linuxgurugamer Posted November 18, 2016 Author Share Posted November 18, 2016 New release: 0.1.3 Fixed bug where right-clicks were spawning parts in the editor Added code to update asssembly info with version updated toolbar icon Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted November 18, 2016 Share Posted November 18, 2016 1 hour ago, linuxgurugamer said: New release: 0.1.3 Fixed bug where right-clicks were spawning parts in the editor Added code to update asssembly info with version updated toolbar icon confirmed the fix. thanks Quote Link to comment Share on other sites More sharing options...
TheUnamusedFox Posted November 22, 2016 Share Posted November 22, 2016 A mod I've been missing for a couple of years now used to have a feature similar to this, except that instead of hiding on a part by part basis, you could easily toggle entire folders on and off. Filter Extensions doesn't really help if you have obscene amounts of parts in every category. This was the mod - and Felbourne stopped maintaining it two or three years ago. Could something like the folder toggle be added to this? I would WORSHIP you. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 22, 2016 Author Share Posted November 22, 2016 I'll see what I can do, but that mod doesn't do the same thing as yhis Quote Link to comment Share on other sites More sharing options...
nobodyhasthis2 Posted November 23, 2016 Share Posted November 23, 2016 @linuxgurugamer is possible to set tech node = start on a part that is hidden? The logic goes that this would also remove it from the normal tech tree position into start node. Since this is already unlocked at the start of the game, people don't tend look inside it. This means that as the game unfolds a part that part is hidden in the VAB can no longer be found on a later node of the tech tree and does not clutter it up. it also is not available for purchase later on if unlock costs are being used. Any thought on this? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 24, 2016 Author Share Posted November 24, 2016 On 11/22/2016 at 4:02 PM, TheUnamusedFox said: A mod I've been missing for a couple of years now used to have a feature similar to this, except that instead of hiding on a part by part basis, you could easily toggle entire folders on and off. Filter Extensions doesn't really help if you have obscene amounts of parts in every category. This was the mod - and Felbourne stopped maintaining it two or three years ago. Could something like the folder toggle be added to this? I would WORSHIP you. New release: 0.1.4 Added option to filter by mods On 11/22/2016 at 7:31 PM, nobodyhasthis2 said: @linuxgurugamer is possible to set tech node = start on a part that is hidden? The logic goes that this would also remove it from the normal tech tree position into start node. Since this is already unlocked at the start of the game, people don't tend look inside it. This means that as the game unfolds a part that part is hidden in the VAB can no longer be found on a later node of the tech tree and does not clutter it up. it also is not available for purchase later on if unlock costs are being used. Any thought on this? Not really, that's outside the scope of this mod. It's an idea, please open an issue on Github, I might do it later Quote Link to comment Share on other sites More sharing options...
TheUnamusedFox Posted November 25, 2016 Share Posted November 25, 2016 (edited) 4 hours ago, linuxgurugamer said: New release: 0.1.4 Added option to filter by mods Not really, that's outside the scope of this mod. It's an idea, please open an issue on Github, I might do it later Oh god thank you, thank you, thank you! There are no words! With the sheer amount of time spent part hunting you've just saved me, maybe I'll be able to leave the editors and actually play the game Edit- OH GOD I BUILT A ROCKET IN FIVE MINUTES! Thank you so much Edited November 25, 2016 by TheUnamusedFox edit. Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted November 25, 2016 Share Posted November 25, 2016 GOD BLESS YOU LINUXGURU Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 27, 2016 Author Share Posted November 27, 2016 New release: 0.1.5 Added filtering by size Quote Link to comment Share on other sites More sharing options...
RoboRay Posted November 27, 2016 Share Posted November 27, 2016 (edited) Suggestion: When pruning a part config, only models and textures within the same Gamedata subfolder should get pruned with it. I pruned a mod part (the SXT Alouette probe, I think) that apparently utilizes the stock fixed solar panel art assets, and it pruned the stock fixed solar panel too. After the next restart, a lot of my craft couldn't load. (I noped right out of there with Alt-F4, checked the RenamedFiles.dat to see what was going on, and manually fixed the problem.) Edited November 27, 2016 by RoboRay Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 27, 2016 Author Share Posted November 27, 2016 3 minutes ago, RoboRay said: Suggestion: When pruning a part config, only models and textures within the same Gamedata subfolder should get pruned with it. I pruned a mod part (the SXT Alouette probe, I think) that apparently utilizes the stock fixed solar panel art assets, and it pruned the stock fixed solar panel too. After the next restart, a lot of my craft couldn't load. (I noped right out of there with Alt-F4, renamed the solar panel assets and edited the RenamedFiles.dat.) It's not supposed to do that. Which mod pack is that probe from? It does a lot of checks looking for anything else which uses files before pruning, so it looks like a case was missed here. That being said, this is why I'm not a huge fan of the PermaPrune option, because no matter what I do, there will always be something else. For example, let's say that I follow your suggestion. So I prune a part and it's art assets. But there is another part, in another mod entirely, which uses those assets, and following your suggestion would break this example. It's a slippery slope, I can only do what I can. Please provide as much detail as you can. Thanks Quote Link to comment Share on other sites More sharing options...
RoboRay Posted November 27, 2016 Share Posted November 27, 2016 Just now, linuxgurugamer said: It's not supposed to do that. Which mod pack is that probe from? It does a lot of checks looking for anything else which uses files before pruning, so it looks like a case was missed here. That being said, this is why I'm not a huge fan of the PermaPrune option, because no matter what I do, there will always be something else. For example, let's say that I follow your suggestion. So I prune a part and it's art assets. But there is another part, in another mod entirely, which uses those assets, and following your suggestion would break this example. It's a slippery slope, I can only do what I can. Please provide as much detail as you can. Thanks I was just reading back through the thread and saw where you are already trying to prevent this from happening. I've got your Lack's SXT Continued v0.3.3 going, and wanted to remove a few parts that I will never use, like the Alouette probe pod (it's called the "Warbler" in-game, but the config file is alouette.cfg). It seems that after pruning that part from the VAB, the Squad "solarpanel5" model also got renamed and included in the RenamedFiles.dat. I don't actually need PermaPrune for saving memory or load-time, but the parts I had simply hidden kept showing up in Test Contracts. I don't really care if the parts are still loading... I just don't want them to exist in my game. Actually, hiding them from the Contract system might make more sense than my previous suggestion. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 27, 2016 Author Share Posted November 27, 2016 Just now, RoboRay said: I was just reading back through the thread and saw where you are already trying to prevent this from happening. I've got your Lack's SXT Continued v0.3.3 going, and wanted to remove a few parts that I will never use, like the Alouette probe pod (it's called the "Warbler" in-game, but the config file is alouette.cfg). It seems that after pruning that part from the VAB, the Squad "solarpanel5" model also got renamed and included in the RenamedFiles.dat. I don't actually need PermaPrune for saving memory or load-time, but the parts I had simply hidden kept showing up in Test Contracts. I don't really care if the parts are still loading... I just don't want them to exist in my game. Actually, hiding them from the Contract system might make more sense than my previous suggestion. I've been able to reproduce your issue. This mod isn't intended to interface with the contract system. That is actually the first reason I've heard which makes sense to PermaPrune. It's going to take a little time to figure this out. Quote Link to comment Share on other sites More sharing options...
RoboRay Posted November 27, 2016 Share Posted November 27, 2016 OK. Loving the mod, by the way. I used to spend ridiculous amounts of time sorting through mods trying to cull parts manually. Which isn't hard for small packs that are well organized, but it's a real pain for stuff where things are filed rather, erm, randomly like in SXT. Being able to select them right from the VAB list is enormously beneficial to my sanity. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 27, 2016 Author Share Posted November 27, 2016 and I just found the problem. Apparently the SXT part refers to the file as a model, while the Squad code refers to it as a mesh Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 27, 2016 Author Share Posted November 27, 2016 New release 0.1.6: Fixed problem with model usage not being detected. Replaced messy code with better identifiation of model & mesh files 11 hours ago, RoboRay said: OK. Loving the mod, by the way. I used to spend ridiculous amounts of time sorting through mods trying to cull parts manually. Which isn't hard for small packs that are well organized, but it's a real pain for stuff where things are filed rather, erm, randomly like in SXT. Speaking of SXT, if you can suggest better organization of the parts, please let me know, since I also maintain that Quote Link to comment Share on other sites More sharing options...
RoboRay Posted November 27, 2016 Share Posted November 27, 2016 35 minutes ago, linuxgurugamer said: Speaking of SXT, if you can suggest better organization of the parts, please let me know, since I also maintain that Oh, I know... was just joking about the mess you inherited. It's not a problem for me anymore because with this mod I don't need to dig around in those folders. But, if you think it would be helpful to have those folders reorganized (so things like fuselage adapters and fuel tanks wouldn't be located under Aviation/Command, for instance) I'd be willing to contribute some spare time. Let me dig around to see what all needs doing and I'll get back to you in the SXT Continued thread. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 27, 2016 Author Share Posted November 27, 2016 I'm not going to move the files, but a list of parts and suggested categories would be useful. Thanks Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted November 28, 2016 Share Posted November 28, 2016 @linuxgurugamer sir, after installing of latest release i have this http://prntscr.com/dcp9hv the window is too small and not resizable? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 28, 2016 Author Share Posted November 28, 2016 1 hour ago, Jiraiyah said: @linuxgurugamer sir, after installing of latest release i have this http://prntscr.com/dcp9hv the window is too small and not resizable? Log file please. I just installed (as a test) the latest version available through CKAN, and this is what I see: http://imgur.com/a/R3H3D that looks like an older version, but I need to see your log file to know exactly what's going on Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted November 28, 2016 Share Posted November 28, 2016 first, I tried it in a stock installation and everything was ok, but when i use it my heavily modded version the result is the same as what i gave you, here is the report, I am sure there are tons of exceptions and errors in it but they are harmless because the game is working. https://www.dropbox.com/s/ssa7dca82ghh2e3/output_log.txt?dl=0 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 28, 2016 Author Share Posted November 28, 2016 5 minutes ago, Jiraiyah said: first, I tried it in a stock installation and everything was ok, but when i use it my heavily modded version the result is the same as what i gave you, here is the report, I am sure there are tons of exceptions and errors in it but they are harmless because the game is working. https://www.dropbox.com/s/ssa7dca82ghh2e3/output_log.txt?dl=0 How heavy is "heavily"? How many mods? Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted November 28, 2016 Share Posted November 28, 2016 2 minutes ago, linuxgurugamer said: How heavy is "heavily"? How many mods? oh as many as updated for 1.2.1 and some that didn't update after 1.2 and still works in 1.2.1 but there is a problem with my RCS not getting activated and I am pulling out/In some mods to figure which one is the reason so some of the mods are not there but the problem on your mod is still visible, also, the moment i go into VAB and put any root part, your filter window pops up ! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 28, 2016 Author Share Posted November 28, 2016 And the log file showed one issue: You don't have the latest version installed, you are running 1.5, it's up to 1.6. Anyway, might as well wait a few minutes, I'm fixing the sort and will put in something which will keep the window at a minimum size Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted November 28, 2016 Share Posted November 28, 2016 will wait then, and that version can be the main issue there, thanks sir, will wait and get the next version. did you know that YOU ROCK ? Quote Link to comment Share on other sites More sharing options...
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