Steve's Factory Manager Reborn Mod 1.15.2, — Reference
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. |
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.