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More mods to use custom part groups


jarmund

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I cannot be the only one who have found, after settling on an extensive list of mods to use, that the parts categories end up being very crowded. This affects the utility-category the most (in my case, at least), as there are so many things that don't really fit elsewhere. I consider myself to be someone slightly reluctant to add more parts, and I still find that the amount of parts I have under Utility is quite a lot.

Neither can I be the only one to truly value the (seemingly) simple thing that Stupid Chris has done with RealChutes: A new category for Parachutes. Same goes for KIS which adds an "EVA Items" category. This cleans up my Utility category a lot, as these parts have very specific use-cases and can thus be put in their own categories.

Now, my questions are: Is this an easy thing to do from a modding perspective? If someone could make a mod to do this, that'd be great. If it's simple enough to do this for someone who's done a lot of software dev but never touched Unity or KSP mods, then I might take a stab at it myself.

A special shout-out to the developers:

In particular I would love to see USI Kolonization Systems in its own category ("Kolonization"), in addition to both TAC and USI life support ("Life Support") out of the stock categories, as their purpose can be clearly categorized. While these are all great mods, the first impression can be a bit overbearing, as it's hard (at least it was for me) to get a quick overview of my new toys. Any other modders who also make mods with a significant amount of parts that go into the Utility-category, please consider this too.

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I join you with this one ...

At a time, it was considered impossible from what I've read but there are some who where able to do it.

There are also others who tried, and I don't know if it ever worked in the past but for the version I have, it doesn't work.

All that said, what I would like the most is sub-categories ... it is doable by yourself, but it takes a long, looong time. And well ... it's not like I like doing stuff like this for hours.

What I was thinking there is more about the idea from SQUAD that has still never been implemented ... you know, if you go look into the .cfg, the subcat part always to 0 ?

At least, it would help a lot ....

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Which makes it useless for the request given. The OP specifically said the issue is cluttered categories.

To his defence, I should become better at using the various stock tools, such as filter by manufacturer, module, and tech level. But I recently realized that I'm turning old, cranky, and I'm pretty set in my ways, heh.

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To his defence, I should become better at using the various stock tools, such as filter by manufacturer, module, and tech level. But I recently realized that I'm turning old, cranky, and I'm pretty set in my ways, heh.
Either way, he proposed an answer to the wrong problem. :P
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Which makes it useless for the request given. The OP specifically said the issue is cluttered categories.
Either way, he proposed an answer to the wrong problem. :P

Module Manager patch to exclude USI parts from the Filter by Function subcategories when using Filter Extensions (note: this is from all of them, not just the stock ones)

@CATEGORY[Filter?by?Function]
{
Filter
{
CHECK
{
type = folder
value = UmbraSpaceIndustries,ART
invert = true
}
}
}

If you want to add categories for other mods, this .cfg sets up a new category for the USI parts. Copy it, change the folders listed (any folder in GameData root is valid) and the Category name to add a new listing. Add any exclusions to the value line above above to remove them from the default category.

Edited by Crzyrndm
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If you want to add categories for other mods, this .cfg sets up a new category for the USI parts. Copy it, change the folders listed (any folder in GameData root is valid) and the Category name to add a new listing. Add any exclusions to the value line above above to remove them from the default category.
To clarify, using that config (with changes) I would be able to make a BDArmory weapons category AND remove those parts from the utility category?
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I cannot be the only one who have found, after settling on an extensive list of mods to use, that the parts categories end up being very crowded. This affects the utility-category the most (in my case, at least), as there are so many things that don't really fit elsewhere. I consider myself to be someone slightly reluctant to add more parts, and I still find that the amount of parts I have under Utility is quite a lot.

Neither can I be the only one to truly value the (seemingly) simple thing that Stupid Chris has done with RealChutes: A new category for Parachutes. Same goes for KIS which adds an "EVA Items" category. This cleans up my Utility category a lot, as these parts have very specific use-cases and can thus be put in their own categories.

Now, my questions are: Is this an easy thing to do from a modding perspective? If someone could make a mod to do this, that'd be great. If it's simple enough to do this for someone who's done a lot of software dev but never touched Unity or KSP mods, then I might take a stab at it myself.

A special shout-out to the developers:

In particular I would love to see USI Kolonization Systems in its own category ("Kolonization"), in addition to both TAC and USI life support ("Life Support") out of the stock categories, as their purpose can be clearly categorized. While these are all great mods, the first impression can be a bit overbearing, as it's hard (at least it was for me) to get a quick overview of my new toys. Any other modders who also make mods with a significant amount of parts that go into the Utility-category, please consider this too.

I already do this.

There are categories for Kolonization and Freight already pre-bundled that move the parts from Utility into their own custom tabs.

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I already do this.

There are categories for Kolonization and Freight already pre-bundled that move the parts from Utility into their own custom tabs.

Although that's only in the 0.31.5 pre-release version. ;)

The reason that more mods don't do it is that it requires C# code to create the new category and move parts into it. Some part modders may not have that skill set, and others may just not want to/be able to invest the non-trivial amount of time required to create a category and get it all working. So the better request is to get Squad to make it easy to add categories via a CFG file - then I'm sure we'd see a bigger uptake of custom categories.

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Although that's only in the 0.31.5 pre-release version. ;)

The reason that more mods don't do it is that it requires C# code to create the new category and move parts into it. Some part modders may not have that skill set, and others may just not want to/be able to invest the non-trivial amount of time required to create a category and get it all working. So the better request is to get Squad to make it easy to add categories via a CFG file - then I'm sure we'd see a bigger uptake of custom categories.

Most mods in question usually have a plugin involved, so the modders should have the required skill and an already working plugin. The issue is simply that modders either chose not to add a custom category, or do not know how.
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To clarify, using that config (with changes) I would be able to make a BDArmory weapons category AND remove those parts from the utility category?

If you added the BDArmoury folder name to the MM patch and copied the USI category and replaced the USI references, yes you would move all BDArmoury parts from the Filter by Function Category into its own category.

So the better request is to get Squad to make it easy to add categories via a CFG file - then I'm sure we'd see a bigger uptake of custom categories.

100x this. Just a simple "add this subcategory to this category with this icon" and allowing custom values for the part category field would go a long way to making their system usable by general populace. No need for FE levels of filtering...

The other change I really want to see is a third (or more) level of selection so we can have "Filter by Function" => "Utility" => "Wheels" (=> "Rover Wheels"). FE is expanding sideways, but a depth based layout would be so much better

Edited by Crzyrndm
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Well, my honest opinion at this subject is that I don't like how the gui to choose part is right now ...

It was good and all with few parts but the more you have, the less it is adequate.

What I'm thinking of is a big recast of the system. I already have something in mind and hope that they'll think about it.

First of all, I don't like how the filter work ... it's good to have the ability to add filter but the more you have, the more it is difficult to choose them ... I mean, adding them all under the category imply you need to descend and rise the buttons, it is a hassle ...

So, something more like having filters all up in combo boxes and choosing those you want ... (I don't know if I'm really clear XD)

Oh, yeah, a good example would be like in excel when you use filter ! You can then choose whatever you want, one / multiple criteria for each filter available ...

Well, there is other points but this one would be so much better !

One point would be to give an easier way to modder to add their category / subcategory, simply by adding the name in a .cfg for example ... or even simplier, if a category name in a .cfg does not exist, simply adding it ...

Just that would make me so happy !

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  • 5 weeks later...
I already do this.

There are categories for Kolonization and Freight already pre-bundled that move the parts from Utility into their own custom tabs.

@RoverDude Can you say how you add Kolonization parts to kolonization, iam looking at cfg files and at category there is none which i understand to not go to any category of parts but there is sub category and it says -2, for freight it says -1 and for eva it says 0. How can i edit some parts so they are moved to new group.

Specifically iam referring to tac life support as it ads 2+ pages of parts i just HATEEEE! to se there. btw awesome mods!

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