Space Engineers

Space Engineers

Isy's Inventory Manager
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Update: Apr 16, 2020 @ 3:40am

Fixed a little bug in yesterday's update - no version increase!

Update: Apr 15, 2020 @ 1:05pm

Version 2.7.1:

- Added: The "Locked" and "Hidden" keywords were transformed to adjustable lists. You can now exclude lists of blocks from sorting or being seen from autocrafting by name!
- Added: A toggle for de-/activating name correction was added under "Settings for enthusiasts" (default: true).
- Changed: The [No IIM] and [No Sorting] tags can now be attached to connectors of docked ships, too, to exclude ships on ships (on ships on ships....)
- Changed: Parachute hatches are now blacklisted from sorting by default (finally!).
- Changed: Assemblers in !learnMany mode will now immediately clear their output inventory, if an item was learned.
- Fixed: Assemblers with the !learnMany tag would still stay in learn mode even after the tag was removed. This is now fixed.
- Fixed: Fixed a bug in the method for learning new blueprints, that caused the script to not learn them properly if the name was similar.
- Fixed: Fixed a rare bug in the autocrafting, that could lead to too much disassembling if amounts change while disassembling and editing the screen at the same time.
- Fixed: Assemblers in "disassemble-only" mode will now be emptied, if they have leftovers and are currently not producing.

Update: Nov 17, 2019 @ 12:37pm

Version 2.7.0:

- Added: A new function to automatically unassign type containers that aren't needed anymore was added. Type containers with priority tokens are unaffected by this. Also, the auto un-/assign functions got their own section in the config including a master switch.
- Added: Two new options in settings for enthusiasts were added to exclude welders or grinders from being indexed by the script (useful for big walls of them to avoid too complex errors).
- Added: A new connector tag was added: [No IIM]. If a ship docks to a connector with this tag in the name, it is completely ignored by the script.
- Changed: If an inventory panel line has 0 as the max value, a single line only containing the item name and current amount is shown (no bars, percentages or max values).
- Fixed: Special containers, reactors and O2/H2 generators on [No Sorting] grids are handled again properly (like described in the guide).
- Fixed: The new med-/powerkits, datapads and space credits aren't ignored anymore and are now stored in the tools container.
- Internal: Added a protection to prevent the script from crashing on too big grids. Also improved the block indexing method a lot so that big grids with many inventories should work now.
- Internal: Changed the extra script breaks between script executions from a second based setting to ticks. Adding some more ticks between script runs could help to prevent the burn-in issue on some multiplayer servers running this plugin. Found in settings for enthusiasts.

Update: Oct 5, 2019 @ 7:25am

Version 2.6.5:

- Added: A new setting for the connection check was added. This is found in settings for enthusiasts.
- Changed: The connection check is now deactivated by default because it caused too much lag in multiplayer and didn't work reliably.
- Changed: Lockers, Armorys and Vending Machines are now ignored by the script because they have no conveyor access.
- Fixed: Special tags work properly with weapons again.
- Fixed: Skipping a screen ID when using the script for blocks with multiple screens now works properly.

Update: Jun 23, 2019 @ 2:03am

Reupload with one little value adjustment - no version increase.

Update: Jun 23, 2019 @ 1:26am

Version 2.6.4:

- Fixed: Sorting the refining queue now also works with script assisted refinery filling set to false.
- Fixed: Basic refineries were given the wrong list for refinery queue sorting. This is now fixed.
- Fixed: Fixed an infinite loop in the refinery queue sorting. Don't ask me how and why this worked in the first place. This bug is in the script since 2.4.0 and should've caused much more problems than it did.

Update: Jun 22, 2019 @ 11:22am

Version 2.6.3:

- Fixed: Implemented a check for very large grids, so that the script should no longer crash with 'too complex' while gathering the blocks.
- Fixed: Solved an issue that caused the script to crash when too many warnings had to be shown (for example with unconnected refineries).
- Fixed: Uranium balancing now works properly again.
- Changed: Assemblers tagged with !disassemble-only will no longer switch back to assembly if they are not disassembling.
- Changed: I added a longer delay to the script start to make sure, that every planned action is really executed on world reload.
- Changed: The master inventory for the connection check will now stay the same during a script run unless the block is removed. The script will also no longer pick inventories, that aren't connected to anything.
- Internal: Made the block collection method more intelligent and thereby reduced the amount of needed checks for every block.

Update: Jun 15, 2019 @ 3:37am

Version 2.6.2:

- Fixed: Improved exception handling so that the script doesn't crash with a null reference exception if a block gets removed.

Update: Jun 12, 2019 @ 1:33pm

Version 2.6.1:

- Fixed: Emptying special containers (or other inventories, like assemblers, refineries and so on) will no longer try to move items to a location, where they can't get to.
- Internal: Made the method for finding free containers more performant.
- Internal: Reduced the needed instruction count even more.

Update: Jun 10, 2019 @ 9:28am

Version 2.6.0:

- Added: Fixed ore priorities. You can now set fixed ore priorities in the config, so that specific ores are always refined first, if available. The demand based refining is executed after the fixed priorities. By default, stone is now always refined first.
- Added: Default font size option in config section "LCD Panels".
- Added: Special containers, that are missing items now give a warning, what and how much is missing.
- Changed: Blueprint learning for modded or unknown items is now done in specifically tagged assemblers to avoid recipe conflicts. There are two new tags available: !learn and !learnMany. The difference is, that the !learn tag will be removed, if the script learned a new blueprint whereas the !learnMany will stay until the user removes it. Assemblers with either of those tags won't be used for autocrafting until it's removed.
- Changed: Special containers with an amount set to 'all' won't automatically get the [PMax] tag anymore so that you can set your own priorities. The script will also no longer try to move items into a special container if it's already full.
- Changed: The custom data for special containers is now populated quicker.
- Changed: Assembler crafting task splitting was improved.
- Fixed: Commandline arguments will now work again properly.
- Fixed: Having many LCDs showing script informations will no longer crash the script. Also LCDs are updated less frequently to improve performance.
- Internal: Removed some additional grid checks, that could be replaced with more performant base game methods.
- Internal: Made ore handling more performant and precise.
- Internal: Rearranged some config options. Removed ore yield from config.