Helmut Posted August 14, 2015 Share Posted August 14, 2015 (edited) I'll get "name" tested when I get a chance. Could be a while though I now testing different ways. 'name' works with stock parts, but does not work with mods. Still, it remains impossible to transfer part of the stock category to the custom (stock parts too). When written FILTER item appears in a new category and remains the stock. If you write 'category = none', it either disappears altogether (for example, written 'title'), or the game freezes on startup (for example, written 'moduleName'). Generally, with the parts from mods it is extremely unstable. From 'Kethane Mod Pack' no option is able to take a generator. In other cases, the game often crashes.If you want, I can even test and write exactly what is happening in different situations.Removing subcategories:Thank you. Edited August 14, 2015 by Helmut Link to comment Share on other sites More sharing options...
Crzyrndm Posted August 14, 2015 Author Share Posted August 14, 2015 I now testing different ways. 'name' works with stock parts, but does not work with mods. Still, it remains impossible to transfer part of the stock category to the custom (stock parts too).I seem to have missed something in previous messages. A transfer requires you to block it from the stock category definition as well as add it to something else. You do not change the part itself, particularly "category = none" is just going to mean you can never see that part.NOTE: This relies on the stock category definitions shipped with FE (category, subcategories)@SUBCATEGORY[Utility] // insert appropriate stock subcategory name here{ @FILTER { // block any parts in these subcategories CHECK { type = subcategory value = // insert your subcategory name(s) here invert = true } }} Link to comment Share on other sites More sharing options...
Helmut Posted August 14, 2015 Share Posted August 14, 2015 Probably. Just because of the fact that the 'name' does not work, I did not see it in their work. All other filters to exclude would give an extra result. Link to comment Share on other sites More sharing options...
mreadshaw Posted August 20, 2015 Share Posted August 20, 2015 I tried to change the electrical icon in the stock rework config to one of squads R&D icons and the right icon appears but it is always in the depressed view.If I'm in pods the electrical icon will have a light blue background but white icon. What can I do to fix this? Thanks! Link to comment Share on other sites More sharing options...
Felbourn Posted August 20, 2015 Share Posted August 20, 2015 Strange.Icons come in two flavors. For example:FILENAME.DDSFILENAME_selected.DDSThe DDS might be another extension. I converted mine to DDS images when they weren't. If you have FILENAME and FILENAME_selected then they should show up. And since you picked stock, those should both be there. Double check that, but if they are both present then I am not sure. I'd expect to see either both or neither but not just one. Link to comment Share on other sites More sharing options...
Crzyrndm Posted August 20, 2015 Author Share Posted August 20, 2015 Stock Icons automatically generate the second state, there is no "_selected" version. I'll check this out on Monday.@FelbournCan't use DDS for these, the stock system requires read access to the image files (which the stock DDS loader doesn't have) Link to comment Share on other sites More sharing options...
mreadshaw Posted August 20, 2015 Share Posted August 20, 2015 I'll add that I changed the flight category icon back to the stock icon, stockIcon_flight I believe, and it works just fine. But any R&D_* icon doesn't generate the second state. However the R&D icons still work just fine in their normal spots and if I make a custom category using Squads in-game system.Also I downloaded through CKAN and only got the plugin and stock replacement files, I didn't download the default config. Is there maybe something I'm missing from that? Link to comment Share on other sites More sharing options...
Felbourn Posted August 20, 2015 Share Posted August 20, 2015 Stock Icons automatically generate the second state, there is no "_selected" version. I'll check this out on Monday.@FelbournCan't use DDS for these, the stock system requires read access to the image files (which the stock DDS loader doesn't have)I'm curious how mine works then. I routinely convert all textures to DDS and delete originals.*edit* All mod textures, not stock textures. Maybe you mean that? Link to comment Share on other sites More sharing options...
drtedastro Posted August 24, 2015 Share Posted August 24, 2015 Hello,I am 'trying' to get the AIES landing struts to be displayed with the rest of the landingLegs.I added the simple change of "strut" to the value line, but that is not working.Any ideas or corrections to fix this would be greatly appreciated.Cheers. Link to comment Share on other sites More sharing options...
pamidur Posted August 25, 2015 Share Posted August 25, 2015 (edited) I've faced with issue that seems to be reported, but not fixed.The categories got empty after revert to VAB/SPH[Filter Extensions] Category refresh failed(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)[Filter Extensions] (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)[Filter Extensions] at RUIToggleButtonTyped.PopOtherButtonsInGroup () [0x00000] in <filename unknown>:0 at RUIToggleButtonTyped.SetTrue (.RUIToggleButtonTyped btn, ClickType clickType, Boolean popButtonsInGroup) [0x00000] in <filename unknown>:0 at FilterExtensions.Core.setSelectedCategory () [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)NullReferenceException: Object reference not set to an instance of an object at PartCategorizer.UpdateCategoryNameLabel () [0x00000] in <filename unknown>:0 at PartCategorizer+.MoveNext () [0x00000] in <filename unknown>:0 Edited August 25, 2015 by pamidur s/return/revert Link to comment Share on other sites More sharing options...
phoda Posted August 27, 2015 Share Posted August 27, 2015 Best read me so far. Link to comment Share on other sites More sharing options...
Crzyrndm Posted August 27, 2015 Author Share Posted August 27, 2015 Hello,I am 'trying' to get the AIES landing struts to be displayed with the rest of the landingLegs.I added the simple change of "strut" to the value line, but that is not working.Any ideas or corrections to fix this would be greatly appreciated.Cheers.Adding "strut" would only work if the leg uses the Firespitter animation module as well. I'll need to check the .cfg when I get the chance later to advise how best to add them.I've faced with issue that seems to be reported, but not fixed.This is a stock issue with nothing to do with FE. I can't fix things I didn't break Link to comment Share on other sites More sharing options...
Gfurst Posted September 2, 2015 Share Posted September 2, 2015 Awesome little mod, very useful as the other stuff you usually do.A small request: please include life-support related parts as well. I've tried to look how to do it myself but got lost in configs. Link to comment Share on other sites More sharing options...
Whovian Posted September 6, 2015 Share Posted September 6, 2015 I'd like to suggest a thing: multiple filtersI'm not at all sure how easy this would be to implement, but I've sometimes found myself wanting to look specifically at, say, 2.5m engines (I can only filter specifically 2.5m parts or engines, but not both at once) or engines from a given folder in GameData (say, if it isn't from one of the mods that FE is preprogrammed to recognize)Which can be really annoying if you have too many engines to reasonably sort through them in a timely mannerAs far as I can think, having "part type" filters on top of cross-section filters or on top of manufacturer filters are the only ones that would result in considerable increase in ease Link to comment Share on other sites More sharing options...
Crzyrndm Posted September 6, 2015 Author Share Posted September 6, 2015 By what is possibly a bug in Squads code, that already exists.1) Select your first subcategory2) Right Click on additional categories and subcategories to overlay moreThe subcategory list can get very long if you need more than two categories though Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted September 13, 2015 Share Posted September 13, 2015 I looked through the main post documentation and searched the thread, but I'm not seeing anywhere that says how to define new cross section icons. Link to comment Share on other sites More sharing options...
Crzyrndm Posted September 13, 2015 Author Share Posted September 13, 2015 SUBCATEGORY{ name = [COLOR=#ff0000]<the name of the category>[/COLOR] icon = [COLOR=#ff0000]<the name of your icon file>[/COLOR] FILTER { CHECK { type = profile value = [COLOR=#ff0000]<the profile id used on the part>[/COLOR] } }}@CATEGORY[Filter?by?Cross-Section?Profile]{ @SUBCATEGORIES { list = 26,[COLOR=#ff0000]<name of your subcategory>[/COLOR] }}If you want to change the subcategory ordering, the category is in Configs\Default\StockCategories.cfg Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted September 13, 2015 Share Posted September 13, 2015 Ah. I wasn't associating them with subcategories for some reason. Thanks for the speedy reply. Link to comment Share on other sites More sharing options...
NotTim Posted September 22, 2015 Share Posted September 22, 2015 There's something I just noticed which might be just me but I don't think so.I'm not getting any of the KWrockerty parts showing up under the filter by cross sectional profile categories. I've tested this on a fresh 1.04 install only KW 2.7.0-community and Filter Extensions 2.4.1 installed from CKAN. Link to comment Share on other sites More sharing options...
Lazy8 Posted September 24, 2015 Share Posted September 24, 2015 I'm not getting any procedural side fairings in a RO/RSS game. They show up in the tech tree and loading a craft with them but they aren't to be found in the VAB or SPH inv. Link to comment Share on other sites More sharing options...
baldamundo Posted September 24, 2015 Share Posted September 24, 2015 In career mode, parts aren't appearing in any of the categories until I've manually paid to unlock them - meaning I can only access my new parts if I buy the unlocks manually in the RnD center, which is a real hassle. I can't think what could be causing this other than this mod. Any ideas? Link to comment Share on other sites More sharing options...
Svm420 Posted September 24, 2015 Share Posted September 24, 2015 In career mode, parts aren't appearing in any of the categories until I've manually paid to unlock them - meaning I can only access my new parts if I buy the unlocks manually in the RnD center, which is a real hassle. I can't think what could be causing this other than this mod. Any ideas?Go to the main space center scene and click the button in the toolbar for this mod it should bring up the setting menu, and there is a option for hide unpurchased. Uncheck and profit! Link to comment Share on other sites More sharing options...
baldamundo Posted September 24, 2015 Share Posted September 24, 2015 Go to the main space center scene and click the button in the toolbar for this mod it should bring up the setting menu, and there is a option for hide unpurchased. Uncheck and profit! aha! Thanks! Link to comment Share on other sites More sharing options...
Ryds Posted September 29, 2015 Share Posted September 29, 2015 (edited) Solved Edited September 29, 2015 by Ryds Link to comment Share on other sites More sharing options...
casper88 Posted October 6, 2015 Share Posted October 6, 2015 I really like the new categorizing of the update concerning stock items! One unfortunate bug I have though is that when reverting to Vehicle Assembly makes all parts disappear. I need to switch to KSC and then back to VAB to see them again, happened after install of this mod and was reproducable quite some times now. Just wondering if this fixableKeep up the nice work!I have recently been getting this issue, I didn't install any additional mods before this started so am unsure what the cause is. Was there a solution proposed? ThanksCasper Link to comment Share on other sites More sharing options...
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