Space Engineers

Space Engineers

Categorized Inventories
28 Comments
Gameboy Nitro 25 Aug, 2015 @ 1:49pm 
Thanks for this m8. Perfect. :thumbs::thumbs:
Twinkle Tip 20 Mar, 2015 @ 4:44am 
I have been using this for a couple of days now and my automated station has been working fine (A lot better than my previous station with sorting conveyors).

The latest update, 1.074, introduced Ice. If this gets into the system an exception is thrown because it has no idea how to handle it.
[ISFR]n2o_live 11 Mar, 2015 @ 7:47am 
Sorry! It's work with *Random Stuff
[ISFR]n2o_live 11 Mar, 2015 @ 7:34am 
Thanks!!! Your script is just amazing, but he don't work with the ammunition :s
DSMTurboAWD 20 Jan, 2015 @ 9:40am 
Super slick, Code works great :happycthulhu:
BarfightSpectator  [author] 18 Jan, 2015 @ 1:00am 
correct.

i assume you mean to do this for docking purposes. it is something that annoys me aswell but once merged or docked all containers belong to the same grid.. the only way is to index beforehand and compare the lists at dock to determine what belongs to whuich ship and which cargo pc. the thing about that is, that the cargo PCs have to be able to talk to eachother.. a functionality i hoped to have been released in last thursdays update already.. to my dissapointment however there was no such release and we're stuck with problems like this.
Uthwe 17 Jan, 2015 @ 7:59pm 
Is there a way to exclude ships inventories? Is the only option to rename everything with a ! if we don't want it to be auto pulled?
BarfightSpectator  [author] 16 Jan, 2015 @ 3:38pm 
of course :)

it'll even leave a 5% margin when filling up containers then jump to the next one on the grid, not sorted by name.
Nekochan 16 Jan, 2015 @ 3:25pm 
Excuse me if I missed it somewhere, but will this work if I create two ore containers and mark both with ore? So when one fills up the other will be used as overflow?
justin.binda 14 Jan, 2015 @ 2:05pm 
simple effective and easy to use simply awesome
La Gandouille 13 Jan, 2015 @ 7:56am 
han , nice ! then this script is the best one i've seen :)
BarfightSpectator  [author] 13 Jan, 2015 @ 7:10am 
yeah that's called unclogging and is activated by default :)
you can set the sorting "turns" to wait for an unclogg.

i like my sorting every minute and unclogging every 3rd itteration
La Gandouille 13 Jan, 2015 @ 6:35am 
The script works very well , but is there a way to pull the ingots invertory of assemblers too ? sometimes assemblers get too voracious and cannot build some components because they're too full to pull more
BarfightSpectator  [author] 13 Jan, 2015 @ 4:54am 
the typeID and subTypeID are not localized, you don't need to change these afaik.

if you want to localize the categories that's up to you :)
La Gandouille 13 Jan, 2015 @ 4:36am 
Does the script work with french or another localization ? i.e. if I put "lingots de fer" instead of "iron ingots" into the containers
Or do I need to translate the categories to my loalization ?
BarfightSpectator  [author] 13 Jan, 2015 @ 4:17am 
oh yeah that uranium draw is a wee bit annoying atm, i always mark my backup generator with an exclude ! but will set the default state to not draw from reactors

luckily with the next update(or the one after that) the PBs will be able to talk to eachother and i can make that refueling part work as intended.
I've also planned a little statistics to be kept of your inventories to keep track of the ammounts of stuff refined/produced per day so you can better plan ahead and produce materials in advance before hitting a bottleneck. this will depend on the update with the persistent data storage and enums integration.

the adjustable interval independent of the timer and a little bugFix for items in a *random marked container have been implemented but not yet published.
Still do have to track docking ships, determine their type (miner, cargo, ect) and then load/unload based on their type. automatically.
RecreatieveSchippers 13 Jan, 2015 @ 3:53am 
I'm using this script for a couple of minutes now and had a huge surprise. Suddenly all my energy was gone..All my Uranium was inside a cargo container. Assigned Uranium an extra Group now everything works fine. Thanks alot! :)
BarfightSpectator  [author] 13 Jan, 2015 @ 12:42am 
glad to hear that, do let me know what you changed; maybe it's something the public version could benefit from.

i do currently have a few points on my todo list.:
- handle the sorting intervals internally and seperately so one timer can be used for multiple PBs at various intervals.
- report inventory fillState and ammount of items through antenna or beacon; use that beacon for error messages instead of throwing an error requiring a recompile.
A Big Hairy Monster 12 Jan, 2015 @ 9:23pm 
Thank you so much for this. Its made my life so much easier. I can't code from scratch, but I know enough to mess with existing code, and was able to tweak things to vastly improve my cargo organization :)
BarfightSpectator  [author] 12 Jan, 2015 @ 6:50am 
uhm you did make sure to set the ownership of the PB so that it can actually interact with the containers and conveyors?!
also.. did you change the category map? since gravgenerator components are in the Components category by default.
BarfightSpectator  [author] 12 Jan, 2015 @ 6:40am 
yeah, do you not have a container marked for your random stuff? with the *
if your container is full it's gonna complain
GimmiLFactorY 12 Jan, 2015 @ 4:56am 
Running your script, I get this: while it is connected to a resource pulling connector, post-projector weld, it does not do it if I simply set one up pre-projector weld.
http://cloud-4.steamusercontent.com/ugc/532882215170291406/1E75996611B08D346A8E897CC26AA233884B1425/
BarfightSpectator  [author] 2 Jan, 2015 @ 10:30pm 
not all but ideally you'd have a target for each category
otherwise just comment that category out :)

growing pains of a coding project hehe
Savage117 2 Jan, 2015 @ 9:46pm 
I left the script as is, I didn't change any of the categories you already had in there, I like them the way you put them.

I only renamed that one connector, do I have to rename all containers on the ship to have it work? Example: "$ores Drill", "$ores Cargo Container", and so on? If so you might want to put that in your description.

I take it this works just fine in your game, so I dont know what im doing wrong. Thanx for the help
BarfightSpectator  [author] 2 Jan, 2015 @ 9:37pm 
do you have other categories defined for which there are no corresponding containment vessels?

btw for my next version i'm doing a complete overhaul, without any pesky nested dictionaries and arrays, propper oop this time :)
Savage117 2 Jan, 2015 @ 9:16pm 
Sorry to bother you Insanto but im getting an error when trying to run your script.

It says "Caught exception during execution of script: The given key was not present in the dictionary."

I might be doing something wrong but I dont know what. I have renamed a connector "$trash Connector" without the quotes and I tried to run the script both manualy and through a timer, and I get this error. I just want to move stone and throw it out while I mine.
BarfightSpectator  [author] 2 Jan, 2015 @ 6:30pm 
not yet it won't but it's still the best inventory mod out there (at least for me),
I'm currently playing with refineries and assemblers and cleaning out their i/o inventories regularly/at the same time.. the tricky bit tho is staying "flat" enough in the way i construct my code so as to not make it too complex for the compiler to reject it.
Savage117 2 Jan, 2015 @ 4:41pm 
Im guessing by your "Plannet features" :-) this will not distinguish between ingots and raw ore. Correct?