Space Engineers

Space Engineers

Taleden's Inventory Manager
Mike Loeven 16 Aug, 2017 @ 9:54pm
[Feature request] Allow TIM to parse tags from custom data.
I would like to see the ability for TIM to parse custom block data for tags I find it difficult to manage complex configurations because everything always has to be in the title. It would be nice to be able to enter the actual TIM configuration into custom block data where I can organize it using multiple lines of text. It would also clean up the control panel because all you would see is the block name and [TIM] instead of long messy and confusing text strings with no word wrap which would now be organized line by line and hidden in custom data. I had mentioned this a few months ago but haven't heard anything else about this
Last edited by Mike Loeven; 16 Aug, 2017 @ 9:55pm
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Showing 1-11 of 11 comments
taleden  [developer] 23 Aug, 2017 @ 6:29am 
This is on the list of things I'd like to add eventually, but all new features are on hold until Keen raises the 100kb code limit. TIM has been running up against that limit for a long time now which means any feature that requires new code also requires a ton of fudging around elsewhere to make room for it in the 100kb limit, and that just got a little too tedious. So for the time being, TIM is in bugfix-only mode.
Mike Loeven 23 Aug, 2017 @ 11:10pm 
Have you spoken to any of the keen devs directly about this issue ?
perhaps the solution is to make the code limit a variable so server admins can determine the complexity limits. As this game is 64 bit there should not really be any hard limits preventing this
Dakroth 17 Oct, 2017 @ 11:11am 
I agree with Loeven. Bug the buggers until they change that!

As an aside, I wonder if it is possible to have two separate scripts interact with each other as a workaround to the memory limit? Of course, my scripting capacities are limited to Engish and occasionally German, so I have absolutely no idea what ort of complexities such a venture would involve. From just an off the cuff estimation, is that something that could even be done here, Tal?
Last edited by Dakroth; 17 Oct, 2017 @ 11:12am
Mike Loeven 19 Feb, 2018 @ 6:44pm 
My opinion is that the script complexity limit should be bound to a variable in the sandbox file instead of hard coded in the engine. that way there is no need to raise the default limit but it can be overridden by player / server operators
Alexm622 17 Mar, 2018 @ 4:16pm 
i agree with loeven in some parts. SE already has restrictions for the access pf system files. instead of a file size limit, there should be a runtime limit, as in the program has seconds to run before being shut down/force stopped. the program could be validated during compilation, A.K.A. a test run, and if it takes too long it throws a compilation error, ex. "program took too long to run"
Mike Loeven 17 Mar, 2018 @ 4:33pm 
That could be a problem depending on where in the script the execution is forcibly stopped you could end up with major jams in the conveyor system
Alexm622 17 Mar, 2018 @ 5:52pm 
Originally posted by Mike Loeven:
That could be a problem depending on where in the script the execution is forcibly stopped you could end up with major jams in the conveyor system
it would be on compilation, the run i mean. it would like emulate a test run.
Mike Loeven 17 Mar, 2018 @ 6:22pm 
the problem is that TIM's runtime would vary widly with the ship or station it's running on due to variances in number of inventories and the quantity of items stored. A large super capital with hundreds of containers and manufacturing infrastructure could eaisly surpase what an initial compilation check would estimate
Last edited by Mike Loeven; 17 Mar, 2018 @ 6:23pm
Alexm622 17 Mar, 2018 @ 6:42pm 
Originally posted by Mike Loeven:
the problem is that TIM's runtime would vary widly with the ship or station it's running on due to variances in number of inventories and the quantity of items stored. A large super capital with hundreds of containers and manufacturing infrastructure could eaisly surpase what an initial compilation check would estimate
its most likely that this system would have have been installed in the beginning, plus if the pc cant handle the capital then they shouldnt be running the code. it woyld depend on the pc being used
Mike Loeven 17 Mar, 2018 @ 6:49pm 
I think were talking about different environments. In single player script complexity is generally not an issue I was more refering to Scripts operating on a server
Alexm622 17 Mar, 2018 @ 7:00pm 
it would still apply, the hosting server would nkt be fast enough to host the capital, therefore it should be hosting the script.
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