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[1.12.x] Filter Extensions (No localization)


linuxgurugamer

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  On 10/27/2018 at 11:01 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:
U63XBY6.png

No exception thrown.

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It's not a game breaker, I don't have time to look into this now.  I would suspect that one of the config files is off.

Just so I know, which mods are you running which have ISRUs in them?

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  On 10/25/2018 at 6:31 PM, Gordon Dry said:

IMHO a mod that is made to do its job in VAB - should not throw an issue when the main menu is loaded...

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Ever consider the idea that a mod might be preloading data at the main menu to avoid having to do it when going into the VAB?

  On 10/27/2018 at 11:01 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:
U63XBY6.png

No exception thrown.

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@Divstator could you take a look at this,please?

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  On 10/29/2018 at 10:54 PM, Gordon Dry said:

Now I have the suspicion that his is a stock issue in KSP 1.5.1 and an issue with CCK as well.

There is still this open issue https://github.com/BobPalmer/CommunityCategoryKit/issues/12 that could be related somehow™

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The result of that issue was that there were parts with Category = none, which was causing issues. it's a stock bug

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Sorry, been away for a bit. Are you still having a issue with icons not showing up? Did you want me to  take a look at it? Do you have a list of suspected mods that may be interfering with electrical? I can tell you that I have come across some mods that delete and redefine the category field and FE depends quite a bit on the category field. Also, if none of the filters get a "success", then the main icon won't show up.

The CCK issue doesn't sound quite right. From my experience, FE and CCK don't really interfere with one another. I got the impression that Roverdude was more interested in getting authors to use the "tag" field to flag their parts for their mod. I personally use FE to override some CCK filters because CCK makes the stock filter too long to fit on my screen and I don't like to scroll to get to the icons. The efforts on the "tag" field are nice though and I use that to help customize things for FE.

Edited by Divstator
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@Divstator Well, let the people start yelling at me now "though shall no use more mods than hand got fingers" or whatever:

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  On 11/2/2018 at 12:18 AM, Gordon Dry said:

@Divstator Well, let the people start yelling at me now "though shall no use more mods than hand got fingers" or whatever:

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I have you beat, my career game has over 255 mods installed :D

 

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  On 10/28/2018 at 8:41 AM, linuxgurugamer said:

@Divstator could you take a look at this,please?

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From what I can tell, there is a problem when you don't have Making History installed. I wasn't able to find "exactly" what the problem is. I can tell you how to reproduce the problem. Delete the Making History folder and the electrical icon will not appear. Also, when I attempted to use the ":FINAL" MM directive, MM threw an error. So I am unsure if FE emulation of MM is the problem or if MM isn't handling installations that don't include "Making History" properly. As far as the ISRU problem goes, that appears to be related to the custom configs I created, so I will look into that tomorrow when I am more...alert.  I did try renaming the 000_FilterExtensions_Config folder to ZZZ_FilterExtensions_Config, but that made no difference. So I don't know if it is a loading order issue or something else. As far as I can tell, it isn't an issue of cfg files walking on one another. The only add-ons I had installed were the FE and the toolbar dependencies. As it stands right now, if you don't have the "Making History" expansion, FE has some odd behavior issues.

 

Minor update: I did narrow this down to an extent. Apparently if two modules(kerbalEVAfemaleVintage, kerbalEVAVintage) aren't available, it causes errors with FE. A temporary work around is to create a cfg creating these two modules:

DO NOT DO THIS IF YOU HAVE "Making History" EXPANSION

PART
{
    name = kerbalEVAfemaleVintage
}
PART
{
    name = kerbalEVAVintage
}
 

I am concerned that the order of filters is being scrambled to an extent. I will continue to investigate. Hrmmm. Apparently the file structure affects the ordering of the filters, even outside of folder 000_FilterExtensions_Configs. Not really sure how to go about determining that FE is handling the MM instructions properly. The ":NEEDS" directive doesn't seem to be working as expected. Maybe @linuxgurugamer could take a look at it. I'm not all that fluent with C#.

Edited by Divstator
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I'm was actually testing the updated workaround - that can stay if MH is installed later.
It has to be so "complete" to avoid other patches throwing MM errors - so to take into account any possible case.

Perhaps a better workaround by code will follow by @linuxgurugamer soon.

GameData\zFinal_FilterExtensions\zzzzzz_temporary_workaround.cfg

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or download https://www.dropbox.com/s/zvd383zab404ku6/zzzzzz_temporary_workaround.cfg?dl=1

If you use the 000_AltCustomConfigs by @Divstator, you should rename that folder to 001_AltCustomConfigs ...

It looks like this now - so my issue is fixed:
iQ3IqAl.png

@linuxgurugamer I add this to PR https://github.com/linuxgurugamer/FilterExtension/pull/12

Edited by Gordon Dry
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@Gordon Dry @Divstator

I just did some minor testing, both with and without MakingHistory, in a 1.5.1 install

In both cases, the electrical icon showed up in the editor.

I'm loath to include a patch if I can't replicate the error, and in this case, it doesn't make sense.  FE doesn't do anything with the kerbal parts

So, could either of you (or both) send me your GameData directory, zipped up, without the Squad or SquadExpansion so I can test the exact same install?

Thanks

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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 ...

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@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.

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