
Super Factory Manager in FTB Evolution 2
FTB Evolution 2 1.4.0 ships version 4.34.0 · First seen in 1.0.2
Super Factory Manager is a mod in FTB Evolution 2 1.4.0, where it is version 4.34.0. A programming language for moving stuff around in Minecraft (Summary from the mod's Modrinth page.)
Super Factory Manager guide for FTB Evolution 2
Last verified for FTB Evolution 2 v1.4.0 on Oct 17, 2026 · text last changed Oct 17, 2026
Also applies to:All the Mods 10 0.32 to 2.12All the Mods 10: To the Sky 1.0 to 2.1.0All the Mods 11 0.1.1 to 0.12.0-betaFTB 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
- 7
- Recipes shown
- 13
- Items named
- 15
4 sections are written for this pack; 3 are shared from another pack's guide.
Every recipe and number here was checked against FTB Evolution 2 1.4.0, read from the running game on Oct 17, 2026.
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?
5 parts
Same as in the All the Mods 11 0.8.0-beta guide
Super Factory Manager (SFM) moves items around by running a script that you write, instead of using flowchart screens. To get your first setup running you need a Factory Manager, a Factory Manager Program Disk and a Label Gun. Inventory Cable items are optional, and you use them to connect the manager to your inventories.[1]
Craft the Factory Manager
The Factory Manager is the block you place in the world and connect to your inventories, so it comes first. Here is the recipe used in this pack:[1][3]
Crafting Shaped
| any chest | any chest | |
| Repeater | ||
| any chest | any chest |
Recipe id: sfm:manager
Craft a Program Disk
The Factory Manager Program Disk goes inside the manager's GUI, and it is where your labels get saved at the end of setup.[1][3]
Crafting Shaped
| Paper | any green dye | Paper |
| any red dye | Redstone Block | any blue dye |
| Redstone | Repeater | Redstone |
Recipe id: sfm:disk
You can also right-click a disk in your hand to edit it outside of a manager.[4]
Get a Label Gun
The Label Gun is how you load labels from your program and apply them to blocks in the world. It is on the list of things you need for a basic setup.[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: minecraft:tunnelled_manager_vertical
The pack's recipe dump lists this recipe id as producing the Label Gun.
Add cables and the Network Tool
Use Inventory Cable items to connect the manager to your inventories. This is the pack's recipe:[1][3]
Crafting Shaped
| any black dye | Light Weighted Pressure Plate | any black dye |
| Iron Bars | any chest | Iron Bars |
| any black dye | Light Weighted Pressure Plate | any black dye |
Recipe id: sfm:cable
The Network Tool is a handy extra. While you hold it, it shows cables through walls, and right-clicking a block face shows diagnostic info.[3][4]
Crafting Shaped
| Empty slot | Redstone Lamp | any sign |
| Empty slot | Iron Ingot | Heavy Weighted Pressure Plate |
| Iron Ingot | Empty slot | Empty slot |
Recipe id: sfm:network_tool
Set up your first program
- 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 with the buttons or with Ctrl+V. The manager tells you when the script has loaded.[1][4]
- Hover over the disk to see 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 Program Disk.[1]
How does Super Factory Manager work?
6 parts
Same as in the All the Mods 11 0.10.0-beta guide
Super Factory Manager works differently from most automation mods. In this pack it is version 4, which replaces the old flowchart screens with a scripting language. You write a program, store it on a disk, and a manager block runs it against the inventories it can reach through cables.[1]
Setting up a manager
The basic kit is a Factory Manager, a Factory Manager Program Disk and a Label Gun, plus Inventory Cable if you want to link inventories. Here is the order that works:[1][4]
- 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 with the on-screen buttons or with Ctrl+V. The manager tells you when the script has 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 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 that label. A right-click menu lets you enter a custom label that is not in your program yet.[1]
- Right-click the manager while NOT holding shift to save the labels to the disk. Your program should now be running.[1]
Crafting Shaped
| any chest | any chest | |
| Repeater | ||
| any chest | any chest |
Recipe id: sfm:manager
The Factory Manager is the block that runs your program.
Crafting Shaped
| Paper | any green dye | Paper |
| any red dye | Redstone Block | any blue dye |
| Redstone | Repeater | Redstone |
Recipe id: sfm:disk
The disk stores your program and its labels.
Crafting Shaped
| any black dye | Light Weighted Pressure Plate | any black dye |
| Iron Bars | any chest | Iron Bars |
| any black dye | Light Weighted Pressure Plate | any black dye |
Recipe id: sfm:cable
This recipe makes 16 Inventory Cables at a time.
The manager screen
The manager screen shows its current state: running, invalid program, missing disk or no program. That is the quickest check when something is not moving.[4]
It also has buttons to copy to and paste from the clipboard, to reset the disk, to view examples (Ctrl+Shift+E), to view logs and to view the server config. Pasting and resetting both ask you to confirm first. Reset wipes the program and the labels, so be careful with it.[4]
The screen also shows the hovered tick time and the peak tick time in milliseconds, so you can see what a program costs. The logs screen has trace, debug and info levels, which switch off again after a single program execution. Logging can make statements take longer to run.[4]
You do not have to stand at a manager to edit a program. Right-click a disk in your hand to edit it anywhere. The disk's tooltip lists its labels and how many blocks each one is applied to.[4]
Labels and the Label Gun
The Label Gun moves labels between itself and the manager. It either pulls labels from the manager or pushes them to it, and a modifier key switches between the two. It tells you in chat which one it just did. If it skips blocks that are not touching cables, it reports how many. The gun's screen has a search box for new labels, plus Clear and Prune buttons.[4]
Cables and the cable network
Cables are what connect a manager to your inventories. There are plain, fancy, tough and tunnelled variants, and each has a facade version. Breaking a facade block gives you back the matching cable item.[4][6][7][8][9][10][11]
- Tough Inventory Cable resists explosions and can be facaded as tougher blocks. Tough Fancy Inventory Cable is the fancy version of the same cable.[4]
- Tunnelled Inventory Cable passes capabilities through to the opposite side. Tunnelled Fancy Inventory Cable is its fancy version.[4]
- Tunnelled Factory Manager also passes capabilities through to the opposite side.[4]
- Changing a facade asks for confirmation. The prompt tells you how many facade states across how many blocks will be overwritten or cleared.[4]
Crafting Shaped
| Obsidian | Empty slot | Obsidian |
| Obsidian | Obsidian | |
| Obsidian | Empty slot | Obsidian |
Recipe id: sfm:tough_cable
The recipe for the explosion-resistant cable.
Crafting Shaped
| any fence | Empty slot | any fence |
| any fence | any fence | |
| any fence | Empty slot | any fence |
Recipe id: sfm:tunnelled_manager
The Tunnelled Factory Manager has its own recipe.
If the network looks wrong, use the Rebuild cable network button on the manager screen. It reports success in chat. If the rebuild fails, it purges all cable networks instead. The logs also warn when no adjacent cable is found for a block, or when a capability result comes back empty.[4]
Inspecting what a block exposes
The container inspector overlay has two warnings worth remembering. GUI slots do not always match automation slots. Mekanism blocks are read-only from the null direction. It has an Export Inspector button, and a key toggles the overlay.[4]
Water Tank and Printing Press
The Water Tank needs two adjacent water sources. It is more effective when it also sits next to other active water tanks.[4]
Crafting Shaped
| Iron Bars | Water Bucket | Iron Bars |
| Iron Bars | Light Weighted Pressure Plate | Iron Bars |
| Iron Bars | Water Bucket | Iron Bars |
Recipe id: sfm:water_tank
The Printing Press needs an air gap below a downward-facing piston. Extend the piston to use it. The mod also adds a Printing Press category and a Falling Anvil category to JEI.[4]
Crafting Shaped
| Light Weighted Pressure Plate | any black dye | Light Weighted Pressure Plate |
| Stone | Anvil | Stone |
| Iron Bars | Piston | Iron Bars |
Recipe id: sfm:printing_press
The mod also ships two block tags for anvil use. One lists iron block and copper block for printing press forming. The other lists obsidian and crying obsidian for disenchanting.[4][12][13]
Unverified The mod's server config values are not shown in the sources here. The manager screen has a View server config button where you can read them in game.
How do you progress through Super Factory Manager?
4 parts
What the pack gives you for this mod is a set of crafting recipes. They fall into a sensible order: manager and cables first, then the sturdier cable variants and the Tunnelled Factory Manager.[14]
Unverified The sources here show no quest for this mod, so where it sits in the pack's progression is unconfirmed. Check the quest book in-game to see whether it is mentioned.
The basics
Everything starts with the Factory Manager, the block that runs your factory programs, and the Inventory Cable that links your inventories to it. The recipe below makes 16 cables per craft.[14]
Crafting Shaped
| any chest | any chest | |
| Repeater | ||
| any chest | any chest |
Recipe id: sfm:manager
The Factory Manager recipe as it works in this pack.
Crafting Shaped
| any black dye | Light Weighted Pressure Plate | any black dye |
| Iron Bars | any chest | Iron Bars |
| any black dye | Light Weighted Pressure Plate | any black dye |
Recipe id: sfm:cable
One craft gives you 16 Inventory Cables.
The pack also has crafting recipes for the Factory Manager Program Disk and the Network Tool, shown below. The Label Gun also appears in the pack's recipe list.[14]
Crafting Shaped
| Paper | any green dye | Paper |
| any red dye | Redstone Block | any blue dye |
| Redstone | Repeater | Redstone |
Recipe id: sfm:disk
Crafting Shaped
| Empty slot | Redstone Lamp | any sign |
| Empty slot | Iron Ingot | Heavy Weighted Pressure Plate |
| Iron Ingot | Empty slot | Empty slot |
Recipe id: sfm:network_tool
Cable variants
Once the basic network works, the pack has recipes for more cable types: Fancy Inventory Cable, Tough Inventory Cable, Tough Fancy Inventory Cable, Tunnelled Inventory Cable and Tunnelled Fancy Inventory Cable. Each has its own block with a loot table that drops itself, so you can pick a cable back up.[14][15][16][17][18][19][20]
A shapeless recipe that gives the Fancy Inventory Cable.
Crafting Shaped
| Obsidian | Empty slot | Obsidian |
| Obsidian | Obsidian | |
| Obsidian | Empty slot | Obsidian |
Recipe id: sfm:tough_cable
You can also go back down a tier. Shapeless recipes turn fancy and tough cables back into plain Inventory Cable, and another turns a Tough Fancy Inventory Cable back into a Fancy Inventory Cable.[14]
Turns a Tough Inventory Cable back into a plain Inventory Cable.
Tunnelled Factory Manager
The top of the manager line is the Tunnelled Factory Manager, which has its own crafting recipe. A separate shapeless recipe (uncraft_tunnelled_manager) gives you a plain Factory Manager.[14][21]
The shapeless recipe that gives you a plain Factory Manager.
Crafting Shaped
| any fence | Empty slot | any fence |
| any fence | any fence | |
| any fence | Empty slot | any fence |
Recipe id: sfm:tunnelled_manager
Extras: Printing Press, Water Tank and Experience Goop
The mod also has a Printing Press and a Water Tank, each with its own crafting recipe.[14][22][23]
Crafting Shaped
| Light Weighted Pressure Plate | any black dye | Light Weighted Pressure Plate |
| Stone | Anvil | Stone |
| Iron Bars | Piston | Iron Bars |
Recipe id: sfm:printing_press
Crafting Shaped
| Iron Bars | Water Bucket | Iron Bars |
| Iron Bars | Light Weighted Pressure Plate | Iron Bars |
| Iron Bars | Water Bucket | Iron Bars |
Recipe id: sfm:water_tank
The pack adds its own recipe for Experience Goop. It is made in the fabricating machine from FTB Evolution 2 Companion and uses 4,000 of the experience fluid source from Just Dire Things. This recipe comes from the pack, not from Super Factory Manager itself.[14]
Fabricating (ftbevolutioncompanion)
Recipe id: ftb:fabricating/xp_goop
Added by the pack, not a default mod recipe.
How does Super Factory Manager work with other mods?
2 parts
Super Factory Manager does not have many ties to other mods in this pack. The sources show a single item, Experience Goop (Experience Goop), linking it to other mods. The pack's own recipes and scripts are what make that link.[14][24]
Experience Goop and Just Dire Things
The pack adds a fabricating recipe that makes Experience Goop from an XP fluid source item belonging to Just Dire Things. The recipe type comes from FTB Evolution 2 Companion, so you craft it in that mod's fabricating setup, not at a normal crafting table. This is a pack-added recipe, not something the Super Factory Manager mod ships with.[14]
Fabricating (ftbevolutioncompanion)
Recipe id: ftb:fabricating/xp_goop
Pack-added fabricating recipe for Experience Goop.
Experience Goop as a trade result
The pack also uses Experience Goop in a KubeJS trade script for the after-Wither stage. One trade entry in that script lists Experience Shard on the buy side and Experience Goop on the sell side. It sits in the same trade list as Wither-related entries such as soul sand, Wither skeleton skulls and nether stars.[24]
So if you want Experience Goop, the sources show two routes: the fabricating recipe above, or that trade entry.[14][24]
Which Super Factory Manager config options matter?
3 parts
These are the options in the server config for Super Factory Manager that you are most likely to touch. Where the config lists a mod default, this pack uses the same value, so none of those options were changed. The sources here do not show a mod default for the remaining options, so I won't claim they differ from it.[25]
Timer trigger speed
- timerTriggerMinimumIntervalInTicks is 20 in this pack, the same as the mod default. It is the minimum interval, in ticks, for a timer trigger.[25]
- timerTriggerMinimumIntervalInTicksWhenOnlyForgeEnergyIOStatementsPresent is 1 in this pack, also the mod default. It is the minimum interval used when a trigger only has Forge energy IO statements.[25]
Limits and safety switches
- maxIfStatementsInTriggerBeforeSimulationIsntAllowed is 10, the mod default. The number of scenarios checked is 2^n, where n is the number of if statements in a trigger, so the cost grows fast as you add them.[25]
- maxDiskProblems is 10, the mod default. It is the maximum number of problems annotated on a disk item before the list is truncated.[25]
- disableProgramExecution is false in this pack. Setting it to true stops factory managers from compiling and running code. The config describes it as an emergency switch.[25]
- disallowedResourceTypesForTransfer is an empty list in this pack, so no resource types are blocked from being moved.[25]
Other options
- levelsToShards is set to "JustOne", so an Enchanted Book always converts to 1 Experience Shard regardless of its enchantments. The other allowed values are EachOne, SumLevels and SumLevelsScaledExponentially.[25]
- With SumLevelsScaledExponentially, the shard count is the sum of 2 to the power of each enchantment's level. The config gives level 1 as 1 shard, level 2 as 4 shards and level 3 as 8 shards.[25]
- logResourceLossToConsole is true in this pack, so resource loss is logged to the console.[25]
What changed in Super Factory Manager between versions?
1 part
FTB Evolution 2 1.1.0 ships Super Factory Manager 4.34.0. The mod list shows it was already in the pack in 1.0.2 or earlier, so this is the version you get on 1.1.0.[26]
What changed in 4.34.0
The mod's own changelog for the version in this pack is mostly fixes, plus a couple of small additions. Here is the rundown.[27]
- Fancy cables can now be waterlogged.[27]
- There is a new configurable keymapping for opening the label gun GUI.[27]
- The label gun clear modifier tooltip is fixed. Label gun text and the label gun and network tool highlights no longer render slightly offset at large world coordinates.[27]
- Falling anvil items no longer spawn in the corner. The JEI catalyst display for the falling anvil experience shard now uses the configured tag instead of a hardcoded obsidian.[27]
- Program cache invalidation is fixed for the /sfm config edit server command.[27]
- Two fixes for 26.1.2: the SFM Classic resource pack now loads, and the Ctrl+I container inspector overlay text is no longer invisible.[26][27]
- The zh_cn localizations are updated, and uk_ua localizations are introduced.[27]
Unverified The sources here include no pack changelog entries for Super Factory Manager, so what changed for this mod between FTB Evolution 2 releases is not shown. Check the pack's own changelog for that.
Sources
- Super Factory Manager project page (modrinth) · official mod data
- All the Mods 10 2.12 mod list · pack file
- All the Mods 11 0.8.0-beta recipe dump: recipes making Super Factory Manager items · pack recipe dump
- sfm tooltips and descriptions (English lang file) · official mod data
- All the Mods 11 0.10.0-beta recipe dump: recipes making Super Factory Manager items · pack recipe dump
- data/sfm/loot_table/blocks/cable_facade.json (sfm's jar) · official mod data
- data/sfm/loot_table/blocks/fancy_cable_facade.json (sfm's jar) · official mod data
- data/sfm/loot_table/blocks/tough_cable_facade.json (sfm's jar) · official mod data
- data/sfm/loot_table/blocks/tough_fancy_cable_facade.json (sfm's jar) · official mod data
- data/sfm/loot_table/blocks/tunnelled_cable_facade.json (sfm's jar) · official mod data
- data/sfm/loot_table/blocks/tunnelled_fancy_cable_facade.json (sfm's jar) · official mod data
- data/sfm/tags/block/anvil_disenchanting.json (sfm's jar) · official mod data
- data/sfm/tags/block/anvil_printing_press_forming.json (sfm's jar) · official mod data
- FTB Evolution 2 1.1.0 recipe dump: recipes making Super Factory Manager items · pack recipe dump
- data/sfm/loot_table/blocks/cable.json (sfm's jar) · official mod data
- data/sfm/loot_table/blocks/fancy_cable.json (sfm's jar) · official mod data
- data/sfm/loot_table/blocks/tough_cable.json (sfm's jar) · official mod data
- data/sfm/loot_table/blocks/tough_fancy_cable.json (sfm's jar) · official mod data
- data/sfm/loot_table/blocks/tunnelled_cable.json (sfm's jar) · official mod data
- data/sfm/loot_table/blocks/tunnelled_fancy_cable.json (sfm's jar) · official mod data
- data/sfm/loot_table/blocks/tunnelled_manager.json (sfm's jar) · official mod data
- data/sfm/loot_table/blocks/printing_press.json (sfm's jar) · official mod data
- data/sfm/loot_table/blocks/water_tank.json (sfm's jar) · official mod data
- kubejs/server_scripts/systems/ftb_events/events/trades/after_wither.js (FTB Evolution 2's own script) · pack file
- FTB Evolution 2 1.1.0 config: config/sfm-server.toml · pack file
- FTB Evolution 2 1.1.0 mod list · pack file
- Super Factory Manager 4.34.0 changelog · changelog
Where this guide comes from
Written from what FTB Evolution 2 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.
Report wrong info
Version in each release
9 releases, first in 1.0.2
| FTB Evolution 2 | Version | Jar | Where it came from |
|---|---|---|---|
| 1.4.0 Oct 17, 2026 | 4.34.0 | Super Factory Manager (SFM)-MC26.1.2-4.34.0.jar | From the published release |
| 1.3.2 Oct 16, 2026 | 4.34.0 | Super Factory Manager (SFM)-MC26.1.2-4.34.0.jar | From the published release |
| 1.3.1 Oct 15, 2026 | 4.34.0 | Super Factory Manager (SFM)-MC26.1.2-4.34.0.jar | From the published release |
| 1.3.0 Oct 14, 2026 | 4.34.0 | Super Factory Manager (SFM)-MC26.1.2-4.34.0.jar | From the published release |
| 1.2.2 Oct 13, 2026 | 4.34.0 | Super Factory Manager (SFM)-MC26.1.2-4.34.0.jar | From the published release |
| 1.2.1 Oct 12, 2026 | 4.34.0 | Super Factory Manager (SFM)-MC26.1.2-4.34.0.jar | From the published release |
| 1.2.0 Oct 12, 2026 | 4.34.0 | Super Factory Manager (SFM)-MC26.1.2-4.34.0.jar | From the published release |
| 1.1.0 Oct 10, 2026 | 4.34.0 | Super Factory Manager (SFM)-MC26.1.2-4.34.0.jar | From the published release |
| 1.0.2 Oct 8, 2026 | 4.34.0 | Super Factory Manager (SFM)-MC26.1.2-4.34.0.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
16 items from the 1.4.0 recipe dump.
Config options (how FTB Evolution 2 sets them)
8 settings shipped in the pack's config files; 0 differ from the mod's documented default.
Show settings
| Setting | FTB Evolution 2 value | Mod default |
|---|---|---|
disableProgramExecution This config is shown to clients, don't put anything secret in here Prevents factory managers from compiling and running code (for emergencies) config/sfm-server.toml | false | not documented |
disallowedResourceTypesForTransfer What resource types should SFM not be allowed to move config/sfm-server.toml | [] | not documented |
levelsToShards How to convert Enchanted Books to Experience Shards JustOne = always produces 1 shard regardless of enchantments EachOne = produces 1 shard per enchantment on the book. SumLevels = produces a number of shards equal to the sum of the enchantments' levels SumLevelsScaledExponentially = produces a number of shards equal to the sum of 2 to the power of each enchantment's level (1 -> 1 shard, 2 -> 4 shards, 3 -> 8 shards, etc) config/sfm-server.toml | JustOne | not documented |
logResourceLossToConsole Log resource loss to console config/sfm-server.toml | true | not documented |
maxDiskProblems The max number of problems annotated on a disk item before truncation config/sfm-server.toml | 10 | 10 |
maxIfStatementsInTriggerBeforeSimulationIsntAllowed The number of scenarios to check is 2^n where n is the number of if statements in a trigger config/sfm-server.toml | 10 | 10 |
Which FTB Evolution 2 mods work with Super Factory Manager?
The FTB Evolution 2 mods that share the most recipes with Super Factory Manager. Highlighted ones have a guide.
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