Space Engineers

Space Engineers

All My Stuff
102 Comments
Arthur Jul 26 @ 12:48pm 
@V This script is very minimalist and doesn't store any information about the item except the name and total amount, because of that, track where the Item is, is impossible with the current architecture and would require a completely rewrite of the script (and in the process, losing the goal of being lightweight)

one thing that could be implemented, is a global white/black list, so you can setup in a way that the script only shows items in containers with an specific tag in the name/custom data or from an specific group, so you can set up the script to only display this group
(and probably need to have some configuration to set the Display tag, so multiples instances can run same ship)
It would be nice if there was a way to have a display show the inventory of a specific container or group of containers.
Arthur May 10 @ 8:26pm 
Think is fixed @Awsomedude2479 :meephappy:
Brianetta  [author] Apr 18 @ 11:50am 
That isn't possible, I'm afraid. You can enable the monotype font for better columnation of the numbers, though.
Awsomedude2476 Mar 30 @ 3:46pm 
Any ideas on how to get the stock numbers have commas in them so I don't have to investigate every number to see how much of one thing I have?
Brianetta  [author] Jan 26 @ 7:26am 
The leftmost screen is just cropped, I'm afraid. There isn't any way to hide them.
RikeiR Dec 26, 2024 @ 4:55am 
How do I hide the icons, as in the rightmost display in the fourth image?
☼king wu Nov 19, 2024 @ 4:21pm 
i tried putting [invnetory]
in custom data of one then other then both of text screen and programmable block and nothing works
☼king wu Nov 19, 2024 @ 4:16pm 
"Nearly all your config goes into the Custom Data of the screens you want it to show up on."

theres nothing in any blocks' custom data anywhere. do i have to put a name pre/post fix in the screen name or custom data or what
☼king wu Nov 19, 2024 @ 4:13pm 
how do i just make one text screen show inventory stuff?
Brianetta  [author] Oct 10, 2024 @ 9:07am 
And you also added the enabling line to the Programmable Block's Custom Data?
BCMortis Oct 8, 2024 @ 8:37pm 
I did that. Removed the items I don't want a screen to display from the filter types list in the screen's custom data, and they continued to display everything. For example, I'd remove all but 'Ore' from the list, and the screen would continue to display components and ammo
Brianetta  [author] Oct 8, 2024 @ 4:03pm 
BCMortis, that option simply enables the filtering feature. You still have to add your filter= line to each screen, telling the script what you'd like to see on that screen.
BCMortis Oct 6, 2024 @ 2:31am 
Can't seem to get screens to filter what they display. Adding "enablefilter=true" to the Custom Data of the programming block doesn't seem to do anything.
Brianetta  [author] Feb 15, 2024 @ 10:58am 
Hi erik,

I'm afraid not. One of the goals of this script is to show you what's in your inventory, without harming performance. That's why it makes no inventory changes, and only displays what it finds on the screens.

There's no way to move inventory around without harming performance. If you want something to move your inventory around for you, there are inventory management scripts that will do what you want (although they're not as pretty).

Sorry about that. It's just not what this script is designed for.
erik Feb 15, 2024 @ 2:22am 
hello I have a request to make to you would it be possible to make a script for the management of ice stock which can be transferred from a Landa container to an ice container with support on LCD because I cannot find a script
Brianetta  [author] Feb 12, 2024 @ 10:21am 
Huge thanks to ArthurGamerHD for the 1.4.0 update!
YouTube.com/StoneLegion Jan 11, 2024 @ 11:59am 
Thanks, I ended up copy/pasting someone else's config a few pages back in the comments and it worked fine. Not sure if I derped up or not haha. Works well. Thanks!
Brianetta  [author] Jan 11, 2024 @ 11:14am 
Filtering is global (you put it in the programmable block's custom data). Font size is per-screen.
YouTube.com/StoneLegion Jan 9, 2024 @ 8:37pm 
Hmm, No matter what I do Filtering will not enabled. I just copied / pasted the example above threw it into a programmer block custom data, screen custom data, etc. I can display items. It lists how many screens, etc. But I can't get any filtering, font size, etc to change via the above copy/paste into custom data's. Not sure if I'm doing anything wrong or not.

Thanks.
AlfaOmega Sep 11, 2023 @ 1:39pm 
ExcavOS is great script for mining. Using it on all my drillers.
Brianetta  [author] May 2, 2023 @ 8:47am 
For mining, I recommend using ExcavOS instead. I do!
Peekofwar May 1, 2023 @ 8:45pm 
Oh, something that could be useful for mining, is a script or a mode for this that highlights items that are currently being added to the inventory... like if I'm mining iron, that gets highlighted.
Peekofwar May 1, 2023 @ 2:05pm 
What if there was a command that could grab all of the names of the ores that it currently knows, and adds them as a comment appended to the CustomData of the programmable block? Then the user adds these strings to a setting which forces it to always display these items..
Brianetta  [author] Apr 25, 2023 @ 5:09pm 
I can't. The script doesn't know what ores are in the game until it has seen them.
Peekofwar Apr 25, 2023 @ 5:04pm 
Can you add a mode that forces it to show all ores regardless if you have them or not?
Brianetta  [author] Apr 23, 2023 @ 10:54am 
It's recommended practice.
MrFox Apr 23, 2023 @ 10:28am 
useing the custom data for settings is a great thing, and amazing idea. good work bud!
Brianetta  [author] Apr 21, 2023 @ 5:39pm 
I should probably write some better instructions. Nearly all your config goes into the Custom Data of the screens you want it to show up on.
Kilroy Apr 21, 2023 @ 5:23pm 
so no tutorial? having a hard time figuring this out.
Brianetta  [author] Apr 21, 2023 @ 4:57pm 
It retains existing known items. It will cause the script to look for inventory blocks again, so use it whenever you remodel.
Peekofwar Apr 21, 2023 @ 1:22pm 
Does running rebuild do the same as recompiling, or would that retain the existing known items?
Peekofwar Apr 21, 2023 @ 1:17pm 
Stone has since appeared, since I carved out some space to construct another gravel sifter machine...
Brianetta  [author] Apr 21, 2023 @ 6:00am 
> I assumed translation had something to do with language translation. lol

There would be nothing to stop you using it for that... once it's done
Brianetta  [author] Apr 21, 2023 @ 5:59am 
If the script hasn't seen any stone since you loaded the game or recompiled the script, it doesn't know about it yet. There's no list - it works everything out by seeing it.
Peekofwar Apr 20, 2023 @ 9:14pm 
I don't even see raw stone on the list... Is it not considered an ore?
Peekofwar Apr 20, 2023 @ 6:24pm 
I assumed translation had something to do with language translation. lol
Brianetta  [author] Apr 20, 2023 @ 4:33pm 
Kaedys is right. There is a configuration option for adding translations, but I haven't written the code behind that yet. The intention is to be able to rename things like that. It'll come in some future edition.
Kaedys Apr 20, 2023 @ 8:44am 
Internally, Gravel is an ingot with SubtypeId "Stone". This script uses the internal SubtypeId, rather than the DisplayName, I assume because it's easier for the script to access.

There are a number of other types that work like this. For example, Gatling Ammo Boxes are an AmmoMagazine named "NATO_25x184mm" internally. The MR-50A Rifle is called "RapidFireAutomaticRifleGun" internally. Rockets are called "Missile200mm" internally. In fact, a fair amount of the weapons and ammo have very different internal names than their display names, due to changes in naming over time. You'll see the same thing with many mods, where the internal name of the types reflects either their original design or their initial development design/intent, rather than their current naming.
Peekofwar Apr 19, 2023 @ 6:44pm 
It was there... I had copied the default config from the workshop page into the text panel's custom data... Not sure what went wrong, but I got it working.

Also, why is gravel labeled as "stone?"
Brianetta  [author] Apr 19, 2023 @ 3:17pm 
Comments in the Custom Data shouldn't mess up the config.
The scale option belongs in a screen's Custom Data. Values between 0 and 1 make it smaller, greater than 1 make it bigger.
Peekofwar Apr 19, 2023 @ 3:09pm 
Huh... Does having the comments in the Custom Data mess up the config?
Peekofwar Apr 19, 2023 @ 2:57pm 
The scale option doesn't seem to be working. Can't make the screen display the stuff smaller.
Brianetta  [author] Dec 1, 2022 @ 4:36pm 
The screen has a rotate option in its settings. It's not part of the script.
Shad0kin Nov 27, 2022 @ 11:00pm 
How do you rotate the data so the 1x2 screen works?
XoPhyte Oct 7, 2022 @ 7:26am 
You are correct Brianetta, I will change my prior post. I was having issues the same as everyone else, but found I was lacking the [inventory] marker in my custom data.

So this is working perfectly for me in the custom data of my programmable block...

[inventory]
enablefilter = true
Brianetta  [author] Oct 6, 2022 @ 2:21pm 
You could do that; alternatively, you could put it into the custom data of your programmable block. Then you don't have to edit my code every time you update.
Brianetta  [author] Aug 26, 2022 @ 2:05pm 
Kaedys is correct. The feature can be turned on or off globally for performance.
Kaedys Aug 26, 2022 @ 12:55pm 
The "enablefilter=true" line needs to be in the programmable block's custom data, to enable filtering globally across all screens that specify a filter. The filter key is then added to the screen's custom data to specify which filter *that screen* should use.
Sir Binary Aug 26, 2022 @ 10:52am 
I'm on the same boat as a few others here. I've added this to the custom data on the screen that I want to show components:
[inventory]
enablefilter = true
filter = Component
But it doesn't filter :/