Space Engineers

Space Engineers

Cargo Manager [Converted to Script]
74 Comments
Redlead  [author] 23 Feb, 2020 @ 6:35pm 
I have retired this block version of my mod but the ingame script has been fixed. Please subscribe it that instead. The link is in the description.
TotalAbyss 22 Feb, 2020 @ 6:56pm 
I would like to know if it still works as well. Its been a long time since release.
big_blue_4101 17 Jun, 2019 @ 9:31am 
does this mod still work?
Leon 26 Apr, 2017 @ 1:32pm 
löschen veraltet geht nicht mehr 3 jahre alt lösche es danke
Redlead  [author] 23 Apr, 2017 @ 7:17am 
Much appreciated!
Yatta - Albino 23 Apr, 2017 @ 2:44am 
Im using quite a few mods so this could be a conflict. Ill try to figure out a simple way to reproduce the error.
Redlead  [author] 19 Apr, 2017 @ 6:03pm 
I'm having trouble reproducing the error myself. If you create a brand new world with only this mod, does it still give you an error? I'm wondering if I have a conflict with another mod that you may be using at the same time.
Yatta - Albino 19 Apr, 2017 @ 8:25am 
"Exception occured: System.NullReferenceException: Object reference not set to an instance of an object. at CargoManager.CargoManagerLogic.UseConveyorSystem_Getter(IMyTerminalBlock arg)"

:(
Redlead  [author] 2 Apr, 2017 @ 11:35am 
Mike Loeven, take a look at the last update. I think this may accomplish what you're looking for.
Mike Loeven 4 Feb, 2017 @ 6:29pm 
My idea worked for a bit however over time it began causing issues with Taleden's inventory manager which i use for sorting. It seems cargo manager is still moving items between containers instead of just combining stacks within even with most of the functions commented out.

Optimally I want to get just the stack combining function in a script to clean up when the automatic sorting script leaves a mess
Mike Loeven 17 Jan, 2017 @ 8:51pm 
Actually I ended up just commenting out all the subroutines except for the one for cargo containers fixed the casting issue and restricted the stacking operations to cargo containers in one stroke
Redlead  [author] 17 Jan, 2017 @ 6:06pm 
Not currently. I can look into this though.
Mike Loeven 17 Jan, 2017 @ 2:19pm 
Is there a way to disable combining stacks through the conveyor system and limit this to just within inventories ?
L0v0lup 7 Jan, 2017 @ 2:42pm 
Awesome thank you <3 I will test it later :)
Redlead  [author] 7 Jan, 2017 @ 2:12pm 
It should be working again now with SE v1.168..
L0v0lup 7 Jan, 2017 @ 1:00pm 
Thanks for the fast response! Cool that you keep your mod updated :D
Redlead  [author] 7 Jan, 2017 @ 12:20pm 
Thanks for letting me know. I'll take a look as soon as I can.
L0v0lup 7 Jan, 2017 @ 10:57am 
The mod is broken atm :(
Andale The Great 24 Oct, 2016 @ 8:39pm 
Keeps pulling the iron and nickel out of my arc furnaces, gonna try your script thing
Redlead  [author] 24 Mar, 2016 @ 5:58pm 
I've updated the mod for compatibility with the new version of SE. It shows two warnings when loaded but it still works. I'll see if I can figure out the warnings sometime but it shouldn't be a problem right now.

*Note: This update may have removed any existing Cargo Manager blocks in your worlds. You may need to replace them.
Redlead  [author] 22 Mar, 2016 @ 7:47pm 
The mod is currently not working with recent updates to Space Engineers. I'm working on getting this resolved as soon as I can.
Redlead  [author] 18 Mar, 2016 @ 9:23am 
As long as the block is on and not damaged too much, it will stack and sort inventories. Items will not move between containers without conveyors. The ingame script mod is based on this mod but you do not need both at the same time.

The block being a programming block is a little misleading. I choose that model because I'm not very good at the graphical part and it seemed close to the functions I needed for my block. It doesn't need a script or timer to work. It just being on and in good health is enough.

There's also a chance that a recent update broke the mod. I'll have to look into that one though.
Colony 18 Mar, 2016 @ 9:13am 
I tried this block last week, and it failed to to do anything... I noticed now that you posts the script too. Is this supposed to be installed on the block? Or is the block supposed to have it already?
Redlead  [author] 1 Feb, 2016 @ 6:11pm 
Take another look at the model and let me know if you still have problems. I just copied the updated version of the programing block from the game, so I'm hoping that fixes the issues.
Yatta - Albino 23 Jan, 2016 @ 8:07am 
I have the dark grey block issue too.
Redlead  [author] 26 Dec, 2015 @ 4:53pm 
Maybe I'm using an old copy of it. I'll take look and see if updating it helps.
=jF= 26 Dec, 2015 @ 1:39pm 
Despite you using the default block it still not working with dx11.. but the block is grey not black. its weird
ThGaming 20 Dec, 2015 @ 4:05am 
model is not dx 11 btw
Bretty12Qc 24 Nov, 2015 @ 12:45pm 
Thanks you
Redlead  [author] 23 Nov, 2015 @ 7:31pm 
I am just using the vanilla programming block as a base, so DX11 shouldn't be a problem here as it uses the same model. I'll add to the description.
Bretty12Qc 23 Nov, 2015 @ 2:53pm 
Dx11 supported ?
Redlead  [author] 3 Oct, 2015 @ 8:11am 
Please try it again. I think I have fixed the issue with this latest release.
[UL]Alcatsa 3 Oct, 2015 @ 4:11am 
No I don't, place down preshow just shows the buttom red all the time
Redlead  [author] 2 Oct, 2015 @ 4:11pm 
When you try to place the block, it should tell you if you are missing a specific component. Do you get any messages like that?
[UL]Alcatsa 2 Oct, 2015 @ 9:45am 
I can't place down the block at all, have everything need to make in my inventory
Mike Loeven 19 Sep, 2015 @ 9:20pm 
\o/ WOO
Redlead  [author] 19 Sep, 2015 @ 7:17pm 
I've added a link to the ingame script in the description. It should work exactly the same as this mod except that you must load it into a programming block.
Wolverine 17 Sep, 2015 @ 5:14pm 
Would also love to see this in a script form. ive seen other script inventory sorting, but this is exactly how i want it done, great work!
Redlead  [author] 13 Sep, 2015 @ 6:03pm 
This request has come up a few other times. You've got a point about the server installation. I can look into maybe releasing a version that is just the script.
Mike Loeven 13 Sep, 2015 @ 1:47pm 
Can you please release this as just the script I would rather not have to pester my administrator to install this server side and i dont see any reason why this cant be loaded into an existing programable block
Redlead  [author] 24 Aug, 2015 @ 7:50pm 
I am just using the vanilla programming block as a base, so DX11 shouldn't be a problem here as it uses the same model.
Lukandos 24 Aug, 2015 @ 5:19pm 
DX11?
Redlead  [author] 9 Jul, 2015 @ 6:02pm 
Cargo Manager should be working again.
Redlead  [author] 8 Jul, 2015 @ 7:58pm 
It looks like it's not working with the current build of SE. I'll be able to take a look tomorrow evening and will have a fix out as soon as I can. Thanks for letting me know!
cyber01 [RU] 6 Jul, 2015 @ 3:32pm 
install cargomanager, place block in the base, nothing yet... No ingamescript..
Redlead  [author] 27 Jun, 2015 @ 7:47pm 
I tried to keep things generic enough that it should work with other mods. I know that I am using some moded cargo containers and refineries with it myself, without issue. It won't hurt to try. Either it manages those other containers or it doesn't. Let me know if it doesn't work and with which mod. Maybe I can get it to work.
Colony 24 Jun, 2015 @ 8:24pm 
does this work if I am using containers, refineries, etc, that are from mods?
TomyLobo 8 May, 2015 @ 10:43pm 
would not have happened with an in-game script :P
Redlead  [author] 5 May, 2015 @ 9:03am 
It looks like one of the recent updates has broken parts of the mod. I am hopeful that I will have an updated version later today.
merath 19 Apr, 2015 @ 7:56am 
i agre it ezer to just ad then havingit somwher spshle altho i need a way to send ceringstaked item to certon contaners canthisbe cone with the conveyer sorter wich iv never used