Please add an Inventory Sorting Block
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Currently, inventory sorting is mostly done by players with scripts such as GOAT and Isys, however these are limited by the PB and use a lot of server resources, and are also only available in experimental mode.
Adding a simple inventory sorting/autocrafting block would solve this, it would also help players to avoid sorters and sorter loops, this would likely compensate for the load this block would add to the server. It could be set up so it only updates every ten minutes as well.
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Summary
Add a simple whitelist/blacklist filter directly into the terminal of any block that has an inventory (cargo containers, connectors, cockpits). This would give players a lightweight, built-in way to control item flow without needing complicated sorter setups or scripts.
The Problem
Right now, managing inventories properly comes down to two options, and neither is ideal.
Conveyor sorters work, but they often create “sorter loops” that hurt performance. They also require awkward, bulky conveyor layouts that take up valuable grid space just to keep storage organised.
Scripts (like GOAT/Isy’s) are incredibly powerful, but they only work in Experimental Mode and can put a noticeable load on server CPU because of programmable block runtimes. That makes them unusable for many console players and for servers where performance is a concern.
Proposed Solution: Filtering at the Block Level
Rather than introducing a new sorting block, add a Filter tab to the existing terminal UI of any block that has an inventory.
The idea is simple:
Benefits and Impact
Better performance
The game can check whether an item is allowed during the transfer itself, instead of relying on scripts constantly scanning and moving items around.
Cleaner, smaller builds
Ships and stations wouldn’t need “sorter arms” or complex conveyor spaghetti just to keep cargo organised.
Fewer server issues
This removes the feedback loops that happen when items bounce back and forth between sorters, which can cause lag or even crash physics calculations.
Accessible to everyone
This gives Safe Mode and console players access to proper inventory management without needing scripts at all.
Summary
Add a simple whitelist/blacklist filter directly into the terminal of any block that has an inventory (cargo containers, connectors, cockpits). This would give players a lightweight, built-in way to control item flow without needing complicated sorter setups or scripts.
The Problem
Right now, managing inventories properly comes down to two options, and neither is ideal.
Conveyor sorters work, but they often create “sorter loops” that hurt performance. They also require awkward, bulky conveyor layouts that take up valuable grid space just to keep storage organised.
Scripts (like GOAT/Isy’s) are incredibly powerful, but they only work in Experimental Mode and can put a noticeable load on server CPU because of programmable block runtimes. That makes them unusable for many console players and for servers where performance is a concern.
Proposed Solution: Filtering at the Block Level
Rather than introducing a new sorting block, add a Filter tab to the existing terminal UI of any block that has an inventory.
The idea is simple:
Benefits and Impact
Better performance
The game can check whether an item is allowed during the transfer itself, instead of relying on scripts constantly scanning and moving items around.
Cleaner, smaller builds
Ships and stations wouldn’t need “sorter arms” or complex conveyor spaghetti just to keep cargo organised.
Fewer server issues
This removes the feedback loops that happen when items bounce back and forth between sorters, which can cause lag or even crash physics calculations.
Accessible to everyone
This gives Safe Mode and console players access to proper inventory management without needing scripts at all.
Summary
Add a simple whitelist/blacklist filter directly into the terminal of any block that has an inventory (cargo containers, connectors, cockpits). This would give players a lightweight, built-in way to control item flow without needing complicated sorter setups or scripts.
The Problem
Right now, managing inventories properly comes down to two options, and neither is ideal.
Conveyor sorters work, but they often create “sorter loops” that hurt performance. They also require awkward, bulky conveyor layouts that take up valuable grid space just to keep storage organised.
Scripts (like GOAT/Isy’s) are incredibly powerful, but they only work in Experimental Mode and can put a noticeable load on server CPU because of programmable block runtimes. That makes them unusable for many console players and for servers where performance is a concern.
Proposed Solution: Filtering at the Block Level
Rather than introducing a new sorting block, add a Filter tab to the existing terminal UI of any block that has an inventory.
The idea is simple:
Benefits and Impact
Better performance
The game can check whether an item is allowed during the transfer itself, instead of relying on scripts constantly scanning and moving items around.
Cleaner, smaller builds
Ships and stations wouldn’t need “sorter arms” or complex conveyor spaghetti just to keep cargo organised.
Fewer server issues
This removes the feedback loops that happen when items bounce back and forth between sorters, which can cause lag or even crash physics calculations.
Accessible to everyone
This gives Safe Mode and console players access to proper inventory management without needing scripts at all.
Summary
Add a simple whitelist/blacklist filter directly into the terminal of any block that has an inventory (cargo containers, connectors, cockpits). This would give players a lightweight, built-in way to control item flow without needing complicated sorter setups or scripts.
The Problem
Right now, managing inventories properly comes down to two options, and neither is ideal.
Conveyor sorters work, but they often create “sorter loops” that hurt performance. They also require awkward, bulky conveyor layouts that take up valuable grid space just to keep storage organised.
Scripts (like GOAT/Isy’s) are incredibly powerful, but they only work in Experimental Mode and can put a noticeable load on server CPU because of programmable block runtimes. That makes them unusable for many console players and for servers where performance is a concern.
Proposed Solution: Filtering at the Block Level
Rather than introducing a new sorting block, add a Filter tab to the existing terminal UI of any block that has an inventory.
The idea is simple:
Benefits and Impact
Better performance
The game can check whether an item is allowed during the transfer itself, instead of relying on scripts constantly scanning and moving items around.
Cleaner, smaller builds
Ships and stations wouldn’t need “sorter arms” or complex conveyor spaghetti just to keep cargo organised.
Fewer server issues
This removes the feedback loops that happen when items bounce back and forth between sorters, which can cause lag or even crash physics calculations.
Accessible to everyone
This gives Safe Mode and console players access to proper inventory management without needing scripts at all.
Good topic, I would like inventory management and priority control to be more part of the game. And not just a script that I copy from someone out of desperation... :-p
Do we know which part of the current sorters causes the loops and performance problems? Is it the extra needed branching conveyor lines for allow-in/allow-out/deny-in/deny-out paths? Would such a block-level white-/blacklist feature need to replace conveyor paths?
Do you have some examples of specific tasks you want to solve? Like
Example 1
Example 2
(Feel free to add more examples.)
Currently, dozens of ECs check cargo fill levels and connectors here, and switch sorters and timers on and off over there... Not even the person who set that conveyor system up remembers how to fix it if it breaks. ;-D Accessing black-/whitelist configs through the affected container would be one idea how the config could be better findable.
Good topic, I would like inventory management and priority control to be more part of the game. And not just a script that I copy from someone out of desperation... :-p
Do we know which part of the current sorters causes the loops and performance problems? Is it the extra needed branching conveyor lines for allow-in/allow-out/deny-in/deny-out paths? Would such a block-level white-/blacklist feature need to replace conveyor paths?
Do you have some examples of specific tasks you want to solve? Like
Example 1
Example 2
(Feel free to add more examples.)
Currently, dozens of ECs check cargo fill levels and connectors here, and switch sorters and timers on and off over there... Not even the person who set that conveyor system up remembers how to fix it if it breaks. ;-D Accessing black-/whitelist configs through the affected container would be one idea how the config could be better findable.
There are a couple of issues with "sorters" besides performance and loops. Once you have a sorter, you can't now deposit and withdraw any item from the inventory system from any access port. This is particularly painful if you try to use a build planner during active base building, or when you have a ship connected to the "wrong" connector where items you need are just inaccessible.
That's why I made this simple mod called "Specialized Cargo", where you have distinct cargo containers for each category of items. Mainly for ingots, ores, components, ammo and "the rest". It is very simple to use and solves all the issues mentioned in this topic. The mod is very tiny, just a couple of Kb, because it utilizes the same vanilla models for cargo containers and changes absolutely nothing to how the inventory system works. You just have dedicated inventories for specific types of items and only items can be stored inside, same as refinery 2 inventories, for example. They come with the type of items in their names and the inventory slot icons clearly display what can go inside.
If you want some more "Immersive Cargo" options, I am in the process of making a new mod where not only do you have specialized cargo containers, but you can visually see what type of cargo it is and how much of each item is inside, yet keeping it performance friendly.
Feel free to check those mods on the Steam Workshop and share your feedback.
There are a couple of issues with "sorters" besides performance and loops. Once you have a sorter, you can't now deposit and withdraw any item from the inventory system from any access port. This is particularly painful if you try to use a build planner during active base building, or when you have a ship connected to the "wrong" connector where items you need are just inaccessible.
That's why I made this simple mod called "Specialized Cargo", where you have distinct cargo containers for each category of items. Mainly for ingots, ores, components, ammo and "the rest". It is very simple to use and solves all the issues mentioned in this topic. The mod is very tiny, just a couple of Kb, because it utilizes the same vanilla models for cargo containers and changes absolutely nothing to how the inventory system works. You just have dedicated inventories for specific types of items and only items can be stored inside, same as refinery 2 inventories, for example. They come with the type of items in their names and the inventory slot icons clearly display what can go inside.
If you want some more "Immersive Cargo" options, I am in the process of making a new mod where not only do you have specialized cargo containers, but you can visually see what type of cargo it is and how much of each item is inside, yet keeping it performance friendly.
Feel free to check those mods on the Steam Workshop and share your feedback.
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