Space Engineers

Space Engineers

Isy's Inventory Manager
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Update: Nov 14, 2018 @ 10:58am

Last minute typo correction - no version increase!

Update: Nov 14, 2018 @ 10:47am

Version 2.2.3:

- Added: Crafting priorities. By adding an exclamation mark '!' to your wanted amount, you can now prioritize certain items so that they are crafted first. If several items have priority, the one with the least amount is assembled first.
- Changed: When using multiple autocrafting LCDs and showing the header on every screen, a new indicator of the current alphabetical range of items is shown, for example: [A-G].
- Fixed: Assemble and disassemble margins now also allow higher amounts than the wanted ones. This was planned from the beginning but never implemented doh -.-
- Fixed: When using multiple autocrafting LCDs, it is now possible again, to order your screens by giving them numbers after the 'Autocrafting' keyword (accidentally broke that in 2.2.1).
- Removed: The option to sort the autocrafting screen by amount was removed because it doesn't work so well with the latest changes.
- Internal: Optimized the autocrafting LCD reading and writing code.

Update: Nov 11, 2018 @ 3:27pm

Version 2.2.2:

- Added: A bunch of new status messages were added that appear under "Last Action" on the main status LCD.
- Added: A new, dedicated LCD for all errors and warnings was added. Just add '!warnings' to any LCD name to show a list of all current warnings.
- Added: A new LCD that shows the script's perfomance (the info that is shown in the terminal). Just add '!performance' to any LCD name.
- Changed: Instructions per method (terminal output or performance LCD) are now ordered by instruction count rather than the execution order.
- Fixed: Warnings in the terminal info of the PB or on the main status LCD now longer show the same warning until all errors are fixed. Now, already fixed warnings disappear and the next warning is shown.
- Fixed: Finding the base grid won't cause the script to crash anymore if you built rotors or pistons in a loop.
- Internal: Refreshing of the LCDs is now done between script executions to save instructions for the main functions.

Update: Nov 6, 2018 @ 10:34am

Version 2.2.1:

- Added: The autocrafting header can now be shown on every autocrafting LCD. Also changed the heading to "Isy's Autocrafting" and added a LCD index indicators when using headers on every LCD.
- Added: Added a new mode for special containers. With the new 'all' keyword, that is used as a amount setting for special containers, it is possible to store all items of a specific subtype in a dedicated container. Using the 'all' keyword automatically adds the max priority keyword to the containername.
- Added: Two new keywords for container priorities: 'PMax' and 'PMin'. Using 'PMax' will cause this container to be filled first and 'PMin' to be filled last.
- Changed: Special containers can now be used by all balancing methods and the autocrafting.
- Changed: 'Special' tagged assemblers now get their inventory filled based on the mode they are in: assembly = upper inventory, disassembly = lower inventory. They will also stay part of the autocrafting when tagged as 'Special'. This makes filling them by the script possible rather than relying on the vanilla item pull.
- Fixed: The auto container assignment method now checks, if a container is connected to the conveyor network before giving it a type tag (it checks the reachability to a 'Components' container).

Update: Oct 11, 2018 @ 8:31am

Version 2.2.0:

- Added: Support for multiple items or item types on one inventory LCD. Also added a new modifier: 'noHeading'. It's no longer needed to set or skip the max item value for modifiers to work.
- Added: Name correction method. The script will now automatically correct the spelling of most block tags, e.g.: 'Cargo Container COMponEntS' will be renamed to 'Cargo Container Components'. User defined tags also work with this feature.
- Changed: Completely rewritten the ore balancing method to be more efficient and more flexible with changing ingot demands. Whenever a refinery is full now and an ingot type is needed that is not already in the refineries queue, it gets emptied and filled with a new set of most wanted ingots. Also, the ore balancing method is now absolutely exact, so that each refinery has exactly the same ores as all the others.
- Changed: Internal sorting now only rearranges items, if needed. This *could* fix the container desync issue.
- Changed: Whenever a production block needs to store items back to cargo, they are now sorted directly to the correct type container.
- Changed: When changing the quota while auto disassembling to something more or equal to the stored amount, the script will now move excess items from the assembler back to storage.
- Changed: Script timing is now tied to the actual game tick rate rather than a fixed time since the last execution. This should reduce lag and help the general performance. Also spread out some script internal methods to better distribute the instruction count.
- Changed: I finally decided to ignore weapons for the autocrafting, too. Now, every ammo, that is stored in a weapon doesn't count for the autocrafting or the inventory panels.
- Fixed: When auto disassembling and the assembler is full, the autocrafting LCD will no longer show and hide the disassembling tag in front of the stored amount. Instead it will show [D:Wait] constantly.
- Fixed: Fixed some counting errors in the item moving method.
- Fixed: The script will no longer crash if the autocrafting LCD has nothing to show. Instead, a warning message will be printed to it.
- Fixed: The script will no longer crash if a mod gets removed and the modded items are no longer available for autocrafting.
- Fixed: Automatic bottle refilling sometimes moved the bottles too quickly back to storage before they could get filled. Also 'Auto Refill' of tanks or O2/H2 generators is now automatically activated in order for it to work properly.
- Internal: Implemented a new script loading mechanism that checks all blocks, stored items and blueprints when loading. If stored blueprints are present and no assembler is available to check them, the script will wait until a assembler is available (this is necessary in case a blueprint got removed).

Update: Sep 28, 2018 @ 6:15pm

Version 2.1.1:

- Fixed: Autocrafting items with a '_' in their name is now possible again - replaced a too common character in my LCD building method ;)
- Fixed: The script will no longer spam dedicated server logs with unknown blueprints. The blueprint guessing method will now only try to find blueprints for new found items and when starting the script.
- Fixed: The internal sorting method will now use about 80% less instructions. This was done by rewriting the whole method to be way more efficient.
- Fixed: The container balancing method will now use about 60% less instructions. This was also done by rewriting a good bunch of the original code.
- Fixed: The item moving method will no longer move partial items that are displayed with a ~ number afterwards. The moving method will also handle single item stacks better now (bottles and tools). And in general: this method was old and rewritten, too.
- Fixed: Type containers in container balance mode with more than one type tag will no longer shuffle items around like crazy.

Update: Sep 26, 2018 @ 11:12am

Version 2.1.0:

- Added: Type container item balancing. This new feature will equalize the amount of every item in every container of the same type. This however is very instruction heavy and could crash the script if you have many containers of the same type (successfully tested it with 15 component containers). That's why it's turned off by default. Also, container priorites of the type containers won't have any effect anymore. Along with that feature, a new commandline argument to was introduced to toggle it: 'containerBalancing'
- Added: Blacklisting of connected grids. It's now possible to exclude a connected grid from sorting by giving connectors of your main grid the new '[No Sorting]' tag. Everything that connects to this connector won't be managed by the script with a few exceptions: 'Special' containers, reactors and O2/H2 generators will still be filled.
- Added: A toggle for container protection in 'Settings for enthusiasts'. This toggle let's you decide, whether the type containers of two connected grids running the script should be protected from getting drained by one of the script instances or not.
- Changed: The autocrafting LCD now supports different font sizes and wide screen LCD panels. When using the multi panel feature, all font settings are set to the setting of the first LCD.
- Changed: Bottle filling now searches in a more intelligent way for a place to refill the bottles. The first destination will now always be a tank if possible but only, if it has gas in it. O2/H2 generators with ice in it will be used if no tank is available. The script will now only send bottles to blocks on the main grid and not to docked grids (rotor or piston connected grids will be used!).
- Changed: The 'reset' commandline argument will now delete 'Special' container item lists as well. Set amounts will be preserved.
- Changed: All weapons are now blacklisted and won't be sorted (unless you use 'Special' containers).
- Fixed: Added an additional check to the blueprint learning method so that items are less likely connected to wrong blueprints.
- Fixed: Added an additional check if a refinery can process a certain ore before adding it to its whitelist.
- Fixed: Script instances in ship mode can now accept commandline arguments - wasn't working properly before.
- Fixed: The script will no longer crash, if you have rotors or pistons with no head on your grid.
- Fixed: The item moving method could sometimes move wrong items that had similar names. This is now fixed!

Update: Aug 24, 2018 @ 2:06pm

Version 2.0.0:

- Added: Support for multi screen inventory panels. You can now display your inventory items over multiple screens by giving all screens the same group tag. The syntax is the following: !inventory:GROUP# - GROUP is a name of your choice and # is the number of the LCD in the row, for example: 'LCD !inventory:components1', 'LCD !inventory:components2' and so on.. The settings of the first panel in the row will be set for all panels of the group (font size and custom data settings).
- Added: noScroll option for inventory LCDs. This option disables the scrolling of inventory panel even if the text is too long to show it all at once.
- Added: Assemble and disassemble margins. The autocrafting now supports margins that are based on the wanted amount to control, when the autocrafting should kick in to produce more items. The margins are actually percentages of the wanted amount. The default value 0 will keep exact amounts. A margin of 10 for example only produces new items, if the stored amount is 10% less than the wanted amount. Example: assembleMargin 10, wanted amount 100: the script will only queue more items of that specific one if less than 90 are available in the storage. Disassemble margins are treated the same way - only with amounts above the wanted ones.
- Added: Station mode and ship mode. Ships, that run the script and are connected to a base running the script, are now paused and their containers are protected so that the base script won't steal all their items in the type containers. If two ships are connected to each other, only one of the ships will continue to run the script based on an internal priority calculation. All other blocks of the ship will be managed by the base script as long as the ship is connected. You can also manually set a ship or a station to the desired mode in the settings for enthusiasts (maybe useful for space stations that are not stationary = connected to voxels).
- Changed: Items are now counted in every block that has an inventory. Before, special and locked containers were hidden for inventory panels or autocrafting amounts. This change makes it possible, to assign specific containers for specific items (via Special tag) without the autocrafting going crazy.
- Changed: Removed the take out excess items option for special containers as this is a core feature of the limiter mode. Added a steal from special containers option instead which is active by default (and was before but now has its own toggle).
- Changed: Rearranged the assembler status on the !IIM LCD a bit
- Fixed: Assemblers that are used as special containers (for disassembling) will now properly be filled in the output inventory. It is also no longer needed to tag them !manual and Special if you only want to use it as a Special container.
- Fixed: Under certain circmstances, multipanel autocrafting LCDs could have double item entries. This is now fixed.
- Internal: Minified the script code because I have reached the SE character limitation for scripts. The script is now barely readable - only the config is accessible for the users.

Update: Aug 15, 2018 @ 2:19pm

Version 1.9.1:

- Added: Option to hide certain items on the autocrafting LCD. This is done by setting their wanted amount to a negative number. The hidden items are stored in the custom data of the first autocrafting LCD (the one with the heading). To show the item on the LCD again, simply remove the line out of the custom data.
- Changed: Ore balancing now only pulls more ores if the inventory of the refinery or arc is less than 50% full. Also the amount of ores that is pulled was changed to an amount that depends on the ore yield. A new setting for this was implemented in settings for enthusiasts where everything is explained.
- Changed: Some visual elements of the inventory LCDs were changed.
- Fixed: The autocrafting LCD should no longer queue endless amounts of items. There was a subtype comparison error that got fixed now.
- Fixed: Items, that are no longer stored in the config of the script, are removed from the autocrafting LCD now.
- Fixed: Unknown blueprints should be learned faster now.

Update: Aug 4, 2018 @ 7:24am

Version 1.9.0:

- Added: Command line arguments. Nearly every feature of the script can be temporarily enabled or disabled without the need to edit the script. The syntax works like this: 'feature on|off|toggle', for example: 'autocrafting off' will temporarily disable autocrafting (until the script is recompiled or the world is reloaded). A full list of all commands can be found in the guide under the new heading 'Commandline Arguments'.
- Added: Reset command to reset the stored items (in case something was saved wrong).
- Changed: Autodisassembling can now work on its own without the need to enable autocrafting.
- Changed: The autocrafting LCD has gotten a slightly different layout and spacing. Your set quotas won't be changed by this change.
- Fixed: The assemblers will no longer queue up more and more items in disassembling mode. Also the assembling - disassembling loop was fixed.
- Fixed: The method for learning assembler blueprints will no longer connect items and blueprints wrong. In case you have this error at the moment, run the new 'reset' command!