Space Engineers

Space Engineers

Resource Exchanger 2
109 Comments
Sinus32  [author] 5 Oct, 2023 @ 2:13pm 
Version 2.6.0 for SE 1.203 is up.
Korny 10 Feb, 2021 @ 6:08pm 
great thanks
Sinus32  [author] 9 Feb, 2021 @ 1:51pm 
@Korny: By default the script affects only blocks directly connected to the grid that have PB attached. In PB's custom data you can set AnyConstruct=true and then any accesible blocks will be affected, but still everything that the script can do is limited by permissions and ownership of the blocks. You can see how many blocks the script "see" in PB's configuration panel.
Korny 8 Feb, 2021 @ 3:37pm 
Um, I have 24 heavy reactors on my ship but the utility only sees 4 of them. The 4 are the ones connected to the conveyor system, the rest are connected to each other., Did you consider the reactors might mostly be connected to each other and not just to the conveyor system?
Sinus32  [author] 3 Jan, 2021 @ 11:23am 
Version 2.5.4 for SE 1.197 is out. Contains only compatibility updates for several mods.
Glytchii 16 Dec, 2020 @ 6:32pm 
This is a beautiful program! I went through ~10 pages of "refinery" searched in-game scripts just to find this one which was exactly what I was looking for! THANK YOU!!!! Works flawlessly!
Sinus32  [author] 26 Aug, 2019 @ 2:11am 
Fixed
Sinus32  [author] 26 Aug, 2019 @ 12:56am 
I'm going to fix them asap.
lonsvghrt 25 Aug, 2019 @ 8:20pm 
Lots of errors when I check code
Screaming Alpha 21 Jun, 2019 @ 1:40pm 
i wouldnt expect you to lol thank you for the quick reply, I have automated inventory sorting and i think this mod was just putting anything into the containers while i had them set up for that mod but I really really like this mod
Sinus32  [author] 21 Jun, 2019 @ 2:03am 
@Screaming Alpha: Yes.
In PB's custom data change
EnableGroups=true
into
EnableGroups=false

Ignoring cargo containers is a side effect of disabling exchanging items in container groups.
Disabling that feature can improve performance if you have a lot of cargo containers, but I'm not going to disable it by default because there are players who uses it.
Screaming Alpha 20 Jun, 2019 @ 4:00pm 
Is there a way to get this mod to ignore Cargo Containers?
Sinus32  [author] 10 Jun, 2019 @ 11:00am 
Version 2.5.2 for SE 1.191 is ready.
Sinus32  [author] 10 Jun, 2019 @ 9:32am 
I'll fix that asap.
Invalid_Maus 9 Jun, 2019 @ 10:11pm 
the LCD display function seems to be bugged, error in compiling and failed to display afterwards
[VVAR] Razzun 9 Apr, 2019 @ 7:10pm 
@Sinus32 thanks, I will give that a try. Not sure why I didn't think of that before.
Sinus32  [author] 9 Apr, 2019 @ 1:19pm 
@[VVAR] Razzun: There is no way to run the script with default configuration, your grid is just too big. But after all I managed to run it without any changes in code. Here is how to do it:
1. Create a group of blocks that should be affected by the script (refineries, reactors, etc.; but not everything). Name it as you wish.
2. Make a PB and load Resource Exchanger into it. The script fails with "Script is to complex" message, but writes default configuration in custom data of the block.
3. Click button "Custom Data" and in a line with text:
ManagedBlocksGroup=
place the name of the blocks group after equal sign.
4. Save changes in custom data and rebuild the script.
Now everything should work.
Sinus32  [author] 6 Apr, 2019 @ 4:01pm 
Thanks, I'll try to fix the script as soon as possible.
[VVAR] Razzun 6 Apr, 2019 @ 2:35pm 
8x Refineries, 8x Assemblers, 6x Arc Furnaces (Basic Refineries). It's a big world, so that might be 90% of the issues: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1705375186
Sinus32  [author] 24 Mar, 2019 @ 5:12am 
@[VVAR] Razzun: I'm sorry, but this time I have no idea what may cause the problem. If there is any possibility, I'd like to check what's going on by myself. Could you publish your world, or tell to me how many and which blocks do I have to build in order to reproduce the problem?
[VVAR] Razzun 22 Mar, 2019 @ 8:34pm 
same error... I think it might be the tether that I have that is causing the issue.
[VVAR] Razzun 20 Mar, 2019 @ 8:32pm 
I'll give it a shot tomorrow after work.
Sinus32  [author] 17 Mar, 2019 @ 1:00pm 
Version 2.5.1 for SE 1.189 is ready.
@[VVAR] Razzun: Please, try now. I've added an initialization phase to the script, so now it will do some initialization runs before actually start working. This should help to overcome "Script is to complex" error.
[VVAR] Razzun 13 Mar, 2019 @ 6:39pm 
@Sinus32 awesome!
Sinus32  [author] 13 Mar, 2019 @ 2:26pm 
@[VVAR] Razzun: I'm still working on this. I think I know the source of the problem and the fix should be ready soon.
[VVAR] Razzun 10 Mar, 2019 @ 2:52pm 
Hit enter to soon, grid is about 160k cubes, which might be an issue
[VVAR] Razzun 10 Mar, 2019 @ 2:52pm 
Trying on just refineries and I have 10, mixed between full size and basic
Sinus32  [author] 10 Mar, 2019 @ 12:43pm 
I'll try to fix that, but first please tell me how big your grid is, especially how many production blocks do you have. It would help me a lot if you could share your world.
[VVAR] Razzun 9 Mar, 2019 @ 7:08pm 
I can't seem to overcome the "Script is to complex" error. I get it even if I set everything to false.
Sinus32  [author] 5 Mar, 2019 @ 1:29pm 
Version 2.5.0 for SE 1.189 is now available.
It not only works with SE 1.189, but also contains significant performance improvements.
And may also have some bugs...
Please, let me know if you find any.
Sinus32  [author] 2 Mar, 2019 @ 11:54am 
It will take a little longer than I thought. The new API has several bugs that I need to overcome.
Tanikoolukuf 1 Mar, 2019 @ 8:31pm 
Thank you! I was just about to post on it not working. Love this script!
Sinus32  [author] 28 Feb, 2019 @ 11:58am 
I'm already working on Resource Exchanger 2 for SE 1.189 and I think it will be ready soon.
Sinus32  [author] 8 Feb, 2019 @ 1:29pm 
@zarozak:
The script can balance contents of cargo containers only according to items volume, so in the end all containers in a group will be full in the same percent of their max capacity. Because of that I think you can use this script to save as many items as possible before reducing containers capacity.
zarozak 8 Feb, 2019 @ 2:02am 
can i use this script to balance the storage of all my cargo containers contents prior to the reduction in size updates?
Sinus32  [author] 19 Nov, 2018 @ 11:53am 
@Vegas:
With ingame scripts it's possible to move any items across whole conveyor network. In particular it's possible to move oxygen and hydrogen bottles into the generator and after some time to move them back. The problem is that I don't know how to check if a bottle is filled. So I don't know if I should move the bottle into generator because it needs refilling, or I should move it from generator back to container because the bottle is already filled.
MovNik 19 Nov, 2018 @ 8:23am 
Thanks for the answer.
I am not literate about how the codes work in the game, and most likely I am mistaken, but I think that the problem is more in the oxygen generator itself and the oxygen tanks with hydrogen, they don’t give into the conveyor network what gets into them, an example is "ice" when ice enters the generator, its subsequent extraction is possible only by “hands”,but, after all, ice does not change its status before and after entering the generator, how does a cylinder for oxygen and hydrogen change this status?
Apparently, you need to wait until someone develops a mod for an oxygen generator that will allow you to extract the contents of yourself from the conveyor network: (
Sinus32  [author] 18 Nov, 2018 @ 11:47am 
@Vegas:
I'm pretty sure that you cannot achieve your goal using any combination of conveyor sorters and connectors, because sorters cannot distinguish empty bottles from filled ones. Sadly I also don't know how to distinguish them in script yet, so I cannot help you :(
MovNik 18 Nov, 2018 @ 4:09am 
ENG: Good day. Sinus32, I am in front of a problem that I can not solve. Your mod is interesting,
but for me personally the problem is the impossibility of moving a cylinder with oxygen and hydrogen
between the oxygen generator and the container / sorter / connector. Do you have the opportunity to make a
mod or script that will allow you to extract a full cylinder from the oxygen generator with a conveyor chain?
Thank !

PROBLEM: https://steamhost.cn/steamcommunity_com/app/244850/discussions/5/3020122487781886016/
MovNik 18 Nov, 2018 @ 4:08am 
RU: Доброго времени суток. Sinus32, я перед проблемой которую не могу решить. Ваш мод интересен, но лично для меня является проблемой невозможность перемещения баллона с кислородом и водородом между генератором кислорода и контейнером / сортировщиком / коннектором. Есть ли у Вас возможность сделать мод или скрипт, который позволит извлечь полный баллон из генератора кислорода конвейерной цепью?
Спасибо !
PROBLEM: https://steamhost.cn/steamcommunity_com/app/244850/discussions/5/3020122487781886016/
Sinus32  [author] 28 Oct, 2018 @ 5:39am 
Version 2.4.1 for SE 1.188 is out.
Contains minor improvements.
Sinus32  [author] 14 Oct, 2018 @ 12:16pm 
@Zyerro
Thanks :)
Zee 13 Oct, 2018 @ 3:52pm 
After looking into all the ammo sorting out there... this is the one that works! Good Job!!
Sinus32  [author] 22 Jul, 2018 @ 12:29pm 
Version 2.4.0 for SE 1.187 is out.
Contains fixes that allows the script to run in current version of SE
Sinus32  [author] 22 Apr, 2018 @ 4:30am 
Version 2.3.0 is out.
Now the script does not require time blocks to run.
ArticFox57 18 Sep, 2017 @ 1:22pm 
Ya i think i might have to rebuild it, i think its a just a timer block bug
Sinus32  [author] 18 Sep, 2017 @ 12:04pm 
Does your TB have two actions? The "Run" action of PB, and "Start" of self? Check it again, and if everything seems to be ok, try to rebuild the TB and set it up again.
ArticFox57 17 Sep, 2017 @ 9:29pm 
@Sinus32 Hey, My friends and I are running a server with..this script and we are trying to use this but the timer block is stopping after the script.
Sinus32  [author] 1 Aug, 2017 @ 1:06pm 
Version 2.2.1 for SE 1.182+ is out.
I think I know why the script caused the server lag. If am I right the problem is solved, if not then not. Anyway, pleasy give me some feedback if situation is better or not.

Now the script prints informations about number of blocks affected, and average number of movements it does each run, on PB's GUI. This information will be very helpful to me to solve any further issues, so please, include them too if any performance related problem happens.
Sinus32  [author] 26 Jul, 2017 @ 1:42pm 
Already working, but SE has changed a lot.