Space Engineers

Space Engineers

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IGorr 2.0 Inventory
   
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30 Nov, 2016 @ 2:24pm
17 Dec, 2016 @ 10:13am
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IGorr 2.0 Inventory

Description
This is one part of the iGorr 2.0.
It can be run by itself, or along with one or both of the other Helpers.

iGorr 2.0 Diagnostics:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=809693164


iGorr 2.0 Production:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=809709017


Function:
This script is focused on organizing and controlling inventory contents. As well as, displaying lists of contained items by name and amount.
That's right.... It's another sorting system.... I've been testing and learning about this subject for the last year and a half. This is the best I can come up with using ingame scripts.
Be sure to check the detailed info of the Programmable Block running this to see a meter signifying how hard the script is working.
If the meter gets anywhere near full, then you need to remove sorting arguments and displays to save performance.
I've designed the entire IGorr 2.0 system to be as performance friendly as possible.

All 3 scripts have setup and use instructions in the beginning of the scripts themselves. After loading the script you should be staring at them.
Just after each set of Instructions are configurable values. You may need to adjust or add to these according to your setup and preferences.

The Sorting System:
-Type arguments in the name of a container you want managed to create an item order for that block.
-Any items that it doesn't want (too much/wrong item) will be dumped to labelled containers or to a "Best Choice" if none are labelled.
-Inventories can be prioritized to create a first come first serve effect.
-The system can work between 2 unrelated grids to, for example, transfer items from a docked ship to a station or vice versa.
-The Sorting System can be turned off in the Configuration secion of the script. In case you want item readouts without hammering your server/PC.

Item Readouts:
-Type simple tags in the names of LCDs to display item names and counts.
-Each list is catagorized by item type. (component, ingot, ore, ammo, misc) (misc is a catch all. It shows everything the others don't.)
-Types like component often need more than one screen to fit the list, so LCDs can be chained together to extend a display.
-Note: The top right corner of each list shows a number signifying how many screens that particular list needs.
-The Item Readouts can be turned off in the Configuration secion of the script. In case you only want the Sorting System.

A Helping Hand - Programmer
Vaagvenjte - Tester/Design Adviser/Public Relations

Please rate and sub if you find this system useful. It is vastly improved over the origional system called iGorr.

Enjoy!!!
15 Comments
MickeyTJR 11 May, 2017 @ 2:00pm 
Script too complex anytime I try to use any of your gor scripts. I add the run arg ProdGor and then in the name of my timer block I put ProdGor and the script errors out with to complex.
British89 27 Dec, 2016 @ 3:29am 
thanks you
Handy  [author] 26 Dec, 2016 @ 12:18pm 
I started a discussion post about grid tagging on the iGorr Production page here.
http://gtm.steamproxy.vip/workshop/filedetails/discussion/809709017/154644787621532484/
Handy  [author] 26 Dec, 2016 @ 8:05am 
you can certainly use multiple timers on your larger grids to split up the work for the server.
I have chained 3 timers together, each running one of the 3 scripts. This gives each script a 3 second delay, and no two will run at the same time.
British89 25 Dec, 2016 @ 12:37am 
is it wise to use 1 tmer block for all the 3 program blocks for all 3 of your scripts? when ever i use all 3 together as soon as the time block triggers, servers sim speed drops from 1.0 to 0.3, any ideas?
Vaagventje  [author] 17 Dec, 2016 @ 10:48am 
It all updated and uploaded. please reinsert the script and try it out. all should be fixed :)
Handy  [author] 16 Dec, 2016 @ 9:10pm 
I made available the symbols used for sorting arguments in the Configuration section of the script. Users will be able to switch out [ and ] for what ever two symbols they want. Make sure to only change the existing symbols. Do not add new ones or remove existing ones. There must be 2 symbols. I hope this fixes any issues.

That being said. I have to wait until Vaagventje is online again to upload the new version. Should be a day or less.
Handy  [author] 16 Dec, 2016 @ 8:37am 
@kampf-schaf: I believe I can pull that off. It's a good point, so thanks for saying something.
Vaagventje  [author] 16 Dec, 2016 @ 7:25am 
@british89, no problem, and good to hear. thank you, enjoy.
@Kamf-Schaf, shout be possible, we are gonna have to look in to it. il get back to you on that.
schaf 15 Dec, 2016 @ 11:38am 
we german players have trouble with the [ and ]. is there an alternative to make there own symbols?