Crzyrndm Posted March 18, 2016 Author Share Posted March 18, 2016 (edited) 8 hours ago, bi99uns said: Kerbal stuff shut down and Github scares the crap out of me since i have no idea what im doing there. Is there an alternative link? Just need something simple to help me figure out if parts are Stock or not. Direct Github Download. You won't even see the site. 7 hours ago, Toonu said: Hi, is it possible to make filter for module thing? Like not the module, but the config of module...like some number or something in module in cfg....I really need it to define few parts, because many parts have that module and just some have in module some extra thing which I want filter out... Not currently, and doing so is somewhat awkward and error prone, so I don't have any plans to do so directly at this stage. What I do have is a part module which you can add with Module Manager (and module manager can identify those parts easily enough). eg. @PART[*]:HAS[@MODULE[xy]:HAS[#maxTurnRateDPS[z]]] { MODULE { name = PartModuleFilter filterAdd = // comma delimited list of subcategories to push this part into by name. eg. Engines, Fuel Tanks filterBlock = // comma delimited list of subcategories to block this part from by name. eg. Engines, Fuel Tanks } } You will need to use this .dll version for that to work though Edited March 18, 2016 by Crzyrndm Link to comment Share on other sites More sharing options...
Toonu Posted March 18, 2016 Share Posted March 18, 2016 (edited) 10 hours ago, Crzyrndm said: @PART[*]:HAS[@MODULE[xy]:HAS[#maxTurnRateDPS[z]]] { MODULE { name = PartModuleFilter filterAdd = // comma delimited list of subcategories to push this part into by name. eg. Engines, Fuel Tanks filterBlock = // comma delimited list of subcategories to block this part from by name. eg. Engines, Fuel Tanks } } You will need to use this .dll version for that to work though So you suggest to add that parts into subcategory by ModuleManager? If yes, isn't better to add it just like Because it didn't worked, maybe it was because whole subcategory didn't appeared. But category doesn't appear only when it hasn't any parts inside, so it probably didnt work. But ModuleManager didn't write any errors at loading.. I put it like this: @PART[*]:HAS[@MODULE[MissileLauncher]:HAS[#missileType[bomb]]] { MODULE { name = PartModuleFilter filterAdd = Bombs// comma delimited list of subcategories to push this part into by name. eg. Engines, Fuel Tanks filterBlock = // comma delimited list of subcategories to block this part from by name. eg. Engines, Fuel Tanks } } Where Bombs subcategory was defined in one of cfg inside FilterExtensions folders, where it define that category without any filter, and add it to one of categories. My objective is make BDA category with AAM, AGM, GAM, GGM, Bombs, Turrets and other types of weapons categories....and this type is defined in that MissileLauncher module in missiletype. Which can be agm, aam...etc Edited March 18, 2016 by Toonu Link to comment Share on other sites More sharing options...
Crzyrndm Posted March 19, 2016 Author Share Posted March 19, 2016 (edited) @PART[*]:HAS[@MODULE[MissileLauncher]:HAS[#missileType[bomb]]] { MODULE { name = PartModuleFilter filterAdd = Bombs } } SUBCATEGORY { name = Bombs icon = test FILTER { CHECK { type = name value = bahaClusterBomb } } } @CATEGORY[Filter?by?Function] { @SUBCATEGORIES { @list = Bombs } } This appears to work (gets 4 parts with a fresh BDA download). I guessing you tried to do it with no Filter/Check node in the subcategory and run afoul of a sanity check that wasn't properly updated. I will get that fixed (and probably add a check for the module in some shape) Edited March 19, 2016 by Crzyrndm Link to comment Share on other sites More sharing options...
Toonu Posted March 21, 2016 Share Posted March 21, 2016 On 19. 3. 2016 at 1:04 AM, Crzyrndm said: @PART[*]:HAS[@MODULE[MissileLauncher]:HAS[#missileType[bomb]]] { MODULE { name = PartModuleFilter filterAdd = Bombs } } SUBCATEGORY { name = Bombs icon = test FILTER { CHECK { type = name value = bahaClusterBomb } } } @CATEGORY[Filter?by?Function] { @SUBCATEGORIES { @list = Bombs } } Oh, I thought I must put subcathegory into FExt. Folder into one of configs, not into the ModuleManager config file....I'll try it! Thx Toonu Link to comment Share on other sites More sharing options...
Crzyrndm Posted March 22, 2016 Author Share Posted March 22, 2016 Any *.cfg file in GameData will work. The issue was around there being no parts in the subcategory until some were forced in so it got filtered out before the forced acquisitions were accounted for Link to comment Share on other sites More sharing options...
Stone Blue Posted March 22, 2016 Share Posted March 22, 2016 (edited) Sorry if this has already been asked before, but has anyone made a patch to put ALL the stock, Squad parts into ONE manufacturer tab? Kind of annoying when I have LOTS of parts mods with stockalike parts, and I cant tell what is ACTUALLY stock now, not to mention the LONG list of tabs I have to scroll thru, because the Squad parts are split up between A LOT of different manufacturers... Edited March 22, 2016 by Stone Blue Link to comment Share on other sites More sharing options...
Buster Charlie Posted March 22, 2016 Share Posted March 22, 2016 Is there any way to put under categorized parts into an overflow category so you can tell what you're missing? Link to comment Share on other sites More sharing options...
Crzyrndm Posted March 23, 2016 Author Share Posted March 23, 2016 (edited) 13 hours ago, Buster Charlie said: Is there any way to put under categorized parts into an overflow category so you can tell what you're missing? Not directly. You can make one that is an inverted subcategory check that lists all the other subcategories you want to compare against SUBCATEGORY { name = Undefined icon = stockIcon_fallback FILTER { CHECK { type = subcategory value = sub1, sub2, sub3,... invert = true } } } 14 hours ago, Stone Blue said: Sorry if this has already been asked before, but has anyone made a patch to put ALL the stock, Squad parts into ONE manufacturer tab? Kind of annoying when I have LOTS of parts mods with stockalike parts, and I cant tell what is ACTUALLY stock now, not to mention the LONG list of tabs I have to scroll thru, because the Squad parts are split up between A LOT of different manufacturers... Space center => Options window (looks like a black screen outline. Terrible icon I know) => "Sort parts by folder in manufacturer tab (requires restart)" That'll get Squad parts into 2 folders: Squad and NASAmission and will do the same for any mods as well (so you find the mods base folder name, not the manufacturer) Edited March 23, 2016 by Crzyrndm Link to comment Share on other sites More sharing options...
Stone Blue Posted March 23, 2016 Share Posted March 23, 2016 7 hours ago, Crzyrndm said: Space center => Options window (looks like a black screen outline. Terrible icon I know) => "Sort parts by folder in manufacturer tab (requires restart)" That'll get Squad parts into 2 folders: Squad and NASAmission and will do the same for any mods as well (so you find the mods base folder name, not the manufacturer) EXCELLENT!! Thanx! Link to comment Share on other sites More sharing options...
TheUnamusedFox Posted March 30, 2016 Share Posted March 30, 2016 Tried playing KSP 1.1 without this... Not happening. Everything felt wrong in the editor! Me playing KSP 1.1 now hinges on this mod getting updated,it really needs to be implemented into the game... Link to comment Share on other sites More sharing options...
Crzyrndm Posted March 30, 2016 Author Share Posted March 30, 2016 There will be no public releases of any of my mods until after 1.1 is actually released. There may be some github activity when I get around to working on things but any of that will all be at user risk. I'm not going to try supporting something that is listed as being "frequently updated" (still haven't decided whether I will bother with the pre-release at all...) Post-release, I will be pushing hard to get updates out, just not before Link to comment Share on other sites More sharing options...
TheUnamusedFox Posted March 30, 2016 Share Posted March 30, 2016 10 hours ago, Crzyrndm said: There will be no public releases of any of my mods until after 1.1 is actually released. There may be some github activity when I get around to working on things but any of that will all be at user risk. I'm not going to try supporting something that is listed as being "frequently updated" (still haven't decided whether I will bother with the pre-release at all...) Post-release, I will be pushing hard to get updates out, just not before Yeah, I imagine it would be annoying to constantly fix things, looks like I'm waiting a little while. Thanks for making this mod though, it really is a godsend! Link to comment Share on other sites More sharing options...
Table Posted March 30, 2016 Share Posted March 30, 2016 16 hours ago, Crzyrndm said: There will be no public releases of any of my mods until after 1.1 is actually released. There may be some github activity when I get around to working on things but any of that will all be at user risk. I'm not going to try supporting something that is listed as being "frequently updated" (still haven't decided whether I will bother with the pre-release at all...) Post-release, I will be pushing hard to get updates out, just not before Keep it up man, I hope this comes out for 1.1 oh and update it for CKAN too Link to comment Share on other sites More sharing options...
Deimos Rast Posted April 5, 2016 Share Posted April 5, 2016 Can anyone tell me where the Engine subcategory config is hiding please? I've found the engine category config and the names and icons config. Looking at the wiki, looks like I can do a propellant check for the engines (which I'm guessing is just what the subcategory config consists of). Still, I like having visual reference material. Anyway, great mod; hope to see it in 1.1. Cheers. Link to comment Share on other sites More sharing options...
Crzyrndm Posted April 5, 2016 Author Share Posted April 5, 2016 (edited) 30 minutes ago, Deimos Rast said: Can anyone tell me where the Engine subcategory config is hiding please? I've found the engine category config and the names and icons config. Looking at the wiki, looks like I can do a propellant check for the engines (which I'm guessing is just what the subcategory config consists of). Still, I like having visual reference material. Anyway, great mod; hope to see it in 1.1. Cheers. The stockalike one is here: https://github.com/Crzyrndm/FilterExtension/blob/master/GameData/000_FilterExtensions%20Configs/SubCategories_Stock.cfg#L29-L42 If you mean the subcategories that go into the engines category, those are generated each run based on what engine parts are installed. They look like: SUBCATEGORY { // standard name/icon/options stuff here FILTER { // must have <prop_1> as a propellant CHECK { type = propellant value = <prop_1> } // must have <prop_2> as a propellant CHECK { type = propellant value = <prop_2> } // must not have any propellants other than <prop_1> or <prop_2> CHECK { type = propellant value = <prop_1>,<prop_2> invert = true contains = false } } } One check per propellant, plus one more to ensure an exact match. Also, although the subcategories are procedurally generated, you can still use them by name in other categories and "subcategory" checks. No need to duplicate Edited April 5, 2016 by Crzyrndm Link to comment Share on other sites More sharing options...
Deimos Rast Posted April 8, 2016 Share Posted April 8, 2016 (edited) Yeah, that's the one I was looking for, the second stuff, thanks. Is ModuleGimbal supported? I'm currently using what I have below and nothing shows up (I'm using the identical for alternator, and it's fine). Nevermind, seems to work now, oddly. SUBCATEGORY { name = Gimbal icon = ControlSurface FILTER { CHECK { type = moduleName value = ModuleGimbal } CHECK { type = manufacturer value = ABC Corp } } } Edited April 8, 2016 by Deimos Rast solved Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 11, 2016 Share Posted April 11, 2016 On 3/30/2016 at 0:38 AM, Crzyrndm said: There will be no public releases of any of my mods until after 1.1 is actually released. There may be some github activity when I get around to working on things but any of that will all be at user risk. I'm not going to try supporting something that is listed as being "frequently updated" (still haven't decided whether I will bother with the pre-release at all...) Post-release, I will be pushing hard to get updates out, just not before Speaking as a modder, I would suggest you at least get 1.1 and start working. Most if not all of the changes to the editor are done, the problems still existing are with wheels, and various bugs. Feel free to contact me if you have questions or need help. I really love this, and am really missing it while I do my 1.1 testing Linuxgurugamer Link to comment Share on other sites More sharing options...
Crzyrndm Posted April 12, 2016 Author Share Posted April 12, 2016 (edited) I am, slowly (there's actually a 1.1 compile on Github, I just broke a few things to get that far). I'm definitely not not working on things because of difficulty or because of repeated builds, it's just constraints on my time currently are much tighter than I need to properly work on the mods I maintain Edited April 12, 2016 by Crzyrndm Link to comment Share on other sites More sharing options...
emerald Posted April 13, 2016 Share Posted April 13, 2016 The Core.Log(toConfigNode()); in public bool checkPart(AvailablePart part, int depth = 0) slows everything down alot, otherwise it appears to be working (without the line it's fast and works; some sporadic graphical glitches with the buttons appear but I don't know the source, they might be in stock already). Link to comment Share on other sites More sharing options...
Crzyrndm Posted April 14, 2016 Author Share Posted April 14, 2016 That was removed in the current commit (was me trying to track down some errors, wasn't meant to be committed). The problems are a lot more insidious than just some leftover logging, There are a rather large number of subcategories that should be showing up that aren't (because they're being removed because they have no parts which shouldn't be the case). I haven't yet had the time to track down the culprit(s) Link to comment Share on other sites More sharing options...
RA3236 Posted April 14, 2016 Share Posted April 14, 2016 (edited) This mod is all well and good, but I cannot understand a word of the config structuring. Can anyone give me a cfg that can place specific parts in my own custom categories? Thanks. EDIT: Cancel that, got it now. Edited April 14, 2016 by RA3236 Link to comment Share on other sites More sharing options...
FreeThinker Posted April 14, 2016 Share Posted April 14, 2016 On 12-4-2016 at 8:11 AM, Crzyrndm said: I am, slowly (there's actually a 1.1 compile on Github, I just broke a few things to get that far). I'm definitely not not working on things because of difficulty or because of repeated builds, it's just constraints on my time currently are much tighter than I need to properly work on the mods I maintain Could you please point to a locaion where we can download a minimum working 1.1 version. I realy can't develop KSPI without your mod very well Link to comment Share on other sites More sharing options...
lude Posted April 14, 2016 Share Posted April 14, 2016 58 minutes ago, FreeThinker said: Could you please point to a locaion where we can download a minimum working 1.1 version. I realy can't develop KSPI without your mod very well dunno if this helps https://github.com/Crzyrndm/FilterExtension Link to comment Share on other sites More sharing options...
Varses Posted April 15, 2016 Share Posted April 15, 2016 As one of the lame people that actually reads the README, I got a kick out of this one /////////////////////////////////// /// Reminder to self: Need to do some proper documentation at some point /////////////////////////////////// Link to comment Share on other sites More sharing options...
Crzyrndm Posted April 15, 2016 Author Share Posted April 15, 2016 (edited) 2 hours ago, Varses said: As one of the lame people that actually reads the README, I got a kick out of this one /////////////////////////////////// /// Reminder to self: Need to do some proper documentation at some point /////////////////////////////////// Just feel the motivation pouring off it... Edited April 15, 2016 by Crzyrndm Link to comment Share on other sites More sharing options...
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