Crzyrndm Posted July 9, 2017 Author Share Posted July 9, 2017 v3.0.3 released, fixes the missing icons for the fuel tab. I don't know what the issue is with the science icon as I cannot reproduce locally. Link to comment Share on other sites More sharing options...
Thiagobs Posted July 10, 2017 Share Posted July 10, 2017 17 hours ago, Crzyrndm said: v3.0.3 released, fixes the missing icons for the fuel tab. I don't know what the issue is with the science icon as I cannot reproduce locally. Did some quick test here and the Science icon issue seem to happen only under OpenGL mode.. Checking the files, looks like ScienceParts.dds and ScienceParts_selected.dds are the only ones using DXT1, while the others use DXT5. I've opened them up and re-saved them with DXT5 and the issue is gone Link to comment Share on other sites More sharing options...
Crzyrndm Posted July 10, 2017 Author Share Posted July 10, 2017 @Thiagobs Awesome. Would you mind sending me the correctly formatted files (pull request on github, or filesharing. I don't really mind)? Link to comment Share on other sites More sharing options...
Thiagobs Posted July 10, 2017 Share Posted July 10, 2017 @Crzyrndm Sure thing, sent you a PM with a link Link to comment Share on other sites More sharing options...
Crzyrndm Posted July 11, 2017 Author Share Posted July 11, 2017 And uploaded. Thanks @Thiagobs Link to comment Share on other sites More sharing options...
Talal Posted July 13, 2017 Share Posted July 13, 2017 Thank you for this mod. I am having a problem with custom categories. Whenever I make a custom subcategory and name it, it automatically renames it self as the custom category. For example; if I make a custom category (A for example) and then a subcategory (B for example) in that category, the subcategory will appear as A not B. How can I fix this? Thanks in advance. Link to comment Share on other sites More sharing options...
GreatGreengGoo Posted July 14, 2017 Share Posted July 14, 2017 This mod has changed my life.....like seriously. Link to comment Share on other sites More sharing options...
Crzyrndm Posted July 14, 2017 Author Share Posted July 14, 2017 (edited) 14 hours ago, Talal said: Thank you for this mod. I am having a problem with custom categories. Whenever I make a custom subcategory and name it, it automatically renames it self as the custom category. For example; if I make a custom category (A for example) and then a subcategory (B for example) in that category, the subcategory will appear as A not B. How can I fix this? Thanks in advance. Sounds like you're getting an "all parts in {A}" subcategory and no {B}. Post your .cfg file(s) (or an example of) and we'll get to the root of the issue Edited July 14, 2017 by Crzyrndm Link to comment Share on other sites More sharing options...
Talal Posted July 14, 2017 Share Posted July 14, 2017 2 minutes ago, Crzyrndm said: Sounds like you're getting an "all parts in {A}" subcategory and no {B}. Post your .cfg file(s) (or an example of) and we'll get to the root of the issue CUSTOM_PARTLIST_CATEGORY { categoryName = Command & Control icon = RDicon_commandmodules SUBCATEGORY { categoryName = Manned Pods icon = number1 } I can add parts to it and they show up in the subcategory; however, the name of the subcategory is still "Command & control" and not "Manned Pods". Thanks again. Link to comment Share on other sites More sharing options...
Crzyrndm Posted July 14, 2017 Author Share Posted July 14, 2017 Er, I think you've mixed up some things You should use some of the distributed configs as examples (eg. Aero Category, Aero subcategories) CATEGORY { name = A icon = A SUBCATEGORIES { list = B } } SUBCATEGORY { name = B icon = B FILTER { CHECK { type = partName value = partA, partB, ... } } } Link to comment Share on other sites More sharing options...
evileye.x Posted July 14, 2017 Share Posted July 14, 2017 (edited) @Crzyrndm, a little suggestion. There are some landing legs (in the market ) that use ModuleAnimateGeneric (AIES with community fix, Space Y) I suggest to add it to Landing subcategory. SubCategories_Landing.cfg SUBCATEGORY { name = Landing Gear icon = LandingGear FILTER { CHECK { type = moduleName value = BDAdjustableLandingGear, FSwheel } } FILTER { CHECK { type = moduleName value = ModuleWheelBase } CHECK { type = moduleName value = ModuleWheelMotor, ModuleWheelLock invert = true } } } SUBCATEGORY { name = Landing Legs icon = LandingLeg FILTER { CHECK { type = moduleName value = ModuleWheelLock } } FILTER { CHECK { type = title value = leg } CHECK { type = moduleName value = FSanimateGeneric } } FILTER { CHECK { type = title value = leg } CHECK { type = moduleName value = ModuleAnimateGeneric } } } SUBCATEGORY { name = Parachutes icon = Chutes FILTER { CHECK { type = moduleName value = ModuleParachute, RealChuteModule, RealChuteFAR } } } SUBCATEGORY { name = Rover Wheels and Tracks icon = Wheels FILTER { CHECK { type = moduleName value = ModuleTrack, TrackWheel, KFModuleWheel } } FILTER { CHECK { type = moduleName value = ModuleWheelMotor } } } Also, why don't add fuel tanks sorted by bulkhead profiles? SubCategories_Fuel.cfg SUBCATEGORY { name = LFO Mk 2 [1.5 x 2.5 m] icon = cs_mk2 FILTER { CHECK { type = profile value = mk2 } CHECK { type = category value = Fuel Tanks } CHECK { type = resource value = LiquidFuel } CHECK { type = resource value = Oxidizer } } } SUBCATEGORY { name = LFO Mk 3 [3.8 x 3.3 m] icon = cs_mk3 FILTER { CHECK { type = profile value = mk3 } CHECK { type = category value = Fuel Tanks } CHECK { type = resource value = LiquidFuel } CHECK { type = resource value = Oxidizer } } } SUBCATEGORY { name = LFO Size 00 [0.35 m] icon = cs_size00 FILTER { CHECK { type = profile value = size00 } CHECK { type = category value = Fuel Tanks } CHECK { type = resource value = LiquidFuel } CHECK { type = resource value = Oxidizer } } } SUBCATEGORY { name = LFO Size 0 [0.625 m] icon = cs_size0 FILTER { CHECK { type = profile value = size0 } CHECK { type = category value = Fuel Tanks } CHECK { type = resource value = LiquidFuel } CHECK { type = resource value = Oxidizer } } } SUBCATEGORY { name = LFO Size 1 [1.25 m] icon = cs_size1 FILTER { CHECK { type = profile value = size1 } CHECK { type = category value = Fuel Tanks } CHECK { type = resource value = LiquidFuel } CHECK { type = resource value = Oxidizer } } } SUBCATEGORY { name = LFO Size 1.5 [1.875 m] icon = cs_size1p5 FILTER { CHECK { type = profile value = size1p5 } CHECK { type = category value = Fuel Tanks } CHECK { type = resource value = LiquidFuel } CHECK { type = resource value = Oxidizer } } } SUBCATEGORY { name = LFO Size 2 [2.5 m] icon = cs_size2 FILTER { CHECK { type = profile value = size2, i, optI } CHECK { type = category value = Fuel Tanks } CHECK { type = resource value = LiquidFuel } CHECK { type = resource value = Oxidizer } } } SUBCATEGORY { name = LFO Size 3 [3.75 m] icon = cs_size3 FILTER { CHECK { type = profile value = size3 } CHECK { type = category value = Fuel Tanks } CHECK { type = resource value = LiquidFuel } CHECK { type = resource value = Oxidizer } } } SUBCATEGORY { name = LFO Size 4 [5 m] icon = cs_size4 FILTER { CHECK { type = profile value = size4 } CHECK { type = category value = Fuel Tanks } CHECK { type = resource value = LiquidFuel } CHECK { type = resource value = Oxidizer } } } SUBCATEGORY { name = LFO Size 5+ [7.5 m+] icon = cs_size5 FILTER { CHECK { type = profile value = size5,sixe6 } CHECK { type = category value = Fuel Tanks } CHECK { type = resource value = LiquidFuel } CHECK { type = resource value = Oxidizer } } } SUBCATEGORY { name = Radial Tank icon = cs_surface FILTER { CHECK { type = profile value = srf contains = false // part has a value not in the list invert = true // block part if above conditions are met } CHECK { type = resource value = LiquidFuel } CHECK { type = resource value = Oxidizer } } } SUBCATEGORY { name = Liquid Fuel Tank icon = R&D_node_icon_fuelsystems FILTER { CHECK { type = category value = Fuel Tanks } CHECK { type = resource value = LiquidFuel } CHECK { type = resource value = Oxidizer invert = true } } } SUBCATEGORY { name = Oxidizer Tank icon = fuels_oxidizer FILTER { CHECK { type = category value = Fuel Tanks } CHECK { type = resource value = LiquidFuel invert = true } CHECK { type = resource value = Oxidizer } } } SUBCATEGORY { name = Monopropellant Tank icon = fuels_monopropellant FILTER { CHECK { type = category value = Fuel Tanks } CHECK { type = resource value = MonoPropellant } } } SUBCATEGORY { name = Xenon Gas Tank icon = fuels_xenongas FILTER { CHECK { type = category value = Fuel Tanks } CHECK { type = resource value = XenonGas } } } 00_Fuel.cfg CATEGORY{ name = Fuel Tanks icon = stockIcon_fueltank colour = #FF90F090 all = true SUBCATEGORIES { list = 0,LFO Mk 2 [1.5 x 2.5 m] list = 1,LFO Mk 3 [3.8 x 3.3 m] list = 2,LFO Size 00 [0.35 m] list = 3,LFO Size 0 [0.625 m] list = 5,LFO Size 1 [1.25 m] list = 6,LFO Size 1.5 [1.875 m] list = 7,LFO Size 2 [2.5 m] list = 8,LFO Size 3 [3.75 m] list = 9,LFO Size 4 [5 m] list = 10,LFO Size 5+ [7.5 m+] list = 11,Radial Tank list = 12,Liquid Fuel Tank list = 13,Oxidizer Tank list = 14,Monopropellant Tank list = 15,Xenon Gas Tank } } Also I made several mod configs (like AIES, SXT, B9 (included legacy B9 parts), AirplanePlus, NearFutureTechnologies (included NFT NearFutureLaunchVehicles), SSTU, UniversalStorage (including DMagic's science wedges)) Will not harm to include those to default pack, what do you think? In case you are interested, my filter config folder https://www.dropbox.com/s/b5qkhy3wuxhluic/000_FilterExtensions Configs.7z?dl=0 Not everyone likes to fiddle with configs, you know However not all of them have icons, my guess in this case may be worth to include a pack of simple letters icons? A B C and etc. Edited July 14, 2017 by evileye.x Link to comment Share on other sites More sharing options...
Crzyrndm Posted July 26, 2017 Author Share Posted July 26, 2017 Link to comment Share on other sites More sharing options...
FreeThinker Posted August 6, 2017 Share Posted August 6, 2017 Link to comment Share on other sites More sharing options...
drhay53 Posted September 12, 2017 Share Posted September 12, 2017 Is there any easy way to stop the virtual "upgrade" parts from showing up due to filter extensions? Link to comment Share on other sites More sharing options...
FreeThinker Posted October 8, 2017 Share Posted October 8, 2017 (edited) @Crzyrndm It appears filter extension is one of the few mods that is not compatible with KSP 1.3.1 , causing it to crash at startup. From my understanding they changed something in the filtering Edited October 8, 2017 by FreeThinker Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 8, 2017 Share Posted October 8, 2017 3 hours ago, FreeThinker said: @Crzyrndm It appears filter extension is one of the few mods that is not compatible with KSP 1.3.1 , causing it to crash at startup. From my understand they changed something in the filtering He isn't supporting this anymore. I'll be adding it to my list of mods as I work through all of my mods for 1.3.1 Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 8, 2017 Share Posted October 8, 2017 Here is a test release built for KSP 1.3.1 I'd appreciate feedback before releasing it as final. https://github.com/linuxgurugamer/FilterExtension/releases/tag/3.1.0 When I do a full release, I will be starting a new thread Link to comment Share on other sites More sharing options...
FreeThinker Posted October 8, 2017 Share Posted October 8, 2017 (edited) @linuxgurugamer From what I can tell your build seems to work fine with KSPIE Edited October 8, 2017 by FreeThinker Link to comment Share on other sites More sharing options...
flart Posted October 8, 2017 Share Posted October 8, 2017 @linuxgurugamer, Is there localization support anytime soon ? Pity it breaks stock category_name localization. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 8, 2017 Share Posted October 8, 2017 40 minutes ago, flart said: @linuxgurugamer, Is there localization support anytime soon ? Pity it breaks stock category_name localization. Not right now, I just did a simple recompile for 1.3.1, am rather busy with all my other mods I need to get updated. How does it break the stock category_name localization? Link to comment Share on other sites More sharing options...
flart Posted October 8, 2017 Share Posted October 8, 2017 (edited) 7 minutes ago, linuxgurugamer said: How does it break the stock category_name localization? Completely . It replaces stock localized categories with its unlocalized categories. Edited October 8, 2017 by flart Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 9, 2017 Share Posted October 9, 2017 I'll look into it when I'm done with all my updates Link to comment Share on other sites More sharing options...
Crzyrndm Posted October 9, 2017 Author Share Posted October 9, 2017 (edited) 9 hours ago, flart said: @linuxgurugamer, Is there localization support anytime soon ? Pity it breaks stock category_name localization. 8 hours ago, flart said: Completely . It replaces stock localized categories with its unlocalized categories. There is actually some localisation support (completely untested) in FE. If I got it right, all it would take would be replacing the category and subcategory names with the localisation lookup key in the cfg (e.g. https://github.com/Crzyrndm/FilterExtension/blob/master/GameData/000_FilterExtensions Configs/FilterByFunction.cfg#L3). That will be messy for subcategories because you'll probably have to replace the entries in the SUBCATEGORIES list since it uses the name as the link (Benefits of a side feature that never got tested ) 20 hours ago, linuxgurugamer said: I'll be adding it to my list of mods as I work through all of my mods for 1.3.1 Just ping me if you have any questions. I still read the forums regularly Localisation stuff was limited to right before handing off to KSP (Category, Subcategory). The subcategory linking with localisation thing is a really dumb oversight that makes it far more intrusive than I was intending -.- Edited October 9, 2017 by Crzyrndm Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 9, 2017 Share Posted October 9, 2017 4 hours ago, Crzyrndm said: There is actually some localisation support (completely untested) in FE. If I got it right, all it would take would be replacing the category and subcategory names with the localisation lookup key in the cfg (e.g. https://github.com/Crzyrndm/FilterExtension/blob/master/GameData/000_FilterExtensions Configs/FilterByFunction.cfg#L3). That will be messy for subcategories because you'll probably have to replace the entries in the SUBCATEGORIES list since it uses the name as the link (Benefits of a side feature that never got tested ) Just ping me if you have any questions. I still read the forums regularly Localisation stuff was limited to right before handing off to KSP (Category, Subcategory). The subcategory linking with localisation thing is a really dumb oversight that makes it far more intrusive than I was intending -.- Thanks, I will. Good to know you are still around,hope things are good with you. If you ever do come back, just let me know. Link to comment Share on other sites More sharing options...
WaYa Posted October 10, 2017 Share Posted October 10, 2017 Your github download link on the first page is bad/misslink. Link to comment Share on other sites More sharing options...
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