Mod

Super Factory Manager ( SFM )
Rank 628
Rank 440 among mods

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Super Factory Manager ( SFM )

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1 rating (100%) · 5.0★
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1 review (100%) · 5.0★
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1 review (100%) · 5.0★
0.5★ 5★

A supercharged logistic mod for high precision, high throughput resource movement

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5.0
coolbot

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Posted: April 3, 2024 at 10:35:09 PM UTC
20 hrs
Total hours played at time of review
MC 1.20
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
2.0
Performance
5.0

Having finally given this a shot in ATM9 this is likely to be the only logistics mod I'll use from now on whenever I have the option.

Don't get me wrong, Xnet, Laser.io, and Modular Routers still have their place, but the level of control you have really does open up new possibilities, and the machines and infrastructure you can create are scalable beyond any other logistics system.

Most importantly, it's performant, even more performant than Xnet, and super easy to debug and optimize your system. While it's certainly not as space-efficient or pretty as laser io, arguably it's actually uglier and more difficult to hide than all other logistics systems I don't think it's controversial to say it is far better to have an easy-to-operate base that won't crash your game when you look at it or tank your server's tps then one with facades over every cable.

That said, combining it with other logistics systems (like modular routers) can make having completely invisible setups very easy.

Of course, it's not just about making your existing setups more performant and faster to build, it also allows you to do otherwise very complex things easily, including completely invisible full automation and auto-crafting setups for things like blood magic, ars nouveau, occultism, nature's aura, mystical agriculture, and of course all of the tech mods.

You can instantly transfer infinite amounts of items, fluids, and power, making it more powerful than most other logistics systems on top of its versatility.
A couple of caveats here are that many blocks in modded Minecraft will themselves have transfer limits, there are ways you can get around these in many cases, but not all. This can limit what you can do as your script will only run once per second (although in most cases this is still far faster than necessary)
Additionally, it makes some other tedious tasks, like automating massive Mechanical Crafter arrays (think the ATM star or SB3's meatballs and catalysts) so much easier in a way that no other logistics system can even compare to thanks to the way you label blocks in the world, this is something I would always dread doing with Xnet alone.

If you are any type of modded player who likes automation or has to work with any type of pipes (that's almost all of us let's be honest) I seriously encourage you to try using sfm for your next project big or small, your server owner, and/or your PC will thank you.

As for how you can actually get started, the example scripts provided on github will teach you everything you need to know, and I do not say this lightly, you really do not need any prior knowledge of scripting or code to get started. The language is so simple anyone can get started even if this is your first time even thinking about the word "scripting." A cursory knowledge of Minecraft is all you need, and if you're reading this you're more than likely already prepared.

0
0
5.0
coolbot

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: April 3, 2024 at 10:35:09 PM UTC
20 hrs
Total hours played at time of review
MC 1.20
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
2.0
Performance
5.0

Having finally given this a shot in ATM9 this is likely to be the only logistics mod I'll use from now on whenever I have the option.

Don't get me wrong, Xnet, Laser.io, and Modular Routers still have their place, but the level of control you have really does open up new possibilities, and the machines and infrastructure you can create are scalable beyond any other logistics system.

Most importantly, it's performant, even more performant than Xnet, and super easy to debug and optimize your system. While it's certainly not as space-efficient or pretty as laser io, arguably it's actually uglier and more difficult to hide than all other logistics systems I don't think it's controversial to say it is far better to have an easy-to-operate base that won't crash your game when you look at it or tank your server's tps then one with facades over every cable.

That said, combining it with other logistics systems (like modular routers) can make having completely invisible setups very easy.

Of course, it's not just about making your existing setups more performant and faster to build, it also allows you to do otherwise very complex things easily, including completely invisible full automation and auto-crafting setups for things like blood magic, ars nouveau, occultism, nature's aura, mystical agriculture, and of course all of the tech mods.

You can instantly transfer infinite amounts of items, fluids, and power, making it more powerful than most other logistics systems on top of its versatility.
A couple of caveats here are that many blocks in modded Minecraft will themselves have transfer limits, there are ways you can get around these in many cases, but not all. This can limit what you can do as your script will only run once per second (although in most cases this is still far faster than necessary)
Additionally, it makes some other tedious tasks, like automating massive Mechanical Crafter arrays (think the ATM star or SB3's meatballs and catalysts) so much easier in a way that no other logistics system can even compare to thanks to the way you label blocks in the world, this is something I would always dread doing with Xnet alone.

If you are any type of modded player who likes automation or has to work with any type of pipes (that's almost all of us let's be honest) I seriously encourage you to try using sfm for your next project big or small, your server owner, and/or your PC will thank you.

As for how you can actually get started, the example scripts provided on github will teach you everything you need to know, and I do not say this lightly, you really do not need any prior knowledge of scripting or code to get started. The language is so simple anyone can get started even if this is your first time even thinking about the word "scripting." A cursory knowledge of Minecraft is all you need, and if you're reading this you're more than likely already prepared.

0
0
5.0
coolbot

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: April 3, 2024 at 10:35:09 PM UTC
20 hrs
Total hours played at time of review
MC 1.20
The version(s) the reviewer played
0
0

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About

Project Details

Type
Mod
License
Mozilla Public License 2.0
Latest Version
Super Factory Manager MC26.1.2 v4.34.0
Authors
CurseForge
Modrinth

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About

Description

Super Factory Manager 4

https://discord.gg/5mbUY3mu6m

SuperFactoryManager 4.0.0 brings a whole new way to use SFM. Instead of using flowchart GUIs, a new scripting language has been added.

Getting Started

You will need:

  • 1x Factory Manager

EyrIkJq.png

  • 1x Program Disk

nhF4TyM.png

  • 1x Label Gun

PoWSBlR.png

  • (optional) Inventory Cables

pVzEsmZ.png

Place your Factory Manager in the world, and connect it to your inventories using Inventory Cables

Z7jyQgW.png

Place the Program Disk inside the Manager's GUI

LL3VZuC.png

Paste your script into the manager GUI using the buttons or by using Ctrl+V

kjRxypk.png

The manager should tell you that the script was loaded

OIcS9Ca.png

Hover over the disk to see the warnings and errors for your program

vAJKXkV.png

Shift-right-click the manager with the label gun in your hand to load the labels from your program

YI5GOOS.png

You can now use the scroll wheel while holding shift to change the active label.

Right click blocks in the world to apply or remove the label.

There is also a right-click menu for entering a custom label that may not be in your program yet.

Once you've assigned the labels, right click the manager while NOT holding shift to save the labels to the Program Disk

qEyrNHn.gif

Your program should now be running without any issues

472hN5L.png

P0Rm3iA.gif

Check out the GitHub repo for some example scripts to help you learn.


Old

A 1.12.2-compatible build of VSWE's Steve's Factory Manager.

Currently working on improving stability and making sure everything is working.

Please report any issues on the github issue tracker.

Permission

https://twitter.com/Steves_Carts/status/795197105849729024

o8qtFzK.png

 

Super Factory Manager 4  

SuperFactoryManager 4 brings a whole new way to use SFM. Instead of using flowchart GUIs, a new scripting language has been added.

 

Getting Started You will need:

1x Factory Manager

1x Program Disk

1x Label Gun

(optional) Inventory Cables

 

Place your Factory Manager in the world, and connect it to your inventories using Inventory Cables

Place the Program Disk inside the Manager's GUI  

Paste your script into the manager GUI using the buttons or by using Ctrl+V  

The manager should tell you that the script was loaded

Hover over the disk to see the warnings and errors for your program  

Shift-right-click the manager with the label gun in your hand to load the labels from your program  

You can now use the scroll wheel while holding shift to change the active label.

Right click blocks in the world to apply or remove the label.

There is also a right-click menu for entering a custom label that may not be in your program yet.

Once you've assigned the labels, right click the manager while NOT holding shift to save the labels to the Program Disk  

Your program should now be running without any issues

Original textures by VSWE

https://twitter.com/Steves_Carts/status/795197105849729024

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  • factory manager setup
    factory manager setup factory manager setup

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