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SFM-Flow

A Re-imagined SFM with Flowcharts
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sfmflow-0.5.20.alpha.jar

File namesfmflow-0.5.20.alpha.jar
Uploader
ScottDTAScottDTA
Uploaded
Jul 26, 2026
Downloads
30
Size
1.1 MB
Mod Loaders
NeoForge
File ID
8516072
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:sfm-flow-1589954:8516072"

Learn more about Curse Maven

What's new

Was going to wait to release later this week, but since I forgot the textures yesterday, here is a brand new foreach loop to make up for it.

### [Added]

* Added the ForEach Loop node, enabling sequential execution of flowchart branches across entire groups of machines or inventories.

* Added the ForEach settings panel, allowing players to customize iteration order (Top-To-Bottom, Bottom-To-Top, or Random) and assign a custom name and color to the element variables.

* Added support for right-side execution pins on flow nodes, allowing compact visual loop layouts on the workspace canvas.

* Added support for dynamic block resolution, allowing the automation pipeline to evaluate virtual inventory references. This prepares the planning kernel to support "For Each" loop execution paths over grouped machines.

 

### [Changed]

* Refactored ForEach Loop components to evaluate list variables polymorphically. This decouples loop iteration from specific core list types, allowing future addons to easily introduce custom target lists.

* Improved the background planning context to automatically forward all active pipeline buffers (Items, Fluids, Energy, and custom addon properties) into ForEach loop sub-traversals.

* Upgraded transfer planners to consume in-transit energy and fluid buffers symmetrically with item transfers.

* Improved the main item filter slot to permit placing inventory list cards directly onto ForEach components.

* Refactored all transfer planners (Item, Fluid, Energy) and logical conditional nodes to resolve their targets dynamically at runtime rather than matching only static connected blocks.

* Standardized the visual icons of all Inventories List variable cards (Item, Fluid, Energy, Redstone, and Sign Updater) in the UI drawers to use distinct, dedicated list graphics.

* Updated Splitter and Collector components to use unique UI menu button icons rather than sharing a generic flow control texture.

* Modified the Sign Updater Cable block's blockstate model to display sign-themed side and front textures instead of reusing observer assets.

 

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