Space Engineers

Space Engineers

IQueue Production, Resource and Inventory Manager
424 Comments
Klein May 11 @ 7:40pm 
Damn, i love this script, come back jTurp!
royalrollin Apr 30 @ 2:12pm 
The API has changed after the update, Sandbox.ModAPI.Ingame.
By the way, it says: "assembly not found. Compile the script".
Diemar Apr 30 @ 12:32pm 
Agree, After update the script is broken.

90% of my own scripts is broken after update
royalrollin Apr 29 @ 3:19pm 
After the update the script is broken
justaspacecat Apr 29 @ 2:11pm 
Hi, I have got an error since Fieldwork. When I check code/compile, I get an error along the lines of line 241, char 97, argument 1 cannot convert from vrage safe memory to generic dictionary. Is this on my end somehow/ fixable somehow? Prior, it has run fine. thanks!
Sardaukai Apr 22 @ 10:29am 
Hi,
for [Inventory Management] is it possible to set a priority and needed amount?
If this would be possible this would be a gamechanger for me ;)
Ego Jul 11, 2024 @ 1:18am 
Hi will this script auto refill turrets and weapons ?
jTurp  [author] May 20, 2024 @ 5:48pm 
I will also look into an update for the new items that are missing :)
jTurp  [author] May 20, 2024 @ 5:48pm 
@GenStone

Sorry for the delay. It sounds like you have the script set to use everything it can touch. There are a couple of options in the initial setup and one of them is "only this grid"
GenStone May 5, 2024 @ 1:02pm 
I'm gonna take another tentative guess as to what's happening - The script ignores boundaries for assemblers and possibly refineries.
My building is done with its queue, but my vehicle is empty. My vehicle is pulling ingots and assembling parts it needs. The building sees that through the assembler, and then starts pulling the components into its inventory. The building is now above its queue, and starts to disassemble.
The building pulls components into its assembler, which the vehicle now sees and steals. Now the building is below its queue, and starts assembling again.
Rinse and repeat a couple times and I shut down the vehicle's manager, and now the building is disassembling 500 gatling gun boxes
Just a hunch. I also noticed that the assembled components in my vehicle weren't being stolen to disassemble by the building, so at least that's working right.
GenStone May 5, 2024 @ 12:51pm 
And now I'm watching my structure reach into my vehicle to use its assemblers, assemblers not attached to the production group in the structure. Again they have their own production tags.
GenStone May 5, 2024 @ 12:43pm 
I am also having difficulty getting the inventory manager to only affect its own grid, despite the namesake setting and putting the exact blocks I want to control in their specific groups.
Unfortunately, I have to disable the control programs every time I park otherwise my large grid mobile construction vehicle and my small grind vehicle printer are going to throw themselves into an endless cycle of assembly and disassembly.

They have their own unique production group tag, they're both set to use only their own grid (setting it to false didn't change any behavior) and they both have fully tagged/sorted blocks.
The only thing I can think of is that the script is collecting components from the other grids, depositing them, then freaking out and destroying them because its above quota. Then because the other grid's components are all gone, that grid starts assembling replacements. They both do this to each other endlessly, and the sound is quite obnoxious
GenStone Apr 30, 2024 @ 6:30pm 
Hello! It is me again. I noticed an absence of the new fireworks and flare components, as well as the related tools from the service of this script.
Thankfully, that means they aren't automatically disassembled. Unfortunately, that means I can't automatically produce them.
Its very low priority, I suppose, and if I combine some other scripts I have to dig up the item names I could manually add them myself If I cared to, but just reminding you anyways.
I won't need to automatically manage their existence but having flare gun ammo automatically build would remind me that I need to load my flare launchers.
kinngrimm Apr 23, 2024 @ 3:54pm 
"This does allow for designated storage but it does not currently allow for a set fill amount per storage."
Any chance you would still implement such an option? Would be neat if a carrier docks and all the designated storage on it and its parked or connected subgrids would be refilled automaticly up to a defined fill lvl. Maybe even reducing ammo on turrets so if they get shot the ammo exploding there doesn't do more damage than the actuall hit ^^.
jTurp  [author] Apr 3, 2024 @ 12:19pm 
@s!n!stro

You need to place a Programmable Block and then enter the terminal for it and select Edit -> Browse Scripts and then look for it in the list that shows
s!n!stro Apr 3, 2024 @ 8:48am 
I am unable to get this script into my game, I subscribed on the Steam Workshop but it doesn't show in the game (The Mod Manager in world settings) I also tried looking for it on the in game mod search thing but couldn't find it
jokerace45 Mar 17, 2024 @ 3:23pm 
Ok this is the link to the ship grid and listed in the details is a world file with mods for the server I am on.
https://steamcommunity.com/sharedfiles/filedetails/?id=3189047555
jTurp  [author] Mar 17, 2024 @ 2:45pm 
You can make a blueprint of the grid with the issue and send me that, along with whatever mods I need for the BP to paste correctly.
jokerace45 Mar 17, 2024 @ 1:26pm 
It is an online server session. I I got no access to the actual game files.
jTurp  [author] Mar 17, 2024 @ 5:27am 
@jokerace45

Send me the world so I can see what's going on
jokerace45 Mar 16, 2024 @ 2:55pm 
Your script has an inability to see contents of moded cargo containers. This seems to be the issue.
jokerace45 Mar 16, 2024 @ 2:31pm 
Ok, here is what I have got. I put the script in PB and run it with UseThisGrid = True. I have two wide LCD's sitting vertically. One with statement in custom data [IQ Inv] and the other with [IQueue]. Nothing happens the screens show absolutely nothing for over 3 min. I get tired of waiting and recompile. It then shows basic header and legendary info and nothing else. I even tried making a group the first time and got the same results.
jokerace45 Mar 16, 2024 @ 1:39pm 
It doesn't seem to be auto populating the LCD screen info.
jTurp  [author] Feb 2, 2024 @ 4:31pm 
@Maphias

Negative.. are you having an issue with it?
Maphias Feb 2, 2024 @ 3:33pm 
is there a way to disable the Smart Queueing?
kinngrimm Jan 22, 2024 @ 7:01am 
alrighty then, thanks for your patience :)
jTurp  [author] Jan 22, 2024 @ 6:03am 
Nope
kinngrimm Jan 21, 2024 @ 8:58pm 
doesn't matter that that group then includes blocks from different grids?
jTurp  [author] Jan 21, 2024 @ 8:40pm 
@kinngrimm

Just add all of the blocks you want included to a block group and use that option
kinngrimm Jan 21, 2024 @ 9:04am 
So there are subgrids i want to include, refineries spread over several subgrids connected through hinges, but there are also subgrids i do not want to include like docked ships assemblers. So i would have to put "[Exclude]" in connectors or rotor connections they would be parked at, right?
Meneer Jan 17, 2024 @ 8:39am 
Worked!
jTurp  [author] Dec 25, 2023 @ 8:04pm 
@Meneer

Try tagging the LCD per the instructions in the PB Custom Data
Meneer Dec 21, 2023 @ 11:12am 
I dont get how i get the stuff on my LCD? Its in the group but doesnt show anything?
Amaia Sep 8, 2023 @ 4:43pm 
For easier following I posted my suggestion under the discussion thread "auto adding" which was created about a year a go, just thought it would be easier to have a place for it, to follow up with, or if you have made any progress or what you have found out or any info etc. <3
jTurp  [author] Sep 8, 2023 @ 1:09pm 
Glad to hear it :)
GenStone Sep 8, 2023 @ 12:38pm 
Forgot to reply back, but yeah it seems to all be working. Cheers, mate.
I had to completely wipe the custom data and the script itself, i.e a fresh install, which was painful but at least it works now lol.
jTurp  [author] Sep 6, 2023 @ 7:09pm 
Okay, I updated everything I saw and ran a test with all the components. Hopefully I didn't miss any.
jTurp  [author] Sep 6, 2023 @ 5:45pm 
Okay looking at the list again there are a BUNCH of definitions they changed (blah). I'll get them all updated in a bit
jTurp  [author] Sep 6, 2023 @ 5:40pm 
Hmm, I only saw one blueprint that keen changed, but I guess there could be more. Link me your world and I’ll go through it
GenStone Sep 6, 2023 @ 5:08pm 
Well its stuck again but I don't have a clue what its trying to do. I can't tell if its trying to add something to the queue but its stuck on the disassemble tab, or if its trying to deconstruct something still but can't find it.
Amusingly it was juggling the gatling gun ammo in and out of itself when trying to disassemble it. I think it may have been stealing all of the ammo from the turrets, and the turrets were eating it all back and it caught itself in a loop? I was wondering why I set the ammo cap so high.
GenStone Sep 6, 2023 @ 4:58pm 
Okay, so canvas made it very angry. Now I have to let it deconstruct the excess gatling gun ammo it didn't queue and wait until it locks up again.
GenStone Sep 6, 2023 @ 4:55pm 
Okay turning off auto-disassemble has made it stop crying at me, that's nice I guess. I think its stuck trying to move something to be disassembled.
GenStone Sep 6, 2023 @ 4:55pm 
Hmm. Its still angry at me. Same exception I've been seeing unless a line half way down my screen changed.
Something to do with switching between assembling stuff and disassembling stuff? It seems to like defaulting to disassembly, and if it does successfully queue something in between me pressing recompile, I have to manually switch over to the tab it wants to be on to do that work.
Well it finally ran out of assemble and disassemble tasks, but its still stuck.
jTurp  [author] Sep 6, 2023 @ 3:39pm 
@GenStone

Okay, all fixed :)
jTurp  [author] Sep 6, 2023 @ 2:22pm 
@GenStone

It's possible something broke with the major update. I'll run a check and see.
GenStone Sep 6, 2023 @ 3:15am 
It also doesn't help that its 4am and my brain is shutting down hard. I'll have to debug my editing of the custom data to make sure I didn't add a space or something somewhere by accident that somehow got put into all of the blueprints. This is what I get for thinking "Lets adjust this script real quick, 20 minute adventure."
GenStone Sep 6, 2023 @ 3:14am 
I'm stuck on an exception message whenever I try to use this script.
I think its stuck trying to adjust the queue. Best I can get out of it is a sudden update of the assemblers before it dies again.
It does not help that I recently changed pcs but moved the data over, nor does it help that I'm currently trying to add designator batteries (Ace_DesignatorDummy) to the queue list. Incidentally, adjusting the queue is what causes it to break. It can momentarily add the entire order to the assembler, but if it needs to change (say to disassemble something) it breaks.
Its also broken on an older blueprint.
The error isn't very readable.
Exception Message: Object reference not set to an instance of an object
Stack trace at: Sandbox.game.entities.cube.myproductionblock.addqueueitemrequest(myblueprintdefinitionbase)
and so on.
Amaia Aug 27, 2023 @ 5:36pm 
@jTurp Thank you very much! If this is possible or anything similar to make it easier to add blueprints instead of manually doing it (sorry im mod crazy.. ) that would be awesome! I don't mind manually adding ores, which for all the mods I run is only like 2 ores, but adding components is.. yeah. Anyway looking forward to whats to follow! I have my fingers crossed <3
jTurp  [author] Aug 27, 2023 @ 5:30pm 
@Amaia

Hmm. I will look into what can be done. More to follow :)
Amaia Aug 27, 2023 @ 4:29pm 
@jTurp , I am back and really want to use this inventory mod, as isy is making my world micro lag every 2 seconds, ive adjusted isy inventory to run slower and its fixed most of the lag, i just freeze for like 1 second every 3-4 mins, maybe little longer... The only thing holding me back from your mod is manually adding all the modded items... I run with a lot of mods and manually finding all the blueprints etc to add is kind of a pain... I was wondering if possible, if you could do something similar to isy inventory, where you tag an assembler with "!learn" and then queue the modded item / components and it will manually learn the blueprint, is this something that can possibly be done with this mod?