Space Engineers

Space Engineers

(Obsolete) Resource Exchanger
54 Comments
Sinus32  [author] 1 Nov, 2015 @ 11:36am 
Version 2.0.0 is out
You can find it here: Resource Exchanger 2

Features:
- Update for especially supported mods
- Update for compatibility with current version of SE
- Support for all reactors, refineries, and other blocks from mods
- Added possibility to create custom groups of blocks
Professor Nipples 27 Sep, 2015 @ 12:56pm 
Well that didn't take you long! Fantastic update to an already great script!
Sinus32  [author] 27 Sep, 2015 @ 8:34am 
Version 1.3.4 is out

Added support for mods:
- [SEI] Weapon Pack DX11
- [VisSE] [DX11] Hydrogen Reactors & Ice to Oxygen Hydrogen Gasses
- ISM Mega Mod Pack [DX11 -WIP]
Added possibility to configure colors of drills payload indicator lights. Also a default color when drills are empty is white instead of green now.
Sinus32  [author] 26 Sep, 2015 @ 12:04pm 
Ok, in that case I'm going to add possibility to change lights colors in configuration section in next version.
Professor Nipples 24 Sep, 2015 @ 1:18pm 
Hi Sinus, thanks for this. I tried it, got an error (sorry don't remember what it said). I am a bit of a scirpt dummy...so it may be me
Sinus32  [author] 17 Sep, 2015 @ 12:03pm 
Hello, I prepared the following version of ProcessDrillsLights method:
http://pastebin.com/S6WCqLzR
Just replace the original method with this one.
Professor Nipples 16 Sep, 2015 @ 5:26pm 
Hi there, I love this thing. I had successfully modded thescript to make the mining indicator light off white (the green is too much)...however in the DS I play on the script keeps changing back to green. How can I modify it correctly? Just want it all white until it reaches the first check point..then the script can start to colour it
Sinus32  [author] 24 Aug, 2015 @ 9:51am 
You're right. Even if it tries, it'll fail. But pay attention that the script cannot read filters applied on sorter blocks. Also the script doesn't know if the items movement was successful, or not, so in rare situations it may looks like it's not working at all. In this case you have to limit affected blocks using MANAGED_BLOCKS_GROUP variable.

Keep in mind that you can have more than one instance of Resource Exchanger on the same grid and each of these instances can have different value of MANAGED_BLOCKS_GROUP.
Captain_Crooked 23 Aug, 2015 @ 7:06pm 
I presume this script won't over-ride any sorting done by sorter blocks right?

(example, lets i have particular refineries that the only ore that can get in/out is uranium using sorter blocks for the input/output of them)
Sinus32  [author] 21 Aug, 2015 @ 1:00pm 
Version 1.3.3 is out
Support for OKI Weapons Collection (DX11) was added.
Phantom1837 16 Aug, 2015 @ 5:07pm 
Great Thanks love it when authors respond so fast.
Sinus32  [author] 16 Aug, 2015 @ 1:18pm 
Of course, support for OKI Weapons Collection (DX11) will be in few days.
Phantom1837 16 Aug, 2015 @ 12:01pm 
I love this it helps so much for the station im building (somewhat crude but it works. the only problem is I already used the oki weapons when i discovered this script. Anyu chance you can ass support for them?
Sinus32  [author] 26 Jul, 2015 @ 2:58pm 
Version 1.3.2 is out.

Added support for mods:
- MWI - Weapon Collection (DX11)

Added possibility to limit affected blocks to only these that are connected to the same grid as the the programmable block. Set a variable MY_GRID_ONLY to true to do this.
Sinus32  [author] 17 Jul, 2015 @ 11:46am 
Version 1.3.1 is out.

Added support for mods:
- Industrial Sized (DX11)
- Industrial Centrifuge (DX11)
Sinus32  [author] 25 Jun, 2015 @ 12:49pm 
A new version for today's SE update 01.088 is out.
Professor Nipples 23 Jun, 2015 @ 5:37pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=467711577

Did it again on my new miner...working like a champ! Cheers!!
Sinus32  [author] 4 Jun, 2015 @ 3:20pm 
One small "find and replace" ;)
Gorbadon 4 Jun, 2015 @ 2:47pm 
Wow, that was fast.
I gues it was a minor thing with great effect.
Sinus32  [author] 4 Jun, 2015 @ 2:19pm 
Fixed. Works again.
Sinus32  [author] 4 Jun, 2015 @ 1:04pm 
Unfortunately, but yes, today's update has broken this script and also my other scripts. I need some time to fix it.
Gorbadon 4 Jun, 2015 @ 12:54pm 
Seams like todays update broke your script, I am getting lots of errors now.
I hope you have some time soon to take a look at it.
Sinus32  [author] 4 Jun, 2015 @ 6:55am 
Please, check two more things. Check if timer block is really running and check if all blocks on the ship belongs to you. Especially check if PB belongs to you. And it doesn't matter if you are on a dedicated server or not. The script should work in all cases.
Professor Nipples 3 Jun, 2015 @ 5:00pm 
Hey man, thanks for getting back to me. Yes grren is ok...no colour changes even when the drills hit max capacity. The light turned green as soon as the program initialzed....just no light changes after that. Going to check it out again later tonight in a different world. Curretnly am on a dedicated server if that matters.
Sinus32  [author] 3 Jun, 2015 @ 4:16pm 
With high probability you've done everything well and the script is working. "Payload Indicators" is the correct name of the group. Green color means that everything is ok and you have plenty of space in your drills (you have drills, do you?).

Only make sure the PB runs once per second. Spotlight turns yellow when half of space in drills will be used.
Keep in mind that the drills are empty as long as you have free space in cargo containers, so all your containers have to be full before you could see color different than green.
Professor Nipples 2 Jun, 2015 @ 5:11pm 
Hi there, this seems like a cool script...and I am script dumb...I set this up on my miner. On your description you don't have the name for the spotlight group so I took the one you have in the line below "Payload Indicators". It turned the light green...but never changed colour after that. DX11 so not sure if that has anything to do with how the spotlight reacts. If you get a chance...steer me in the right direction please. Cheers
Sinus32  [author] 31 May, 2015 @ 6:19am 
Version 1.2 is out.

Added support for mods:
- XPAR Modular Energy
- Laser Turret
Sinus32  [author] 18 May, 2015 @ 3:11am 
Version 1.1 is out.

Added support for mods:
- XPAR Wedge Reactors
- Stone and Gravel to Metal Ingots
- Azimuth Reactors
- Minotaur Cannon
- XL Industrial

@Mihara
I checked how Resource Exchanger works with Stone Crushers, but I couldn't reproduce the bug.
Can you write what other scripts you are also using?
Sinus32  [author] 15 May, 2015 @ 12:36pm 
I'll check that. Now I have some time, so a new version will be soon.
Mihara 14 May, 2015 @ 7:47am 
There's a problem with Stone Crushers ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=309015149 ) -- the script currently steals stone out of their inventories and sticks it into refineries for some reason, even though I expect they use the usual Arc Furnace setup like evey other mod to offer specialised refineries...
RedCap 13 May, 2015 @ 11:53am 
Would like light custom color options for drills status, green to white etc.
Sinus32  [author] 12 May, 2015 @ 11:10am 
work still in progress...
Gorbadon 10 May, 2015 @ 3:17pm 
It would be nice if you could add support for "Stone and Gravel to Metal Ingots"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=416953589
Great Script, saves me a lot of micro management. P-)
Sinus32  [author] 10 May, 2015 @ 2:04pm 
Of course they can. Just give me some time.
Exelsiar 10 May, 2015 @ 8:27am 
Ah, thanks. In that case could XPAR Wedge Reactors be added? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=439102144 Thanks.
DerFedus 10 May, 2015 @ 5:44am 
@Sinus32
Could AZreactors (Azimuth stuff) be added to script?
Thanks in advance
Sinus32  [author] 10 May, 2015 @ 3:31am 
Currently it has support for arc reactors and arc fuel from Arc Reactor Pack . If you need more just write, and I'll add.
Exelsiar 8 May, 2015 @ 11:51pm 
Hey quick question, is this script compatible with modded reactors? Or do I need to talk to the mod maker?
DerFedus 6 May, 2015 @ 1:45pm 
Cool Script, really useful!!!
Thanks for this awesome work!
Sinus32  [author] 6 May, 2015 @ 11:07am 
Thx. It's a good idea but for a new script. It will take me some time to make it.
Sakata 6 May, 2015 @ 12:57am 
A few things I'd love to see this script handle (it already does so much, which is great)
Remove ingots from assemblers that are idle.
Turn off machines that aren't doing anything.
Geologian 1 May, 2015 @ 8:27am 
Sorry, I don't know what I was thinking haha. Your script did exactly what I wanted it to, it works very well!
Sinus32  [author] 1 May, 2015 @ 4:17am 
I don't understand why you need this. Blocks automatically move resources from cargo containers to themselves. No script is needed for that.
Geologian 30 Apr, 2015 @ 9:51pm 
Is there a way to have the script drag resources from containers to be distributed among utilities? For instance, I'd really like it to draw stored ammunition out of my cargo and distribute is among my turrets.
Sinus32  [author] 30 Apr, 2015 @ 1:09pm 
The symptoms are similar to a situation when all blocks except PB belong to you, but PB to nobody. Everything looks good but doesn't work at all. Unfortunately it's hard to guess what caused this situation in your case :/
Shellduck 30 Apr, 2015 @ 4:13am 
Though I don't know why, rebuilding the timer, PB and LCD's from scrats for the 5th time made it work... just though Ill let you know
Shellduck 30 Apr, 2015 @ 4:02am 
I followd everyting here, have disabled the drill thing, but it does not distribute anything, It neither uses the debug LCD so i can't see where it is going wrong...

It is on a MP server, I have no problems running the advanced LCD updater something, Do you have anything thay I could try?

everything is ovned by me, triede sharea with all building a smaller system just two refs and 10k iron, does not work either....
Sinus32  [author] 29 Apr, 2015 @ 12:18pm 
The script already could distribute all items equally between all cargo containers, but I think it wouldn't be a good idea because it's more comfortable to keep all items of one kind together in the smallest possible amount of containers.

Sorting items is a better idea, but first I have to invent a better algorithm than the ones you can find in other sorting scripts.
Marziopan 29 Apr, 2015 @ 11:45am 
i see....
would be great if the script can sort the items in the cargos, like components, ammo, etc or maybe just divide all the items equally between all the cargos...
Sinus32  [author] 29 Apr, 2015 @ 11:26am 
There's no difference. Connected cargo containers are only displayed on the screen. The script does nothing with them.

That's because I don't have any good idea about what to do with them.
But if you have any idea, please tell me and I'll try to implement it in the next version or in another script.