SFM-Flow

A Re-imagined SFM with Flowcharts

File Details

sfmflow-0.2.0.alpha.jar

  • R
  • Jun 28, 2026
  • 438.91 KB
  • 11
  • 1.21.1
  • NeoForge

File Name

sfmflow-0.2.0.alpha.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:sfm-flow-1589954:8336067"
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The big addition in this update.  You can now move items around.  Full change log below

6-28-2026

 

### [Added]

* Added a new slot layout configuration screen, accessible by shift-clicking any side of the 3D block preview, allowing you to toggle exactly which inventory slots are active for automated transfers.

* Added full slot-mapping support for worldly containers (such as Furnaces, Brewing Stands, and Smelters) to respect face-locked slot layouts.

* Added live item previews inside slot layout screens to show which items currently reside in each slot of a connected container.

* Added an upgraded in-world highlight system that renders the precise 3D block shape of targeted chests and machines instead of generic wireframe boxes.

* Added a fully interactive, draggable 3D block preview component to the Item Input and Output settings screens.

 

### [Changed]

* Rebuilt the item filter slots with a custom texture design showing distinct empty and filled visual states.

* Optimized screen drawing layers to prevent overlay menus and dropdowns from clipping or rendering behind the 3D block preview.

* Rebuilt the Item Input and Item Output configuration panels into modular, responsive layout elements to improve readability.

* Integrated public API interfaces (`IFilterable`, `IInventoryTarget`, `ISideConfigurable`) allowing third-party addon developers to reuse standard search, filter, and side configuration widgets.

 

### [Fixed]

* Fixed an issue where items held on the cursor would be lost when clicking "Save & Close" inside configuration screens; held items are now safely returned to your inventory.

* Consolidated internal interface layouts to improve overall user interface stability and menu loading times.

* Fixed mouse dragging and scroll conflicts when adjusting settings inside the node configuration overlays.

 

 

6-27-2026

 

#### [Added]

* **In-World Container Outlines:** Added an "In-World Highlight" option inside the Item Transfer settings panel. Toggling this checkbox places a glowing golden border around the selected inventory block in the game world, visible through solid walls.

* **Highlight Clear Hotkey & Command:** Pressing `H` (by default) or typing `/sfmflow highlight clear` instantly clears all targeted highlights in the world.

* **Sided Capabilities Support:** Item transfers now respect side-specific capabilities (e.g., extracting from the top slot of a furnace or depositing into its side).

* **Player Inventory Graphic Backing:** Added a beveled dark grey background card sheet at the bottom of the screen to neatly house the player's inventory and hotbar slots.

 

#### [Changed]

* **Precise Route Planning:** Upgraded the off-thread logic simulator to evaluates slots on a per-face basis rather than ignoring side-restricted inventory access.

* **Precise Interval Tick Scheduling:** Network planning runs are now strictly dispatched per-node only when their corresponding timer interval has elapsed, rather than on a flat global interval.

* **Enhanced Visual Sorting:** Connection wires are now drawn directly on the background canvas, placing them behind interactive card bodies to prevent overlaps with buttons and terminals.

* **Vanilla Double-Chest Compatibility:** Upgraded capability scanners to search with vertical side-contexts, enabling standard double-chests and vanilla containers to resolve properly.

* **Expanded Interface Layout:** Increased the Manager console interface height from 256px to 352px to neatly integrate the variables drawers.

* **Centered Player Inventory:** Re-aligned the player inventory and hotbar slots inside the Manager block screen to sit centrally within the new bottom panel layout, eliminating overlapping lists.

* **Synchronized Task Submissions:** Layout planning tasks are now throttled to dispatch every 10 ticks (twice a second) to balance execution responsiveness and CPU performance.

* Refined inventory scanning with a double-pass safety check to defensively skip sleeping nodes and unloaded chunk regions before processing automated routes.

* Network cable layouts are now saved directly in world save data as a flat array. This allows large cable networks to load instantly without requiring full rediscovery sweeps when the world boots up.

* Cable block placements and unlinking are now optimized using an incremental graph update model. Placing or breaking network cables no longer triggers a full network rescan, eliminating tick-lag and server freezes on large automated setups.

* Rebuilt the backend network scanning engine with primitive-level memory structures, significantly reducing server CPU overhead when mapping complex factory networks.

 

#### [Fixed]

* **Overlay Viewport Clipping:** Fixed issues where opening settings overlays over 256px in height cropped or hid panel elements by dynamically scaling the canvas viewport.

* **Hot Reload Safety:** Fixed potential thread-pool hangs on world reloads by lazily re-initializing the asynchronous daemon executor pool.

* **Item Mutation Isolation:** Planned transfer frames now copy item stacks before processing, isolating multithreaded simulations from in-flight inventory changes.

* **Memory Leak Protection:** Stale network cable registries are now cleanly purged upon network path recalculations.

* **Connection ID Indexing:** Fixed an internal coordinate reference bug where scanned target blocks returned a duplicate ID value of 0, resolving selection mapping issues.

* Added an automatic first-tick sanity check on world load to clear out any stale or broken cable references from the saved network cache.