VoidSquid Posted January 18, 2021 Share Posted January 18, 2021 9 minutes ago, Poodmund said: Could I suggest that FilterExtensions, by default, should not show parts that have their TechHidden property set to 'true'? Hey @Poodmund o/ And here I am speaking against your suggestion: 1. Only with this kind of "unfiltered filtering" I can find and block old, depreciated parts and 2. Hopefully perma prune them one day. Or how else would you do that? Quote Link to comment Share on other sites More sharing options...
Poodmund Posted January 18, 2021 Share Posted January 18, 2021 1 minute ago, VoidSquid said: Hey @Poodmund o/ And here I am speaking against your suggestion: 1. Only with this kind of "unfiltered filtering" I can find and block old, depreciated parts and 2. Hopefully perma prune them one day. Or how else would you do that? You would change a setting in Filter Extensions to show parts that have TechHidden = True... hence my suggestion: "Could I suggest that FilterExtensions, by default, should not show parts that have their TechHidden property set to 'true'?" Also, you should really not be using deprecated parts, especially modded parts, they are deprecated for many reasons. ----- Further to my previous post, I'd also like to point out that, for whatever silly reason, only the Stock 'Filter by Function' list hides parts with TechHidden = True. If you 'Filter by: Cross Section, Module, Resource, Manufacturer or Tech Level' the filters, again, ignore TechHidden = True. Its almost as if SQUAD have forgotten to apply this specific filter on these filter sets. See below: Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted January 18, 2021 Share Posted January 18, 2021 Just now, Poodmund said: "Could I suggest that FilterExtensions, by default, should not show parts that have their TechHidden property set to 'true'?" Fine with me if there's a configurable filter for that, yes. 1 minute ago, Poodmund said: Also, you should really not be using deprecated parts, especially modded parts, they are deprecated for many reasons. Exactly! Hence I need to find and prune them. As I wrote earlier, I have too many crafts in use originating from 1.3.x, and, while updated and updated over the years, they still contain old, depreciated parts. That's where this "unfiltered filtering" helps me a lot. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted January 18, 2021 Share Posted January 18, 2021 I would argue that the informed user, such as yourself, should be the one to jump through hoops whereas the uninformed user (using Linux as an example here) should not be accidentally putting deprecated parts on their vessel without realising they're doing so. Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted January 18, 2021 Share Posted January 18, 2021 (edited) 37 minutes ago, Poodmund said: should be the one to jump through hoops Don't underestimate my ability to procrastinate things like cleaning up my old vessels But as I said, if I as mod user can have a filter to enable/disable depreciated parts, I'd be happy with that. How to find depreciated parts is the bigger question. Some parts have been in the past Squad-auto upgraded and moved to \GameData\Squad\zDeprecated. Others though have not but simply have TechHidden = true. Others have T echRequired = Unresearcheable (ScanSat). Which means there is no one single unified concept what depreciated does mean, and how parts are marked as depreciated. Edited January 18, 2021 by VoidSquid Quote Link to comment Share on other sites More sharing options...
Poodmund Posted January 19, 2021 Share Posted January 19, 2021 6 hours ago, VoidSquid said: Which means there is no one single unified concept what depreciated does mean, and how parts are marked as depreciated. There is and I posted it at the top of my first post on this matter in the code block. If you see mods doing it differently, notify them. Quote Link to comment Share on other sites More sharing options...
PocketBrotector Posted January 19, 2021 Share Posted January 19, 2021 (edited) 13 hours ago, VoidSquid said: But as I said, if I as mod user can have a filter to enable/disable depreciated parts, I'd be happy with that. How to find depreciated parts is the bigger question. Some parts have been in the past Squad-auto upgraded and moved to \GameData\Squad\zDeprecated. Others though have not but simply have TechHidden = true. Others have T echRequired = Unresearcheable (ScanSat). Which means there is no one single unified concept what depreciated does mean, and how parts are marked as depreciated. FE is highly configurable so I think one would be able to set up a category that includes most of these checks and captures deprecated parts regardless of how they were deprecated. That way even if a mod that has not been maintained in a long time and uses some old, subpar deprecation style, its deprecated parts would show up in the filter. Edited January 19, 2021 by PocketBrotector Quote Link to comment Share on other sites More sharing options...
serg1983 Posted May 13, 2021 Share Posted May 13, 2021 (edited) how do I make the name of the mod appear? Edited May 13, 2021 by serg1983 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 13, 2021 Author Share Posted May 13, 2021 32 minutes ago, serg1983 said: how do I make the name of the mod appear? That's from Janitor's Closet Quote Link to comment Share on other sites More sharing options...
Krzeszny Posted June 5, 2021 Share Posted June 5, 2021 (edited) I'm having problems with the default config from this mod (I know that it's optional, I'm just reporting issues.) Most of the time it only sorts stock parts into the custom categories and not always does it right. Some examples: The solar panel category misses the Gigantor solar array and a few more parts. Other categories, such as landing gear, adapters and landing legs have the same problems. Mind you, the parts are researched because I see them in the Electric category. This is only in my main game instance (career mode if that makes a difference.) Somehow, it works right in my mod testing game instance where I have less mods installed. Spoiler Categories often don't include parts from mods, such as the mod MOLE (fixing the Solar Panel category would be easy, just make it look for ModuleDeployableSolarPanel in all parts because it's very rare for anything to have a built-in solar panel) For modules such as batteries it'd be harder, as some modules have built-in batteries. If you give me an example how to modify the default filter config to: a) include all parts that have a certain module b) include all parts that have some specific phrase in their description or title c) exclude parts that have the above but also have a module "X" or phrase "Y" in their description or title I could improve the default filter and add a pull request. Stock categories still show parts from custom categories. In a way, the custom categories are redundant because of this. While the default config categories should make parts easier to find in those custom categories such as adapters or multi-couplers, sometimes you still have to open the stock categories and they are still cluttered. Edited June 6, 2021 by Krzeszny Quote Link to comment Share on other sites More sharing options...
hypervelocity Posted July 7, 2021 Share Posted July 7, 2021 This mod would previously group parts by Mod under the Filter by Manufacturer section - now I think this has changed and it groups parts by their in-game fictional manufacturer. Is there a way to see parts grouped by Mod? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 7, 2021 Author Share Posted July 7, 2021 5 hours ago, hypervelocity said: This mod would previously group parts by Mod under the Filter by Manufacturer section - now I think this has changed and it groups parts by their in-game fictional manufacturer. Is there a way to see parts grouped by Mod? This mod hasn't changed in years. Did you have one of the alternative rulesets installed? Quote Link to comment Share on other sites More sharing options...
hypervelocity Posted July 8, 2021 Share Posted July 8, 2021 (edited) Thanks for your prompt response @linuxgurugamer! I reinstalled this and the Editor Extensions mods and it restored the behaviour I was accustomed to - not quite sure what was the issue, probably a corrupt install. Thanks so much for the help! Edited July 8, 2021 by hypervelocity Quote Link to comment Share on other sites More sharing options...
wreckreation Posted July 28, 2021 Share Posted July 28, 2021 Thanks for maintaining this mod! You likely already know this, but on the off chance, FYI, the link in the first post: Docs are in the Filter Extensions Wiki leads to https://github.com/linuxgurugamer/FilterExtension/wiki which is empty. Perhaps you meant to link to https://github.com/Crzyrndm/FilterExtension/wiki, which has the wiki in question? Or copy the wiki from Crzyrndm to your github? Thought you'd like to know. Keep up the good work! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 28, 2021 Author Share Posted July 28, 2021 13 hours ago, wreckreation said: Thanks for maintaining this mod! You likely already know this, but on the off chance, FYI, the link in the first post: Docs are in the Filter Extensions Wiki leads to https://github.com/linuxgurugamer/FilterExtension/wiki which is empty. Perhaps you meant to link to https://github.com/Crzyrndm/FilterExtension/wiki, which has the wiki in question? Or copy the wiki from Crzyrndm to your github? Thought you'd like to know. Keep up the good work! Fixed, thank you Quote Link to comment Share on other sites More sharing options...
wreckreation Posted July 31, 2021 Share Posted July 31, 2021 If this is the wrong place to post this, I apologize and feel free to move it. I need some advice. I have parts with the following titles: Large Modular Service Tower Medium Modular Service Tower Small Modular Service Tower Delta II Modular Service Tower General Strongback Tower 1 - Large General Strongback Tower 2 - Small Other things, like required tech or folder name, are not useful for distinguishing between them. I want to put the first 3 in subcategory A and the last 3 in subcategory B. So I need to do something like the following [&&=AND, ||=OR, !=NOT]: SUBCATEGORY A title(modular) && title(small || medium || large) SUBCATEGORY B title(tower) && !(title(modular) && title(small || medium || large)) A is easy enough, but there doesn't seem to be a way to do B. Filters OR together, checks AND together and lists OR together. So title(modular) && title(small || medium || large) is easy to do: CHECK { type = title value = modular } CHECK { type = title value = small, medium, large } but the only way to NOT that whole thing is to put it in a filter and invert it: FILTER { invert = true CHECK { type = title value = modular } CHECK { type = title value = small, medium, large } } But now I need to AND all that with the check for title(tower), and I can't because it would OR with another filter. Am I missing something? Is there another way? Any advice at all would be greatly appreciated. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 15, 2021 Author Share Posted September 15, 2021 New release, 3.2.6.1 Added AssemblyFileVersion Updated version file for 1.12 Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 21, 2021 Share Posted November 21, 2021 Within the last week I added 3 new pull requests, see https://github.com/linuxgurugamer/FilterExtension/pulls Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 21, 2021 Author Share Posted November 21, 2021 5 minutes ago, Gordon Dry said: Within the last week I added 3 new pull requests, see https://github.com/linuxgurugamer/FilterExtension/pulls I've seen them, thanks. Will get to it soon. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 25, 2021 Share Posted November 25, 2021 I just found a weird bug (no exception written) that was not a case about a year ago, before my last hiatus:https://github.com/linuxgurugamer/FilterExtension/issues/47 In short: UniversalStorage2 is not shown as own category. By the config it should work without problems - as it did last year - but it does not (anymore). Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 24, 2022 Author Share Posted January 24, 2022 New release, 3.2.7 Thanks to github user @MatanShahar for this: Add support for Configurable Containers (ModuleTankManager) Thanks to @Gordon-Dry for these: fix Mod_NearFutureTechnologies.cfg KopernicusSolarPanels vs. KopernicusSolarPanel Overlooked internal antennas in 08_Science.cfg Fix REFUSE compatibility Add CRE Kerbalism / parts with sample slots Add RTG to SubCategories_Electrical zzz_AntennaClassDescriptions fix Mod_UniversalStorage Mod_NearFutureTechnologies Add "Eisenhower Astronautics - Stockalike Angara" to Tantares SubCategories_Science SubCategories_Antannae Quote Link to comment Share on other sites More sharing options...
dlrk Posted March 31, 2022 Share Posted March 31, 2022 I'm not sure if I made an installation error or something, but certain FilterExtensions subcategories seem to be overly inclusive. For example, everything that has electric charge or stored charge as a resource is being put under Power Storage and certain ion engines are winding up under adapters, and lots of parts are winding up under multi-couplers. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 31, 2022 Author Share Posted March 31, 2022 9 hours ago, dlrk said: I'm not sure if I made an installation error or something, but certain FilterExtensions subcategories seem to be overly inclusive. For example, everything that has electric charge or stored charge as a resource is being put under Power Storage and certain ion engines are winding up under adapters, and lots of parts are winding up under multi-couplers. No logs, no support Which configs did you install, and how did you install? Quote Link to comment Share on other sites More sharing options...
dlrk Posted April 1, 2022 Share Posted April 1, 2022 11 hours ago, linuxgurugamer said: No logs, no support Which configs did you install, and how did you install? Log Sorry I forgot that! The only configs are those included with Filter Extensions and Moar Filter Extensions Config Quote Link to comment Share on other sites More sharing options...
Rodger Posted May 16, 2022 Share Posted May 16, 2022 I'm having trouble getting custom icons to work. I have dxt5 40px square icons, with "_selected" variants, in the 000_FilterExtensions/Icons/Autoloaded_Icons_Mods, and the subcategory references the unselected icon just by file name, but no icons are showing in-game. Do the icons need file paths, or a different format? Or should they go somewhere else? Quote Link to comment Share on other sites More sharing options...
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