linuxgurugamer

[1.7.2] Filter Extensions (No localization)

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8 hours ago, Gordon Dry said:

There are other mods using "Unresearcheable" as well (these are found in my GameData - there will be more I guess):

  • GameData\DMagicOrbitalScience\OversizeScience\SIGINT.cfg
  • GameData\SCANsat\Parts\MapTraq\MapTraq.cfg
  • GameData\StationPartsExpansionRedux\Parts\Ground\adjusting-base\sspx-adjusting-stairs-1.cfg

Time for another zFinal patch to fix this ...

GameData\zFinal\zzz_fix_Unresearcheable_with_Unresearchable.cfg


@PART[*]:HAS[#TechRequired[Unresearcheable]]:FINAL
{
	@TechRequired = Unresearchable
}

 

If that patch will not work well, the :FINAL has to be replaced by :FIRST - let's see ...

No, you are wrong.

Squad has "Unresearcheable" hardcoded inside the code.  You need to reverse it, as follows:

@PART[*]:HAS[#TechRequired[Unresearchable]]:FINAL
{
	@TechRequired = Unresearcheable
}

 

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On 10/27/2018 at 7:01 PM, Gordon Dry said:

I still have an issue:

Neither with nor without the 000_AltCustomConfigs I have the green icon/button for "EC" (batteries, solar panels).
The stock blue EC icon is there ofc.

This screenshot is without 000_AltCustomConfigs:

I found the problem, it actually WAS an exception, but it was being caught.  In the log file, you would see:

[Filter Extensions 3.2.0.3]: Electrical: Object reference not set to an instance of an object

Thanks to @Divstator for this, it saved me a lot of work.

I found the problem, have it fixed locally:

qqXiHNl.png

Working on a release now

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New release, 3.2.2.12

  • When checking for Unresearchable, added the word "Unresearcheable" since it's been used both by Squad and others
  • Fixed issue which was causing various subcategories from not being shown.  Issue was happening in games without MakingHistory, and was caused by the kerbalEVAVintage part not being initialized
  • More additions to configs from @Gordon Dry and @Divstator

I've rebuilt this for both 1.4.5 and 1.5.1.  1.5.1 is available via the normal channels, but the 1.4.5 is only at Github:

https://github.com/linuxgurugamer/FilterExtension/releases/download/3.2.2.12/FilterExtension-1.4.5-3.2.2.12.zip

And for those who like downloading by hand, here is the 1.5.1 version:

https://github.com/linuxgurugamer/FilterExtension/releases/download/3.2.2.12/FilterExtension-3.2.2.12.zip

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9 hours ago, JH4C said:

@Gordon Dry: If Squad's using "Unresearcheable" then even if it is a nonsense word, I'd rather not use a patch to change it. That strikes me as a way to cause more unexpected issues; the correct way of handling it would be for those addons that haven't spelled it the same way to be patched to match the stock implementation.

Right-- typos in stock are canon by default. :)

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New release, 3.2.2.13

  • These minor tweaks from forum user @Gordon Dry
    • 2 small RemoteTech fixes
    • add KopernicusSolarPanel to subcategory Solar Panels
    • add Coatl Aerospace
    • add values to 000_FilterExtensions_Configs\SubCategories_ISRU.cfg
    • add values to 000_FilterExtensions_Configs\SubCategories_ISRU.cfg for Kerbalism

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Is there any good answer to the "unfindable" items?  And the ones that simply do not show up in the categories?  I have a pile of fuel tanks I've researched, and I have precisely 6 that show up in the category  - but they all show up when I go to Function and then Tank.

This mod should make things better, not worse.  Im going to uninstall, and check back after Christmas. 

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Would it help if I could compile a list of Stock (including MH) parts that belong in some category in Filter Extensions but are nowhere to be found in the Filter Extensions categories?

I already have a few, unless I'm just looking in the wrong place.

  • Cubic family Short, Medium, and Long struts (belong in Girders)
  • Cubic family strut adapter (either Girders or Adapters, maybe both)
  • EDIT: Structural Fuselage, not sure where to put it however

That's all I have so far, but I'm sure there are others. As far as mods, none of the fuel tanks from Fuel Tanks Plus show up in the fuel tanks category except the Radial ones (speaking of those, they reliably crash my game when I click on them in the VAB, but that's an issue for another thread).

EDIT: It would be really nice if there was a new category in Structural for things like the Structural Fuselage that don't belong in any other category, like the Structural Fuselage and (well I'm sure there are others but I can't think of them at this time)

Edited by SciMan
thought of more info

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I’m not understanding the exclude function, can I get some help?

I'm trying to exclude from the 'Ablative Heat Shields' category all ModuleAblator modules that contain the tag 'DSAblator'.  (This is for ThorTech, which adds an abaltor module with that tag to *everything*.)

Here's my first attempt:

SUBCATEGORY
{
	name = Ablative Heat Shields
	icon = Ablative_Shield
	FILTER
	{
		CHECK
		{
			type = moduleName
			value = ModuleHeatShield, ModuleAblator
		}
		CHECK
		{
		    type = tag
		    value = DSAblator
		    contains = false
		}
	}
}

Obviously that's wrong, but the docs are fairly scanty on how this works.  If it's easier to do by the resource being ablated, the resource being used is '_Shieldnir'.

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On 4/2/2018 at 3:17 AM, DracoSilverpath said:

Soo, silly question, but how/where do you access the options that you can select when making a new game, later on? I accidentally had it set to hide unpurchased parts, and its coming back to haunt me! whereabouts can this be changed? Or can it?

Old post, but this also is my question? :/ How is this changed?

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On 1/12/2019 at 8:16 AM, DStaal said:

I’m not understanding the exclude function, can I get some help?

I'm trying to exclude from the 'Ablative Heat Shields' category all ModuleAblator modules that contain the tag 'DSAblator'.  (This is for ThorTech, which adds an abaltor module with that tag to *everything*.)

Here's my first attempt:


SUBCATEGORY
{
	name = Ablative Heat Shields
	icon = Ablative_Shield
	FILTER
	{
		CHECK
		{
			type = moduleName
			value = ModuleHeatShield, ModuleAblator
		}
		CHECK
		{
		    type = tag
		    value = DSAblator
		    contains = false
		}
	}
}

Obviously that's wrong, but the docs are fairly scanty on how this works.  If it's easier to do by the resource being ablated, the resource being used is '_Shieldnir'.

Not sure if you still need an answer on this, but change the last check:

...
	CHECK
	{
		type = tag
		value = DSAblator
		invert = true
	}
...

I'm not positive that "type = tag" is a valid check, though.

Edited by leatherneck6017

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1 hour ago, jospanner said:

Old post, but this also is my question? :/ How is this changed?

I believe you can change in in the following file \KSP\saves\YOUR SAVE NAME\persistent.sfs. MAKE A BACKUP OF THIS FILE BEFORE EDITING (just in case)

Open that file with a text editor and find the line "BypassEntryPurchaseAfterResearch =" in the Difficulty section. Change it from False to True.

Edited by leatherneck6017

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1 hour ago, leatherneck6017 said:

Not sure if you still need an answer on this, but change the last check:


...
	CHECK
	{
		type = tag
		value = DSAblator
		invert = true
	}
...

I'm not positive that "type = tag" is a valid check, though.

Thanks.  I'll try it next time I get a chance to fire up KSP.

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9 hours ago, DStaal said:

Thanks.  I'll try it next time I get a chance to fire up KSP.

Nope.  It disables the heat shield category entirely...

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1 hour ago, DStaal said:

Nope.  It disables the heat shield category entirely...

Unfortunately FE has a fixed list of what types of things it can check. Because ThorTech uses the stock module "ModuleAblator" and its own "ablativeResource" of "_Shieldnir", there is no way to tell FE to check for that custom resource. Here's the best solution I could come up with:

SUBCATEGORY
{
	name = Ablative Heat Shields
	icon = Ablative_Shield
	FILTER
	{
		CHECK
		{
			type = moduleName
			value = ModuleHeatShield, ModuleAblator
		}
		CHECK
		{
			type = category
			value = thermal
		}
	}
}

This check tells FE that the part has to be in the "thermal" category in order for FE to show it in Ablative Heat Shields. Another option would be to remove ModuleAblator from the first check.

Edited by leatherneck6017

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22 hours ago, leatherneck6017 said:

Unfortunately FE has a fixed list of what types of things it can check. Because ThorTech uses the stock module "ModuleAblator" and its own "ablativeResource" of "_Shieldnir", there is no way to tell FE to check for that custom resource. Here's the best solution I could come up with:


SUBCATEGORY
{
	name = Ablative Heat Shields
	icon = Ablative_Shield
	FILTER
	{
		CHECK
		{
			type = moduleName
			value = ModuleHeatShield, ModuleAblator
		}
		CHECK
		{
			type = category
			value = thermal
		}
	}
}

This check tells FE that the part has to be in the "thermal" category in order for FE to show it in Ablative Heat Shields. Another option would be to remove ModuleAblator from the first check.

Thanks, works perfectly.

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@linuxgurugamer

Hi, can you add a category for two of my mods?

I think this should work?

CATEGORY:NEEDS[FilterExtensions]
{
	name = JSpaceCo
    icon = StationalCunstructs
    colour = #FFF0F0F0
    all = true
	
	FILTER
	{
		CHECK
		{
			type = folder
			value = JSat,StationalCunstructs
		}
	}
	
	SUBCATEGORIES
	{
		list = 0,Pods
		list = 1,Fuel Tanks
		list = 2,Engines
		list = 3,Command and Control
		list = 4,Structural
		list = 5,Coupling
		list = 6,Payload
		list = 7,Aerodynamics
        list = 8,Parachutes
		list = 9,Ground
		list = 10,Thermal
		list = 11,Electrical
		list = 12,Communications
		list = 13,Science
        list = 14,Life Support
        list = 15,Station
        list = 16,ISRU
        list = 17,Kontainers
        list = 18,PackRat
        list = 19,Akita
        list = 20,Malemute
        list = 21,Karibou
        list = 22,Otter
        list = 23,Kolonization
        list = 24,Konstruction
        list = 25,Logistics
        list = 26,Manufacturing
		list = 27,Utility
		list = 28,Undefined
	}
}

the icon can be found here : https://www.dropbox.com/s/xqi3zt8znohpvf7/StationalCunstructs.dds?dl=0

 

I will appreciate it.

 

edit : not sure why tabs got screwed, i use notpad++ shouldn't have happend, sorry for that.

Edited by Jiraiyah

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New release, 3.2.2.16

  • Thanks to github user @PadronSF for this:
    • Add a "Utility" subcategory to allow the life support tanks to be displayed when selecting the Procedural Parts mod icon.

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New release, 3.2.2.17

  • Thanks to @banditsan for this:
    • Pointed to correct folder for lastest RLA Reborn

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Posted (edited)

Is it possible to create sub-sub-categories? @linuxgurugamer

Actually I'm fiddling with a config for RN_ and KK_ configs for Filter Extensions @raidernick
(PR is on hold)

Now it looks like this - one button for each of these categories, when the according mods are installed and the parts are unlocked:

RN Industries US Probes
RN Industries US Rockets
RN Industries Cygnus
Orbital ATK Antares
RN Industries Skylab
RN Industries SovietProbes
RN Industries SovietRockets
RN Industries Salyut
RN Industries Soyuz
RN Industries Solar Panels
RN Industries Misc

Each of them with these subcategories (showing only those which fit):

        list = 0,Pods
        list = 1,Fuel Tanks
        list = 2,Engines
        list = 3,Command and Control
        list = 4,Structural
        list = 5,Coupling
        list = 6,Payload
        list = 7,Aerodynamics
        list = 8,Ground
        list = 9,Thermal
        list = 10,Electrical
        list = 11,Communications
        list = 12,Science
        list = 13,Utility
        list = 14,Undefined

 

What I want to have is only one main category

RN Industries

with subcategories

US Probes
US Rockets
Cygnus
Antares (or Orbital ATK Antares)
Skylab
Soviet Probes
Soviet Rockets
Salyut
Soyuz
Solar Panels
Misc

and then sub-subcategories as above:

Pods
Fuel Tanks
Engines
Command and Control
Structural
Coupling
Payload
Aerodynamics
Ground
Thermal
Electrical
Communications
Science
Utility
Undefined

 

Is this even possible?

Edited by Gordon Dry

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Just now, Gordon Dry said:

Is it possible to create sub-sub-categories? @linuxgurugamer

Actually I'm fiddling with a config for RN_ and KK_ configs for Filter Extensions @raidernick
(PR is on hold)

Now it looks like this - one button for each of these categories, when the according mods are installed and the parts are unlocked:


RN Industries US Probes
RN Industries US Rockets
RN Industries Cygnus
Orbital ATK Antares
RN Industries Skylab
RN Industries SovietProbes
RN Industries SovietRockets
RN Industries Salyut
RN Industries Soyuz
RN Industries Solar Panels
RN Industries Misc

Each of them with these subcategories (showing only those which fit):


        list = 0,Pods
        list = 1,Fuel Tanks
        list = 2,Engines
        list = 3,Command and Control
        list = 4,Structural
        list = 5,Coupling
        list = 6,Payload
        list = 7,Aerodynamics
        list = 8,Ground
        list = 9,Thermal
        list = 10,Electrical
        list = 11,Communications
        list = 12,Science
        list = 13,Utility
        list = 14,Undefined

 

What I want to have is only one main category


RN Industries

with subcategories


US Probes
US Rockets
Cygnus
Antares
Skylab
Soviet Probes
Soviet Rockets
Salyut
Soyuz
Solar Panels
Misc

and then sub-subcategories as above:


Pods
Fuel Tanks
Engines
Command and Control
Structural
Coupling
Payload
Aerodynamics
Ground
Thermal
Electrical
Communications
Science
Utility
Undefined

 

Is this even possible?

I’m pretty sure you can only have 1 level below the top

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With the new breaking groud update, the new stock catagries will be missing if this mod is to be installed

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