Space Engineers

Space Engineers

Isy's Inventory Manager
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Update: May 19, 2019 @ 6:36am

Version 2.5.1:

- Fixed: The block gathering method was made more performant.
- Fixed: Special containers will be recognized again properly. I derped hard there. Sorry!
- Fixed: The text will again be aligned properly on the screens (reverted back to my old, but improved, text width calculation instead of keen's one)
- Fixed: The script will no longer crash when trying to fill the refineries with too many blocks on the grid.
- Internal: Replaced many loops with much more performant counterparts.

Update: May 13, 2019 @ 2:12pm

Version 2.5.0:

- Added: Support for the new LCD panels on many different blocks, like cockpits, programmable blocks and so on. Just tag the block, you want to show the information on, with your wanted keyword, like '!IIM-main' and the script will automatically assign the first free LCD with your screen and set everything up for you in the custom data. The tag will then be replaced with the new generic [IsyLCD] tag. This also work together with other scripts like MMaster's Automatic LCDs 2!
- Added: The default font for new LCD screens can now be set in 'Settings for enthusiasts'
- Added: All LCDs now have the option to hide their heading and deactivate scrolling in their custom data.
- Changed: All LCDs of the script now use the script prefix !IIM followed by their former name: !IIM-warning, !IIM-performance, !IIM-inventory and !IIM-main. The last one is an exception because this is the former !IIM lcd that has been renamed. The autocrafting LCD still stays the same.
- Changed: All blocks, that have no connection to the main type containers, will be excluded from sorting. This new check also enables cockpits again for sorting if they are piped up correctly.
- Changed: Type containers are now also found on other grids. This makes loading and unloading ships very easy by giving the containers the wanted priorities.
- Changed: The auto assignment of new type containers now tags 'Ores' and 'Ingots' as one container by default. This can be changed by setting 'bool oresIngotsInOne' to false in the config.
- Changed: The script arguments for changing settings are now exactly named like the variables, they belong to.
- Fixed: The LCDs will no longer flicker, if you have two script instances on separate grids running.
- Fixed: The assembler queue is now properly restarted after a world or script reload.

Update: Apr 14, 2019 @ 2:01pm

Version 2.4.2:

- Added: Keywords to set assembler to assemble or disassemble only. Use: '!assemble-only' or '!disassemble-only' in the assembler's name.
- Changed: Assembler cleanup was changed to clean the input inventory if the assembler has no queue. The cleanup percentage was removed.
- Changed: The ingot autocrafting in survival kits was changed to be only active until you have proper refineries. Also, it will only queue ingots if more than 500 stone are present.
- Changed: Autocrafting with survival kits will be disabled as soon as you have proper assemblers.
- Changed: Refineries will now pull more ores at once. Also, the filling and balancing methods were split into two to avoid too complex errors. Conveyor usage is now on by default.
- Changed: The priority tokens were changed to be in square brackets to avoid accidental detection. Use '[P#]' for your container names now (# = a number, lower number = higher priority).
- Changed: The inventory panels now get the max values from the autocrafting screen if no value was specified (this only works for components, tools and weapons).
- Fixed: Whenever the world or script is reloaded, all assembler queues are cleared, because the game doesn't save the assembly mode it was in before.
- Removed: The value ore priority, basic ore specialization, act as basic refinery and enable stone processing options were removed. Some of them were obsolete, some caused trouble.

Update: Apr 8, 2019 @ 3:29pm

Version 2.4.1:

- Added: New keyword 'Hidden'. This hides inventories from item counting for inventory panels or autocrafting.
- Changed: Ore balancing now also refines stone, if iron, nickel or silicon ingots are needed but no ore of that is available. Stone processing needs to be active for that.
- Changed: Improved automatic blueprint handling for 'DefenseShields' and 'Mexpex Warfare Industries' mods.
- Changed: Adjusted the LCD screens to the newest API changes.
- Fixed: The script is now properly reactivated when undocking from a base that is also running the script.

Update: Mar 17, 2019 @ 2:49pm

Version 2.4.0:

- Added: Debug font support. You asked for it for a long time - there you have it ;) All LCDs of the script now also work with debug. This however doesn't look great on all screens since the font is not grid aligned like monospace and many calculations have to be done to align it.
- Added: Single line argument for inventory LCDs.
- Added: Option to hide the warnings on the main LCD (in case you use the warnings LCD).
- Added: Magnesium and silicon were added to the basic refinery whitelist (because they can) ;)
- Changed: Internal sorting is now off by default - it caused too much trouble. However, even when it's off, you can still sort specific containers with the '(sort:PATTERN)' keyword.
- Changed: Changed the script timing. Made it more server friendly.
- Changed: Ore yield dictionary was reworked to use the correct game file ore yields. This should also solve the lazy ore balancing behavior.
- Fixed: The blueprint learning mechanism has an additional safety check now, so that incorrectly connected blueprints shouldn't occour anymore.
- Removed: Item volume detection is not needed anymore and got removed.

Update: Mar 10, 2019 @ 11:06am

Version 2.3.3:

- Changed: Rewrote the ore pulling mechanism to be much more efficient.

Update: Mar 10, 2019 @ 9:58am

Version 2.3.2:

- Changed: Autocrafting now uses all assemblers including survival kits and basic assemblers to craft items. Crafting tasks that are not available in the small assemblers will be split between the large ones.
- Changed: Enabled stone processing for basic refineries. Also, stone processing is enabled by default now.
- Changed: The default value for assembler cleanup was raised to 50% because it was too aggressive with small inventory settings.
- Fixed: The assembler crafting task sharing now only shares crafting tasks with more than 50 items so that learning blueprints is easier again.
- Fixed: When an assembler is switched between assembly and disassembly, the queue will now be cleared.
- Fixed: The script will no longer forget all autocrafting blueprints. This error was caused by accidentally checking crafting recipes in modded assemblers that can't produce vanilla components. Now all assemblers are checked and if any of them can craft that item, the blueprint stays valid.

Update: Mar 3, 2019 @ 6:11am

Version 2.3.1:

- Changed: Parallel assembling and disassembling is now possible. Before, all assemblers were set to assemble or disassemble at once.
- Changed: Crafting tasks are now split between the assemblers if an assembler has nothing to do.
- Changed: The autocrafting screen will now show an A (assembling) instead of a Q (queued) for items to be assembled.
- Fixed: Auto disassembling now works again, but I switched over to vanilla item pull for the disassembling queue. This makes it a bit slower, but doesn't overfill the inventory.
- Internal: Some minor changes and checks.

Update: Mar 2, 2019 @ 2:34pm

Version 2.3.0:

- Added: Compatibility with the latest SE survival update
- Added: Automatic ingot crafting. The script will now automatically craft ingots with any available survival kit. This can be changed in the script options under autocrafting.
- Changed: Arc furnaces were renamed to basic refineries by keen and thus in my script too. Every option, that contained arc furnaces was renamed.
- Removed: Items in the assembler are no longer shuffled to the back if they can't get produced. The game will now automatically build the next possible item.
- Fixed: The script will no longer complain about full special containers. An additional check was implemented, to check, if an inventory is full before failing to move items there.
- Fixed: A bug in the automatic container assignment method was fixed that prevented the script from adding new type containers if the existing ones were full.
- Fixed: A too complex crash was fixed when searching for items in the balancing methods.

Update: Nov 15, 2018 @ 12:11am

Version 2.2.4:

- Hotfix: Broke the ability to hide items from the autocrafting LCD in the last update. This is fixed now!