Space Engineers

Space Engineers

Isy's Inventory Manager
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Update: Mar 22, 2018 @ 1:17pm

Version 1.7.0:

- Added: Special container limiter mode. If you specify an item with a negative amount in the special container, the script will remove any items above the set value. This is great for blocks like the nanite factory that pull items by themselves. Example: Component/SteelPlate=-100 will remove any steel plates above 100 and store them in another container.
- Added: Automatic bottle refilling. Bottles are now always pushed to the first found O2/H2 generator before they are finally stored in the bottle container. This however only works if they were not stored in the bottle container when they entered the system. Crafted bottles from assemblers will always be filled.
- Added: Assembler inactive recipe check. If assemblers can't produce a queued item, this item will be put at the end of the queue in order the produce other items. This also deactivates the assembler queue sorting for 30 seconds.
- Changed: Refinieries and arc furnaces now pull ores based on the most needed ingots. Also the distribution of ores between all refineries and arc furnaces is now more evenly splitted.
- Changed: The refiniery and arc queue is now sorted based on the most needed ingots. This doesn't work with the better stone mod as this mod has ores that produce multiple ingots I didn't want to hardcode in. There is a new toggle in the configuration section to deactivate this feature called 'sortRefiningQueue'.
- Changed: The assembler queue is now sorted based on the most needed components. There is a new toggle in the configuration section to deactivate this feature called 'sortAssemblerQueue'.
- Changed: The assembler cleanup fill level is now set to 10% by default.
- Changed: Special containers now update their item list automatically. If an item was never stored or produced on your grid, the list won't show it.
- Fixed: New items like modded items are now recognized by the script without recompiling.
- Internal: All hardcoded itemIDs are removed. The script now learns everything it needs to know from your station, your stored items or your crafted components. Every found itemID is stored in the custom data field of the programmable block. Every found assembler blueprint is stored in a hidden field of the same programmable block.

Update: Mar 8, 2018 @ 4:15pm

Version 1.6.7:

- Added: detailed error descriptions. As SE doesn't give very good error descriptions and locations, I changed the way, the script displays errors. If you get an error, please post the whole error here in the comments (for easier copying, the error is also displayed on the "LCD Sorting")
- Changed: changed some script timings. The script is now executed less frequently than before (every 250ms one method is executed instead of every 166ms)

Update: Feb 16, 2018 @ 1:29am

Version 1.6.6:

- Added: the autocrafting LCD can now show items sorted by name. Enable this in the config.
- Fixed: the script should now no longer crash when adding or removing blocks from the grid.
- Fixed: the amount of currently crafted or disassembled items on the autocrafting LCD is now shown properly.
- Fixed: fixed an error when loading saved blueprints.
- Internal: removed script commentary to save space.

Update: Feb 3, 2018 @ 5:55am

Version 1.6.5:

- Added: added a warning, if no assemblers were found on the autocrafting LCD
- Fixed: adding new items to the autocrafting LCD via crafting could lead to weird item amounts or crashes. This is now fixed.
- Changed: "Manged blocks by type" no longer shows up on the Sorting LCD if there are none
- Changes of 1.6.4 are implemented but I forgot what I did there ;)

Update: Jan 16, 2018 @ 5:11am

Version 1.6.3:

- Internal: all found assembler blueprints are now saved in the programmable block's storage field. This also includes vanilla blueprints. If a blueprint for a specific itemId has changed, the script will modifiy the saved entry.

Update: Jan 15, 2018 @ 7:38pm

Version 1.6.2a:

- forgot a check in the new remove from queue method

Update: Jan 15, 2018 @ 7:08pm

Version 1.6.2:

- Added: support for autocrafting of modded items that couldn't be found automatically by the script. If the script can't figure out by itself, how to craft an item in the assembler, it will no longer crash but give you a hint on the main LCD. To make any modded item craftable, you have to set the wanted amount on the autocrafting LCD to the desired amount and then craft this item (without any other items) in an assembler manually to teach the script, what assembler recipe is necessary to craft this item. This has to be done only once - the blueprint will then be stored forever.
- Changed: if you set the wanted amount of an item below the current amount while the assemblers are crafting this item, it will be removed from the queue now.
- Fixed: fixed a bug in the balancing methods that was introduced with the changes of the last patch.

Update: Jan 14, 2018 @ 5:00pm

Version 1.6.1:

- Added: added the ability for special containers to steal from themselves based on their priority. They will still try to pull their items from normal containers first.
- Fixed: the script no longer crashes if you have no autocrafting LCD.
- Fixed: the items on the autocrafting LCD will no longer jump around if their amount is equal.
- Fixed: the wanted amount on the autocrafting LCD now defaults to the currently stored amount and not one below.

Update: Jan 14, 2018 @ 11:52am

Version 1.6.0:

- Added: full support of modded items for auto crafting, ore balancing and special container loadouts. Excluded from autocrafting are items that need another machine than the assembler to be built. Ores from other mods like "Better Stone" will now automatically be added to the refinery whitelists.
- Added: multi LCD support for autocrafting. You can now show the list of all craftable components on multiple LCD panels by giving similar but different names. By default the script searches for an "LCD Autocrafting" and every LCD that contains this name will be used as well. To keep them in order, you can simply name your LCDs "LCD Autocrafting1", "LCD Autocrafting2", ""LCD Autocrafting3" and so on..
- Changed: the autocrafting LCD now only shows items that are at least crafted once in order to avoid lines with 0 items in stock / wanted. If an item is crafted once, it will stay on the LCD forever (unless you clear the LCD by hand).
- Changed: items on the autocrafting LCD are now sorted by amount of items in stock from highest to lowest. This was done in order to put important and much used items on the top of the list and less used / wanted items to the bottom.
- Changed: the working indicator on the sorting LCD is now updated with a higher frequency.
- Fixed: the bars on the sorting LCD are now longer only 3 characters long if a type container isn't assigned
- Fixed: the script should no longer try to move less than one of a particular item so that items should no longer be shown with a ~. Also the weapon duplication glitch, when autocrafting them, should no longer occour.
- Internal: added a safety fallback for internal sorting so that the script should no longer crash with a 'script too complex' message on large stations.
- Internal: item IDs of modded items are now stored in the programmable block to be restored on world load or recompile

Update: Jan 3, 2018 @ 3:37pm

Version 1.5.4:

All the following fixes were discovored with the help of Dazzuh - thanks, buddy!

- Added: A spinning wheel is now shown on the LCD to tell, if the script is running and how fast it is running (should change every second)
- Fixed: Passenger seats are no longer tried to be sorted. As some cockpits also have an inventory that is never accessible by a conveyor line, I completely removed all cockpits from sorting, too.
- Fixed: Oxygen generators can now be tagged as a bottle type container without autocrafting going crazy and producing tons of bottles.
- Changed: Internal item sorting is now only allowed to sort containers with less than 50 item stacks to avoid script too complex messages.
- Changed: The script is now executed based on the time passed since it last ran rather than based on game ticks. This was necessary in order to avoid a too fast or too slow running script.