Litronius Posted May 5, 2016 Share Posted May 5, 2016 16 minutes ago, Crzyrndm said: Will fix, it's easy enough to detect scenarios/tutorials (although why would anyone be doing basic tutorials with mods installed...?) Thanks! I don't know, I installed the game recently, and downloaded some mods before learning to play... Link to comment Share on other sites More sharing options...
Papa_Joe Posted May 5, 2016 Share Posted May 5, 2016 On 5/1/2016 at 11:12 AM, Kerbas_ad_astra said: I concur with rasta -- it works for me. It might also be good to summon @Papa_Joe as well to look at your commit that fixes the issue, since CLS throws a similar error. Thanks for this. I will take a look. Sorry I've been missing for the past several days... I've been having the time of my life and haven't been thinking abotu KSP at all. Finding a good woman will do that to you :). Link to comment Share on other sites More sharing options...
drhay53 Posted May 6, 2016 Share Posted May 6, 2016 (edited) I'm having an issue where basically clicking on a category does nothing. Whatever parts are on the last category I loaded are just stuck there no matter what I click. Here is what I think is the relevant output_log text: Spoiler [Filter Extensions 2.5.0.0]: at PartModuleList.Contains (Int32 classID) [0x00000] in <filename unknown>:0 at PartModuleList.Contains (System.String className) [0x00000] in <filename unknown>:0 at FilterExtensions.Utility.PartType+<>c__DisplayClass2.<checkModuleName>b__0 (System.String s) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Any[String] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at FilterExtensions.Utility.PartType.checkModuleName (.AvailablePart part, System.String[] value, Boolean contains) [0x00000] in <filename unknown>:0 at FilterExtensions.ConfigNodes.Check.checkPart (.AvailablePart part, Int32 depth) [0x00000] in <filename unknown>:0 at FilterExtensions.ConfigNodes.Filter+<>c__DisplayClass4.<checkFilter>b__3 (FilterExtensions.ConfigNodes.Check c) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.All[Check] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at FilterExtensions.ConfigNodes.Filter.checkFilter (.AvailablePart part, Int32 depth) [0x00000] in <filename unknown>:0 at FilterExtensions.ConfigNodes.customSubCategory+<>c__DisplayClass7.<checkFilters>b__6 (FilterExtensions.ConfigNodes.Filter f) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Any[Filter] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at FilterExtensions.ConfigNodes.customSubCategory.checkFilters (.AvailablePart part, Int32 depth) [0x00000] in <filename unknown>:0 at FilterExtensions.ConfigNodes.customSubCategory.checkSubCategoryHasParts (System.String category) [0x00000] in <filename unknown>:0 at FilterExtensions.ConfigNodes.customCategory.initSubcategory (Int32 index, FilterExtensions.ConfigNodes.subCategoryItem toInit, KSP.UI.Screens.Category category) [0x00000] in <filename unknown>:0 Now, I realize that the log file says version 2.5.0.0, however, I manually installed the 2.5.1 release version from the github releases page. Here are the contents of my FilterExtensions.version file: {"NAME":"Filter Extensions","URL":"https://github.com/Crzyrndm/FilterExtension/blob/master/GameData/000_FilterExtensions/FilterExtensions.version","DOWNLOAD":"https://github.com/Crzyrndm/FilterExtension/releases","VERSION":{"MAJOR":2,"MINOR":5,"PATCH":1,"BUILD":0},"KSP_VERSION":{"MAJOR":1,"MINOR":1,"PATCH":0}} Any idea what might be going on? edit: I should mention that I did read the last couple pages of the thread, and this seems to be a similar issue as what other people have posted, so I'm surprised that the latest release downloaded from the github doesn't seem to be working for me. Particularly it seems curious that the version is listed in the log as 2.5.0.0, however, I've verified that there are no other FilterExtension DLLs anywhere in my KSP install except the fresh one that I literally just downloaded from the github. Is it possible that the dll in the github 'latest release' isn't the fixed version? Or is this something different from the last page or so of bug reports? edit 2: I did a fresh install of FE and loaded a sandbox game. The first time I clicked any category, FE stopped working completely. The last thing in output_log was this: Spoiler NullReferenceException: Object reference not set to an instance of an object at PartModuleList.Contains (Int32 classID) [0x00000] in <filename unknown>:0 at PartModuleList.Contains (System.String className) [0x00000] in <filename unknown>:0 at FilterExtensions.Utility.PartType+<>c__DisplayClass2.<checkModuleName>b__0 (System.String s) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Any[String] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at FilterExtensions.Utility.PartType.checkModuleName (.AvailablePart part, System.String[] value, Boolean contains) [0x00000] in <filename unknown>:0 at FilterExtensions.ConfigNodes.Check.checkPart (.AvailablePart part, Int32 depth) [0x00000] in <filename unknown>:0 at FilterExtensions.ConfigNodes.Filter+<>c__DisplayClass4.<checkFilter>b__3 (FilterExtensions.ConfigNodes.Check c) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.All[Check] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at FilterExtensions.ConfigNodes.Filter.checkFilter (.AvailablePart part, Int32 depth) [0x00000] in <filename unknown>:0 at FilterExtensions.ConfigNodes.customSubCategory+<>c__DisplayClass7.<checkFilters>b__6 (FilterExtensions.ConfigNodes.Filter f) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Any[Filter] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at FilterExtensions.ConfigNodes.customSubCategory.checkFilters (.AvailablePart part, Int32 depth) [0x00000] in <filename unknown>:0 at FilterExtensions.Utility.PartType.checkSubcategory (.AvailablePart part, System.String[] value, Int32 depth) [0x00000] in <filename unknown>:0 at FilterExtensions.ConfigNodes.Check.checkPart (.AvailablePart part, Int32 depth) [0x00000] in <filename unknown>:0 at FilterExtensions.ConfigNodes.Filter+<>c__DisplayClass4.<checkFilter>b__3 (FilterExtensions.ConfigNodes.Check c) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.All[Check] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at FilterExtensions.ConfigNodes.Filter.checkFilter (.AvailablePart part, Int32 depth) [0x00000] in <filename unknown>:0 at FilterExtensions.ConfigNodes.customSubCategory+<>c__DisplayClass7.<checkFilters>b__6 (FilterExtensions.ConfigNodes.Filter f) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Any[Filter] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at FilterExtensions.ConfigNodes.customSubCategory.checkFilters (.AvailablePart part, Int32 depth) [0x00000] in <filename unknown>:0 at FilterExtensions.ConfigNodes.customSubCategory.<initialise>b__4 (.AvailablePart p) [0x00000] in <filename unknown>:0 at UniLinq.Enumerable+<CreateWhereIterator>d__209`1[AvailablePart].MoveNext () [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[AvailablePart].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[AvailablePart]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0 at UniLinq.Enumerable.ToList[AvailablePart] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at EditorPartListFilterList`1[AvailablePart].GetFilteredList (System.Collections.Generic.List`1 list) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.EditorPartList.RefreshPartList () [0x00000] in <filename unknown>:0 at KSP.UI.Screens.EditorPartList.Refresh () [0x00000] in <filename unknown>:0 at KSP.UI.Screens.EditorPartList.Refresh (State state) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.PartCategorizer+<UpdateDaemon>c__IteratorC4.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Edited May 6, 2016 by drhay53 adding some info about what I looked into before posting Link to comment Share on other sites More sharing options...
Crzyrndm Posted May 6, 2016 Author Share Posted May 6, 2016 (edited) Drop this file in to GameData/000_FilterExtensions: https://github.com/Crzyrndm/FilterExtension/blob/master/GameData/000_FilterExtensions/FilterExtensions.dll?raw=true Release version still has the issue (next release will be after I finish some stuff that isn't working correctly yet) @Papa_Joe The issue for me was Part.Modules.Contains using a string or int input somehow triggers the partmodule awake sequence in which a module was self destructing. If you can, use the typed contains (ie. Contains<ModuleEngines>()) which is safe or, If you can't because the class is not a part of KSP/your mod, this is my "safe" version using string input here: https://github.com/Crzyrndm/FilterExtension/blob/master/FilterExtension/Utility/Extensions.cs#L50 Edited May 6, 2016 by Crzyrndm Link to comment Share on other sites More sharing options...
drhay53 Posted May 6, 2016 Share Posted May 6, 2016 Ah, I had thought based on the last page that the latest github released version had the fixed dll already. Thanks for the link, that version seems to work. I'll keep an eye out for the next released version on github. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 6, 2016 Share Posted May 6, 2016 @Crzyrndm In CKAN, this isn't listed as compatible with 1.1.2 Is that the case? if not, and if you need help, I've fixed this with my mods; essentially, make sure that with the .version file, you specify a min and max version of KSP, and make sure the max version is at least 1.1.2. For most of my mods, I set the mas to 1.1.99, and that seems to take care of it. LGG Link to comment Share on other sites More sharing options...
Crzyrndm Posted May 6, 2016 Author Share Posted May 6, 2016 (edited) CKAN showing or not showing my mod is not my problem as far as I'm concered, and no the current release isn't fully compatible with other mods (see reports of things exploding on the last page) so I'd rather not have a flood of duplicate reports from CKAN right now. Edited May 6, 2016 by Crzyrndm Link to comment Share on other sites More sharing options...
Crzyrndm Posted May 6, 2016 Author Share Posted May 6, 2016 Filter Extensions v2.5.2 is released, fixing another case where a self destructing module would cause things to explode Link to comment Share on other sites More sharing options...
drhay53 Posted May 7, 2016 Share Posted May 7, 2016 Should 2.5.2 still use the other dll that you've provided in the thread to fix the VAB and SPH issue, or is that one included in the release? Link to comment Share on other sites More sharing options...
Crzyrndm Posted May 7, 2016 Author Share Posted May 7, 2016 2.5.2 is current version with all fixes and features Link to comment Share on other sites More sharing options...
Crzyrndm Posted May 8, 2016 Author Share Posted May 8, 2016 (edited) So just out of curiosity, how are people using this mod? Building your own customised set of subcategories Using the "Default" set of categories and subcategories Using the "Stock Rework" set of categories and subcategories ... Any opinions on the distributed libraries? (I'm just randomly getting curious here...) Edited May 8, 2016 by Crzyrndm Link to comment Share on other sites More sharing options...
drtedastro Posted May 8, 2016 Share Posted May 8, 2016 Using the defaults, as all of my attempts to create one fail. I will try again and with help, work out what I am doing wrong. This mod is a MUST HAVE.. Thanks for all of your work. Cheers. Link to comment Share on other sites More sharing options...
nli2work Posted May 8, 2016 Share Posted May 8, 2016 (edited) awesome mod, why Squad couldn't have done this to begin with is forever a mystery. how do I get my mod loaded by filter extension with icon? include mod_config and 32x icons? All I'm looking to do is manufacturer/mod group. Edit. woah already got an icon nice! how does the plugin match icon with mod? by icon file name = mod folder name? Edited May 8, 2016 by nli2work Link to comment Share on other sites More sharing options...
Crzyrndm Posted May 8, 2016 Author Share Posted May 8, 2016 (edited) 3 hours ago, nli2work said: woah already got an icon nice! how does the plugin match icon with mod? by icon file name = mod folder name? I'd have to double check this, but IIRC it matches the icon name, a second icon which is the first name + "_selected", and the name given to the subcategory (will double check that last bit later). It finds all uniquely named icons that are 32x32 in size to use as options so as long as it's not in PluginData you can put it anywhere EDIT I should probably make note of the more explicit version as well. Any nodes named as "FilterSetIcon" in GameData and having fields that look like "blah = <subcategoryName>=><iconName>" will explicitly set the icon to anything you want. Just note that these functions are probably limited to subcategories created by FE (ie. probably not "Filter by Module") unless I'm mis remembering Never mind that, I hit all of them after all Edited May 8, 2016 by Crzyrndm Link to comment Share on other sites More sharing options...
marioluigi653 Posted May 11, 2016 Share Posted May 11, 2016 (edited) I love this mod. It helps me find stuff a lot quicker now, but I have a small problem. I updated the mod and now in the Filter by Resource tab it doesn't show all of the tanks anymore in an existing save file, but if I make a new save file everything is normal. Never mind. Creating a new Sandbox Test save game somehow fixed my problem. Everything is back to normal for all of my saves. Edited May 11, 2016 by marioluigi653 Link to comment Share on other sites More sharing options...
Crzyrndm Posted May 11, 2016 Author Share Posted May 11, 2016 logs plz... Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 11, 2016 Share Posted May 11, 2016 @Crzyrndm Have you added the quicksearch back into this to replace the stock search? Link to comment Share on other sites More sharing options...
Crzyrndm Posted May 11, 2016 Author Share Posted May 11, 2016 @Malah was the one doing quick search, FE has never had any functionality of that type? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 11, 2016 Share Posted May 11, 2016 1 minute ago, Crzyrndm said: @Malah was the one doing quick search, FE has never had any functionality of that type? oh, sorry. confused am I Link to comment Share on other sites More sharing options...
FreeThinker Posted May 13, 2016 Share Posted May 13, 2016 On 8-5-2016 at 0:30 PM, Crzyrndm said: So just out of curiosity, how are people using this mod? Building your own customised set of subcategories Using the "Default" set of categories and subcategories Using the "Stock Rework" set of categories and subcategories ... Any opinions on the distributed libraries? (I'm just randomly getting curious here...) I think it's the responsibility of Mod developers to create meaningfull sub catergies, at least that what I did for KSPI-E where I created the following subscategies to create clarity in complexity @SUBCATEGORIES { list = 0,Pods list = 1,Fuel Tanks list = 2,Engines list = 3,Command and Control list = 4,Reactors list = 5,ElectricGenerators list = 6,Radiators list = 7,PreCooler list = 8,MicrowavePower list = 9,IRSU list = 10,Science list = 11,Warp Engines } Link to comment Share on other sites More sharing options...
nathan1 Posted May 13, 2016 Share Posted May 13, 2016 On 5/8/2016 at 6:30 AM, Crzyrndm said: So just out of curiosity, how are people using this mod? Building your own customised set of subcategories Using the "Default" set of categories and subcategories Using the "Stock Rework" set of categories and subcategories ... Any opinions on the distributed libraries? (I'm just randomly getting curious here...) I'm trying to make my own set of customised categories. I have quite a bit working, but there are a few things happening that are making no sense to me. Note that I'm using v2.5.2.0 with KSP 1.1.2, and I have not included any of the configs from the "000_FilterExtensions Configs" directory in the release (I'm trying to set up my own from scratch using the included ones as examples). I have the following set of sub-categories for "filter by function:" Spoiler CATEGORY { name = Filter by Function type = stock value = replace SUBCATEGORIES { list = 0,Command list = 1,Crew list = 2,Attitude Control list = 3,Fuel Tanks list = 4,Engines list = 5,Boosters list = 6,Atmospheric Engines list = 7,Active Structural list = 8,Pure Structural list = 9,Aerodynamics list = 10,Thermal list = 11,Electrical list = 12,Utility list = 13,Science } } I have the "Fuel Tanks" sub-category set up as follows (the important part is bolded): Spoiler SUBCATEGORY { name = Fuel Tanks icon = stockIcon_fueltank FILTER { CHECK { type = category value = FuelTank } } FILTER { CHECK { type = resource value = LiquidFuel } CHECK { type = moduleName value = ModuleEngines, ModuleEnginesFX invert = true } CHECK { type = moduleName value = ModuleCommand invert = true } } FILTER { CHECK { type = resource value = MonoPropellant } CHECK { type = moduleName value = ModuleEngines, ModuleEnginesFX invert = true } CHECK { type = moduleName value = ModuleCommand invert = true } } FILTER { CHECK { type = resource value = XenonGas } CHECK { type = moduleName value = ModuleEngines, ModuleEnginesFX invert = true } CHECK { type = moduleName value = ModuleCommand invert = true } } } This works for most all of the fuel tanks... except the ore tanks and the fuel line are not included, and I can't figure out why. The bolded section above should cause them to be part of this sub-category. Also, I have the aerodynamics sub-category set up as follows: Spoiler SUBCATEGORY { name = Aerodynamics icon = stockIcon_aerodynamics FILTER { CHECK { type = category value = Aero } } } But the Aerodynamics category never shows up and the logs tell me: [Filter Extensions 2.5.1.0]: Aerodynamics in category Filter by Function has no valid parts and was not initialised I've double-checked that I downloaded 2.5.2.0, so I'm not sure why the log lists 2.5.1.0... I'm not seeing any errors in the logs, so my next step is to try removing mods (although I don't have many to begin with). Any help would be appreciated. Link to comment Share on other sites More sharing options...
Crzyrndm Posted May 13, 2016 Author Share Posted May 13, 2016 (edited) 2.5.1.0 in the log file is my fault (forgot to change the number *before* release...) Aero and FuelTank don't work because I did something that is possibly very very stupid and used the ingame category names and they are different from what is in part .cfgs (I'm kicking myself right now...). The current names are: Pods, Engines, Fuel Tanks, Control, Structural, Aerodynamics, Utility, Science, and None. I'll add the .cfg names as alternatives for the next release because that makes sense... Also, for the fuel tank category, it would be simpler to write it like this (part has a resource other than ("NotAResource" or "IntakeAir") and is not (an engine or Command part)) SUBCATEGORY { name = Fuel Tanks icon = stockIcon_fueltank FILTER { CHECK { type = resource value = NotAResource, IntakeAir // I figure you don't really want Intakes being classed as fuel tanks contains = false // we're looking for any resource that *isn't* listed } CHECK { type = moduleName value = ModuleEngines, ModuleCommand // No need to list ModuleEnginesFX invert = true } } } Edited May 13, 2016 by Crzyrndm Link to comment Share on other sites More sharing options...
nathan1 Posted May 13, 2016 Share Posted May 13, 2016 1 hour ago, Crzyrndm said: Aero and FuelTank don't work because I did something that is possibly very very stupid and used the ingame category names and they are different from what is in part .cfgs (I'm kicking myself right now...). The current names are: Pods, Engines, Fuel Tanks, Control, Structural, Aerodynamics, Utility, Science, and None. I'll add the .cfg names as alternatives for the next release because that makes sense... That fixed it, thanks! I'm getting close to finished with my config now. I'm including it here for anyone who's interested in another example: Spoiler CATEGORY { name = Filter by Function type = stock value = replace SUBCATEGORIES { list = 0,Command list = 1,Crew list = 2,Attitude Control list = 3,Fuel Tanks list = 4,Engines list = 5,Boosters list = 6,Atmospheric Engines list = 7,Aerodynamics list = 8,Adapters and Cones list = 9,Active Structural list = 10,Pure Structural list = 11,Thermal list = 12,Electrical list = 13,Utility list = 14,Science } } SUBCATEGORY { name = Command icon = stockIcon_pods FILTER { CHECK { type = category value = Pods } } FILTER { CHECK { type = moduleName value = ModuleCommand } } } SUBCATEGORY { name = Crew icon = Passengers FILTER { CHECK { type = crew value = 0 equality = GreaterThan } CHECK { type = moduleName value = ModuleCommand invert = true } } } SUBCATEGORY { name = Attitude Control icon = stockIcon_cmdctrl FILTER { CHECK { type = category value = Control } } FILTER { CHECK { type = moduleName value = ModuleReactionWheel, RWSaturatable } CHECK { type = moduleName value = ModuleCommand invert = true } } FILTER { CHECK { type = moduleName value = ModuleRCS } CHECK { type = moduleName value = ModuleCommand, MomentumDischargeThruster invert = true } } } SUBCATEGORY { name = Fuel Tanks icon = stockIcon_fueltank FILTER { CHECK { type = category value = Fuel Tanks } } FILTER { CHECK { type = resource value = LiquidFuel, MonoPropellant, XenonGas } CHECK { type = moduleName value = ModuleEngines, ModuleEnginesFX, ModuleCommand invert = true } } } SUBCATEGORY { name = Engines icon = EngineLFO FILTER { CHECK { type = category value = Engine } CHECK { type = propellant value = SolidFuel invert = true } CHECK { type = propellant value = IntakeAir invert = true } } FILTER { CHECK { type = moduleName value = ModuleEngines, ModuleEnginesFX } CHECK { type = propellant value = SolidFuel invert = true } CHECK { type = propellant value = IntakeAir invert = true } } } SUBCATEGORY { name = Boosters icon = EngineSolid FILTER { CHECK { type = category value = Engine } CHECK { type = propellant value = SolidFuel } } FILTER { CHECK { type = moduleName value = ModuleEngines, ModuleEnginesFX } CHECK { type = propellant value = SolidFuel } } } SUBCATEGORY { name = Atmospheric Engines icon = Firespitter FILTER { CHECK { type = category value = Engine } CHECK { type = propellant value = IntakeAir } } FILTER { CHECK { type = moduleName value = ModuleEngines, ModuleEnginesFX } CHECK { type = propellant value = IntakeAir } } FILTER { CHECK { type = moduleName value = ModuleResourceIntake } CHECK { type = resource value = IntakeAir } } } SUBCATEGORY { name = Aerodynamics icon = stockIcon_aerodynamics FILTER { CHECK { type = category value = Aerodynamics } CHECK { type = moduleName value = ModuleEngines, ModuleEnginesFX, ModuleResourceIntake, ModuleAblator invert = true } CHECK { type = resource value = IntakeAir invert = true } CHECK { type = name value = InflatableHeatShield invert = true } } } SUBCATEGORY { name = Adapters and Cones icon = Adapter FILTER { // TBD CHECK { type = category value = None } } } SUBCATEGORY { name = Active Structural icon = stockIcon_structural FILTER { CHECK { type = moduleName value = LaunchClamp, ModuleCargoBay, ModuleAnchoredDecoupler, ModuleDecouple, ModuleDockingNode } CHECK { type = moduleName value = ModuleAblator, ModuleProceduralFairing invert = true } } } SUBCATEGORY { name = Pure Structural icon = Girder FILTER { CHECK { type = category value = Structural } CHECK { type = subcategory value = Active Structural invert = true } CHECK { type = subcategory value = Atmospheric Engines invert = true } } } SUBCATEGORY { name = Thermal icon = FanEngine FILTER { CHECK { type = moduleName value = ModuleActiveRadiator, ModuleAblator } } FILTER { CHECK { type = name value = InflatableHeatShield } } } SUBCATEGORY { name = Electrical icon = ElectricCharge FILTER { CHECK { type = category value = Utility } CHECK { type = resource value = ElectricCharge } } FILTER { CHECK { type = category value = Utility } CHECK { type = moduleName value = ModuleDeployableSolarPanel, ModuleGenerator, ModuleLight } CHECK { type = moduleName value = ModuleWheelBase, ModuleWheelSuspension invert = true } } } SUBCATEGORY { name = Utility icon = stockIcon_utility FILTER { CHECK { type = subcategory value = Command invert = true } CHECK { type = subcategory value = Crew invert = true } CHECK { type = subcategory value = Attitude Control invert = true } CHECK { type = subcategory value = Fuel Tanks invert = true } CHECK { type = subcategory value = Engines invert = true } CHECK { type = subcategory value = Boosters invert = true } CHECK { type = subcategory value = Atmospheric Engines invert = true } CHECK { type = subcategory value = Active Structural invert = true } CHECK { type = subcategory value = Pure Structural invert = true } CHECK { type = subcategory value = Aerodynamics invert = true } CHECK { type = subcategory value = Thermal invert = true } CHECK { type = subcategory value = Electrical invert = true } CHECK { type = subcategory value = Science invert = true } } } SUBCATEGORY { name = Science icon = stockIcon_science FILTER { CHECK { type = category value = Science } } FILTER { CHECK { type = moduleName value = ModuleScienceExperiment } CHECK { type = moduleName value = ModuleCommand invert = true } CHECK { type = crew value = 0 } } } Link to comment Share on other sites More sharing options...
nathan1 Posted May 18, 2016 Share Posted May 18, 2016 I'm pretty sure the check type "check" is no longer using OR logic in the current version. I have the following config: Spoiler SUBCATEGORY { name = Adapters and Cones icon = Adapter FILTER { CHECK { type = check CHECK { type = custom value = adapter } CHECK { type = custom value = multicoupler } CHECK { type = title value = Nose Cone,Multi-Point Connector } } } } If I simplify it to just one of the three sub-checks it will include the correct subset of parts, but with all three I get no parts and the sub-category does not show up. Link to comment Share on other sites More sharing options...
drhay53 Posted May 18, 2016 Share Posted May 18, 2016 The only custom stuff I did with this mod was add custom main groups for the main part addons I have installed; i.e. KAX, USI, SpaceY, etc. I'd love to make custom categories but I haven't really had the time to sit down and figure out how to figure out how to do it (the repeat was intentional). The biggest hurdle I think is locating all of the different classes that each part has, especially in mods. Also, on another note, is anyone else seeing the Nuclear Rockets custom section just completely full of basically all engines? Link to comment Share on other sites More sharing options...
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