Space Engineers

Space Engineers

Taleden's Inventory Manager - Updated (Unofficial)
503 Comments
jarhead 22 Jan @ 11:11pm 
This script is not working. When checking it says something about IMyTextPanel and public text. When trying to run says "assembly not found"
Abacus 2 Dec, 2024 @ 9:19am 
@Engineer Chad, there is also Isy's Inventory Manager, it could work for you and has a detailed guide for it. Was checking this out after it was mentioned by an AI I frequently use for help with various projects I am working on in SE.
Engineer Chad 14 Nov, 2024 @ 10:21pm 
Wow nothing since 2019. :( Looks like Tim is dead again and my build will never be finished unless Keen or someone comes up with an AI for the game to help run things like Tim or better.
Dots 20 Jul, 2024 @ 2:03am 
this was good but now broken
cyberwolfent 1 Jan, 2024 @ 5:39am 
Another broken script. HUGE error list!!!!
Zeugsman 7 Sep, 2023 @ 4:45pm 
Broken since SE update on 8/23/30. Hopefully someone can bring this back to life. :steamsad:
The Fragger 28 Nov, 2022 @ 7:59am 
I have this problem un-recognized argument: 'station_mode
Amaia 16 Apr, 2022 @ 2:30pm 
doesnt work on ships, say un-recognized argument: 'Ship_mode;'
123 15 May, 2021 @ 9:22am 
Hello, do you need instructions? Where to view
XReelZ 28 Nov, 2020 @ 11:07am 
Hey guys I've uploaded my version here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2301831956

Check it out.

Feel free to comment it and/or submit any bugs, I will try to support it, but wont make any promises ;)
Kodi4444 23 Nov, 2020 @ 3:51pm 
@XReelZ you updated the code to make it work right?
that's exactly what this person did that made this workshop post.
dunbot is not the original creator of this script. he did exactly what you are doing updating the code to work in the most recent version of the game. except dunbot seems to have given up trying to update it.
this is the original:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=546825757
XReelZ 23 Nov, 2020 @ 8:48am 
@kodi4444 I don't want to take credit for someone else work. Besides I dont think that I will have the time to support it properly, I mean that if someone finds bug or error I can fix it but I am not sure that I will have time to improve it if you know what I mean.
Kodi4444 20 Nov, 2020 @ 6:02pm 
@XReelZ why not just post it to the workshop?
XReelZ 19 Nov, 2020 @ 9:52am 
P.S. I have tested it and its working on version 1.196.019
XReelZ 19 Nov, 2020 @ 9:50am 
Hello friends,
I have made some tweaks and changes in the code and its working for me.
But I have no idea how to contact bunbot or post it somewhere.
Bunbot If you see this message, I have sent you friend request so we can chat about one minor problem with the script.
For every other who want the new script feel free to add me and message me so I can give you the updated version.
And if someone find any bugs or tweaks that need to be done please tell so I can look into them and try to fix it.

Stay creative my friends.
Merlin 7 Sep, 2020 @ 6:48pm 
I miss when it worked right!
Horathio 30 Aug, 2020 @ 2:25am 
If by 'good' you mean 'only' alternative, then I agree. It isn't bad, but it also lacks a lot of customization options TIM had. Especially the refinery and assembler management just isn't capable of what I used to do with TIM.
Kodi4444 30 Aug, 2020 @ 1:32am 
i think it is abandoned. i would fix it myself if i knew C# but i only know Python and a few others.
if only i could write scripts for this game in Python.
this script is a good alternative:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1216126863
Horathio 28 Aug, 2020 @ 3:25pm 
Is this completely abandoned? Are there any other versions out there that have been worked on more recently? I might be interested in helping out with any ongoing efforts to update this.
Siamon (fr) 6 Jul, 2020 @ 2:27am 
Is there anywhere online or on the workshop a good script to auto build control and LCD that is not deprecated 1.195 ?
Stoicus 29 Jun, 2020 @ 9:24am 
And the same for some components, to append in the "Component/" section (after Canvas):

For Cython's Energy Shields:
/Shield,,,,ShieldComponent

For Dark Star's Defense Shields (the "field emmiter" component):
/ShieldComponent,500,,,ShieldComponentBP

For Nukeguard's Tiered Thusters Superpack:
/largehydrogeninjector,,,,largehydrogeninjector
/AdvancedThrustModule,,,,AdvancedThrustModule

Hope it helps.
Stoicus 29 Jun, 2020 @ 9:24am 
Continuing, for Nukeguard's [MCRN] PDC Cannon Turret, the depleted uranium ammunition:
/DeU_25x184mm,,,,DeU_25x184mm

For Wolverine's PDC-1060 Point Defence Cannon:
/FTI_20x199mm,,,,FTI_20x199mm

For Whiplash141's Revived Large Ship Railguns:
/NiFeDUSlugMagazineLZM,,,,NiFeDUSlugMagazineLZM
Stoicus 29 Jun, 2020 @ 9:23am 
Continuing, for CMDBob:

/15mmPlasmaCannonCell,,,,15mmPlasmaCannon
/25mmPlasmaCannonCell,,,,25mmPlasmaCannonCell
/40mmPlasmaCannonCell,,,,40mmPlasmaCannonCell
/60mmPlasmaCannonCell,,,,60mmPlasmaCannonCell
/SmallCannonAmmoHE,,,,SmallCannonAmmoHE
/SmallSniperCannonAmmoHE,,,,SmallSniperCannonAmmoHE
/LargeCannonAmmoHE,,,,LargeCannonAmmoHE
/TorpedoMag,,,,TorpedoMag
/SmallTorpedoMag,,,,SmallTorpedoMag
/AutocannonCIWSMagazine,,,,AutocannonCIWSMagazine
/LaserDesignatorCharge,,,,LaserDesignatorCharge
/RocketMag,,,,Rocket
/AnacondaRocketMag,,,,AnacondaRocket
/DecoyFlarePack,,,,DecoyFlarePack
Stoicus 29 Jun, 2020 @ 9:23am 
Well, I think I can complement with the definitions for some more mods, maybe its helpful for someone. Will split in a number of comments due to the character limit. Note that probably not all items in the mods will be present, but these I've been using with success.

For Rider's Battlecannons and Turrets (and derivatives):
/Vulcan20x102,,,,
/Aden30x113,,,,
/Bofors40mm,,,,
/300mmShell_HE,,,,
/300mmShell_AP,,,,
/900mmShell_HE,,,,
/900mmShell_AP,,,,
Stoicus 29 Jun, 2020 @ 8:57am 
Hello @Vokun Vulon. For the ammunition from Mexpex Warfare I add its definitions to DEFAULT_ITEMS in the script like so:

const string DEFAULT_ITEMS = @"
AmmoMagazine/
/Missile200mm
/NATO_25x184mm,,,,NATO_25x184mmMagazine
/NATO_5p56x45mm,,,,NATO_5p56x45mmMagazine
/NATO_20×102mm,,,,NATO_20×102mm_Blueprint
/WolfSlug40mm,,,,WolfSlug40mm_Blueprint
/ABShell40mm,,,,ABShell40mm_Blueprint
/HEShell88mm,,,,HEShell88mm_Blueprint
/HEShell330mm,,,,HEShell330mm_Blueprint
/HEShell240mm,,,,HEShell240mm_Blueprint
/HEShell355mm,,,,HEShell355mm_Blueprint
/HEShell381mm,,,,HEShell381mm_Blueprint
/HEShell406mm,,,,HEShell406mm_Blueprint
/APShell406mm,,,,APShell406mm_Blueprint
/HEShell420mm,,,,HEShell420mm_Blueprint
/HEShell460mm,,,,HEShell460mm_Blueprint
/TelionAF_PMagazine,,,,TelionAF_PMagazine_Blueprint
/EMSlug460mm,,,,EMSlug460mm_Blueprint

Component/
/BulletproofGlass,50,2%
...etc, etc...

Hope it helps.
M4Wi 21 May, 2020 @ 1:26pm 
You replaced the cycle argument with an automatic detection of the load. Somehow I still get the "script is too complex". Am I missing something? Any suggestion how to avoid that besides not having a large grid?
Jiggs 16 May, 2020 @ 1:46pm 
I would really like to see this move ahead but I do not code at all. Has anyone picked it up in another version or anything?
Ukilop 19 Apr, 2020 @ 2:38pm 
Anyone else willing to help develop this again? im looking into adding support for basic assembler and survival kit. and that TODO list on the github is very intriguing.
Vokun Vulon 29 Mar, 2020 @ 8:12am 
Would there be any way to make this compatible with the Mexpex warfare mod by default?
We tried to add it using the suggested code on Mexpex mod, but it seems to break the script.
CHOCCY MALK 9 Mar, 2020 @ 8:57pm 
Is there a way to increase the amount of ore TIM puts in the refinery at a time?

The server I'm on decreased the tick rate of refineries so TIM thinks the ore isn't getting processed, only puts in like 2, and then waits for the update to put in more, which is slowing down my refining exponentially.
ArSeNiC^ 27 Feb, 2020 @ 10:38am 
Think the author of this one "bit of a bit more than he could chew" in the description. What kind of issues are people having?
yankeevader 12 Feb, 2020 @ 8:56pm 
This works just fine for me. Yes it has warnings when you check code, however they are warnings about naming conventions that are out of date and still functions just fine.
frogboy1320 24 Jan, 2020 @ 7:20pm 
Im losing custom quotas during log off and on spawning ships of ships. This is a offline map.
Merlin 4 Jan, 2020 @ 12:28am 
Nirahiel, could you upload this version you have?
Nirahiel 4 Dec, 2019 @ 1:10am 
I'll do that later
Kodi4444 3 Dec, 2019 @ 9:38am 
if you have a working version i would say uploaded it to the workshop because nobody else wants to maintain it.
Nirahiel 28 Nov, 2019 @ 7:11pm 
Should I upload my own version of it ? It's working as of today
Mach1Greeble 27 Nov, 2019 @ 9:33am 
bump
Kurazarrh 20 Nov, 2019 @ 4:22pm 
Is this script no longer being maintained? :(
Fate Ebxyr 26 Oct, 2019 @ 4:22pm 
Broken again
Omniarcher 22 Sep, 2019 @ 1:14pm 
Only issue I have been having is with using the Better Stone mod, TIM does not recognize the ores to sort the refineries. Using BetterStone v7.0.3[Economy Update]
otter 15 Sep, 2019 @ 9:02am 
Kalsaphix try Automatic LCDs 2.
Kalsaphix 6 Sep, 2019 @ 1:54pm 
anyone know of a script that can display the grids resourses and other such details? as this was my favorite part of this scrip and now it don't seem to work
Kalsaphix 6 Sep, 2019 @ 1:52pm 
his version seems to only have had the codes causing the errors deleted.
iX-9 6 Sep, 2019 @ 3:35am 
Orion: This seems dont respect [TIM DOCK] option on connector, manages that connected grid too. Can anyone confirm?
Orion 1 Sep, 2019 @ 7:30am 
Orion 1 Sep, 2019 @ 7:26am 
Anyone got a version of TIM that works for this last update?
Zeph 30 Aug, 2019 @ 3:36pm 
it would be nice if we can do [TIM Component:10%] so 10% of the components go into that inventory (high priority). This would be great for keeping welder ships balanced. Unless i'm missing a better way?