Borisbee Posted December 29, 2014 Share Posted December 29, 2014 Yea I just figured out it wasn't liking the underscore. Man you work fast hehe. Link to comment Share on other sites More sharing options...
KaiserSoze Posted December 29, 2014 Share Posted December 29, 2014 wait for the releasi..I have more icons I have to pull Link to comment Share on other sites More sharing options...
Crzyrndm Posted December 29, 2014 Author Share Posted December 29, 2014 (edited) v1.8 releasedAdded 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 KSPFixed bug in folder names that would not behave as expected on '_' charactersAll "Mod Categories" now automatically add their folder filter to ALL subCategories that are added to them, not just the auto-generated onesFixed bug that was causing dummy parts to generate an empty subCategory in the Filter by Manufacturer tabThe 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. ....} Edited December 29, 2014 by Crzyrndm Link to comment Share on other sites More sharing options...
KaiserSoze Posted December 29, 2014 Share Posted December 29, 2014 v1.8 releasedAdded 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. ....}Probably I will have to rename a few thing. I named the icons taking into account the issue with "_" Link to comment Share on other sites More sharing options...
Crzyrndm Posted December 29, 2014 Author Share Posted December 29, 2014 Probably I will have to rename a few thing. I named the icons taking into account the issue with "_"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. Link to comment Share on other sites More sharing options...
Kolago Posted December 29, 2014 Share Posted December 29, 2014 Working on some configs right now... Link to comment Share on other sites More sharing options...
KaiserSoze Posted December 29, 2014 Share Posted December 29, 2014 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.Icons sent, along with cfg for more mods. Not sure about the one for squad (vanilla). For me it's useful to keep track of the original parts, but not sure about others.Checked the mod names and seems to load them fine, so not sure about the issue with folders that include "_" in their name. I realize that the filter just ignores everything after "_", but once I named the icons with that in mind I had no more problems. Not sure what have you touched in that area.Regarding your solution about not automatically adding subcategories to mods I agree with you. Until (If) there is a way to skip empty subcategories I think its the best solution.I doubt tomorrow I could follow you tight schedule of releases. You really are improving this. Link to comment Share on other sites More sharing options...
Kolago Posted December 29, 2014 Share Posted December 29, 2014 (edited) Filter update: https://www.dropbox.com/s/na30yyl0o45igz8/Category_Filter%20by%20Function.zip?dl=0Now includes the following filters:Ablative Heat ShieldAir IntakeCargo BayControl SurfaceData TransmitterDecouplersDocking PortsEngines IonEngines KarboniteEngines LFEngines LFLOxEngines MonoEngines Multi ModeGirderLanding GearLaunch ClampPower StorageSolar PanelsSolid BoosterStrutWheels and TracksNow we need some icons to represent some of filters nicely!License: CC BY-NC-SA 4.0 Edited December 29, 2014 by Kolago Link to comment Share on other sites More sharing options...
Crzyrndm Posted December 30, 2014 Author Share Posted December 30, 2014 Checked the mod names and seems to load them fine, so not sure about the issue with folders that include "_" in their name. I realize that the filter just ignores everything after "_", but once I named the icons with that in mind I had no more problems. Not sure what have you touched in that area.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: ConfigsI 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 Link to comment Share on other sites More sharing options...
Alewx Posted December 30, 2014 Share Posted December 30, 2014 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: ConfigsI 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 ManagerUh nice, this is really evolving quite fast.Now only default scrollfunction in the filters and categories and this is becomming a really proper alternative for PC.My respect for such a development in that short time. Link to comment Share on other sites More sharing options...
Kolago Posted December 30, 2014 Share Posted December 30, 2014 Can you post an example of a config with ":NEEDS[modName]"? I have only done part modifications with MM. Link to comment Share on other sites More sharing options...
Alewx Posted December 30, 2014 Share Posted December 30, 2014 Example for a MM config with Needs:@PART[*]:HAS[#maxTemp[1800]]:HAS[@MODULE[ModuleEngines]]:NEEDS[DeadlyReentry]:Final{ @maxTemp += 100} Link to comment Share on other sites More sharing options...
Kolago Posted December 30, 2014 Share Posted December 30, 2014 Maybe like this:CATEGORY:NEEDS[B9] { title = B9 Aerospace icon = B9 colour = #FFF0F0F0 type = mod value = B9} Link to comment Share on other sites More sharing options...
Crzyrndm Posted December 30, 2014 Author Share Posted December 30, 2014 (edited) Uh nice, this is really evolving quite fast.Now only default scrollfunction in the filters and categories and this is becomming a really proper alternative for PC.My respect for such a development in that short time.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).Can you post an example of a config with ":NEEDS[modName]"? I have only done part modifications with MM.https://github.com/Crzyrndm/FilterExtension/blob/master/GameData/000_Configs%20and%20Icons/Configs/Category_ModFolders/B9.cfgEDITit's basically :NEEDS[*everything in value, just replace ',' with '|'*]EDIT2Modulemanager doesn't care what module it's working on, syntax is consistent across the boardEDIT3Github 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) Edited December 30, 2014 by Crzyrndm Link to comment Share on other sites More sharing options...
Alewx Posted December 30, 2014 Share Posted December 30, 2014 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).That is a function a tiny mod I made on my own is currently providing. And the reason why I asked earlier in the thread how to access the single categories. Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted December 30, 2014 Share Posted December 30, 2014 (edited) 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.cfgEDITit's basically :NEEDS[*everything in value, just replace ',' with '|'*]EDIT2Modulemanager doesn't care what module it's working on, syntax is consistent across the boardEDIT3Github 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)FYI - unless you changed them, there's an error in the Solar Panels config (missing FILTER) and a typo in the air intakes config ("Ait" for air, I think).EDIT: Maybe in Kolago's configs, not the ones bundled with 1.8.0, I've lost track! Edited December 30, 2014 by AccidentalDisassembly Link to comment Share on other sites More sharing options...
Kolago Posted December 30, 2014 Share Posted December 30, 2014 (edited) ok, i made a file "ModFolders.cfg" in "000_Configs and Icons\Configs\Category_ModFolders\" and it work! (delete all the other cfg's there) B9 ist not installed in my case and it doesn't show up in the Category's anymore!CATEGORY:NEEDS[B9] { title = B9 Aerospace icon = B9 colour = #FFF0F0F0 type = mod value = B9}CATEGORY:NEEDS[KWRocketry]{ title = KW Rocketry icon = KWRocketry colour = #FFF0F0F0 type = mod value = KWRocketry}CATEGORY:NEEDS[NearFuturePropulsion|NearFutureElectrical|NearFutureConstruction|NearFutureSolar|NearFutureSpacecraft]{ title = Near Future Technologies icon = NearFuturePropulsion colour = #FFF0F0F0 type = mod value = NearFuturePropulsion, NearFutureElectrical, NearFutureConstruction, NearFutureSolar, NearFutureSpacecraft}CATEGORY:NEEDS[UmbraSpaceIndustries]{ title = Umbra Space Industries icon = ART colour = #FFF0F0F0 type = mod value = UmbraSpaceIndustries}I am not sure if "B9" or "B9_Aerospace" is right! Edited December 30, 2014 by Kolago Link to comment Share on other sites More sharing options...
Crzyrndm Posted December 30, 2014 Author Share Posted December 30, 2014 EDIT: Maybe in Kolago's configs, not the ones bundled with 1.8.0, I've lost track!Latest will always be in the gamedata folder on github (and yes I found and fixed both of those) Link to comment Share on other sites More sharing options...
Kolago Posted December 30, 2014 Share Posted December 30, 2014 This was my mistake! Link to comment Share on other sites More sharing options...
JohnWildman Posted December 30, 2014 Share Posted December 30, 2014 (edited) Man I love what you have done so far! Would it be possible to add a config for a filter which shows all parts that haven't been filtered? That would help to keep an overview i guess! Edited December 30, 2014 by JohnWildman Link to comment Share on other sites More sharing options...
Kolago Posted December 30, 2014 Share Posted December 30, 2014 (edited) I don't think that this is possible. Even in the filters now, parts are listed in more than one category if the filter matches.@Crzyrndm: concerning engine filters: All the category getting sorted by alphabet, so I have named the engine filters starting with "Engines" to keep them together. "Engines Jet" and "Engines Rocket" sounds odd but makes live easier in the editor.Engines with a subcategory in a subcategory for there types would be great! Edited December 30, 2014 by Kolago Link to comment Share on other sites More sharing options...
Borisbee Posted December 30, 2014 Share Posted December 30, 2014 That is a function a tiny mod I made on my own is currently providing. And the reason why I asked earlier in the thread how to access the single categories.You made a mod to add scroll support? The current part catalog mod has a patch someone made to basically add this single function. The only thing I'm missing that has me hesitant to move to .90 is the ability to part search. This was a function of part catalog I used, and there is another mod that works for .25 that adds a search bar but hasn't been updated to .90.Edit: Here is the mod to add a search bar. If someone could patch it for .90 would be awesome. http://forum.kerbalspaceprogram.com/threads/102375-0-25-PartSearch-v1-0-2-A-part-search-bar-for-the-editor Link to comment Share on other sites More sharing options...
Kolago Posted December 30, 2014 Share Posted December 30, 2014 There is another search mod, but not updated too:http://forum.kerbalspaceprogram.com/threads/95352-0-25-0-Part-Search-1-3-0-%28cont-%29 Link to comment Share on other sites More sharing options...
KaiserSoze Posted December 30, 2014 Share Posted December 30, 2014 I have quick scroll installed and works nicehttp://forum.kerbalspaceprogram.com/threads/95168I'll do my best to add icons for the new subcategories since I'm almost finished with my mod list.Didn't realize those files could also be modified with MM, thats great. Link to comment Share on other sites More sharing options...
Crzyrndm Posted December 30, 2014 Author Share Posted December 30, 2014 (edited) Didn't realize those files could also be modified with MM, thats great.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...).PSUnless 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 Edited December 30, 2014 by Crzyrndm Link to comment Share on other sites More sharing options...
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