linuxgurugamer Posted November 4, 2018 Author Share Posted November 4, 2018 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 } Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 4, 2018 Author Share Posted November 4, 2018 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: Working on a release now Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 4, 2018 Author Share Posted November 4, 2018 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 Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted November 5, 2018 Share Posted November 5, 2018 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. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 28, 2018 Author Share Posted November 28, 2018 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 Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted December 10, 2018 Share Posted December 10, 2018 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. Quote Link to comment Share on other sites More sharing options...
SciMan Posted December 10, 2018 Share Posted December 10, 2018 (edited) 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 December 10, 2018 by SciMan thought of more info Quote Link to comment Share on other sites More sharing options...
DStaal Posted January 12, 2019 Share Posted January 12, 2019 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'. Quote Link to comment Share on other sites More sharing options...
jospanner Posted February 11, 2019 Share Posted February 11, 2019 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? Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted February 11, 2019 Share Posted February 11, 2019 (edited) 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 February 11, 2019 by leatherneck6017 Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted February 11, 2019 Share Posted February 11, 2019 (edited) 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 February 11, 2019 by leatherneck6017 Quote Link to comment Share on other sites More sharing options...
DStaal Posted February 11, 2019 Share Posted February 11, 2019 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. Quote Link to comment Share on other sites More sharing options...
DStaal Posted February 12, 2019 Share Posted February 12, 2019 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... Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted February 12, 2019 Share Posted February 12, 2019 51 minutes ago, DStaal said: Nope. It disables the heat shield category entirely... I'll grab ThorTech and check it out. Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted February 12, 2019 Share Posted February 12, 2019 (edited) 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 February 12, 2019 by leatherneck6017 Quote Link to comment Share on other sites More sharing options...
DStaal Posted February 13, 2019 Share Posted February 13, 2019 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. Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted February 27, 2019 Share Posted February 27, 2019 (edited) @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 February 27, 2019 by Jiraiyah Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 13, 2019 Author Share Posted March 13, 2019 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. Quote Link to comment Share on other sites More sharing options...
Redacted Posted March 17, 2019 Share Posted March 17, 2019 Can this mod be used to filter by TWR and ISP? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 21, 2019 Author Share Posted March 21, 2019 New release, 3.2.2.17 Thanks to @banditsan for this: Pointed to correct folder for lastest RLA Reborn Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 27, 2019 Share Posted May 27, 2019 (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 May 27, 2019 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 27, 2019 Author Share Posted May 27, 2019 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 Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 27, 2019 Share Posted May 27, 2019 Okay, thanks, hope dies last. Quote Link to comment Share on other sites More sharing options...
Iso-Polaris Posted May 30, 2019 Share Posted May 30, 2019 With the new breaking groud update, the new stock catagries will be missing if this mod is to be installed Quote Link to comment Share on other sites More sharing options...
dxeh Posted May 31, 2019 Share Posted May 31, 2019 I Second @Iso-Polaris Filter Extention will need to be updated for breaking ground Quote Link to comment Share on other sites More sharing options...
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