Space Engineers

Space Engineers

NDS Inventory Manager 5
 This topic has been pinned, so it's probably important
nicknds  [developer] 1 Oct, 2020 @ 12:09am
Bug Reports
Post any bugs here and I'll fix them as soon as possible

Known bugs:
Sprites are not properly updated in multiplayer and the suggested fixes don't work
[1.192.021] In-game scripts using sprites don't work in MP[support.keenswh.com]
-The text replacement is outdated and awaiting a recode of the Total Panel class in Text format, Text Version

Not a bug:
Losing script health without a reported error is intentional. The only errors that are not reported, but are reflected in the script health, are the panel output functions. There is only a problem when the script health does not regenerate or when the script reports errors consistently
Last edited by nicknds; 6 Feb, 2024 @ 3:07am
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Showing 1-8 of 8 comments
Gate 6 Apr, 2023 @ 9:17pm 
nicknds,

Blueprint matching appears to uses lazy matching, ie:
'ShieldComponentBP' matches 'ShieldComponent'

The EnergyShields and DefenseShields mods use poorly named component blueprint names and the script is matching the same blueprint rather than exact matching. Is there a workaround implementable?


(note, i submitted pull requests to both mods ages ago and nothing came of it)
Gate 7 May, 2023 @ 5:37pm 
For the following cargo container inventory:

Expected behavior; No solar cells, explosives, or canvas.
Observed behavior: 500 solar cells, explosives, and canvas.

Automatic=True Options=Storage Priority=2000 Storage= Loadout=500:Component:* Loadout=5000:Steel Plate Loadout=1000:Construction Comp *snip* Loadout=0:Explosives Loadout=0:Canvas Loadout=0:'Solar Cell'
Last edited by Gate; 7 May, 2023 @ 5:43pm
Jim Paper 24 Sep, 2023 @ 1:13am 
for some reason after a while of working or when new ore is detected NDS is freaking out and its starts putting small amount of ore (like 4.134) in to the refinery/smelter because of that production is suspended. No its not a ERROR in CUSTOM DATA because old version is working just fine. i been using it to manage industrial overhaul and now because ore is incorrectly procuring i have lack of components
Gate 31 Dec, 2023 @ 5:09am 
Today I noticed that blueprint paths in se are now being prepended with PositionNNNN_Itemname. seems to be causing the script to barf on production for vanilla items. Was there a recent change? is this 10th anniversary patch related? I'm i just an idiot?
nicknds  [developer] 31 Dec, 2023 @ 6:58am 
@Gate,

I see 47 blueprints have been prefixed with Position0010_ to Position00075_

The blueprint for converting stone to ingots in the survival kit, bottles, canvas, weapons, tools, ammo, and the new fireworks have the prefix

I was just barely able to fit the prefixes with a reusable function
Last edited by nicknds; 31 Dec, 2023 @ 10:41am
Gate 31 Dec, 2023 @ 10:04am 
The prefixes all seem to be PositionNNNN_, having never interacted with the assembler via code, is there a way to just snip the leading shenanigans while matching the various items to the blueprints? as you do with the various mod items


as an aside though, i ran into a bit of code on the keen discord to add functionality to the programmable block via a script mod that you could then make use of in a PB script.
would that be something you could make use of?

https://github.com/THDigi/PBDrawAPI/blob/master/Data/Scripts/PBDebugAPI/ForPB.cs
as referenced from https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2654858862


Final edit: at least I know i'm not crazy now. I spent the last 10 hours trying to figure out wtf was going on.
Last edited by Gate; 31 Dec, 2023 @ 10:27am
nicknds  [developer] 31 Dec, 2023 @ 10:35am 
The script could learn the blueprints and automatically match them to the vanilla items using the lazy matching, but that would mean every user would have to queue up every single item at least once for the script to find

I figured out a way to prefix 40 items (excluding the fireworks) with a reusable function for prefixing each item in about 200 characters total, so the script can fit the vanilla library still. I uploaded the new sprite version a moment ago, the text version will be updated later

Adding functionality to scripting does sound interesting for solo play, but a script that requires a mod would be difficult to share with others. It couldn't be used in multiplayer unless the server has the mod. Leaving it vanilla makes it universally usable. Thank you for the offer though :D
nicknds  [developer] 31 Dec, 2023 @ 10:37am 
That looks awesome. First thing that comes to mind is having the script draw a highlighted box around blocks being processed to visualize the script working all over the base. Debugging to chat would also be helpful
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