Space Engineers

Space Engineers

Taleden's Inventory Manager
Steelhelix 21 Sep, 2016 @ 4:29pm
[BUG/ISSUE] Having Needed Ore in Seperated Storage locks up at least 1/2 of the refineries
This may fall under more a suggestion instead of Bug, but either way here are the reproduction steps.

I found this when I had some stone in my miner's stone removal system that I hadn't thrown out the ejectors. to reproduce is pretty easy though.

Reproduction steps:
1) Create a refinery
2) Add storage that is managed by the script, but with no access to the conveyor system or the refinery
3) Add Ore that is below quota to Step 2's storage container.
4) If you have more then 1 needed Ore at least half of the refineries will be allocated to the locked away ore until it is moved off of the grid or given access to the conveyor system.
5) Debug Screen will throw a No conveyor connection from [Name of Cargo] to [Name of Refinery].

Expected Behavior:
Either the script reallocates the refineries to another ore until inaccessible ore is removed from the system. Or an error is thrown on the Ingot or Ore LCD screens to let the Engineer know he has an issue.

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taleden  [developer] 22 Sep, 2016 @ 6:32am 
In that situation, if you have a "LCD Panel [TIM DEBUG]" then it should display errors for all the stacks of ore that failed to move. I can see about checking for connectivity ahead of time but I think the most common situation is to have a fully connected conveyor system, and I'm actually not sure the available API makes it very easy to test for connectivity ahead of time anyway.
I'm having an issue in multiplayer on a dedicated server. Due to some Keen bugs, sometimes the COUNT number is a negative which breaks the script and throws an exception. If I have active assemblers, they keep on producing due to the nature of how assembers are managed. When I turn recompile the script, I end up with run-away production as the script tries to rebalance the ratios of components. In your next update, can you error check COUNT for a negative number and force it to zero under those circumstances?

Also is there a way to just run simple minimums? From what I gather, components are always factored by percentages
taleden  [developer] 10 Oct, 2016 @ 6:23am 
You can disable percentages by editing a quota panel and setting the percentages to 0%. As for your negative item issue, that's very odd -- even with buggy game behavior I can't think how TIM could arrive at a negative inventory total for an item. Any idea what's causing that to happen for you?
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