Space Engineers

Space Engineers

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Taleden's Inventory Manager (Unofficial) Updated 2025
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28 Nov, 2020 @ 10:49am
13 Jan @ 11:57am
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Taleden's Inventory Manager (Unofficial) Updated 2025

Description
This is updated version of the script made to work with version 1.205.x

Github Repo here :
https://github.com/XReelZ/TaledensInvManagerUpdatedUnofficial

Description and the functionality is the same here is reference for the source that I used:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1268188438


Here is the original script:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=546825757&searchtext=Taleden%27s+Inventory+Manager
Popular Discussions View All (1)
15
17 Mar, 2022 @ 2:56pm
Tim Quotas Extractor
XReelZ
303 Comments
Cal_Matar 2 May @ 12:54pm 
I have been having an issue with this script lately. It started with stuttering on the server and ends with full blown rubber banding. I wasn't sure what the issue was so completely blew away the server, VM and all, and started over with a completely new setup. Added this script and the Simulation Speed and Main Thread Load started dropping/spiking respectively. I shut off the PM for this script and the Simulation Speed has leveled off to 1 with very little variance while the Main Thread Load changes as the need arises while I play with smooth transitions not spiking all over the place. I am not sure what changed as I have had this running before and it worked great until about 3 or so months ago, maybe a little longer. I was thinking of looking into it but thought I would let you since you know the script.
jaknivek 12 Apr @ 9:37pm 
hello, I use tim on all my grids however im running into a problem with some modded block components where the modded block also adds new components that the tim seems to not be recognizing the new components name in the [tim] tag in the container name. how do i find the proper way to enter the component name tag in the tim tag so tim will recognize it?
Davoke 1 Apr @ 12:50pm 
Hey has anyone had TIM just not use assemblers? The rule is still just [tim auto] in every assembler you have on the grid, right?
Engineer Chad 26 Feb @ 5:17pm 
Thank you XReelZ. :) I'm glad Tim is back he's been missed for a long time in out builds. :) I wish I was in a position to to donate To give you more reasons to keep time alive and working flawlessly. :) Thanks again. :)
XReelZ  [author] 1 Feb @ 8:13am 
@Engineer Chad and @PIBM,
I did not change anything from the original behavior of the panels.
Here is the original guide of how TIM is used:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=546909551

here is a video tutorials of the script:
https://www.youtube.com/watch?v=htnJJ2SzvFE
https://www.youtube.com/watch?v=Uyg97FuNWsY

both are really old but basics should work the same.

For panel spanning there is strict rule that all panels must be the same type, please check that. Also only the top-left Panel should be tagged.

For Debug panels this should do the trick - "[TIM DEBUG]"

Cheers!
PIBM 28 Jan @ 9:06am 
I tried naming the top left panel in a set of 3 with [TIM INVEN:Component SPAN:3:1] yet the next 2 are not updated. Any idea ?
Engineer Chad 28 Jan @ 8:33am 
How do I add Tim to the debug screen like the original? Or is that still a thing? Thanks for this mod and for your time. :)
XReelZ  [author] 11 Jan @ 3:18am 
@yankeevader
I have stated previously in the comments few years back when I fixed the script, that I will do my best to keep it alive as long as I can and will update it when I have the time. I don't really have the time for active development with my work/family schedule. So far anyone is more than welcome to jump in with additions to it as long as they don't stray too far from the initial intention of the script. It is a community driven development and so far I have posted everything needed for anyone to fork and tinker with it. If you want to propose some updates and can keep them updated, you can do it in the github repo as a PR and I will take a look and merge them to the script.
yankeevader 7 Jan @ 11:07am 
@XReelZ - I took my update down and forked the github repository.
would you be interested in a dynamic update system or allowing me to have a public facing one?

currently for personal use I have been looking into creating a companion mod and modifying the script,
since mods can read api data and write to the Custom Data field of a programmable block,
a companion mod could get the ore/ingot mappings, item types, crafting/production recipes as well as vanilla and mod-specific item definitions.
Then dynamically generate a compact configuration and inject it into the Custom Data field for the script to access. this would allow compatibility with alot of mods without the need to hardcode those compatibilities. such as the better stone products mod.
yankeevader 7 Jan @ 10:32am 
@XReelZ after deleted the script from the backend and resubbed it works fine. im just a derp and must have had a fairly old version. sorry for the confusion