Super Factory Manager guide for All the Mods 10 2.13 to 5.1
Super Factory Manager guide for All the Mods 10
Last verified for All the Mods 10 v5.1 on Oct 4, 2026 · text last changed Oct 4, 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 1.6.1
- Sections
- 5
- Recipes shown
- 10
- Items named
- 10
Every recipe and number here was checked against All the Mods 10 5.1's own files.
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]
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
| any black dye | any black dye | |
| any chest | ||
| any black dye | any 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]
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]
Crafting Shaped
| any chest | any chest | |
| any chest | any 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]
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
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]
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]
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
- 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.[1]
- 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]
- Right-click the manager while not holding shift to save the labels to the Program Disk. Your program should now be running.[1]
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]
Crafting Shaped
| Empty slot | any sign | |
| Empty slot | any iron ingot | |
| any iron ingot | Empty slot | Empty 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]
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
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]
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
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
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]
Loading a program
- Put the Program Disk into the Factory Manager's GUI.[1]
- Paste your script in with the GUI buttons or with Ctrl+V.[1][4]
- Check that the manager reports the script as loaded.[1]
- 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]
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]
- Shift-right-click the Factory 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.[1]
- Right-click blocks in the world to apply or remove the active label.[1]
- If a label isn't in your program yet, open the gun's right-click menu and type in a custom one.[1]
- Right-click the manager without holding shift to save the labels to the Program Disk.[1]
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]
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
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]
Crafting Shaped
| any black dye | ||
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]
Crafting Shaped
Recipe id: sfm:water_tank
You can also craft Experience Shard into Experience Goop with a shapeless 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 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
- Start with Inventory Cable. The Factory Manager recipe uses it, so make a few cables first.[3]
- Next, craft the Factory Manager itself.[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
| 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.[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 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.[3]
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]
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?
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
- Super Factory Manager project page (modrinth) · official mod data
- All the Mods 10 5.1 mod list · pack file
- All the Mods 10 5.1 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 changelog (All the Mods 10 2.40) · changelog
- All the Mods 10 changelog (All the Mods 10 4.1) · changelog
- All the Mods 10 changelog (All the Mods 10 4.6) · changelog
- All the Mods 10 changelog (All the Mods 10 4.11) · changelog
- 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