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Steve's Factory Manager Reborn Mod 1.15.2, Wiki

Steve's Factory Manager Reborn is a comprehensive automation mod for Minecraft that utilizes a flowchart-based graphical programming interface to manage items, fluids, and redstone across complex inventory networks.

7 sections · 1,017 words

Overview#

Steve's Factory Manager Reborn (SFM) is a powerful logistics and automation mod that allows players to create highly sophisticated systems for moving and managing items between inventories and machines. Unlike traditional pipe-based mods, SFM uses a centralized "Factory Manager" block and a network of cables to interact with connected blocks.

The core of the mod is its graphical programming interface, where players build logic flows using nodes (procedures) to define exactly how, when, and where items should move. This version is a complete rewrite of the original mod, optimized for modern Minecraft versions while maintaining the deep customization and efficiency that made the original a staple of technical play.

Blocks and Components#

The physical infrastructure of an SFM system consists of several specialized blocks. These blocks must be physically connected to one another to form a valid network.

Core Blocks

Block Name Description
Factory Manager The "brain" of the system. Right-clicking this block opens the programming GUI. Only one Manager is needed per network.
Inventory Cable The primary connection medium. These cables transmit data and items between the Manager and connected inventories.
Inventory Relay Acts as a junction or extension for the cable network, allowing for cleaner wiring and longer distances.
Cable Camouflage A specialized cable that can be disguised as any other block in the game, allowing for hidden automation systems.
Redstone Emitter A block that can be commanded by the Factory Manager to output redstone signals of varying strengths.
Redstone Receiver Detects external redstone signals and feeds that data back into the Factory Manager to trigger specific logic flows.

The Programming Interface#

The Factory Manager GUI is a flowchart editor. Players place "Procedures" (nodes) and connect them with lines to determine the execution order.

Navigation and Controls

  • Dragging: Click and drag on the empty workspace to move the view. You can also use the arrow keys (hold Shift for faster movement).
  • Context Menus: Right-click on any procedure or empty space to access options like Deleting, Copy/Pasting, and Toggling Fullscreen.
  • Connecting Nodes: Click the output node (small circle) of one procedure and then click the input node of another to create a flow.
  • Coordinates: The editor offset coordinates are displayed in the GUI; clicking them allows you to manually enter a location to jump to.

Advanced Editing Techniques

  • Shift-Delete: Holding Shift while deleting a procedure will prompt to delete all connected downstream procedures.
  • Fullscreen Mode: Essential for complex builds, this expands the editor to fill the entire Minecraft window.
  • Search Box: Within procedure menus (like Inventory selection), a red text field at the top allows you to filter blocks by name.

Triggers#

Triggers are the starting points of any flowchart. A flow will not execute unless it begins with a Trigger node.

  • Interval Trigger: Executes the connected logic at a set time frequency (e.g., every 1 second, every 20 ticks). This is the most common way to keep a system running continuously.
  • Redstone Trigger: Executes the flow only when a connected Redstone Receiver detects a change in signal (Pulse, High, or Low).

Item Management Procedures#

Item management is handled through three primary node types: Transfer, Import, and Export.

Item Transfer Procedure

This is a single-node solution for moving items. It combines the logic of picking up and dropping off items into one step. It is highly optimized for simple "Chest A to Chest B" operations.

Separated IO Procedures

For complex logic (like crafting or conditional sorting), you must split the process into two parts:

  1. Item Import Procedure: Scans specified inventories and faces to extract items matching a filter. These items are held in a virtual "internal inventory" for the duration of the tick.
  2. Item Export Procedure: Takes items currently held in the internal inventory and attempts to insert them into specified target inventories.

Configuration Properties

Every Item Procedure has the following configurable menus:

  • Inventories: Select which blocks to interact with. You can right-click an inventory in the list and select "Highlight in world" to see a red outline around the physical block.
  • Direction: Specifies which side of the block to interact with (Down, Up, North, South, West, East). SFM follows the standard Direction enum order.
  • Filter: Determines which items are moved.
    • Traits Mode: Filters by item type, damage, and NBT tags.
    • Tags Mode: Filters by Forge/Minecraft tags (formerly Ore Dictionary).
    • Settings: Use the gear icon to toggle specific matching criteria like NBT or metadata.

Logic and Crafting#

Beyond simple moving, SFM can perform complex decision-making and automated crafting.

Crafting Procedure

The Crafting Procedure interacts with the internal inventory. If the internal inventory contains the ingredients for a specified recipe, the procedure will "consume" them and replace them with the crafted result. This result can then be moved to a physical chest using an Export Procedure.

Condition Nodes

Condition nodes allow the flow to branch.

  • Item Condition: Checks if a specific amount of an item exists in a connected inventory. If true, the flow follows the "Yes" output; otherwise, it follows the "No" output.
  • Redstone Condition: Checks the current signal strength of a Redstone Receiver.

Variables

Players can store values or item counts in variables to create loops or complex counting logic, allowing the system to remember states between executions.

Mechanics and Technical Details#

Understanding the internal mechanics is key to mastering Steve's Factory Manager Reborn.

The Internal Inventory

When an Import Procedure runs, the items aren't instantly moved to a destination. They are moved into a temporary buffer called the Internal Inventory. This buffer only exists while the flowchart is running. If the flowchart finishes and items are still in the Internal Inventory, they are returned to their original source inventories automatically to prevent item loss.

Execution Order

The Factory Manager processes nodes in the order they are connected. If a node has multiple outputs, it will process the top-most connection first. In Item Export procedures, if multiple inventories are selected, it will attempt to fill them in the order they appear in the selection list.

Compatibility

SFM Reborn is designed to work with any block that uses the standard IItemHandler or IFluidHandler capabilities. This includes almost all modded chests, machines, and storage tanks.