Space Engineers

Space Engineers

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SE DOS Inventory 1.0
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Oct 4, 2023 @ 6:12pm
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SE DOS Inventory 1.0

Description
SE-DOS INVENTORY v1.0: Inventory Script for Space Engineers

This custom script for Space Engineers offers a unique visual experience by displaying your inventory in a graphical format using intuitive icons. Whether you're managing a single container or multiple ones simultaneously, this script is versatile and efficient. Furthermore, you can filter items by type to quickly find what you need. Simplify your inventory management and keep your space base organized with this essential tool. Whether you're a novice engineer or a seasoned space veteran, this script will help you optimize your efficiency and keep everything under control.


SE-DOS INVENTORY v1.0: Inventory Script for Space Engineers
Easy to use and powerful!

Supports multiple screens, making it easy to track your inventories across different locations.
Compatible with various container types, including assemblers and refineries, for comprehensive resource management.
The ability to filter items by type, such as components, ammunition, or ingots, helps you quickly find what you need.
We are open to your feedback and suggestions for version 2.0, as this script is just the beginning of a larger project: a complete operating system designed specifically for Space Engineers, SE-DOS! Make the most of your space experience with SE-DOS INVENTORY v1.0!

HOW TO USE:

Hello Space Engineer, this script was created to be able to visualize inventories and filter them according to the item type and also which container we want to display, including assemblers and refineries as well.

To use this script, you must pass a comma-separated text. In this text, you should include the screen name, the type of item to display, and the container and this text is separated by an underscore (_).

The example format is SCREEN_ITEM_CONTAINER

LCD1_ALL_container1
In this example, we will display on the screen named LCD1 all the items from the container called container1.

LCD2_COMPONENT_container2
In this example, we will display on the screen named LCD2 component-type items from the container called container2.

LCD1_ALL_ALL
In this example, we will display on the screen named LCD1 all the items from the all containers.

For refineries and assemblers, we should put the name of the block in the parameter as: LCD1_ALL_Assembler1

ITEMS
For items, we have the following parameters.

* INGOT
* TOOL
* ORE
* AMMO
* COMPONENT
* ALL (ALL ITEMS)

Examples:

LCD2_COMPONENT_container2
In this example, we will display on the screen named LCD2 component-type items from the container called container2.

LCD2_ORE_container2
In this example, we will display on the screen named LCD2 ore-type items from the container called container2.


Enjoy the script! I'm open to discussions, suggestions, and ideas for future projects.
This script is part of a larger project, which is an Operating System for Space Engineers - SE-DOS.

Credits:
Atte: DrHousexx
Steam Profile: https://steamcommunity.com/id/drhousexx/
GitHub: https://github.com/DrHousexx
WebSite Developer: https://CaritaKawai.com/
30 Comments
Lone Bug May 12 @ 6:19am 
Too many caught Exceptions for single change from container1 to the name of my single cargo container. Example below:

My edit of the code:
string[]q={"LCD1_ALL_CMS_Nova_Cargo","LCD2_ALL_CMS_Nova_Cargo"};
Original example of the code when loaded in the PG:

string[]q={"LCD1_ALL_container1","LCD2_ALL_container2"};
DangerNoodle13 Apr 24 @ 8:09am 
I want to like this script but it it very inconsistent. Across several builds I have used the same name "LCD Ammo_AMMO_ALL" and each time I have to beat the script into submission to get it to work. It is extremely frustrating how picky it is. Always saying "object reference not set to an instance of an object" when using the exact same thing I always do. I cannot recommend this script.:steamthumbsdown:
Eira Mar 31 @ 11:38pm 
How do i link screens together? I have 2 LCD screens. 1 above the other. both trying to display components. Id like to have it set so instead of them periodically swapping/flickering. its all displayed between the 2 screens and kept still.

How do i go about setting this up.
posthy Jan 3 @ 8:53am 
I decided not to wait for an update and wrote my own script Inventory Grid . Might not what people have in mind, but perfect for me.
'KeithFromCanada' Olson Dec 31, 2023 @ 5:30pm 
Given that the default item groups are not always that useful, I suggest adding something like the following command to allow players to make their own groups:

#CREATEITEMGROUP_{ITEMGROUPNAME}_{ITEM1}_{ITEM2}_{ITEM3}_{ITEM4}_{ITEM5}_EOL

Players could then use the regular command LCD2_{ITEMGROUPNAME}_container2 to display *exactly* what they want.

Does that sound doable?
-DF- Ashley Vargrand Dec 20, 2023 @ 3:29pm 
didnt work for me
gerd67 Dec 20, 2023 @ 11:35am 
The script is promising, but it's not easy to implement.
One of the simplest scripts to set up that I've seen is "ExcavOS"; it's super easy to implement with just the parameters to enter in custom data.

This could perhaps serve as inspiration for the setup part.
Destiny Dec 19, 2023 @ 6:30pm 
are you actually making DOS? as someone who makes CPUs in block games, this is interesting.
posthy Dec 18, 2023 @ 2:16pm 
There's an other script ( Inventory Viewer ) that basically did the same. Unfortunately it's abandoned and very outdated. But has a few features i'd love to see again in a new script:
- Handling groups, not just individual containers
- Spamming the inventory to multiple screens
- Color customization options (less important, but would be nice)
xlilcasper Dec 7, 2023 @ 4:26am 
For those getting the object reference not set to an instance of an object, in the script, scroll down until you see

string[]q={"LCD1_ALL_container1","LCD2_ALL_container2"};

If you don't have any of the ones listed here, the script throws an error. Either delete the screens you don't have (for example, I didn't have an LCD2) or double check the names of the screens.

As a suggestion for the author, why not put that string in the custom data of the program block, much easier to edit. Bonus if it can go in the custom data of the LCD so I can configure displays when I build them without having to run back.