Ok, if you remove the word "test" there, the sentence you're asking about makes more sense. I think that was the victim of late night editing XD.
Anyhow, I do have my own tagging system that I am using as well, which is part of a larger scripting system that my game consumes. Everything is tokenized as part of a fairly complex system that I build before integrating STM. I will have to think on this, since this is kind of the merger of two pretty complex systems. The superTextMesh.leftoverText.Length seems like it might be what I'm looking for. Ultimately I would like to have my text in a box that can scroll upward indefinitely, but stops after it has filled. I think I'll do that with an identically sized text box which is hidden. I'll print to both until I find something in the leftover text, then pause, clear the hidden box, and wait to go again once I get player interaction.
I don't think it would be possible to get the effect I'm going for while using 100% of your features unless I integrated the two systems together unfortunately, and that would mean I couldn't snag new STM versions easily. Still, I'm getting the hang of this, and all the features I was sold on work great. ^^
Thanks for the quick responses! :3