Space Engineers

Space Engineers

Isy's Inventory Manager
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Update: Dec 10, 2023 @ 5:17am

Version 2.9.5:

- Added: A new commandline argument was added: 'findBlueprints'. With this argument, the script checks all items for a combination of possible blueprint IDs for autocrafting and whether any assembler on your grid is able to produce an item with these specific IDs. WARNING: use sparingly as this could cause massive log files when used regularly!
- Changed: Commandline arguments now use 'true' and 'false' instead of 'on' and 'off' so that the syntax better reflects the script configuration. The toggle argument stays the same, but isn't necessary anymore, because when giving no (or any other) additional argument, it defaults to toggle.
- Changed: Significantly sped up blueprint learning so that you don't waste so many materials anymore when learning unknown blueprints.
- Fixed: The script produced large logfiles by constantly checking unknown blueprints in the background. The check is now only done once, when a new item is discovered or manually with the new 'findBlueprints' argument. Thx to @Jasper on my Discord for making me aware of this!
- Fixed: A rare crash was fixed that occoured when you run IIM on a grid that has no inventories or no items stored.
- Fixed: The crafting recipe for basic ingot crafting in survival kits was broken after the changes of the Warfare Evolution update. This resulted in script crashes. This is now fixed.

Update: Oct 14, 2023 @ 2:22pm

Version 2.9.4:

- Added: Inventory panels now support regex. To learn more about regular expressions, visit: www.regexr.com . Thx to @Darth_Apnea on my discord for suggesting this!
- Changed: Inventory panels now show the type of the item behind the item name, which is great for mixed lists, for example: 'Iron (In)' for Iron Ingot. This can be deactivated by adding the new modifier: hideType. Also, Ingot/Stone is now correctly shown as Gravel.
- Changed: The blueprint check during the startup sequence was removed because it caused too much issues on servers. Blueprints are now checked over time during the script execution.
- Fixed: A possible crash at the start of the script while checking the type container names was fixed. Thx to @airomis on my discord for making me aware of this!
- Fixed: A leftover code line caused !manual assemblers to be used eventhough they shouldn't. Thx to @Xopharios on my discord for finding this leftover code!
- Fixed: The script should no longer crash, if a ship is docked to your station. Although this error couldn't be reproduced by me, I implemented some safety measures to hopefully catch this issue gracefully.
- Fixed: A potential crash while saving a crafting blueprint using a misformatted custom data was fixed. Thx to @blondasek on my discord for reporting this issue!

Update: Sep 12, 2023 @ 1:37am

Version 2.9.3:

- Added: Fine control for container assignment. You can now set in the script config, which container type is allowed to be assigned or unassigned. This was suggested by @Taeleus on my discord - thanks buddy!
- Fixed: Fixed a potential script crash while loading the stored items. The script now gives a useful warning instead. Thanks to @darth_apnea on my discord for helping me debugging this issue!
- Changed: The function to find new items was changed to be less performance hungry.
- Changed: Some texts and warnings were changed.

Update: Sep 3, 2023 @ 10:22am

Version 2.9.2:

- Fixed: Keen broke my autocrafting blueprint guessing system with the Warfare Evolution update and I fixed it again. Thanks for the extra code-bloat Keen! Your old recipes should be automatically converted by using the new version!
- Fixed: The buffer for full containers was changed again to be more space efficient for all sizes of inventories (more informations can be found in settings for enthusiasts).
- Fixed: Blocks with no owner settings are now automatically excluded by the script and won't trigger an owner warning.
- Fixed: The script will now give a proper warning, if no assemblers are present or all assembler are turned off when trying to use autocrafting. (thx to @MDManiac on my discord for pointing that out to me!)
- Changed: The manual machine keyword (by default '!manual') was changed into an expandable list, so that some machines can be set as manual machines by default.
- Changed: Owner warnings can now be toggled on or off inside the script config. This only changes, whether it's shown on the warnings LCD or not. Blocks with another owner/faction still can't be managed by IIM.
- WARNING: I rearranged a lot inside the script config, so please don't copy and paste your old config, but adapt it to the new structure!

Update: Jul 25, 2023 @ 11:51am

hotfix - no version increase

Update: Jul 24, 2023 @ 3:06pm

Version 2.9.1:

- Added: Minimum mode for Special containers. With this mode you can specify a minimum amount of items, the script should keep inside a container but it won't remove excess items of that type. Usage: item=100M. This was suggested by @Kaedys on my discord - thanks, buddy!
- Changed: The old limiter mode of Special containers was rebadged to a new format item=100L (instead of a negative number). For compatibility, the old negative format still works but will be removed in a future update.
- Fixed: Inventories with less space than the defined container full value (found in settings for enthusiasts) will now fall back to the old 98% full value for determining whether a container should be treated as full or not.
- Fixed: The script will no longer crash, if a ship with a different owner/faction docks to a grid running IIM.
- Fixed: The [No IIM] tag is now correctly checked and corrected by the name correction feature.

Update: May 26, 2023 @ 2:24am

Version 2.9.0:

- Added: A new LCD type was added: IIM-actions. This LCD shows all the latest item movements and script actions. The amount of actions shown as well as the timestamp is configurable in the script config.
- Added: New toggles for using assemblers and refineries on docked grids were added for autocrafting and refinery management. They're off by default (old script behavior).
- Added: A new yield modifier was added for autocrafting. This is useful for crafting recipes that more yield than one item of the same type. Multiple outcomes are still not and will never be supported!
- Added: A new setting was added to control, when the script should consider a container as full (used by many moving operations and container assignment).
- Added: Added the following commandline arguments for quick toggle: showUnlearnedItems, useDockedAssemblers, useDockedRefineries
- Changed: The script now lists all items that are craftable on the autocrafting LCD rather than specific item types. In order to not overflow the screen with uncraftable items, the [NoBP] tag was made optional and turned off by default. Any uncraftable items are simply not shown until you teach them or the script automatically guesses their crafting blueprint. This was suggested by @Nirahiel on my discord - thanks buddy!
- Fixed: A bug was fixed that could lead to a script crash if an LCD has nothing to show.
- Fixed: Special tags can now also be assigned to blocks, that can have LCD data in their custom data (like cockpits) without deleting the whole custom data.
- Fixed: The script will no longer assign and unassign type containers if the new space is not immediately used.
- Fixed: The script will now correctly assign a new tool container if datapads, consumables or other objects caused it to fill up.
- Fixed: The script will no longer shuffle bottles from one tank to another if the tank is full. This was reported by @TechCoder on my discord - thanks buddy!
- Performance: Sorting is now executed over several script runs to decrease the risk of overloading the instruction count. This makes the script execution slower in general but should improve performance.
- Performance: Tweaked many functions to improve overall performance.

Update: Feb 20, 2022 @ 11:58am

Version 2.8.9:

- Added: A new toggle was introduced that treats inventories, that were hidden via disabling the the terminal option "Show block in Inventory Screen" as hidden containers for inventory panels and autocrafting (just like adding the 'Hidden' keyword). This was suggested by voidpointer on my discord server - thanks for your feedback buddy!
- Fixed: The script should no longer crash while learning (fast crafting or single item stack) items. It also can now learn single stack items better (like weapons or tools).

Update: Jan 10, 2022 @ 11:37pm

Version 2.8.8:

- Fixed: Assembler task splitting will no longer result with assemblers getting stuck on a 0 item queue (this was only an issue with more than 10 assemblers). I derped in the last update - sorry :-/

Update: Oct 23, 2021 @ 3:41am

Version 2.8.7:

- Changed: Bottles are now routed to tanks if they have the needed gas after they have been pulled by vanilla mechanics to O2/H2 generators eventhough they have no ice to fill them. This was done in order to prevent constant bottle movement.
- Fixed: Connecting two [No IIM] or [No Sorting] connectors to each other while the connected grid is still physical connected to the grid, IIM is running on, won't break the script anymore.
- Fixed: Elite pistols are now automatically learned properly. Keen messed up their blueprint naming and that's why the item got accidentally connected to the magazine blueprint. (NOTE: running the script with a 'reset' argument is needed if it was saved incorrectly before!)
- Fixed: Assemblers can no longer get negative queue amounts. There was a rounding error in the assembler task splitting method.
- Fixed: Sorters are no longer used to store temporary items (from refinery balancing or Special container excess).
- Settings for enthusiasts: Added a new toggle to disable the usage of connected grids as temporary storage for balancing methods or Special container unloading if your main grid's storage is full.