Super Factory Manager guide for FTB Skies 2 1.11.0 to 1.22.0
Super Factory Manager guide for FTB Skies 2
Last verified for FTB Skies 2 v1.22.0 on Oct 16, 2026 · text last changed Oct 13, 2026
A newer release (1.24.0) is out Guide for the current version
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 Evolution 2 1.0.2 to 1.4.0FTB 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
- 18
- Items named
- 15
4 sections are written for this pack; 2 are shared from another pack's guide.
Every recipe and number here was checked against FTB Skies 2 1.22.0's own files.
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
Same as in the FTB Skies 2: Aero 1.10.0 guide
Super Factory Manager is a programming language for moving stuff around. In this version you write a script instead of using flowchart GUIs, so the first job is getting four things together: a Factory Manager, a Program Disk, a Label Gun and some cables. Here's the order I'd make them in.[1]
What to craft, in order
Start with Inventory Cable. These connect the manager to your inventories, and one craft gives you 16, so you won't need to make them again for a while.[1][3]
Crafting Shaped
| any black dye | any black dye | |
| any chest | ||
| any black dye | any black dye |
Recipe id: sfm:cable
Next is the Factory Manager, the block that actually runs your script. Place it in the world and link it to your chests and machines with the cables.[1][3]
Crafting Shaped
| any chest | any chest | |
| any chest | any chest |
Recipe id: sfm:manager
Then make a Factory Manager Program Disk. Your program lives on the disk, and it goes into the manager's GUI.[1][3]
Crafting Shaped
| any green dye | ||
| any red dye | any blue dye | |
Recipe id: sfm:disk
Last is the Label Gun. It tells the manager which blocks in the world match the labels in your script.[1][3]
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
Getting your first program running
- Place the Factory Manager 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, either with the buttons or with Ctrl+V. The manager tells you when the script has loaded.[1]
- Hover over the disk to see any warnings and errors in 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. Your program should now be running.[1]
Cable upgrades for later
Once the basics work, you can turn Inventory Cables into other kinds. Tough Inventory Cable resists explosions, and Tunnelled Inventory Cable passes capabilities through to the opposite side. Fancy Inventory Cable is a cosmetic variant that you can turn back into a plain cable.[3][4]
Crafting Shaped
| Empty slot | ||
| Empty slot |
Recipe id: sfm:tough_cable
How does Super Factory Manager work?
6 parts
Super Factory Manager (SFM) moves items and other resources around with a script instead of a flowchart GUI. You write a program, store it on a disk, and a manager runs it against the inventories you connect to it. Everything below is how that works in this pack.[1]
How a setup fits together
You need a Factory Manager, a Factory Manager Program Disk and a Label Gun. Inventory Cable blocks are optional, but they are how you connect the manager to your inventories.[1]
- Place the manager in the world and connect it to your inventories with 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 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, 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 disk. Your program should now be running.[1]
Crafting Shaped
| any chest | any chest | |
| any chest | any chest |
Recipe id: sfm:manager
Crafting Shaped
| any green dye | ||
| any red dye | any blue dye | |
Recipe id: sfm:disk
Crafting Shaped
| any black dye | any black dye | |
| any chest | ||
| any black dye | any black dye |
Recipe id: sfm:cable
One craft makes 16 cables.
Keep your labelled blocks next to cables. The label gun reports how many blocks it skipped because they were not touching cables, and the manager logs a message when it finds no adjacent cable for a block.[7]
The manager screen
The manager shows its state as one of: running, missing disk, no program, or invalid program. The screen also has buttons to copy to or paste from the clipboard, reset the disk, view logs, view examples, view the server config, and rebuild the cable network.[7]
Reset wipes all disk data, program and labels included. You can also right-click a disk in your hand to edit it outside of a manager.[7]
Cable and manager variants
- Fancy Inventory Cable: crafted from a basic cable, and a single fancy cable can be crafted back into a basic one.[6]
- Tough Inventory Cable: resists explosions and can be facaded as tougher blocks. The tough fancy version is Tough Fancy Inventory Cable.[7]
- Tunnelled Inventory Cable: passes capabilities through to the opposite side. The fancy version is Tunnelled Fancy Inventory Cable.[7]
- Tunnelled Factory Manager: a manager that also passes capabilities through to the opposite side. Crafting it on its own turns it back into a plain manager.[6][7]
Crafting Shaped
| any fence | Empty slot | any fence |
| any fence | any fence | |
| any fence | Empty slot | any fence |
Recipe id: sfm:tunnelled_manager
Inspecting containers
SFM has a container inspector overlay that shows container slot counts and inventory slot counts, plus an export inspector button. It warns that GUI slots don't always correspond to automation slots, so check there before writing a program against a machine's slots.[7]
Pack configuration
The pack's server config sets the following. The three trigger options also appear in the common config with identical values.[8][9]
- disableProgramExecution is false, so managers compile and run code. It exists as an emergency switch.[8]
- disallowedResourceTypesForTransfer is an empty list, so no resource types are blocked from transfer.[8]
- timerTriggerMinimumIntervalInTicks is 20, matching the mod default. There is also timerTriggerMinimumIntervalInTicksWhenOnlyForgeEnergyIOStatementsPresent, set to 1, also the mod default.[8]
- maxIfStatementsInTriggerBeforeSimulationIsntAllowed is 10, the mod default. The number of scenarios checked is 2 to the power of n, where n is the number of if statements in a trigger.[8]
- maxDiskProblems is 10, the mod default. It is the maximum number of problems annotated on a disk before truncation.[8]
- logResourceLossToConsole is true, so resource loss is logged to the console.[8]
Other machines and items
The Water Tank needs two adjacent water sources. It works better when it is also next to other active water tanks.[7]
Crafting Shaped
Recipe id: sfm:water_tank
The Printing Press is placed with an air gap below a downward-facing piston, and you extend the piston to use it. JEI has a Printing Press category, and a Falling Anvil category that marks whether an item gets consumed.[7]
Crafting Shaped
| any black dye | ||
Recipe id: sfm:printing_press
The pack changes the recipe for the Network Tool, so don't rely on the mod's default recipe for it.[6]
Crafting Shaped
| Empty slot | any sign | |
| Empty slot | any iron ingot | |
| any iron ingot | Empty slot | Empty slot |
Recipe id: sfm:network_tool
Experience Shards can be combined into Experience Goop. The pack sets levelsToShards to JustOne, so an enchanted book always produces 1 shard regardless of its enchantments. The other options are EachOne, SumLevels and SumLevelsScaledExponentially.[6][8]
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
How do you progress through Super Factory Manager?
4 parts
The sources I have for this mod are the pack's recipes, so this section follows those: you start with plain cables and a manager, then move on to the tough and tunnelled variants.[6]
Starting setup
Everything starts with the Inventory Cable. One craft gives you 16 of them.[6]
Crafting Shaped
| any black dye | any black dye | |
| any chest | ||
| any black dye | any black dye |
Recipe id: sfm:cable
One craft makes 16 Inventory Cables.
The Factory Manager needs an Inventory Cable in its recipe, so make your cables first.[6]
Crafting Shaped
| any chest | any chest | |
| any chest | any chest |
Recipe id: sfm:manager
The Factory Manager Program Disk has its own recipe, so you can craft one as soon as you have the materials.[6]
Crafting Shaped
| any green dye | ||
| any red dye | any blue dye | |
Recipe id: sfm:disk
The Network Tool is the one recipe in this list that the pack has changed from the mod's own version. Use the recipe below, not one you remember from another pack.[6]
Crafting Shaped
| Empty slot | any sign | |
| Empty slot | any iron ingot | |
| any iron ingot | Empty slot | Empty slot |
Recipe id: sfm:network_tool
This recipe is changed by the pack.
Cable upgrades
Once you have basic cables, you can craft other cable variants from them. Each variant below starts from a cable you already have.[6]
- Fancy Inventory Cable: made from a plain cable in a shapeless craft.[6]
- Tough Inventory Cable: made from a plain cable.[6]
- Tough Fancy Inventory Cable: made from a Fancy Inventory Cable.[6]
- Tunnelled Inventory Cable and Tunnelled Fancy Inventory Cable: the tunnelled versions of the plain and fancy cables.[6]
Crafting Shaped
| Empty slot | ||
| Empty slot |
Recipe id: sfm:tough_cable
Crafting Shaped
| Empty slot | Empty slot | |
Recipe id: minecraft:tough_fancy_cable_horizontal
A vertical layout for the tough fancy cable also exists.
Crafting Shaped
| any fence | any fence | any fence |
| Empty slot | Empty slot | |
| any fence | any fence | any fence |
Recipe id: minecraft:tunnelled_cable_horizontal
Crafting Shaped
| any fence | any fence | any fence |
| Empty slot | Empty slot | |
| any fence | any fence | any fence |
Recipe id: minecraft:tunnelled_fancy_cable_horizontal
If you change your mind, shapeless recipes undo some of the upgrades. A fancy cable goes back to a plain cable, a tough cable goes back to a plain cable, and a tough fancy cable goes back to a fancy cable.[6]
Tunnelled manager
The manager has a tunnelled upgrade too. The Tunnelled Factory Manager is crafted from a Factory Manager, and you can turn it back into the normal manager in a crafting grid.[6]
Crafting Shaped
| any fence | Empty slot | any fence |
| any fence | any fence | |
| any fence | Empty slot | any fence |
Recipe id: sfm:tunnelled_manager
Reverses the upgrade and gives back the Factory Manager.
Extras
Some other items have their own crafts: the Printing Press and the Water Tank.[6]
Crafting Shaped
| any black dye | ||
Recipe id: sfm:printing_press
Crafting Shaped
Recipe id: sfm:water_tank
Experience Goop is made by combining 9 Experience Shard in a shapeless craft.[6]
Which Super Factory Manager config options matter?
5 parts
Good news: everywhere the pack's config files list a mod default for Super Factory Manager, the pack's value is identical to it. Nothing there has been changed. Here are the options you're most likely to touch, with the exact values this pack uses.[8][9]
Timer trigger speed
- timerTriggerMinimumIntervalInTicks is set to 20 ticks, which is the mod default.[8]
- timerTriggerMinimumIntervalInTicksWhenOnlyForgeEnergyIOStatementsPresent is set to 1 tick, also the mod default. It is the interval option for triggers that only contain Forge Energy IO statements.[8]
- The common config repeats both options, timerTriggerMinimumIntervalInTicks and timerTriggerMinimumIntervalInTicksWhenOnlyForgeEnergyIOStatementsPresent, with the same values, 20 and 1, and both match the mod default.[9]
If statement limit
maxIfStatementsInTriggerBeforeSimulationIsntAllowed is 10, the mod default. The number of scenarios SFM checks is 2^n, where n is the number of if statements in a trigger, so the cost grows quickly as you stack conditions. The common config has the same option at the same value, maxIfStatementsInTriggerBeforeSimulationIsntAllowed.[8][9]
Server-side safety and logging
- disableProgramExecution is false, so factory managers compile and run code normally. It exists as an emergency switch, and the file notes that it is shown to clients.[8]
- disallowedResourceTypesForTransfer is an empty list, so no resource types are blocked from being moved.[8]
- logResourceLossToConsole is true, so resource loss is logged to the console.[8]
- maxDiskProblems is 10, the mod default. It caps how many problems get annotated on a disk item before the list is truncated.[8]
Enchanted book conversion
levelsToShards controls how Enchanted Books convert to Experience Shards, and this pack uses JustOne, so a book always gives 1 shard regardless of its enchantments. The other allowed values are EachOne, SumLevels and SumLevelsScaledExponentially.[8]
Client overlays
Both reminder overlays are on: showLabelGunReminderOverlay and showNetworkToolReminderOverlay are set to true.[10]
What changed in Super Factory Manager between versions?
4 parts
FTB Skies 2 1.22.0 ships Super Factory Manager 4.34.0 (the MC1.21.1 build), and the mod has been in the pack since 1.0.1 or earlier. No pack changelog entries mention this mod, so everything below comes from the mod's own changelogs.[11]
4.34.0 (the version in this pack)
- Fancy cables can now be waterlogged.[12]
- There is a configurable keymapping for opening the label gun GUI.[12]
- Falling anvil items no longer spawn in the corner, and the JEI catalyst display for the falling anvil experience shard now shows the configured tag instead of a hardcoded obsidian.[12]
- Editing the server config with the /sfm config edit server command now invalidates the program cache properly.[12]
- Label gun text and highlights no longer render slightly offset at large world coordinates.[12]
4.28.0 to 4.32.0
- 4.32.0 added a keymapping for accepting an intellisense suggestion instead of the hardcoded backslash, and fixed the intellisense popup being transparent on MC 1.20 and newer.[13]
- 4.32.0 also fixed the "rebuild cable network" button in the manager erroring because of a bad i18n parameter.[13]
- 4.28.0 fixed fancy cables visually connecting to blocks they should not, and fixed the LabelNotConnectedProgramLinter, which wrongly detected every block as having redstone capability.[14]
4.26.0
- New textures arrived, along with an optional "Classic" resource pack that restores the old ones.[15]
- The falling anvil handler gained block tag support, using the tags sfm:anvil_disenchanting and sfm:anvil_printing_press_forming.[15]
- AE2 energy acceptor compatibility was added to fix fe:: not working, and the AE2 inscriber example now uses retain because inscribers have a max stack size greater than 1 in 1.21.1.[15]
- This release updated to NeoForge v21.1.206 for MC1.21.1.[15]
4.22.0 to 4.25.0
- 4.25.0 implemented the EMPTY SLOTS IN modifier for OUTPUT, which places items only into empty destination slots. It also fixed a crash when re-entering a level and added a Ctrl+E hotkey to open the text editor from the title screen and the select world screen.[16]
- 4.24.0 fixed the timer trigger offset in seconds not being multiplied by 20, as in EVERY 20+10 SECONDS. It also fixed Turkish locale crashes on launch and added a label gun scroll modifier keymapping, so you can change shift+scroll to something else.[17]
- 4.23.0 added label gun hotkeys for contiguous (ctrl), clear (shift), pull (shift) and target manager behaviour. It also fixed contiguous label assignment not working on world load, and added zh_cn and pt_br localizations.[18]
- 4.22.0 fixed RETAIN behaving incorrectly, for example refusing to pull with INPUT RETAIN 300. It also fixed the singular SECOND keyword not multiplying by 20.[19]
- 4.22.0 raised the max label length from 80 to 256 and fixed the label gun GUI text box limiting labels to 32 characters.[19]
- 4.22.0 also made facades inherit the light level of the block they appear as, and network managers are now cleared when a level unloads.[19]
Sources
- Super Factory Manager project page (modrinth) · official mod data
- All the Mods 10 2.12 mod list · pack file
- FTB Skies 2: Aero 1.10.0 recipe dump: recipes making Super Factory Manager items · pack recipe dump
- sfm names, screen text and descriptions (English lang file) · official mod data
- FTB Skies 2: Aero 1.10.0 config: config/sfm-server.toml · pack file
- FTB Skies 2 1.22.0 recipe dump: recipes making Super Factory Manager items · pack recipe dump
- sfm names, screen text and descriptions (English lang file) · official mod data
- FTB Skies 2 1.22.0 config: config/sfm-server.toml · pack file
- FTB Skies 2 1.22.0 config: config/sfm-common.toml · pack file
- FTB Skies 2 1.22.0 config: config/sfm-client.toml · pack file
- FTB Skies 2 1.22.0 mod list · pack file
- Super Factory Manager 4.34.0 changelog · changelog
- Super Factory Manager 4.32.0 changelog · changelog
- Super Factory Manager 4.28.0 changelog · changelog
- Super Factory Manager 4.26.0 changelog · changelog
- Super Factory Manager 4.25.0 changelog · changelog
- Super Factory Manager 4.24.0 changelog · changelog
- Super Factory Manager 4.23.0 changelog · changelog
- 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 16, 2026.
Guides for other versions: 1.23.0 to 1.24.0 · 1.0.1 to 1.10.2