Super Factory Manager guide for FTB Skies 2 1.0.1 to 1.10.2

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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?

3 parts

Super Factory Manager moves items around with a script instead of the old flowchart screens. You write or paste a program, then tell the mod which blocks each part of it applies to. The setup needs only a few items, so here is what to craft first and why.[1]

What to craft, in order

Start with the Inventory Cable. Cables are how a manager reaches your chests and machines, so you will want a stack of them before you place anything.[1]

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

Next, make the Factory Manager. This is the block that runs your program, and everything else in the setup revolves around it.[1]

Factory ManagerMod recipe

Crafting Shaped

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

Recipe id: sfm:manager

Third is the Factory Manager Program Disk. The manager does nothing without one, because your program lives on the disk.[1]

Crafting Shaped

Crafting Shaped
Paperany green dyePaper
any red dyeRedstone Blockany blue dye
RedstoneRepeaterRedstone

Recipe id: sfm:disk

Last of the essentials is the Label Gun. Your script refers to labels, and the label gun is how you assign those labels to real blocks in the world.[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

Your first setup

  1. Place the Factory Manager in the world and connect it to your inventories with Inventory Cables.[1]
  2. Open the manager and put the Program Disk inside.[1]
  3. Paste your script into the manager screen with the buttons or with Ctrl+V. The manager should tell you the script was loaded.[1][3]
  4. Hover over the disk to see any warnings and errors in your program.[1]
  5. Shift-right-click the manager with the label gun in your hand to load the labels from your program.[1]
  6. 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 is not in your program yet.[1]
  7. Right-click the manager without holding Shift to save the labels to the Program Disk. Your program should now be running.[1]
Tip: Stuck on what a script should look like? Press Ctrl+Shift+E in the manager screen to view examples. You can also right-click a disk in your hand to edit it without a manager.[3]
Watch out: Don't skip the last step. If you never right-click the manager without Shift to save, the labels are not stored on the disk. The mod even reminds you to push your labels with the label gun.[1][3]

Handy extras

The Network Tool is optional, but it helps a lot when something isn't working. Held in your hand, it shows cables through walls, and right-clicking a block face shows diagnostic info. The pack changed its recipe, so use the one below rather than any recipe you remember from the mod's defaults.[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

If you want a different look for your cabling, you can turn an Inventory Cable into a Fancy Inventory Cable and back again. Both conversions are simple one-item crafts.[4]

Crafting Shapeless

Recipe id: sfm:fancy_cable

Inventory CableMod recipe

Crafting Shapeless

Recipe id: sfm:fancy_to_cable

Unverified No quests in this pack involve Super Factory Manager, and no in-jar guidebook was found, so the steps above come from the mod's project page and in-game tooltips. How the Printing Press, Water Tank and Experience Goop fit into a first setup is unverified here.

How does Super Factory Manager work?

6 parts

Super Factory Manager is a programming language for moving stuff around in Minecraft. You write a small program that tells your machines what to move and where. The mod's version 4 uses a scripting language instead of flowchart GUIs, and this pack's configs talk about programs and code. Everything runs through a Factory Manager, a Factory Manager Program Disk that stores your script, and labels that tie the script to real blocks in your world.[1][4][5]

Getting a network running

You need a Factory Manager, a Program Disk and a Label Gun. Inventory Cables are optional, but you will usually want them to link the manager to your inventories.[1]

  1. Place the Factory Manager in the world and connect it to your inventories with Inventory Cable.[1]
  2. Put the Factory Manager Program Disk inside the manager's GUI.[1][4]
  3. Paste your script into the manager GUI with the buttons or with Ctrl+V. The manager tells you when the script has loaded.[1][3]
  4. Hover over the disk to see the warnings and errors for your program.[1]
  5. Shift-right-click the manager with the Label Gun in your hand to load the labels from your program.[1]
  6. 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 isn't in your program yet.[1]
  7. Right-click the manager without holding Shift to save the labels to the Program Disk. Your program should now be running.[1]
Tip: Programs can show this reminder: "Did you remember to push your labels using the label gun?" Pushing labels to the manager is part of the setup, so check it if your script loads but nothing moves.[1][3]

Working with the editor and disk

  • Right-click a disk in your hand to edit it outside of a manager.[3]
  • Press Ctrl+Shift+E in the manager to view examples.[3]
  • Click the warning button to copy your code along with its warnings and errors. Shift-click it to attempt to fix the warnings.[3]
  • In the text editor, Shift+Enter submits your changes.[3]
  • The reset button wipes ALL disk data, so only use it when you really want a blank disk.[3]
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
Paperany green dyePaper
any red dyeRedstone Blockany blue dye
RedstoneRepeaterRedstone

Recipe id: sfm:disk

Label Gun controls

The label gun's tooltips list its actions, but the actual keys depend on your keybinds, so check the tooltip in your own game. Here is what it can do:[3]

  • Open its GUI by using it on the air.[3]
  • Toggle the active label on a block, or pick the active label from a block.[3]
  • Remove labels from a block.[3]
  • Select the next or previous label with keys or with a modifier plus the mouse wheel, and cycle the label view with its own key.[3]
  • Hold the contiguous modifier to perform changes against contiguous blocks touching cables.[3]
  • Push labels to a Factory Manager, pull labels from one, or label the manager itself.[3]
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

Cables, the Network Tool and facades

Inventory Cable is what links a manager to its inventories. You can turn it into Fancy Inventory Cable and back again, each with a shapeless recipe that takes a single item.[1][4]

Crafting Shapeless

Recipe id: sfm:fancy_cable

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

Inventory CableMod recipe

Crafting Shapeless

Recipe id: sfm:fancy_to_cable

Fancy Inventory Cable converts back into a plain Inventory Cable.

The Network Tool is your debugging and disguise tool. While you hold it, cables show through walls. Right-clicking a block face shows diagnostic info. Its tooltip also mentions that you can press a key in an inventory to toggle the inspector, so you may not need the tool for that.[3][4]

The tool also sets facades. Put it in your off-hand, hold a block in your main hand and right-click a cable. Ctrl-click facades contiguously, Alt-click facades the matching block across the network, and Ctrl-Alt-click facades the entire network.[3]

This pack changes the Network Tool recipe from the mod's own version, so don't rely on recipes from other modpacks or older guides.[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

This recipe is changed by the pack.

The pack has the reminder overlays for the network tool and the label gun switched on. You can turn them off in showLabelGunReminderOverlay and showNetworkToolReminderOverlay.[3][6]

Program limits in this pack

Programs run on triggers, and the pack sets limits on how fast and how complex those can be. The timer trigger has a minimum interval of 20 ticks, set by timerTriggerMinimumIntervalInTicks. When a trigger contains only Forge energy IO statements, the minimum drops to 1 tick, set by timerTriggerMinimumIntervalInTicksWhenOnlyForgeEnergyIOStatementsPresent. The pack's values match the mod defaults.[7]

maxIfStatementsInTriggerBeforeSimulationIsntAllowed is set to 10, which is also the mod default. The number of scenarios the mod checks is 2^n, where n is the number of if statements in a trigger, so the work grows quickly as you add branches.[7]

The same options also appear in the server config file with identical values, as timerTriggerMinimumIntervalInTicks, timerTriggerMinimumIntervalInTicksWhenOnlyForgeEnergyIOStatementsPresent and maxIfStatementsInTriggerBeforeSimulationIsntAllowed.[5]

Other blocks and items in the mod

The Printing Press works with a piston. Place it with an air gap below a downward facing piston, then extend the piston to use it.[3][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 requires two adjacent water sources. It is more effective when it is also adjacent to other active water tanks.[3][4]

The pack also sets how Enchanted Books convert into Experience Shard. levelsToShards is set to JustOne, so a book always produces 1 shard regardless of its enchantments. The other modes are EachOne (1 shard per enchantment), SumLevels (shards equal to the sum of the enchantments' levels) and SumLevelsScaledExponentially (2 to the power of each enchantment's level, so level 1 gives 1 shard, level 2 gives 4 and level 3 gives 8). A shard can be crafted into Experience Goop.[4][5]

How do you progress through Super Factory Manager?

4 parts

The sources for this pack show Super Factory Manager as a set of craftable items, not as a ladder of upgrade tiers. What the in-pack recipes do show is a sensible build order, and that's what this section follows.[4]

Unverified Quest involvement: the sources here do not show any quest chapter or quest for this mod, so how the pack's quest book orders it, if at all, is not confirmed. Check the quest book in the pack itself.

Cables

Start with the Inventory Cable. Make it first, because the Factory Manager recipe uses it.[4]

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

This is the mod's own recipe, unchanged by the pack.

The Fancy Inventory Cable is a shapeless conversion from the plain cable, and there is a second shapeless recipe that turns it back.[4]

Crafting Shapeless

Recipe id: sfm:fancy_cable

Plain cable to fancy cable.

Inventory CableMod recipe

Crafting Shapeless

Recipe id: sfm:fancy_to_cable

Fancy cable back to plain cable.

The Factory Manager

Next comes the Factory Manager. Craft it once you have a cable ready.[4]

Factory ManagerMod recipe

Crafting Shaped

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

Recipe id: sfm:manager

This is the mod's own recipe, unchanged by the pack.

Disk and tools

The Factory Manager Program Disk and the Label Gun both use the mod's own recipes in this pack.[4]

Crafting Shaped

Crafting Shaped
Paperany green dyePaper
any red dyeRedstone Blockany blue dye
RedstoneRepeaterRedstone

Recipe id: sfm:disk

This is the mod's own recipe, unchanged 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

This is the mod's own recipe, unchanged by the pack.

The Network Tool is different: the pack changes its recipe. Don't rely on the mod's defaults or on recipes from other packs for this one.[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

This recipe is changed by the pack.

Extra items

The Printing Press and the Water Tank are also in the mod's recipe list, and both use the mod's own recipes.[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

This is the mod's own recipe, unchanged by the pack.

This is the mod's own recipe, unchanged by the pack.

Experience Goop has a shapeless recipe that starts from an Experience Shard.[4]

This is the mod's own shapeless recipe, unchanged by the pack.

Tip: The order I'd follow is cable, then manager, then disk and tools. The recipes shown here don't chain together beyond the cable going into the manager, so the extra items can be made whenever you want them.[4]

Which Super Factory Manager config options matter?

3 parts

Super Factory Manager keeps its settings in three files: a client file, a common file and a server file. Good news: everywhere the pack's files list a mod default, the pack's value matches it, so the timer and limit settings below are stock SFM.[5][6][7]

Timer and script limits

The common and server files both carry these three options, and the pack sets the same values in each.[5][7]

Server options

  • disableProgramExecution is false. If turned on, factory managers can't compile or run code. It's meant as an emergency switch.[5]
  • disallowedResourceTypesForTransfer is an empty list, so no resource types are blocked from being moved by SFM.[5]
  • levelsToShards is set to "JustOne", which controls how Enchanted Books convert to Experience Shards. With JustOne, a book always gives 1 shard regardless of its enchantments. The other allowed values are EachOne, SumLevels and SumLevelsScaledExponentially.[5]
  • logResourceLossToConsole is true, so resource loss gets logged to the console.[5]

Client options

Both reminder overlays are on in this pack: showLabelGunReminderOverlay and showNetworkToolReminderOverlay are set to true.[6]

Unverified The pack's files list no mod default for the server options disableProgramExecution, disallowedResourceTypesForTransfer, levelsToShards and logResourceLossToConsole, or for the two client overlay options, so it's unverified whether the pack changed any of them.

What changed in Super Factory Manager between versions?

5 parts

FTB Skies 2 1.10.2 ships Super Factory Manager 4.26.0, and the mod has been in the pack since 1.0.1 or earlier. Everything below is from the mod's own changelogs for 4.22.0 to 4.26.0, so all of it is already in your game.[8][9][10][11][12][13]

4.26.0 (the version in this pack)

  • New textures were added, plus an optional "Classic" resource pack that restores the old textures.[9]
  • The falling anvil handler now supports block tags: sfm:anvil_disenchanting and sfm:anvil_printing_press_forming.[9]
  • AE2 energy acceptor compatibility was added so that fe:: works.[9]
  • The AE2 inscriber example now uses retain, because inscribers have a max stack size greater than 1 in 1.21.1.[9]
  • The mod updated to NeoForge 21.1.206 for MC1.21.1.[9]

4.25.0

  • New EMPTY SLOTS IN modifier for OUTPUT, which places items only into empty destination slots.[10]
  • Fixed a crash when re-entering a level.[10]
  • Added a Ctrl+E hotkey to open the text editor from the title screen and the select world screen.[10]
  • Fixed SFM keymapping ignoring modifier keys. Label gun push/pull chat reminders now show the pull modifier key instead of saying "shift".[10]

4.24.0

  • Fixed the timer trigger offset in seconds not being multiplied by 20.[11]
  • Fixed Turkish locale causing crashes on launch.[11]
  • Fixed the printing press form item tooltip not showing details on MC1.21+.[11]
  • Added a label gun scroll modifier keymapping, so you can change shift+scroll to something else, and added more hotkey reminders to the label gun tooltip.[11]

4.23.0

  • The label gun got hotkeys for contiguous behaviour (ctrl), clear behaviour (shift), pull behaviour (shift) and target manager behaviour, which labels the manager instead of pushing.[12]
  • Fixed contiguous label assignment not working on world load or when adjacent cables weren't noticed into the network. Ctrl+click now tells you in chat when blocks are skipped because they aren't touching cables.[12]
  • Added more auto-lowercase rules in regex-like resource identifiers, to avoid programs silently not working.[12]
  • Added zh_cn and pt_br localizations, and fixed printing press item ghosting misbehaviour.[12]

4.22.0

  • Fixed RETAIN behaving incorrectly. The changelog's example is an input that retains 300 from a dank on the bottom side, which used to refuse to pull.[13]
  • Fixed the singular SECOND keyword not multiplying by 20.[13]
  • Increased the max label length from 80 to 256, and fixed the label gun GUI text box limiting labels to 32 characters.[13]
  • Network managers are now cleared when a level unloads, and water tank block entities are now cleaned up.[13]
  • Facades now inherit the light level of the block they appear as.[13]
  • Fixed a "/ by zero exception" in the program edit screen.[13]

Sources

  1. Super Factory Manager project page (modrinth) · official mod data
  2. All the Mods 10 2.12 mod list · pack file
  3. sfm tooltips and descriptions (English lang file) · official mod data
  4. FTB Skies 2 1.10.2 recipe dump: recipes making Super Factory Manager items · pack recipe dump
  5. FTB Skies 2 1.10.2 config: config/sfm-server.toml · pack file
  6. FTB Skies 2 1.10.2 config: config/sfm-client.toml · pack file
  7. FTB Skies 2 1.10.2 config: config/sfm-common.toml · pack file
  8. FTB Skies 2 1.10.2 mod list · pack file
  9. Super Factory Manager 4.26.0 changelog · changelog
  10. Super Factory Manager 4.25.0 changelog · changelog
  11. Super Factory Manager 4.24.0 changelog · changelog
  12. Super Factory Manager 4.23.0 changelog · changelog
  13. Super Factory Manager 4.22.0 changelog · changelog
Where this guide comes from

Written from what FTB Skies 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.

Guides for other versions: 1.23.0 to 1.24.0 · 1.11.0 to 1.22.0

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