Space Engineers

Space Engineers

Taleden's Inventory Manager
Showing 11-20 of 23 entries
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Update: 18 Mar, 2016 @ 7:44am

v1.4.3 (2016-03-18)

  • Update to accommodate yet another change to the scripting API interface namespace, but this time with mercifully less unnecesasry verbosity. Thanks Keen!

Update: 26 Feb, 2016 @ 9:10pm

v1.4.2 (2016-02-26)

  • Update to accommodate yet another change to the scripting API interface namespace, now with even more unnecesasry verbosity! Thanks Keen!

Update: 25 Feb, 2016 @ 10:50am

v1.4.1 (2016-02-25)

  • Fixed a bug that caused item sorting to fail when a container had a sorting request and was also LOCKED.
  • Added 'debug=' script argument to produce more detailed debugging output for specific subroutines: 'sorting', 'refineries' and 'assemblers'

Update: 16 Jan, 2016 @ 9:31pm

v1.4.0 (2016-01-17)

  • Added support for "DOCK" attributes on Connectors, which control whether the attached grid will be managed by TIM or ignored. For details, refer to the "Connected Grids" section of the User's Guide.
  • Increased maximum cycle length to 10 (step 1 now scans connected grids using Connector "DOCK" labels; all other step numbers increased by one).
  • Fixed a bug that caused tags to be parsed if their prefix was longer than the intended prefix (i.e. "[TIME]")
  • Fixed a bug that caused inventory panels to sometimes over-count the number of refineries or assemblers assigned to an item.

Update: 13 Nov, 2015 @ 6:33am

v1.3.1 (2015-11-13)

  • Fixed a bug in recognizing tags with no spaces before the first attribute when the tag prefix is disabled with "prefix=".
  • Fixed a bug in refinery management in case there is more than one of a kind of refinery which cannot accept any available ore.
  • Fixed a bug when learning a new block/item restriction for a modded block whose type does not exist in the base game.

Update: 11 Nov, 2015 @ 3:02pm

v1.3.0 (2015-11-11)

  • Automated refinery management will now only run on refineries with a general "Ore" tag request, so that "Refinery [TIM Uranium]" will only ever receive Uranium, and if there isn't any, will be left idle. To set a refinery's ore preference and still have it fall back to automated management if there isn't any preferred ore, the tag must be like "Refinery [TIM Uranium Ore]".
  • Fixed refinery management trying to assign ores that are only in locked containers and thus cannot be moved into a refinery.
  • Added automatic learning of new block/item restrictions. For example when TIM first sees a Stone Crusher it may try to assign it to regular ore, but when that fails it will learn the restriction and try a different assignment next time. After a few cycles, all refinery types should be correctly assigned only to ores they will accept.
  • Added the "HIDDEN" keyword, similar to "LOCKED" except instead of preventing the contents from being removed, it prevents them from counting toward the inventory displays and quota calculations.
  • Added spanning of Quota panels.
  • Limited Quota panels to one of each item type, since otherwise TIM couldn't know which panel's value to use when reading them in.
  • Unrecognized quota panel entries are once again reprinted at the bottom of the panel instead of being removed. This should preserve quota settings for mod-added items that are momentarily unrecognized after reloading.
  • Removed spanning of Status and Debug panels due to its limited usefulness and high runtime/complexity cost.
  • Added support for multiple Programmable Blocks running TIM on the same grid or linked grids, with automatic fail-over. All instances may be running on timers simultaneously, but only one will be active. If that one becomes unavailable (by damaging or disabling its Programmable Block, disconnecting grids, etc) then another one will automatically take over. This should allow for some redundancy of TIM's management of combat vessels, for example.
  • Added Debug panel warnings for scanned blocks with different ownership than TIM's Programmable Block, as this may prevent TIM from controlling the block.
  • Added the "scan=type" script argument, where "type" can be "Controllers", "Drills", "Grinders" or "Welders", to enable scanning of those block types.
  • Increased maximum cycle length to 10 (step 3 now handles locked and hidden inventories).
  • Attempted to reduce script complexity to avoid errors on larger systems.
  • Added the CYCLE_LENGTH advanced configuration option, equivalent to the "cycle=" script argument.
  • Removed the ALLOW_INCOMPLETE_TAGS advanced configuration option.

Update: 7 Nov, 2015 @ 12:38pm

v1.2.0 (2015-11-07)

  • Added the script argument "cycle=n", where "n" is a positive integer, to set the number of script executions over which TIM will distribute its workload. At the default cycle length of 1, all steps are performed every cycle, but this may exceed the script complexity limit on large bases. With "cycle=2", TIM will perform about half of its work in one execution, followed by the other half on the next execution, and then starting over. The maximum cycle length is currently 9, at which point TIM will perform only a single step on each script execution.
  • Removed the built-in delays on quota processing and item sorting, since the new "cycle" argument achieves the same thing more generally.
  • Added support for Cockpits, Control Stations, Flight Seats and Passenger Seats as item containers, since they can inexplicably contain items.

Update: 6 Nov, 2015 @ 4:29pm

v1.1.0 (2015-11-06)

  • Added the tag keyword "FORCE" to set item sorting requests even for types that the block should not allow. This can be used to manage mod-added blocks which break the usual rules of their block type, such as Refineries that process Gravel, which is an Ingot: "Refinery [TIM Ingot/Stone]" is rejected because TIM knows that's usually impossible, but "[TIM FORCE:Ingot/Stone]" will attempt to send Gravel there anyway.
  • Added the tag keyword "SPAN:width:height" for panels (where "width" and "height" are positive integers) to extend their content onto additional panels below and to the right of the tagged panel (which will be the upper-left corner of the spanned display). Quota panels cannot yet be spanned.
  • Panel font sizes are now automatically reduced to accommodate the displayed data (accounting for the multi-panel span, if any).
  • Improved item restriction handling for blocks which accept more than one type but not all types.
  • Fixed detection of block variants (Arc Furnaces, Hydrogen Tanks, Wide LCDs) when the game interface is set to a language other than English.
  • Delayed quota processing until run #2 and item sorting to run #3 to further reduce the chance of hitting the script complexity limit.
  • Removed quota re-writing; invalid quota panel lines will instead be written to the debug panel, if any.
  • Removed past changelog entries from the script header to save space. The full change history is available on the Workshop page.
  • Added the ghost in the machine.

Update: 4 Nov, 2015 @ 4:40pm

v1.0.1 (2015-11-04)

  • Fixed "index out of range" exception in the case when a block name begins with a tag, but the tag does not have the correct prefix.
  • Fixed disabled refineries being included in automatic refinery management.
  • Fixed tally of refineries producing Iron from Scrap instead of Ore.
  • Added support for the "tags=" argument to set the tag delimiters, instead of having to change them in the Advanced Configuration.
  • Disabled re-writing of invalid lines on quota panels; can be re-enabled in the Advanced Configuration.
  • Added script version and run counter display in the terminal.
  • Removed help text from the script header since it took up so much space.

Update: 2 Nov, 2015 @ 10:44am