Space Engineers

Space Engineers

GOAT Sorter - Inventory Manager
75 条留言
Katarina [WolfCraft Industries]  [作者] 11 月 17 日 上午 3:56 
@Volg please read the guide section > Refinery AutoCrafting and Handling
Volg 11 月 16 日 下午 7:46 
could we get a list of ores in the custom data field of the PB or maybe even the refinery that will dictate a refine order so we can manually specify the order ores are handled in?

second, you say we have two refine options now... i do not see the setting to switch this, where is that setting?
Katarina [WolfCraft Industries]  [作者] 11 月 16 日 下午 5:47 
i edited the part of the text, i hope it will translate better into your language and that its now easier to understand.
happy space engineering :CVRChanHeart:
Ishtan 11 月 16 日 下午 5:43 
Thank you so much for your answer!
Katarina [WolfCraft Industries]  [作者] 11 月 16 日 下午 5:40 
@Ishtan don't worry, we all started somewhere with this game :)
as long as you install this script in-game into a programmable block you and your friends will be fine.
dedicated servers allow to install mods by adding their workshop IDs to the mod list, since you host your single player world you wont run into this issue.

@Volg yes, for assembling and disassembling you will need 2 assemblers because (currently) we dont switch assemblers. maybe in the future we add some sort of automation that switches assemblers into disassembling mode from time to time.
Volg 11 月 16 日 下午 5:09 
does this indeed require 2 assemblers to operate in both assembly mode and disassembly mode? the script will not switch the assembler to disassemble when idle?
Ishtan 11 月 16 日 下午 5:01 
Hello!

Excuse me, could you please help? In your mod description, there's a line that says "DO NOT, UNDER ANY CIRCUMSTANCES, INSTALL IT SERVER SIDE" - I didn't understand it, and I couldn't find an explanation in the discussion.

I play SE with friends, running the game on my PC, and they connect to me. If I run your script, will it count as running it on the server side?
Thanks in advance for your reply.

Translated using Google Translate
Days 11 月 16 日 上午 9:43 
Switched over from IIM, and it's working well for me. Thank you!
Katarina [WolfCraft Industries]  [作者] 11 月 16 日 上午 9:04 
@Urban could you join our discord please?
its easier to investigate your problem there since steam comments arent the greatest way to share informations etc
Urban 11 月 16 日 上午 8:10 
so I'm trying to run the script but am getting the following error

"Script execution terminated, script used more instructions than the 500000 limit. Please edit and rebuild the script"


Firstly, what could be causing this?
Secondly, Are there any known things that could cause this?
xTheCanadian 11 月 16 日 上午 6:34 
Okay thanks, I just wanted to make sure I didn't miss it. I am switching over from Isy's and it had an option for it, which is why I asked.

Hopefully in the future, but regardless, this is an epic script and I can see a lot of work was put into it. Thank you very much for all your effort, and for sharing it with us.
Katarina [WolfCraft Industries]  [作者] 11 月 14 日 上午 9:46 
is it because 1 craft yields more than 1 item? if thats the case you need to use the Yield modifier inside the AutoCrafting Panel.

if the script continues to craft this item even though the items quota is matched, that means you have a blueprint mismatch and to fix that you have to re-learn the item that the script actually tries to craft. check the AutoCrafting screen and look which items GSIM wants to make.
[CCB]Birdman19 11 月 14 日 上午 7:21 
it doesnt like the hailstorm rockets or missiles whatever they are called. i get about 10 in to 1k and it stops the production
Katarina [WolfCraft Industries]  [作者] 11 月 13 日 上午 5:58 
@xTheCanadian currently no, we might implement something like this in the future.

@r4v1n6 we decided against custom data settings because that would make things much more complicated, yea it would be very convenient but would add a lot more script logic
I do know that TechCoder works on a script that helps upgrading from IIM to GSIM, maybe you could ask them since he's looking for testers. he's on the GOAT Scripts discord and here on steam.
r4v1n6 11 月 13 日 上午 4:55 
Would be nice if you could read Config stuff (tags etc) from Custom Data. It would simplify when updating the script. For grids that used to use IIM, I added some of it's tags to make the transition easier.
xTheCanadian 11 月 12 日 下午 11:08 
Is there an option for it to automatically assign containers as needed?
Katarina [WolfCraft Industries]  [作者] 11 月 12 日 下午 4:02 
Version: 1.0.5 has been released!
make sure to update your programmable block, scripts dont update themselves!
you have to reinstall it!
Katarina [WolfCraft Industries]  [作者] 11 月 11 日 上午 7:32 
those arent errors, they are warnings. they actually dont cause any issues.
they just tell you that things are available, but never used.
they are totally harmless, we just dont use them yet and we will fix the "warnings"
Mytos 11 月 10 日 下午 5:51 
When i check the code in the PB, SE showed me this:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3603618159
Katarina [WolfCraft Industries]  [作者] 11 月 10 日 下午 1:38 
good to know tho!
perhaps adding a "check" that verifies that GSIM managed assemblers arent in co-op mode would be a good idea
bladewar 11 月 10 日 上午 9:36 
I found the problem. Everything you suggested had already been done, and it was still malfunctioning. The issue was that I have several "plate stamps," and two of them were in co-op mode. So, even though I set the 1000 points to learn the recipe, it wasn't learning it properly when using co-op mode. Thanks, it's fixed!
Katarina [WolfCraft Industries]  [作者] 11 月 10 日 上午 6:16 
make sure that you set "EnableVanillaBlueprintLibrary" to false, that way you turn of the internally stored vanilla blueprints.
you will have to learn all recipes manually but once done everything should work well.
make sure that you only queue one item type at a time till GSIM removed the queue and the item from the output, otherwise you will run into issues.
bladewar 11 月 10 日 上午 6:00 
I'm having a problem with IO. It's making me build steel plates and propulsion components in the "mod compatibility assembler" that it can't produce, but it keeps putting them in the production queue. Because of this, the "plate stamp" isn't producing the steel plates, as it thinks the mod assembler is producing them. I used the Learning function, but it didn't fix the problem.
Katarina [WolfCraft Industries]  [作者] 11 月 9 日 上午 9:28 
translating block build requirements to code is (i think) impossible, but, i'll add this to my list.
maybe we can investigate this but i doubt that this is doable because the problem is, assemblers have these queueable blocks, but all they do is that they just queue the amount of items needed for these block. currently i can only give you barely any hope for us to implement this but like i said, i'll investigate this!
'KeithFromCanada' Olson 11 月 8 日 下午 8:55 
Idea: add a [Construction] (or w/e) container, where the Custom Data fills with blocks/categories, just like [Stock] does for components. Changing the multiplier to more than 0 will generate [Stock] requests for the components needed to build those blocks. This would be HUGELY helpful when needing to stock up a cargo ship/rover to build an outpost.

Alternatively, you could use the same interface as event controllers/etc. use, with a list of blocks in the interface that you select and then click 'Add'.

Alternatively alternatively, you could use the projector API to import blueprints, and have the Custom Data list the name of the blueprint with a multiplier and a list of all components needed to build it. (i.e. 'Mini_Farm_Plot = 3' would set the component list to request three times as much as the blueprint needs.)

Does that sound reasonable and doable?
Unhallowed Death 11 月 8 日 下午 7:05 
Ahh ok. I did try and run the program and it seem to be working great. I just wasnt sure it it would cause issues or not. Thanks for letting me know
Katarina [WolfCraft Industries]  [作者] 11 月 8 日 下午 3:18 
those arent errors, they are warnings. they actually dont cause any issues.
they just tell you that things are available, but never used.
they are totally harmless, we just dont use them yet and we will fix the "warnings"
Unhallowed Death 11 月 8 日 下午 2:18 
Decided to give the Script a test. I'm loaded into my test world and trying to add it to a programmable block. I have made no changed to the script. I click Check code and get 2 errors

Program(364,205): Warning: This label has not been referenced
Program(201,15): Warning: The field 'Program.E' is never use
Katarina [WolfCraft Industries]  [作者] 11 月 7 日 上午 9:05 
Version: 1.0.4 has been released!
not many changes, but one that is great for survival kit only bases!
Katarina [WolfCraft Industries]  [作者] 11 月 6 日 下午 12:36 
Version: 1.0.3 has been released!
be sure to check the change notes tab ^^
Katarina [WolfCraft Industries]  [作者] 11 月 6 日 上午 6:58 
thank you <3
Youshedo 11 月 6 日 上午 5:48 
That worked, thank you!
You ARE the GOAT :D :SubverseLily:
Katarina [WolfCraft Industries]  [作者] 11 月 6 日 上午 2:25 
if you want to manually craft the food, add [Manual] to that assembler / food processor in order to stop the script from interacting with that machine.
if you want to teach the script those items so that it can autocraft these items, you need to use the proper learning method, for that read the guide please, section > Item Learning
Youshedo 11 月 5 日 下午 8:00 
Hello there Katarina, We have run into a bug where we are trying to craft food in the food processor but after a few seconds it stops the craft. We have found its has something to do with the autocrafting and we cant figure it out. We have tried using [Hidden] and [No Sorting] and tried some other things but the issue persists. We are trying to craft some food from the mod CAT - Much Foods v2.06. Do you have any advice?
Thank you.
Deapri 11 月 5 日 下午 1:45 
I removed most of the inventory from the grid and purged all of the autocrafting screens and this seems to have resolved the issue.
Katarina [WolfCraft Industries]  [作者] 11 月 5 日 下午 1:16 
oh that definitely needs some proper debugging, could you please join our discord so we can discuss this better? i'll also need a blueprint of the grid where you have this issue. you can dm it to me so you dont need to publicly share it
Deapri 11 月 5 日 下午 12:44 
Definately not, the ship is fully loaded with ice, lacking a graceful failure if it cannot execute a task? It's sticking on both assembler cleanup and the refinery check. then goes over the 50000 requests and halts.
Katarina [WolfCraft Industries]  [作者] 11 月 5 日 下午 12:28 
is there no space left in the Ores container?
Deapri 11 月 5 日 下午 12:26 
Keeps crashing on assembler clarnup for me, only change is I have a haul of ice. (using nov 4 update)
Maeyanie 11 月 5 日 上午 4:03 
:selike:
Katarina [WolfCraft Industries]  [作者] 11 月 4 日 上午 7:10 
Version 1.0.2 has been released! Check the Change Notes for more Information.

@Maeyanie you can now disable the stored vanilla recipes inside the Script configuration part.
Maeyanie 11 月 3 日 下午 5:32 
Yeah, that's pretty much what I was thinking would be easiest, same as NDS does it.
Katarina [WolfCraft Industries]  [作者] 11 月 3 日 上午 5:47 
mhm.. i thought that this issue will occur.
perhaps we could add a option to "disable the internal library" so vanilla items wont be added automatically
Maeyanie 11 月 3 日 上午 5:35 
For use with Industrial Overhaul, it would be nice to have an option to not auto-populate vanilla recipes. While it's possible to coerce it into forgetting them and learning the IO versions instead, but it's a bit of a pain right now.
Katarina [WolfCraft Industries]  [作者] 11 月 2 日 上午 11:52 
Version 1.0.1 has been released.
Check the changelogs for more info!
Katarina [WolfCraft Industries]  [作者] 11 月 2 日 上午 7:06 
@aantono guide has been updated to also mention irrigation systems.
section > Reactor, O2/H2 Generator and Irrigation System Handling
there you will find your answer.
aantono 11 月 2 日 上午 6:58 
Have a feature request - similar to HO2 generator, can we have a setting to specify the amount of ice to stockpile in the irrigation system for farming?
Katarina [WolfCraft Industries]  [作者] 11 月 2 日 上午 6:44 
okay yup, i just verified that.
we dont count items in the assembler output.
that will be fixed. hopefully tomorrow.
orsa1305 11 月 2 日 上午 6:14 
girders are vanilla right, same for steel plates, i have put the autocrafter at 100, i now have 437 lol.
just like i said, it only counts the components NOT in the basic assembler
Katarina [WolfCraft Industries]  [作者] 11 月 2 日 上午 6:08 
this sounds like a item blueprint mismatch, how did you learn the items?
vanilla items dont need to be learned with the learning method.
they are available in the internal library, the script just needs to see them once to know that they exist.