neat, I was thinking of starting ATM9 with my sister and finishing it like we did with E6 and ATM8. Great to see a way to automate easier. Especially on the larger size.
i just wanted to ask if its the atm9 modpack then i saw your comment god damn i never coded in my life but this looks easy but also cool im gonna try this at instant tonight
@@Sk3tchedLexi I thought of that but yea i feel like that could cause a severe crash because most mods by default have things that go as fast as 1tick per sec, never seen any amount lower
Oh man the last time i used this mod (the OG Steve Factory Management) is from 1.6.4 in crash landing when I tried to make a automatic resources generator. I kinda miss the good old drag and drop programming. But I will check this new version out. Look kinda fun to mess around
I remember it from that modpack too. I played on a server and used it to automate pneumaticraft plastics. I remember designing a way overcomplicated farm for the black plastic using it which required tons of shenanigans because the tickrate on the server prevented it from planting while it was bobbing up and down. No other mod had the logic necessary to make it function right. It also handled all my sifting, and compacting of resources.
@@user-gp2eu5kn7t cc tweaked also has built in item i/o which lets you do most of what this mod offers by being able to move any numbers of items from one place to another! also with advanced peripherals there's ME Bridge which lets you access your Applied Energistics patterns and craft things on command, display your item production using graphs on a monitors and more! Big recommend :>
Honestly. Thank you so much for this guide. I always wanted to know how to use this mod because i know it was supposed to be powerful. But when you literally have no information to work with it was hard to get started. So thank you for the guide. Now i must Steve’s factory manager my stuff for awesome stuffs.
Very very helpful bro, I honestly never knew of this mod and have never used it but the way you explain things make it seem simple and makes me want to learn more bro!
I knew something like this was possible with computercraft or xnet. But this one is really quite something. CTRL+click to highlight _hundreds_ of machines at once? Damn
It's nice that at least some of these computer/programmable block mods still exist. Opencomputers 2 seemed promising but doesn't seem to have much progress on it for a while
Thank you so very much for great content and such a succinct and complete explanation of the mod. I've used the old version with the GUI and didn't know this had been updated to 1.20.1. A dive like this that could help with Integrated Dynamics would be brilliant. Thanks again.
1:46 programming is just talking to a machine in a way it understands what you are saying, so most forms of text can be turned into programming (theres a programming language that reads like a recipe: Chef)
This is incredibly helpful. I didn't know this mod existed, even though I have 'completed' ATM9 (yes, including automating the GregStar). I've always been concerned that 'programming type' mods were unaccessible to people without experience, but this reminds me of using Sinclair Basic as a kid. 😅
I haven't used SFM for a very long time (since before it got forked and redone to use scripting instead of flowcharts). Thanks for the guide and I'll probably give it a shot the next time I play a modpack that has it.
⚠IF THE SEEDS KEEP STACKING INTO THE PHYTOS⚠ i figured it out, at least this worked for me (also remember to put asterisks): name "ultimate phyto" every 1 ticks do input fe:: from cube top side output fe:: to phyto end every 20 ticks do input fluid:: from sink input *phyto* from fertilizerchest output fluid:: to phyto output 1 to each phyto forget input *seeds* from outputchest output retain 1 *seeds* to each phyto forget input from phyto slots 2-5 output to outputchest end
I've created a massive powah energising orb automation with this mod now, thanks for the help. It was surprisingly easy once I got the hang of how the if statements work in this pack, although my code is a mess with all the recipes
This and the AE2 tutorial are super helpful and now I have ideas of what I can do with each!! Keep these up and I hope to see more videos like the two you have so far!! First I’m going to make a SFM setup which handles all 7 main inscriber recipes for AE2, and then I can have 1 pattern provider push into a chest connected to that SFM setup!
Something that should be mentioned is that when it says every redstone pulse it means every restone pulse So if you take something like the timer from rftools and set it to 2 ticks , and have your trigger be every redstone pulse, you will transfer things very fast and efficient and with surprisingly no lag Was very useful for my massive fission reactor + turbine + the other reactor setup logistics. Had a problem with input speeds with mekanism and pipez taking too long to activate the transfer and sfm the goat came in clutch Also side note automating blood magic with it, is a breeze and makes the mod 10x less annoying to deal with
name "monolith" every 1 ticks do input fe:: from cube top side output fe:: to phyto end every 20 ticks do input fluid:: from sink input *phyto* from fertilizerchest input *seeds* from mainChest output fluid:: to phyto output 1 to each phyto forget input from phyto slots 2-5 output to mainChest end
Amazing tutorial awesome work! One thing that I'm still grappling with is how sometimes phyto's also create other seeds as output such that eventually you can accumulate hundreds of the same seed which clogs up your phytos to only creating one type. Is there a work-around or am I overthinking this?
I'll definitely use this when I play a modpack with it :) I am hoping it supports redstone IO though, that would be very useful. If not I can mimic it with a chest and a comparator, plus some extra logic.
I tried to use it in FTB infinity expert and gtnh. Looks like it got a big update because back then you could only program using visual diagrams which had a lot of limits. This looms like it could solve some of the problems I had with it.
Could you make another video on this going over If statements and search types? And by search types, i mean comparing "coal", * coal *, and coal. Also, can you input *types* of items? like food, ore, etc
Basically this mod is like an "X Net", but without cables and more "programming". If you know how to use it correctly, it is much better than X Net, but if you don't know that much, X Net is better.
I am trying to use that exact same phyto farm idea as you, but I can't seem to get it working. The factory spreads all the seeds out over all the machines, but then as the seeds are outputted, it just sorta forgets that and puts it all into one machine.
The energy transfer rate is very low, and for itens and fluids I prefer the xnet(plus the energy transfer from xnet kicks in the advanced connectors), but its a good mod to play a little
i remember using it to automate plastic seeds in crash landing i looked at someone else using it, then bashed my head against the wall attempting to copy what they did
What I've learnt with coding when you don't really know it that well. Just don't copy. Especially if you don't know why their code does what it does you'll end up with more headaches than if you just do it yourself bc if you do it yourself you at least know why and how things act when it doesn't work
@@TheTruestPiano oh no, I figured out why it worked, hence the head bashing and have used a similar strategy in other places. The big problem was that there were multiple kinds of the same seed and I didn't know how to read block data properly with it
i wonder if you can transfer gregtech eu with this. what would the tag even be? would be a cheap replacement to some of the later superconductor cables
1:00 in, already liked the video for the music. However, what I don't get about mods is why they never port to earlier Minecraft versions. Well, that will be changed soon hopefully.
@@mysticslm I'm still figuring my way around SFM, and ran across a weird problem with inventory cables and breaking/replacing machines, but so far I've managed a factory that automatically processes oilsands into polyethylene, and an automated macerator > ore washer > macerator > centrifuge ore processing plant. Next on my to-do list is a 25+ machine beast I plan to use to manufacture *every basic component* with. That I've tentatively dubbed the Universal Component Crafting Core. So, basically what I'm saying is, it's going pretty well.
@@Hexagonaldonut i believe ive had the same problem with the cables. i asked in the discord and the owner said theres a known bug with them breaking machines that hes trying to fix at the moment but this command should fix it temporarily: /sfm bust_cable_network_cache
@@mysticslm Yeah, I had a conversation with him about it the other day in the Discord. For the time being I've been just breaking and replacing individual cables whenever I change an adjacent machine.