Space Engineers

Space Engineers

Printer Toner
43 Comments
Brianetta  [author] 28 Jun, 2023 @ 12:43pm 
Try running the programmable block with the argument: rebuild

This should write any components that have been found since it started running to the Custom Data. It doesn't constantly save changes to Custom Data.

Alternatively, all vanilla components can be added by looking them up here and using the part of the name after the forward slash:
https://github.com/malware-dev/MDK-SE/wiki/Type-Definition-Listing#components

Modded components will be found if they follow the same naming pattern as vanilla components.
Imbaslash 26 Jun, 2023 @ 2:14pm 
Bug report: Only first 26 components are listed in PB custom data but more visible on LCD. In my case I can not configure item quota for Reactors and Medical compontents, since they are at the bottom of the list. I play on the modded server, and there are at least 10 custom components
Imbaslash 20 Jun, 2023 @ 12:35pm 
Feature request: add ability to hide components from LCD. Motivation: on Servers there a lot of custom components that can not be crafted but they are still displayed in Production Quota. One of the options to add "H" identifier next to production quota in CustomData. So it will be something like "Supling=0H"
Brianetta  [author] 20 Jun, 2023 @ 10:32am 
Correct.
Imbaslash 20 Jun, 2023 @ 7:29am 
Ok, I found how to make multiple assemblers works: 1 assembler should have cooperative mode: 0ff, and other should have it on. So items will be scheduled on 1-st assembler, but other assemblers will help
Imbaslash 20 Jun, 2023 @ 7:04am 
I there any way to split job between multiple assemblers? I have 2 assemblers with [printer] in custom data, but whole production quota is scheduled only in the first assembler
Brianetta  [author] 18 Jun, 2023 @ 12:38pm 
It should, if they use the same sort of internal blueprint naming conventions as the vanilla components. If they don't, they won't, and there's not much fixing that.
Abacus 18 Jun, 2023 @ 11:09am 
Will this work tracking mod components that are created by mods like Industrial Overhaul?
AwesomeCronk 27 Mar, 2023 @ 5:14am 
Oh that sucks lol
Brianetta  [author] 23 Mar, 2023 @ 12:06pm 
Ammunition isn't a component. Even vanilla ammunition isn't supported.
AwesomeCronk 22 Mar, 2023 @ 5:48pm 
Is there any way for the user to add mod components to the list of components this script recognizes? I have UfoL's Bullet Trails All In One and none of the ammunition it adds is recognized.
kinngrimm 3 Feb, 2023 @ 12:06pm 
:) ok
Brianetta  [author] 3 Feb, 2023 @ 11:56am 
Hi kinngrimm. No, this script doesn't even know what a projector is. All it does is maintain a stock level of components.
kinngrimm 2 Feb, 2023 @ 6:42am 
does this script by chance look at the activly projected blueprint to find out if enough components would be available before it would even start printing?
Brianetta  [author] 1 Oct, 2022 @ 5:24am 
AOU That depends on how similar they are to vanilla components, in the way that they are named. Most work, but there's not an awful lot I can do about the ones that don't.
AOU 29 Sep, 2022 @ 4:55am 
Cannot print Mods Compent?
Overjay 17 Sep, 2022 @ 1:00am 
Oh, so it is dynamic, cool!
Brianetta  [author] 16 Sep, 2022 @ 10:10am 
The script doesn't know about any components. It learns on the fly. Once you've made or queued some, it will re-learn the next time it does an update.
Overjay 13 Sep, 2022 @ 1:37am 
Note to people who want to use Industrial Assemblers - just make them all run in cooperative mode, it all works well afterwards, since they are slaved by regular assemblers. I have 1 master regular assembler, 7 regular slaved assemblers and 8 industrial ones slaved. Works like a charm.
Overjay 13 Sep, 2022 @ 1:33am 
The script works well for me at the moment. However, I see that you've forgotten to include Superconductors in the list of the components. Or is it dynamic? When I first set it up I had no superconductors in my base, and zonechips were inculded into the list for some reason, even though they are not craftable. Superconductors were not included, so I had to write it into the list myself.
Xinax 30 Jul, 2022 @ 2:08pm 
Yes I had, I think that the DLC assemblers werent happy with the escript. Took the vanilla ones. Have now a new game, so I cannot really reproduce it now.
Brianetta  [author] 16 Jul, 2022 @ 3:11am 
Xinax, have you told it how many components you want?
Xinax 12 Jul, 2022 @ 8:57am 
I dont know why, but your script is not starting the assemblers to produce needed items. The scripts say, that I have 2 assembler and they do not have anything in the queue.
jony-paulo 29 May, 2022 @ 7:29am 
okay thanks
Brianetta  [author] 29 May, 2022 @ 6:30am 
I've had a couple of people ask me about ammunition. It isn't part of the intended design of this script, which is to print components that a printer uses.
jony-paulo 29 May, 2022 @ 5:10am 
I find it a pity that does not detect the ammunition.
Is there a way to add ammo?
Brianetta  [author] 23 Mar, 2022 @ 3:34pm 
I'm going to be honest here; I don't know. Try it and see; if the modded components behave much like the vanilla ones, they'll work just fine. The script doesn't have knowledge of components until it actually sees some in your inventory, so they would hopefully just work.
Cronyx 20 Mar, 2022 @ 12:14pm 
Do I need to do anything special for modded components? Like say for example, with Industrial Overhaul?
Brianetta  [author] 5 Mar, 2022 @ 5:20pm 
They should be fine. Every few seconds, my script looks at the entire inventory to see whether there are enough components, and if there aren't, it queues more on the assembler. It doesn't care where those components actually are, as long as they're on the same construct (it ignores things on the other side of connectors).
Dots 5 Mar, 2022 @ 7:00am 
What happends if you use inventory sorting scripts? Are they compatible?
Brianetta  [author] 23 Feb, 2022 @ 10:03am 
Bunio, yes. It isn't built in to the script, though, because sorting is computationally intensive, and this script is meant to perform well.

To sort, all you need to do is sort the list in the Programmable Block's Custom Data field, then recompile.

You can copy that list to the clipboard and use sort.exe in the command prompt, or even a spreadsheet app like Excel or LibreOffice Calc, to sort the items. Then you can paste it back into Custom Data.

ConTaGious, thanks a lot. It was worth learning how to use sprites for this!
ConTaGious 22 Feb, 2022 @ 8:57pm 
I haven't used this script yet but have been using your Trailer Manager script. I just want to comment on how gorgeous you have setup the output to LCD. Everything is extremely easy to read. Thanks for creating and sharing!
Bunio 22 Feb, 2022 @ 1:23pm 
it is possible to sort items on screen abc... ??
Brianetta  [author] 31 Jan, 2022 @ 4:46pm 
Don't need to, Lord Fox, refineries make ingots from ores automatically.
Lord Fox 31 Jan, 2022 @ 3:02pm 
Can You make same with Ingots and Ores ! Cool
Taipay 29 Jan, 2022 @ 5:26am 
all right, didn't understand the thing about skipping the lines, now I do
thank you
Brianetta  [author] 28 Jan, 2022 @ 4:49pm 
Just add them separately, by configuring the CustomData on the LCDs. FOr the second LCD, configure it to skip as many lines as are being shown on the first LCD. This will make it look like they're connected to each other. This is how I configured the left hand two screens in the first screenshot, so that they show the same things as the bigger screen on the right.
Taipay 26 Jan, 2022 @ 3:51am 
How can I connect 2 LCD's?
Brianetta  [author] 11 Jan, 2022 @ 12:07pm 
You should tag an assembler's Custom Data with [printer]. If you're in multiplayer, make sure that it's an assembler that is owned by the owner of the programmable block. The programmable block's own Custom Data will have the component quotas; these default to zero, so if you don't increase those it won't make anything.
mhwyoshi 1 Jan, 2022 @ 2:44pm 
How do I get it to start producing the the materials needed for the projection to be made? I’m using a build and repair system for the bass it’s much like nanites
Brianetta  [author] 16 Sep, 2021 @ 9:12am 
DomDiaemus, I won't be adding that function. I've not found it to be necessary, and it would make the script much more complicated. If you need this function, I can recommend Isy's Inventory Manager, which has everything but the kitchen sink (which I presume it disassembled).
DomDiaemus 13 Sep, 2021 @ 9:43pm 
Is there a chance of also adding the disassembling of overflow items? So that any component with the numbers above the set value gets disassembled. Thanks
Spite 12 Sep, 2021 @ 11:37am 
Hey this is pretty cool :steamhappy: