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Crzyrndm

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Everything posted by Crzyrndm

  1. It's the secondary reason I landed on using cfg's for everything (primary being KSP handles all the file loading for me ). I just haven't done much with configs up until now (and I keep forgetting to make use of it...). PS Unless something crops up, updating is probably going to slow a bit. There's only so much to be achieved with a single plugin of this sort
  2. There's that, or any slight impulse from contact with a surface
  3. Latest will always be in the gamedata folder on github (and yes I found and fixed both of those)
  4. Adding new functionality for the editor is out of scope of this mod. All functionality ends once the GUI is initialised and thats not going to change (ie. don't look here for that sort of stuff). https://github.com/Crzyrndm/FilterExtension/blob/master/GameData/000_Configs%20and%20Icons/Configs/Category_ModFolders/B9.cfg EDIT it's basically :NEEDS[*everything in value, just replace ',' with '|'*] EDIT2 Modulemanager doesn't care what module it's working on, syntax is consistent across the board EDIT3 Github download has been updated with a few new icons and configs (Thanks again to KaiserSoze and Kolago). All mod Folders now have a :NEEDS[] block, as do some mod specific subCategories. The new zip is 1.8.0 (original was just 1.8)
  5. It seems I didn't include icons in the fix. I'll try find out what's happening there as well. (PS tell me about these things >.<) RE: Configs I had another brainwave (or rather the clouds cleared momentarily...). For the mod configs, make sure to add a :NEEDS[modName] on the categories and subCategories in future (don't worry about the ones already sent) to avoid adding unnecesary clutter for people just throwing it in. <=== Needs to get more used to using Module Manager
  6. Yes you can have multiple instances running at the same time. No those instances can't interact (without help from an outside .exe that is)
  7. I just realised I forgot to update the configs to reflect the new CHECK nodes, so I'll be looking to update the zip sometime in the next hour. If you have some extra icons I'll add them then.
  8. v1.8 released Added two new CHECK types, "propellant" and "size" Changed resource CHECK to go by the resource definition for consistency (Liquid Fuel becomes LiquidFuel, etc.) Optimisation pass on the icon loader. All the grunt work is now run only at the main menu on launching KSP Fixed bug in folder names that would not behave as expected on '_' characters All "Mod Categories" now automatically add their folder filter to ALL subCategories that are added to them, not just the auto-generated ones Fixed bug that was causing dummy parts to generate an empty subCategory in the Filter by Manufacturer tab The change to mod Categories is my answer to the request to copy all your custom subCategories everywhere. I don't like the idea of that (way too many empty subCategories possible), so instead I made it easier to add a subCategory to multiple Categories (before they had to be added individually for mod categories because the filtering was different). SUBCATEGORY { category = Filter by Function, ModA_title, ModB_title, etc. .... }
  9. I'm slowly adding it retroactively (so no, not all). It's a nice way to reduce clutter (EDIT: And I just realised I'm not being consistent in their behaviour..., propellants requires all entries to be true (AND), size is an OR.... Going to have to revise this.) It's probably looking for AIES on it's own. I'll get that fixed (EDIT fixed for v1.8)
  10. Already done, waiting on release syntax // Check for stock Rocket engine CHECK { type = propellant value = LiquidFuel, Oxidizer } or // Check for stock Jet engine CHECK { type = propellant value = LiquidFuel } CHECK { type = propellant value = Oxidizer invert = true } There is also a new size CHECK which matches the largest stack node on a part syntax -1 is radial (no stack nodes), 0 is 0.625m, after that is (size * 1.25)m CHECK { type = size value = 0, 3 // return true for 0.625m and 3.75m parts }
  11. It might be the standard Microsoft.CSharp Reference that you have to remove because it targets 4.5
  12. Oh, that's a really easy fix. Will be in for next release
  13. Already exists (you just have to add it manually). Add a mod folder subcategory, will show all parts from that mod. I prefer to group multiple smaller mods into a single category so I don't have issues like this (you can also make a standard category and lump all the small mods in as subCategories. The mod categories were really only intended for those with really large numbers of parts)
  14. Logs would help I would have to implement rather a lot of checks to achieve something like this of which I am rather leery. As I said before, each subcategory doesn't know what parts it contains *until* you actually open it. That makes filtering out empty subCategories rather annoying because the requirement then becomes check every part against every subCategory. I'll get it done somehow, but the solutions I have are all rather terrible at this stage.
  15. At the moment I have no way of telling which parts will show in which subcategory for any category (they're done as you open a subcategory). I have a fix (wiping out all non-folder parts in a category), but it's not working and I'm a little stumped as to why Er, don't tell me that broke (assuming you mean mod Categories that are entirely empty, otherwise see above)...
  16. That would definitely do it, because Nertea is looking for a PNG, and there's no error handling if it can't be found
  17. See my edit RE: your issue (tl;dr it's NF solar again) Module manager *should* rebuild the cache whenever a cfg is changed. If it isn't, poke sarbian
  18. Yea, it's going to have to change for consistency anyway. v1.8 will use the resource name as it is in the configs. EDIT This is your error: [COLOR=#000000]IsolatedStorageException: Could not find file "C:\Games\KSPNew\GameData\NearFutureSolar\Icons\curvedSolarFilter.png"[/COLOR] Waiting on Nertea to get back from holiday to knock that one on the head. Could you just check that there is an icon (curvedSolarFilter.png) where it is looking for it? I kinda realised that after wrapping everything up this morning. Next release will just be a packaged GameData as per normal standards
  19. Whoops, fixed Cargo bays you can catch by title because that's what FAR uses to find them (may need a few more variations on this) FILTER { CHECK { type = title value = Cargo Bay pass = true } } I'll add a custom check for crew cabins (or rather, I'll finish linking it up >.>) because I don't see a real need to check parts by the number of crew they can take
  20. Good news: There is. Bad news: It's only really applicable for a relatively stable process. Flying aircraft isn't a stable process, especially with FAR. Are we talking about Pilot Assistant or SAS here?
  21. That sounds like something broke. Take a gander through the log
  22. Solid Fuel with a space IIRC (check the ingame listing of propellants for the name) (E: Yup, Solid Fuel, Liquid Fuel, etc. spaces are being used) I'll hurry up and add a way to check engine fuel types properly. I keep meaning to, I have a way to do it, I just haven't got to it
  23. v1.7 Released Added minimum dimensions for all icons. Dimensions must now be between 25 and 40 pixels (inclusive) Subcategory collision checker is now fully working as intended Added a module manager patch for realchute parts to prevent incompatibility with changes made in RealChute v1.2.6.2 where the category was assigned none A second download is now available, bundling many icons and configs to make usage smoother. Drop the "000_Configs and Icons" folder into GameData to use. Many thanks to KaiserSoze for the icons and AccidentalDissasembly for the configs I have a stalker now?
  24. Pretty much. Once Chris gets back from his holiday I'll pester him about reverting that particular change so I don't have to rely on such an annoying way of getting everything to show up correctly. EDIT Million times better idea, MM patch the category back to utility (*smacks head for not thinking of that first*)
  25. I found the problem with RealChutes. As of 1.2.6.2, stupid_chris changed the category of RealChute parts to be none (which is normally used to hide parts that aren't meant to be used) so that they no longer show up in the Utility tab and only in his new "parachutes" subcategory. I've been filtering out all parts that use the none category because in the past it's only ever been used to hide parts. I may need to make a whitelist to get around this. Tweakscale I'm not having any issues with.
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