Space Engineers

Space Engineers

Isy's Inventory Manager
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Update: Jan 3, 2018 @ 11:49am

Version 1.5.3:

- Added: You are now able to set different amounts for small grid and large grid reactors for the uranium balancing. The balancing method now fills the reactors to a percentage of their set fill level if not enough uranium is around. The default fill levels are 100 uranium for large grid and 25 uranium for small grid reactors (can be changed in the config).
- Changed: Oxygen and hydrogen tanks are now seen by the auto sorting and their bottles are put into the proper bottle container. You can also set the tanks as bottle type containers now and each tank will only pull its respective bottle to store it in it's inventory (and fill it, if set).
- Fixed: Oxygen generators and reactors weren't filled by the script if they had no items in their inventory.
- Internal: Simplified some methods and rewrote the whole documentation to fit the standard C# formation rules.

Update: Jan 2, 2018 @ 9:47am

Forgot to change the year to 2018 in the script ;)

Update: Jan 2, 2018 @ 9:44am

Version 1.5.2:

- Fixed: if stone processing mode is active, there will be no flashing lists of ores in the programmable block anymore (forgot to delete a debugging line there).
- Changed: disabled the production of missing items for special containers by default because this could sometimes conflict with the autocrafting (items are queued twice).

Somewhere on the road I forgot to release a 1.5.1 version and I don't know, what I changed there.. Nevertheless.. 1.5.2 now has it's changes, too ;)

Update: Dec 28, 2017 @ 2:16pm

Version 1.5.0:

- Added: Internal sorting. The script now sorts items in an inventory by name, amount or type. The default sorting pattern for all inventories is by name ascending. You can change the sorting pattern in the config section (see the guide for more information)
- You can also sort individual inventories by adding a sorting pattern to their name. The syntax goes like this: '(sort:PATTERN)' where pattern is a combination of the available sorting patterns (see the guide for more information). Example: 'Small Cargo Container (sort:Ad)' This will sort the items in the container by amount ('A'), descending ('d').
- Fixed: The autocrafting will no longer queue items in assemblers, that are deactivated or not fully built. The same conditions now apply to reactors, oxygen generators, refineries and arc furnaces.
- Fixed: The script now also handles other player's inventories if the are in the same faction. The owner check was transformed into a faction check.

Update: Dec 22, 2017 @ 7:37am

Version 1.4.5:

- Split all diferent script methods into their own execution threads. This was necessary in order to avoid a 'script too complex' error on large grids with many inventories. The good thing about that is, that the script now does a small task every 1/6 of a second which results in overall timing boost for all methods (like autocrafting, ore balancing and so on). All in all the script should feel a lot more responsive while being more stable too.
- Changed: the autocrafting LCD now shows comparison symbols between the stored and the wanted amount instead of a '/' so that you can see at a glance, which components are more or less present in your inventories than you wanted to.
- Fixed: special and locked containers are now recognized by the script no matter how you wrote LOckED or SpEcIaL ;)
- Made a lot of small internal changes to make the script more compact, modular and lightweight.

Update: Dec 18, 2017 @ 5:23pm

Version 1.4.4:

- Added the ability to refine stone again in the refineries. This is done via a config option.
- Removed the custom data of refineries that excluded them from ore balancing. To exclude them now, simply put 'noBlance' in the name of the refinery. All remaining custom data entries are no longer read by the script.
- The 'noBalance' tag now also work for oxygen generators and reactors to disable a single production block's balancing (either ore, ice or uranium balancing based on type).
- When tagging a refinery or arc furnace with the 'Special' tag, it is now filled with the set amount and the product is also sorted into the cargo containers. Ore balancing however is deactivated.
- The general LCD now has bars to show the fill level of each container type. As I'm not Mmaster, I had to switch the font to monospace for that to work. Also, new stats about assemblers, oxygen generators and reactors are shown.

Update: Dec 17, 2017 @ 2:07pm

Version 1.4.3:

- Fixed: autocrafting now can't see items in special or locked containers anymore. Result: it crafts items to fulfill the wanted amount instead of doing nothing.
- Fixed: items are now identified by their full ID (type ID and subtype ID). This fixes automatic rifle and precise automatic rifle being identified as the same item with the result that autocrafting crafted and disassembled them in a loop.
- Fixed: copying custom data of a special container to another resulted in a new blank list. This is actually a bug in the way, space engineers copies data. After copying there were whitespaces after every line so that my script identified it as a incorrect formatted custom data. Now every whitespace at the end is removed before actually reading the data.
- Changed: refineries will now pull refinery specific ores with a higher priority than iron, nickel and cobalt.
- Added: the queues of refineries, arc furnaces and assemblers are now ordered descending by the amount of items so that the one with the highest amount will always be processed first. After a while it will switch places with next highest amount of items so that the production is alternated and equally worked off.

Update: Dec 14, 2017 @ 8:28am

Update 1.4.2:

- Added a default name for the overview LCD: "LCD Sorting". Removed the warning if it is not present or not found.
- Fixed a bug that stoppped the assembler in disassembling mode occasionally.
- Fixed a bug that caused assemblers to switch between assembling and disassembling mode when queues for both were set via the autocrafting. Now, excess items are disassembled first before crafting new items.
- Fixed: disassembling will now resume when reloading a world.

Update: Dec 13, 2017 @ 4:46pm

Version 1.4.1:

- Added: auto disassembling! This mode is deactivated by default (in order to not destroy all your lovely goods). To activate it, set 'bool disassembleExcess = true;' in the config section (heading Autocrafting). This new feature will automatically disassemble every component which amount is above the one you set on the autocrafting LCD. Be sure to set your wanted amounts BEFORE you activate this featue!
- Added: Autocrafting of tools! Eventhough they are not shown on the LCD directly, they are available if you edit the LCD's text. If they are not there after you update the script, just delete the whole text on the LCD. A newly generated item list will appear.
- Added: autocrafting of canvas components - just forgot them initially.. Canvas components are now also available in special containers. Just delete your current list in order to let the script generate a new one.
- Fixed: the current amount of all items is now read from all blocks. Also the sorting can see all blocks now (Exceptions are turrets, missile launchers, oxygen generators and reactors because some of them are part of the balancing methods).
- Fixed: cooperative mode on assemblers is now automatically turned off when autocrafting so that it doesn't mess with the autocrafting.
- Fixed: autocrafting now checks the already queued items before queueing more.
- Adjusted: the autocrafting LCD now reads the current item amount as the wanted item amount for components and ammo as the initial values in order to keep the current stock without user interaction.
- Adjusted: the assembler cleanup now defaults to 25% of the asssembler inventory space in order to be more responsible when disassembling.

Update: Dec 10, 2017 @ 3:40pm

Version 1.4.0:

- New feature: Autocrafting of components. You can now autocraft components to an adjustable amount. To start off, you need to build a LCD and name it 'LCD Autocrafting'. The script will put a list of components, that are autocraftable on the LCD. To set a new wanted amount, you simply have to edit the text on the LCD and change the number to your likings. Unfortunately I had to use Monospace font for the display to make it halfway decend looking.
- Completely overhauled the ore balance system as it was full of bugs.
- As a result of the complete overhaul, the ore pulling method is now completely done via the script - the vanilla conveyor pull for refineries and arc furnaces is disabled while ore balancing is active. The advantage of this is, that refineries no longer pull stone by themselves but it can manually be put in (this was broken before). Also the pull between arcs and refineries was fixed.
- Adjusted all calculations for balancing ores, uranium and ice.
- Every method of the script is now executed at different times to reduce the load. By itself, the script is executed every 3 seconds to sort your items and fill your special containers. Every 3 seconds, another method is also exectued with the sorting in the following order: 1. autocrafting & assembler cleanup, 2. ore balancing, 3. ice balancing, 4. uranium balancing. In the end, every method is executed every 12 seconds. This should heavily reduce the performance hunger on large grids.
- Every block, that has a 'Special' or 'Locked' is now also spared by the different balancing methods. This is especially true for refineries, arc furnaces, oxygen generators and reactors.
- Fixed several occasions of blocks being able to pull out of locked containers - just derped the code there before.