Space Engineers

Space Engineers

Seed Stocker (A mod to help with Planting Automation)
21 条留言
Bystander  [作者] 18 小时以前 
@Lost, and just to check, the lag goes away if you turn the programmable block off? One thing I would say is that Planting Automation mod does a lot of work times the number of farm plots in the entire world. A lot more than this script. It basically regularly checks the space above every farm plot for floating objects - which is a physics check. You could try disabling Planting Automation and see if the lag reduces.
Lost 20 小时以前 
@Bystander no or very few docked ships, quite a large base with maybe ~20 large containers (modded ~7mil ltr) and maybe another dozen of the terminal style boxes (mostly drop off points, so mostly empty). Base was running IIM but no other scripts. I had a stable setup with 8x ejectors with on occasional lag, but when I expended that to a large setup the lag became noticeable. My original intention was to go to ~400 farm plots with 216 ejectors, but I didn't manage to get a single side of that setup (27 ejectors) to work reliably.
Bystander  [作者] 10 月 22 日 上午 7:44 
@WardenWolf, yeah that will probably happen. Seed Tidy up mode may help.
WardenWolf 10 月 21 日 下午 8:08 
I noticed it has some difficulty generating seeds if the Food Processors it's trying to use for seed processing are completely full, even if there are others with available inventory space on the conveyor system. It causes some strange behavior.
Bystander  [作者] 10 月 20 日 上午 3:35 
@Lost, just to check, you don't have thousands of cargo containers on your grid? Possibly in docked ships? If so try setting "ignoreOtherGrids". How many Valid Inventories does it show on the screen?
Bystander  [作者] 10 月 20 日 上午 3:20 
@Lost, I'm surprised it's causing you lag. I do quite a bit to reduce lag - it's certainly doing a lot less than say IIM. I initialize as infrequently as I can - this remembers the current connectors, storage inventories and Food Processors. The script itself only runs every 1.6s and the heavy duty stuff (tidy up and backstock) only run every 12s or so.
Do you see an errors on the screen or console? If you turn the programmable block off, does the lag go away?
Bystander  [作者] 10 月 20 日 上午 3:14 
@jokerace45 You control exactly what type of seed is sent to a connector, it's not random. It's done through named groups, so say you pick 8 connectors and add them to a group named "FruitSeedEjectors", you'll only get fruit seeds in those connectors.
Bystander  [作者] 10 月 20 日 上午 3:12 
@Caazego It already loops through a list of known types (did you update?). The script can't self modify to be clear and even if it could, there is no way to iterate the seed blueprints from the Ingame API - hence this is similar to the way it's done in IIM. I have to witness a seed being made to learn it.
Lost 10 月 19 日 下午 11:00 
Getting lots of lag when using larger farms. My test farm had 16 connectors and that worked but with some lag, anything over that then the script either hangs (Takes longer than 3s, and stops) or causes so much lag the game in unplayable. Only customisation I made were to change the seed group/storage names.
jokerace45 10 月 19 日 下午 2:50 
It sounds like this is all random production. Can you label a connector to always use only one type of seed. Then you could have dedicated farming areas.
Caazego 10 月 19 日 下午 2:01 
Bystander. IMO if you change the script to loop though a list of seed types, and add a section above the script logic with the seed type catalog in a users editable section, this would allow the user an easy way to add items. It would also make the script a bit tighter.
Bystander  [作者] 10 月 19 日 上午 12:04 
@ WardenWolf Okay, just for you I've added finer explicit control over vanilla seed stock ;)
fett713 10 月 18 日 下午 10:50 
Learn mode is a fantastic thing, thank you good sir!! :104:
WardenWolf 10 月 18 日 下午 6:33 
Thanks, but is there any way to make that backstock per seed type? So you can tell it to backstock 22 Grain Seeds, 22 Mushrom Spores, etc.
Bystander  [作者] 10 月 18 日 上午 11:39 
@Caazego I've added support to learn modded seeds, tested with Engineered Coffee and Potato VI-X. See instructions above.
Bystander  [作者] 10 月 18 日 上午 6:04 
@WardenWolf I've put a min seed backstock in, so you can always maintain at least that many seeds. Didn't add groups of containers as that seemed like overkill, you could use IIM.
Bystander  [作者] 10 月 18 日 上午 1:42 
@Wardenwolf I'll look at the quotas, you need them more for the conveyor style builds.
@Caazego, I'll see if I can detect new seeds, the ingame API is a bit more restrictive than the full mod API. I will need to save them if I find them.
Caazego 10 月 17 日 下午 5:27 
Since new seed mod are being made, it would be nice to have a way to add them without waiting for an update. Currently, Engineered Coffee and Potato VI-X are in the world, but more are surely coming.

Hacking the script is totally possible, but that's not ideal.
WardenWolf 10 月 14 日 下午 1:40 
This script is 99% there, but misses the mark slightly. It needs to allow you to specify a group of containers (not just one) to store and pull seeds from, and to let you set quotas for each seed type. For example, if you have 24 grain plots, you should be able to specify 24 grain seeds as a quota. The script will then try to maintain at least 24 grain seeds in those containers.
fett713 10 月 13 日 下午 11:11 
Nice script, works well, much thanks! :104:
Any plans to add Engineered Coffee's coffee seeds?
ossied 10 月 10 日 上午 6:53 
Going to give it a go will get back to you