory Manager Program DiskChanged by the pack

Crafting Shaped

Crafting Shaped
Paperany green dyePaper
any red dyeany redstone storage blockany blue dye
any redstone dustRepeaterany redstone dust

Recipe id: sfm:disk

Changed by this pack

Watch out: This pack changed two recipes from the mod's defaults: the Factory Manager Program Disk and the Network Tool. If an older guide or video shows something different for these, trust the recipes on this page.[3]

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.[3]

Network ToolChanged by the pack

Crafting Shaped

Crafting Shaped
Empty slotRedstone Lampany sign
Empty slotany iron ingotHeavy Weighted Pressure Plate
any iron ingotEmpty slotEmpty slot

Recipe id: sfm:network_tool

Changed by this pack

Label GunMod recipe

Crafting Shaped

Crafting Shaped
Empty slotany blue dyeany sign
Empty slotany wooden rodany black dye
any wooden rodEmpty slotEmpty slot

Recipe id: sfm:labelgun

Printing PressMod recipe

Crafting Shaped

Crafting Shaped
Light Weighted Pressure Plateany black dyeLight Weighted Pressure Plate
StoneAnvilStone
Iron BarsPistonIron Bars

Recipe id: sfm:printing_press

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.[3]

Crafting Shapeless

Recipe id: sfm:fancy_cable

Inventory CableMod recipe

Crafting Shapeless

Recipe id: sfm:fancy_to_cable

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.[3]

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?

1 part

Super Factory Manager (SFM) has been in All the Mods 10 since 2.3 or earlier, and All the Mods 10 5.1 ships version 4.26.0 for Minecraft 1.21.1. Here is how the pack's version of the mod has moved along the way, based on the pack changelogs.[2]

Pack changelog timeline

  • All the Mods 10 2.40: the changelog lists SFM 4.21.0 as added. It also has a separate entry saying Super Factory Manager was removed.[5]
  • All the Mods 10 4.1: updated from 4.21.0 to 4.22.0.[6]
  • All the Mods 10 4.6: updated from 4.22.0 to 4.23.0.[7]
  • All the Mods 10 4.11: updated from 4.23.0 to 4.25.0.[8]
  • All the Mods 10 4.12: updated from 4.25.0 to 4.26.0, the version that 5.1 still uses.[2][9]

So the mod has been bumped four times since the 4.21.0 entry in 2.40, and it has not changed between 4.12 and 5.1.[2][5][6][7][8][9]

Unverified The pack changelogs only record version numbers. What actually changed inside SFM in each update (new features, fixes or balance changes) is unverified, because no mod changelogs are stored for the shipped jars.

Unverified The 2.40 changelog has both an added entry for SFM 4.21.0 and a removed entry for Super Factory Manager. The sources don't say how these relate, for example whether it was a version swap, so treat that detail as unconfirmed.

Sources

  1. Super Factory Manager project page (modrinth) · official mod data
  2. All the Mods 10 5.1 mod list · pack file
  3. All the Mods 10 5.1 recipe dump: recipes making Super Factory Manager items · pack recipe dump
  4. sfm tooltips and descriptions (English lang file) · official mod data
  5. All the Mods 10 changelog (All the Mods 10 2.40) · changelog
  6. All the Mods 10 changelog (All the Mods 10 4.1) · changelog
  7. All the Mods 10 changelog (All the Mods 10 4.6) · changelog
  8. All the Mods 10 changelog (All the Mods 10 4.11) · changelog
  9. All the Mods 10 changelog (All the Mods 10 4.12) · 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 4, 2026.

Guides for other versions: 5.2 to 8.3 · 0.32 to 2.12

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