Kinetic Logic Canvas Mod FAQ
10 questions players actually ask, answered.
How do I open the visual blueprint editor?
Right-click a Disk or press the Edit button inside a Factory Manager block to open the blueprint canvas. If you see a text code box instead, check your config file (config/sfm-client-program-editor.toml) and make sure preferredEditor is set to "retrofactorymanager:blueprint".
How do I add the first node to my canvas?
Right-click on empty space in the canvas to place a trigger node, which serves as the starting point for your program. From there, you can drag wires from output pins to create and connect Input, Output, or If nodes.
Can I convert my old text programs into visual blueprints?
Yes—open an existing Disk or Factory Manager that contains a text program, and the mod will automatically detect and rebuild it into a visual node chart on the canvas. Your program logic stays the same, just displayed as connected nodes instead of code.
How do I search for items instead of typing IDs?
Click on a filter slot in any node, type the item name into the search bar, and select the matching icon from the results. The mod searches by name and displays visual icons, so you don't need to know or type item IDs.
What happens if I move nodes around—will my program break?
No—node positions are saved directly into the program data, so your layout stays exactly as you arranged it every time you reopen the editor. You can press G to snap nodes to a grid or Home to fit all nodes on screen for easier organization.
How do I set up conditions and branches in my program?
Drag a wire from a trigger or output node to spawn an If node, then configure the condition (such as checking item counts or tank levels). Connect the true and false branches to different nodes to control which actions run based on that condition.
Can I see what code my visual blueprint will actually run?
Yes—the mod displays a live program preview window next to your node canvas so you can see the matching script code being generated in real time as you build and connect nodes.
Does the mod support advanced features like intervals and round-robin sorting?
Yes—the visual editor supports intervals, redstone triggers, item tag filters, slot ranges, forget nodes, and round-robin sorting. These options appear in the node configuration panels as you build your program.
What should I do if my nodes look disconnected or the canvas feels cluttered?
Press Home to fit all nodes on screen, or press G to snap nodes to a grid for cleaner alignment. You can also manually drag nodes to reorganize your layout; the positions will be saved automatically.
Will this mod work with my other Super Factory Manager setups?
Yes—the visual blueprint editor is designed to work alongside existing Factory Manager blocks and Disks. You can import old programs, edit them visually, and export them back as working code without breaking compatibility.