Super Factory Manager guide for FTB StoneBlock 4 1.1.1 to 1.1.2
Super Factory Manager guide for FTB StoneBlock 4
Last verified for FTB StoneBlock 4 v1.1.2 on Oct 13, 2026 · text last changed Oct 13, 2026
A newer release (1.23.0) 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 Skies 2: Aero 1.0.3 to 1.10.0Project Infinity 0.1 0.0.45.4 to 0.0.51.4-hotfix-2
- Sections
- 7
- Recipes shown
- 10
- Items named
- 9
6 sections are written for this pack; 1 is shared from another pack's guide.
Every recipe and number here was checked against FTB StoneBlock 4 1.1.2'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
Super Factory Manager moves items around with a small scripting language instead of flowchart menus. To get started you need a Factory Manager, a Factory Manager Program Disk, a Label Gun and, optionally, some Inventory Cables. Here is what to make, in order.[1]
What to craft first
- The Factory Manager block. You place it in the world and connect it to your inventories.[1]
- The Factory Manager Program Disk. You place it inside the manager's GUI and paste your script in. The recipe is below.[1]
- The Label Gun. You use it to load labels from your program and apply them to blocks in the world. The recipe is below.[1]
- Inventory Cable (optional). Cables connect the manager to your inventories. This pack adds its own recipe for them, shown below.[1][3]
Crafting Shaped
| any green dye | ||
| any red dye | any blue dye | |
Recipe id: sfm:disk
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
Shaped (kubejs)
| any plastic | any plastic | |
Recipe id: ftb:sfm/cable_deepslate_plastic_mnp
Added by the pack.
Setting up your first manager
- Place the Factory Manager and connect it to your inventories with Inventory Cables.[1]
- Put the Program Disk inside the manager's GUI, then paste your script with the buttons or Ctrl+V.[1]
- The manager tells you when the script has loaded. Hover over the disk to see any warnings and errors.[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. After that the program should be running.[1]
Useful extras
The Network Tool shows cables through walls while you hold it, and right-clicking a block face gives you diagnostic info. This pack changed its recipe from the mod's version, so use the one below.[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
Changed by the pack.
If you want a different look for your cable runs, a single crafting step turns an Inventory Cable into a Fancy Inventory Cable, and another turns it back.[3]
How does Super Factory Manager work?
7 parts
Super Factory Manager 4 doesn't use flowchart screens. Instead you write a script in a small programming language that tells a Factory Manager how to move things around, and the mod's project page describes it as a language for moving stuff around in Minecraft. This page covers how the pieces fit together in this pack.[1]
Setting up a manager
You need a Factory Manager, a Factory Manager Program Disk, a Label Gun and, optionally, Inventory Cables. Here is the flow from the mod's own project page:[1]
- Place the Factory Manager in the world and connect it to your inventories using 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 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. There is also a right-click menu for entering 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]
The Program Disk recipe is the mod's own, not changed by the pack.[3]
Crafting Shaped
| any green dye | ||
| any red dye | any blue dye | |
Recipe id: sfm:disk
Working with the script editor
You can right-click a disk in your hand to edit it outside of a manager. Inside the manager GUI, Ctrl+Shift+E opens examples, Ctrl+V pastes, and Shift+Enter submits from the text editor.[4]
The warning button copies your code along with its warnings and errors when you click it. Shift-click it to attempt an automatic fix of the warnings.[4]
Cables and the Network Tool
Cables connect the manager to the inventories it works on. This pack adds its own recipe for the Inventory Cable, so check it here rather than relying on the mod's default.[1][3]
Shaped (kubejs)
| any plastic | any plastic | |
Recipe id: ftb:sfm/cable_deepslate_plastic_mnp
This cable recipe is added by the pack.
The Fancy Inventory Cable and the plain cable convert into each other with a shapeless craft.[3]
The Network Tool shows cables through walls while you hold it, and right-clicking a block face gives you diagnostic info. The pack changes its recipe from the mod's version.[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
The Network Tool also sets facades. Put it in your off-hand with 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.[4]
Labels
The Label Gun is how you apply the labels from your program to real blocks. It can toggle the active label on a block, pick a label from a block, and clear labels from a block. It can also pull labels from a manager and push labels to one. Holding the contiguous modifier applies changes to contiguous blocks touching cables, and a key cycles the label view.[1][4]
A program reminder asks whether you remembered to push your labels with the label gun. If a freshly loaded script does nothing, that's a good first thing to check.[4]
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
The pack leaves both on-screen reminders turned on: showLabelGunReminderOverlay and showNetworkToolReminderOverlay are set to true.[4][5]
Server limits in this pack
These server settings control what managers are allowed to do:[6]
- disableProgramExecution is false, so managers compile and run code normally. It exists as an emergency switch.[6]
- disallowedResourceTypesForTransfer is an empty list, so no resource types are blocked from being moved.[6]
- logResourceLossToConsole is true, so resource loss is logged to the console.[6]
- maxIfStatementsInTriggerBeforeSimulationIsntAllowed is 10, the same as the mod default. The number of scenarios to check is 2^n, where n is the number of if statements in a trigger.[6]
- timerTriggerMinimumIntervalInTicks is 20, matching the mod default. timerTriggerMinimumIntervalInTicksWhenOnlyForgeEnergyIOStatementsPresent is 1, also the mod default.[6]
Water Tank and Printing Press
The Water Tank needs two adjacent water sources. It works better when it sits next to other active water tanks. The pack changes its recipe from the mod's version.[3][4]
Crafting Shaped
| any water bucket | ||
| any water bucket |
Recipe id: sfm:water_tank
The Printing Press goes down with an air gap below a downward-facing piston. Extend the piston to use it.[4]
Crafting Shaped
| any black dye | ||
Recipe id: sfm:printing_press
Experience items
levelsToShards decides how Enchanted Books convert to Experience Shards. The pack sets it to JustOne, so a book always gives 1 shard regardless of its enchantments. The other options are EachOne, SumLevels and SumLevelsScaledExponentially.[6]
A shard can be crafted into Experience Goop.[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
How do you progress through Super Factory Manager?
3 parts
The sources for this pack show no tier ladder for Super Factory Manager. What they do show is a small set of crafts, some taken straight from the mod and some changed or added by the pack. Below is a sensible order to work through them, grouped by what each craft is for.[3]
Unverified No quests in this pack involve this mod, and the sources here show no quest chapter or guidebook for it. The order below is a practical way to approach the crafts, not an official questline.
Start with cables
Everything begins with the Inventory Cable. The pack adds its own recipe for it, which uses deepslate, a Matter Network Pipe from the Replication mod and any plastic. That makes the cable the place where this pack differs most from the mod's defaults, so check the recipe before you plan a build.[3]
Shaped (kubejs)
| any plastic | any plastic | |
Recipe id: ftb:sfm/cable_deepslate_plastic_mnp
This recipe is added by the pack, not by the mod.
If you like the look of the Fancy Inventory Cable, you can convert between it and the plain cable at will. Both conversions are shapeless crafts using the mod's own recipes.[3]
Turns a plain cable into a fancy one.
Turns a fancy cable back into a plain one.
Disk and tools
The Factory Manager Program Disk (Factory Manager Program Disk) uses the mod's standard recipe in this pack.[3]
Crafting Shaped
| any green dye | ||
| any red dye | any blue dye | |
Recipe id: sfm:disk
The mod's own recipe, unchanged by the pack.
The Network Tool is different: the pack changed its recipe. Don't rely on a recipe from the mod's own listing or from another pack.[3]
Crafting Shaped
| Empty slot | any sign | |
| Empty slot | any iron ingot | |
| any iron ingot | Empty slot | Empty slot |
Recipe id: sfm:network_tool
The pack changed this recipe from the mod's default.
The Label Gun and the Printing Press both use the mod's standard recipes.[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: sfm:labelgun
The mod's own recipe, unchanged by the pack.
Crafting Shaped
| any black dye | ||
Recipe id: sfm:printing_press
The mod's own recipe, unchanged by the pack.
Extras
The Water Tank is another recipe the pack changed. The Experience Goop is made from an Experience Shard using the mod's standard recipe.[3]
Crafting Shaped
| any water bucket | ||
| any water bucket |
Recipe id: sfm:water_tank
The pack changed this recipe from the mod's default.
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
The mod's own recipe, unchanged by the pack.
How does Super Factory Manager work with other mods?
2 parts
Super Factory Manager has no quests in this pack, so its links to other mods show up in recipes. The pack adds custom recipes that tie Inventory Cable to items from other mods.[3]
Inventory Cable recipe
The pack adds its own crafting recipe for the Inventory Cable, and it uses an item from the Replication mod. It also accepts any item from the plastics tag, so you aren't locked into one plastic. Here is the exact in-pack recipe:[3]
Shaped (kubejs)
| any plastic | any plastic | |
Recipe id: ftb:sfm/cable_deepslate_plastic_mnp
This recipe is added by the pack, so don't rely on the mod's default cable recipe.
Cables are optional in the mod itself. You use them to connect the Factory Manager to your inventories, so a bigger setup is where this recipe starts to matter.[1]
World Engine recipe
The pack also adds a Custom Machinery recipe in the world_engine group. It combines the cable with items from Applied Flux and Oritech. The recipe dump gives no output for it, so check the recipe viewer in-game to see what it produces.[3]
Custom Machine (custommachinery)
Recipe id: ftb:world_engine/sfm_manager
Added by the pack as a Custom Machinery recipe.
Which Super Factory Manager config options matter?
2 parts
Super Factory Manager has a server config and a client config. This pack leaves the main limits at their defaults, so there is not much to hunt for. Here are the options worth knowing about and the exact values the pack uses.[5][6]
Server options (sfm-server.toml)
- timerTriggerMinimumIntervalInTicks is 20 in this pack, which is the mod default. It sets the minimum interval for a timer trigger in ticks.[6]
- timerTriggerMinimumIntervalInTicksWhenOnlyForgeEnergyIOStatementsPresent is 1 in this pack, which is also the mod default. The file lists this as the minimum interval for the case where a trigger only has Forge energy IO statements.[6]
- maxIfStatementsInTriggerBeforeSimulationIsntAllowed is 10 in this pack, the same as the mod default. The number of scenarios to check is 2^n, where n is the number of if statements in a trigger, so the cost grows fast as you add more.[6]
- levelsToShards is set to "JustOne" in this pack. That means an Enchanted Book always produces 1 Experience Shard, whatever enchantments it has. The other allowed values are EachOne (1 shard per enchantment on the book), SumLevels (shards equal to the sum of the enchantment levels) and SumLevelsScaledExponentially (the sum of 2 to the power of each enchantment's level).[6]
- disableProgramExecution is false in this pack, so factory managers can compile and run programs. The config describes it as an emergency switch.[6]
- disallowedResourceTypesForTransfer is an empty list in this pack, so no resource types are blocked from being moved.[6]
- logResourceLossToConsole is true in this pack, so resource loss is logged to the console.[6]
Client options (sfm-client.toml)
showLabelGunReminderOverlay and showNetworkToolReminderOverlay are both true in this pack. The sources here don't describe what the overlays show beyond their names.[5]
What changed in Super Factory Manager between versions?
2 parts
FTB StoneBlock 4 1.1.2 ships Super Factory Manager 4.26.0 for Minecraft 1.21.1. The mod has been in the pack since 1.0.0 or earlier. I don't have pack changelog entries for it, so below is what the mod's own 4.26.0 changelog says changed.[7][8]
What's new in 4.26.0
- New textures were added, and there is an optional "Classic" resource pack that restores the old ones.[7]
- The falling anvil handler now supports block tags. The two tags are sfm:anvil_disenchanting and sfm:anvil_printing_press_forming.[7]
- AE2 energy acceptor compatibility was added to fix fe:: not working.[7]
- The AE2 inscriber example now uses retain, because inscribers have a max stack size greater than 1 in 1.21.1.[7]
- The zh_cn translation got more improvements.[7]
- The mod icon that was missing from the mods screen has been added.[7]
- It was updated to NeoForge 21.1.206 for Minecraft 1.21.1.[7]
Under the hood
The developer also cleaned up code shared between Minecraft versions. Mixed localization keys were fixed (itemGroup.sfm became item_group.sfm), resource location construction was standardized, and capability handling was tidied up. Because of that cleanup, SFM can now add capability wrappers for mod compatibility, which is how the AE2 energy fix above works.[7]
Sources
- Super Factory Manager project page (modrinth) · official mod data
- All the Mods 10 2.12 mod list · pack file
- FTB StoneBlock 4 1.1.2 recipe dump: recipes making Super Factory Manager items · pack recipe dump
- sfm tooltips and descriptions (English lang file) · official mod data
- FTB StoneBlock 4 1.1.2 config: config/sfm-client.toml · pack file
- FTB StoneBlock 4 1.1.2 config: config/sfm-server.toml · pack file
- Super Factory Manager 4.26.0 changelog · changelog
- FTB StoneBlock 4 1.1.2 mod list · pack file
Where this guide comes from
Written from what FTB StoneBlock 4 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 13, 2026.
Guides for other versions: 1.22.0 to 1.23.0 · 1.2.0 to 1.21.0