Space Engineers

Space Engineers

Inventory Report [ADVANCED] << LCD!! >>
CommanderGizmo  [developer] 20 Feb, 2015 @ 10:34pm
Advanced Features
--THIS TUTORIAL IS SLIGHTLY OUTDATED, AND WILL BE UPDATED SHORTLY--


---{ ADVANCED FEATURES }---
There are a ton of features in there, just waiting to be accessed. First, let me explain how you name blocks to use the reports. For the script to use a block, it has to be named for the same prefix code as the program (the GRID_NAME). You just have to end the block name with [NAME | AUTO] and it will be included in the inventory reports. If you enable installing, the program will search out all blocks with inventories and add the needed data to the block's name to take ownership. You can also enable the uninstaller to remove it again.

==--- Displaying Reports ---==
You can display reports on any block by ending the block name with [NAME | DISPLAY, REPORT] where REPORT is the name of the report you want to show. If the block is a text panel, it will show in the public text section and display on the screen. If it is any other block type, it will be shown using the antenna. The name of the report is case sensitive, meaning capitalization matters. You can stack as many reports as you want separated by commas. Here's a list of the built in report names:

  • OVERVIEW cycles between Ammo, Ore, Ingot, and Component reports every 10 seconds.
  • INVENTORY displays everything it found.
  • WARNING displays only items that have a warning status.
  • VOL displays the volume status of various block groups: Drills, Cargo, Reactors, All Blocks.
  • QUOTAS shows a listing of all quotas loaded. This is useful for debugging or changing the name of custom blocks.
  • DEBUG gives realtime debug output from the program so you can see what's happening.
  • Raw shows all ores plus scrap. This is a custom category I added by default.
  • Refined shows all refined ores, but not scrap. This is also a custom category I added by default.
  • Component shows all components. This is the base type Keen as put in the game, so it should always work.
  • Weapons shows rifles by default, since that's the only weapon. This is a custom category as well.
  • Ammo shows bullets and missiles. Another custom category.
  • Tools shows the player's hand held tools. Once again, a custom category.

You can build custom reports by entering the name, type, or category of the items you want to add. So you can do this [NAME | DISPLAY, Raw, Refined] to watch the progress of your refineries. Or perhaps you'd like to monitor refinement of certain ores with [NAME | DISPLAY, Gold, Silver, Platinum]. You can see a list of everything the program knows about by displaying the QUOTAS report, which shows the Type, Name, Custom Name, Custom Category in case you aren't sure what the correct name is. If you want to specify an item and the custom names are not enough, you can specify the Keen name for it, which is Type:Name, so gold ore would be Ore:Gold and scrap would be Ingot:Scrap.

The last thing you can use is modifiers to change how the output looks. These effect all report names that come after them. For now, there are only two:

  • % enables a more detailed report with status bars.
  • # hides items with zero amounts, even if a warning is set for the item.


==--- Toggling Features ---==
You can control the way the program works without editing the code. You can toggle features on and off using any block with an on/off switch. To access a toggle, you just have to end the block name with [NAME | CONTROL, OPTION_NAME]. These are the current options.

  • INSTALL will tell the program to search out all blocks connected to the grid that don't already have a [NAME | ACTION] on them and claim them. NOTE: This includes ships docked with merge or connector blocks! Be sure and turn if off when you are done.
  • UNINSTALL will tell the program to remove the [NAME | ACTION] and everything after from the block's name. NOTE: This includes ships docked with merge or connector blocks! Be sure and turn if off when you are done.
  • FASTSCAN forces the program to scan for new blocks on every run. Normally it will wait 30 seconds between scans, which means your inventory numbers will update faster. This currently defaults to On, so you may want to turn it off if you have a very large grid.
  • DEBUGGING enables the debug output to show. This is important because debugging output is very slow and can make the inventory update much slower. It may also be a security risk for your ship. This defaults to On so you can test your install of the program.


==--- Additional Features ---==
There are quite a few additional configuration possibilities in the Strings section. You can browse through it and experiment to see what you prefer. For example, you can change the size of the status bar, the characters used to build it, and the delay before sliding reports change screens -- to name a few.
Last edited by CommanderGizmo; 2 Mar, 2015 @ 12:52am
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Showing 1-8 of 8 comments
VirtualRageMaster 9 Mar, 2015 @ 10:14am 
Hi again its me sorry for terraforming your comments on every thread but I am incredibly curious.
Cant wait for that full user guide! Would love to offer help any way I can.

Naming blocks as [NAME | AUTO] can get the auto report feature, but can I add another report if I want to discriminate on a different report? I want a container to report to [NAME | AUTO] but also report to [NAME | WELDERPOD], how would go about doing that?

The purpose is to see only the components contained within a modular ship before I undock.

Thanks in advance.

Last edited by VirtualRageMaster; 9 Mar, 2015 @ 10:16am
CommanderGizmo  [developer] 9 Mar, 2015 @ 10:51am 
@RageMasterUK: The AUTO command is used for collecting data (and sorting later on), and does not output anything to the screen. If you are wanting to see what is in only certain containers, you'll need to install the script under a different name for the containers currently. The new version will allow a bit more detail, but it will still be tricky to narrow it down as you are requesting.
VirtualRageMaster 9 Mar, 2015 @ 11:14am 
OK, I appreciate the response :D
My follow up question would be, can I install two scripts to the same block and will both scripts read from the same block to their respective AUTO function? I.e can I add two separate script prefixes to a single block and will both scripts be able to scan it?

e.g The container name would be....

Container [Ship 1 | AUTO] [WelderModule | AUTO]
Last edited by VirtualRageMaster; 9 Mar, 2015 @ 11:18am
Is there a way to query ship HUD status such as fuel time**, inertial dampener status and oxygen saturation?
CommanderGizmo  [developer] 22 Mar, 2015 @ 6:38pm 
Not in this version.
꧁༺ Briet ༻꧂ 28 Mar, 2015 @ 11:25pm 
Ermagherd I can't wait for the sorting!
I'd like to add a cosmetic tip:

Grouping all LCDs/Text panels together and toggling them off, then on again, inside the -same- timer block that cycles the program every 1 second seems to mostly get rid of text-over text and redraw issues.
Last edited by ꧁༺ Briet ༻꧂; 29 Mar, 2015 @ 8:48pm
CommanderGizmo  [developer] 30 Mar, 2015 @ 11:53am 
Turning off the FORCE_PANELS option will also. They finally fixed the bug the option was made to fix.
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