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[1.3.0] Filter Extensions 3.0.4 (Jul 11)


Crzyrndm

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14 minutes ago, FreeThinker said:

Question, why isn't this mod avaialble on CKAN yet?

I wanted to set Filter Extensions as a requirement , because it prevent people from making stupic part selections, however CKAN refuces to accept Filter Extensions because it is not listed.

Maybe because it isn't yet compatible with 1.1.3?

It is, might be a CKAN bug

Edited by linuxgurugamer
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The problem is that there isn't a reference in the .version file to the ksp-avc site, where CKAN could check for a new version.

I've asked the ckan people to reindex it, and will send a message to @Crzyrndm about it

In order for CKAN to see the correct .version file, it will have to be packaged up in a new release

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I have your mod running as a result of running KSP Interstellar. I've been getting an error every time I launch the game 

kiQFt.gif

I updated KSPI today and also installed the update you posted on Github on 6 July, but the Toolbar error persists.

So far, I've simply clicked "CLOSE" and played many hours.

However, I have recently started to suffer periodic crashes so I'm trying to pin-down what is wrong. In the interest of giving you an idea of what mods I'm running screen cap of my GameData folder.

bai05.gif

Is there a better way to share the mod-list than that?

The crashes generally seem to occur when entering some of the sub-sections of the Space Center. Of course, with so many mods installed, I'm not even certain that it is this Toolbar error that is causing them . . . but it seems the most likely starting point. Appreciate any help you can offer and I'm happy to post error logs or whatever might help.

I'm reasonably proficient with C++ and Java, but the folder structures and file inter-relations for this game and its mods are complex (and the error logs are both bewildering and enormous! 37,000 lines! :sealed:) . . . so any pointing in the right direction might save me a lot of time.

 

Edited by Diche Bach
updated modlist image . . . LOL when it's broken, just ADD MORE MODS! :)
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  • 2 weeks later...

Does anyone have like a patch or something that makes this play nicely with procedural parts? I think the main issue is just that the procedural batteries don't get put anywhere

Would also be sweet to have a dedicated fuel tanks section with subcategories for fuels. (I'm using the configs from ckan)

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Dedicated fuel tanks section => resources tab?

If you can identify which parts aren't visible where they should be, I can also fix that. I not seeing any particular reason they wont show in the generic categories though (cant test right now)

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On 29/07/2016 at 10:58 PM, Crzyrndm said:

Dedicated fuel tanks section => resources tab?

If you can identify which parts aren't visible where they should be, I can also fix that. I not seeing any particular reason they wont show in the generic categories though (cant test right now)

Derp. Yeah, I'm an idiot for missing the resources tab. Cheers!

The procedural battery's the main one I've noticed so far that doesn't turn up in the right place

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  • 4 weeks later...

Since Filter Extensions automatically scans for mod folders and organizes parts by "manufacturer", I assume I don't need to create a whole new filter to have a particular parts pack use a specific icon in the VAB manufacturer's list. I see some included configs for major mods like USI, but I'm not completely clear on how to set up my own mod such that FE will assign an icon of my choosing. Can anyone nudge me in the right direction?

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You are correct that Filter by Manufacturer can automatically pick out the parts from a mod. For the icon, in a.cfg file add the following node (just make sure the icon name is something unique and is 32x32px)

FilterSetIcon
{
	icon = (name)=>(newIcon)
}

// example: changes the icon for the "Rockets" category to se the icon called "EngineLFO"
FilterSetIcon
{
	icon = Rockets=>EngineLFO
}

 

The included configs are primarily for larger mods/mod groups where it is beneficial to be able to still be able to split parts into categories like pods/engines/aero/etc

Edited by Crzyrndm
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@Crzyrndm  Ah, I think I see. So changing a "company" icon just counts as another category? If my mods are installed in GameData/TokamakIndustries, and I have created GameData/TokamakIndustries/assets/TokamakIcon.png, then I want to make a cfg file with:

FilterSetIcon
{
	icon = (TokamakIndustries)=>(TokamakIcon)
}

 Correct?

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5 minutes ago, Crzyrndm said:

Without the brackets, yes (see the example, the brackets were me trying to indicate a representative value)

Derp. I saw that in the example, but failed to edit them out of my copypasta. Thanks!

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Feature Request. (I"ll add it to Git if there is interest).

I was talking with @linuxgurugamer the other day on his thread about blocking parts in the editor, and thought this might be a good feature for Filter Extensions.

Filtering by usage.  The parts you use most would "migrate" to the top of the list.  Obviously, a secondary sort would be your selected sort method.  This would automatically move your most used parts to the top of the list.

I think it could work by persisting the number of times you use a part in the editor.  Discussion in the Part Blocker thread starts here:

If there is interest, I could attempt a PR with my thoughts on  how to implement.

Edited by Papa_Joe
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4 hours ago, Papa_Joe said:

Feature Request. (I"ll add it to Git if there is interest).

I was talking with @linuxgurugamer the other day on his thread about blocking parts in the editor, and thought this might be a good feature for Filter Extensions.

Filtering by usage.  The parts you use most would "migrate" to the top of the list.  Obviously, a secondary sort would be your selected sort method.  This would automatically move your most used parts to the top of the list.

I think it could work by persisting the number of times you use a part in the editor.  Discussion in the Part Blocker thread starts here:

If there is interest, I could attempt a PR with my thoughts on  how to implement.

Personally, I would absolutely LOVE a feature like that.

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Feature request:

 

Another great idea would be a way to sort engines by:

- Highest/Lowest ISP

- Highest/Lowest Thrust

- Filter engines by type of fuel

 

Right now, playing RO+RSS, using over 200 mods, takes me 15 minutes to find the engine I need, and even then I can't be sure if the engine I'm selecting is my best option.

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13 hours ago, Crzyrndm said:

Going to need a log with debug enabled (from restart. Change it either in the space center window + scene change or go to 000_FilterExtensions\PluginData\Settings.cfg and set debug to true)

Set logging to true in cfg, here is the link to output_log:

https://dl.dropboxusercontent.com/u/13459574/output_log.txt

 

 

I am guessing the conflict comes due to interstellar fuel switch but i have no interstellar installed, i even tried using filter extensions with icons from there, did not work, not sure why

Edited by Grunf911
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