Space Engineers

Space Engineers

IQueue Production, Resource and Inventory Manager
428 Comments
Steinbeuge 29 Sep @ 12:20am 
Currently broken. Unfortunately the script is obfuscated so there is no way of knowing how to fix it.
Will it get an update, or a seperate version for the new API changes?

(I tried replacing Dictionary with the memory safe type, but alas its not that easy, I guess some functions expect or emit Dictionary, again due to obfuscation is difficult to find what line the error is on)
Nordic Goliath 5 Jul @ 12:02pm 
Getting an error in the code editor:

Program(241,97): Error: Argument 1: cannot convert from 'out VRage.Scripting.MemorySafeTypes.MemorySafeDictionary<string, float>' to 'out System.Collections.Generic.Dictionary<string, float>
GenStone 5 Jul @ 12:14am 
script my beloved come back me, all of the others I can find require me to rename blocks or edit the script directly, both of which suck
Klein 10 Jun @ 5:12pm 
D'X
Klein 11 May @ 7:40pm 
Damn, i love this script, come back jTurp!
royalrollin 30 Apr @ 2:12pm 
The API has changed after the update, Sandbox.ModAPI.Ingame.
By the way, it says: "assembly not found. Compile the script".
Diemar 30 Apr @ 12:32pm 
Agree, After update the script is broken.

90% of my own scripts is broken after update
royalrollin 29 Apr @ 3:19pm 
After the update the script is broken
justaspacecat 29 Apr @ 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 22 Apr @ 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 11 Jul, 2024 @ 1:18am 
Hi will this script auto refill turrets and weapons ?
jTurp  [author] 20 May, 2024 @ 5:48pm 
I will also look into an update for the new items that are missing :)
jTurp  [author] 20 May, 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 5 May, 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 5 May, 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 5 May, 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 30 Apr, 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 23 Apr, 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] 3 Apr, 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
VeilKeeper 3 Apr, 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 17 Mar, 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://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3189047555
jTurp  [author] 17 Mar, 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 17 Mar, 2024 @ 1:26pm 
It is an online server session. I I got no access to the actual game files.
jTurp  [author] 17 Mar, 2024 @ 5:27am 
@jokerace45

Send me the world so I can see what's going on
jokerace45 16 Mar, 2024 @ 2:55pm 
Your script has an inability to see contents of moded cargo containers. This seems to be the issue.
jokerace45 16 Mar, 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 16 Mar, 2024 @ 1:39pm 
It doesn't seem to be auto populating the LCD screen info.
jTurp  [author] 2 Feb, 2024 @ 4:31pm 
@Maphias

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

Just add all of the blocks you want included to a block group and use that option
kinngrimm 21 Jan, 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 17 Jan, 2024 @ 8:39am 
Worked!
jTurp  [author] 25 Dec, 2023 @ 8:04pm 
@Meneer

Try tagging the LCD per the instructions in the PB Custom Data
Meneer 21 Dec, 2023 @ 11:12am 
I dont get how i get the stuff on my LCD? Its in the group but doesnt show anything?
Amaia 8 Sep, 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] 8 Sep, 2023 @ 1:09pm 
Glad to hear it :)
GenStone 8 Sep, 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] 6 Sep, 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] 6 Sep, 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] 6 Sep, 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 6 Sep, 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 6 Sep, 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 6 Sep, 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 6 Sep, 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] 6 Sep, 2023 @ 3:39pm 
@GenStone

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

It's possible something broke with the major update. I'll run a check and see.
GenStone 6 Sep, 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."