Super Factory Manager guide for FTB Skies 2: Aero 1.0.3 to 1.8.0

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Super Factory Manager guide for FTB Skies 2: Aero

Written for FTB Skies 2: Aero 1.8.0 · also fits 1.0.3 to 1.7.3 · updated Oct 11, 2026

Last verified for FTB Skies 2: Aero v1.8.0 on Oct 16, 2026 · text last changed Oct 11, 2026

A newer release (1.13.0) 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 1.0.1 to 1.24.0FTB StoneBlock 4 1.1.1 to 1.23.0Project Infinity 0.1 0.0.45.4 to 0.0.51.4-hotfix-2

Sections
3
Recipes shown
5
Items named
7

None of these sections are written for this pack; 3 are shared from another pack's guide.

Every recipe and number here was checked against FTB Skies 2: Aero 1.8.0'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

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 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]

Factory ManagerMod recipe

Crafting Shaped

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

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

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]

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: minecraft:tunnelled_manager_vertical

Getting your first program running

  1. Place the Factory Manager and connect it to your inventories with Inventory Cables.[1]
  2. Put the Program Disk inside the manager's GUI.[1]
  3. 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]
  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.[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: You can right-click a disk in your hand to edit it outside of a manager.[4]

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

Crafting Shaped
ObsidianEmpty slotObsidian
ObsidianInventory CableObsidian
ObsidianEmpty slotObsidian

Recipe id: sfm:tough_cable

Tip: The pack leaves timerTriggerMinimumIntervalInTicks at its mod default of 20, so keep that in mind when you set up timer triggers.[5]

Which Super Factory Manager config options matter?

5 parts

Same as in the FTB Skies 2 1.22.0 guide

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.[6][7]

Timer trigger speed

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.[6][7]

Server-side safety and logging

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.[7]

Client overlays

Both reminder overlays are on: showLabelGunReminderOverlay and showNetworkToolReminderOverlay are set to true.[8]

Sources

  1. Super Factory Manager project page (modrinth) · official mod data
  2. All the Mods 10 2.12 mod list · pack file
  3. FTB Skies 2: Aero 1.10.0 recipe dump: recipes making Super Factory Manager items · pack recipe dump
  4. sfm names, screen text and descriptions (English lang file) · official mod data
  5. FTB Skies 2: Aero 1.10.0 config: config/sfm-server.toml · pack file
  6. FTB Skies 2 1.22.0 config: config/sfm-common.toml · pack file
  7. FTB Skies 2 1.22.0 config: config/sfm-server.toml · pack file
  8. FTB Skies 2 1.22.0 config: config/sfm-client.toml · pack file
Where this guide comes from

Written from what FTB Skies 2: Aero 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: 1.9.0 to 1.10.0

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