Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

Pages: [1] 2 3 ... 5

Author Topic: [0.98a] Refit Filters v3.1.2  (Read 51189 times)

starficz

  • Lieutenant
  • **
  • Posts: 65
    • View Profile
[0.98a] Refit Filters v3.1.2
« on: February 28, 2024, 08:20:47 AM »

Refit Filters

Extends the refit panel with many new filters!


Looking for 1k+ range kinetic pressure?

Perhaps a high explosive beam?

Or maybe short range frag point defense?

Also supports searching directly!

Thanks to Lukas04 for providing the initial hook into the refit panel, his work on LunaLib UIElements, very helpful feedback, and deving some of the features.
Thanks to ruddygreat for her Filter Hullmods mod as inspiration for this one.

Changelog:
Spoiler
Version 3.1.2
- Updated filter thresholds to be more strict for fuzzy matching

Version 3.1.1
- Pinned down and fixed CTD on some machines. *Thanks ANU (anulackk) on Discord!*

Version 3.1.0
- Added support for Fighter Wings
- Fixed Height position issues

Version 3.0.1
- Fixed CTRL weapon compare bug with CTD in codex

Version 3.0.0
- 0.98 Compatibility
- Rewrote then entire mod again, using my new experience with Starsector ui.
- Added 2 new filters, Ammo and Non-Ammo
- Added the ability to change the range slider ranges arbitrarily
- Added the ability to change the order of the filters, and the ability to diable 2 of them

Version 2.0.0
- NOT SAVE COMPATIBLE WITH 1.X.X
- Rewrote entire mod, now works off of the UI directly in the refit weapon panel
- Re-Added Utility Mod tag

Version 1.1.1
- One string change to fix the jar not loading

Version 1.1.0
- Updated to 0.97

Version 1.0.1
- Fixed Conflict with Vanilla "Field Repairs" skill
- Fixed Deco/System/BuiltIn weapons being caught in the blacklist
- Fixed Log Spam
- Removed Utility Mod tag

Verison 1.0.0
- Initial Release
[close]

« Last Edit: April 25, 2025, 11:17:57 AM by starficz »
Logged

psykose

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.97a] Refit Filters
« Reply #1 on: March 08, 2024, 06:54:01 PM »

The mod_info.json has "jars":["jars/RefitFilters.jar"], but the actual jar is named refitfilters.jar. This breaks loading it on case-sensitive filesystems (the error is janino trying to build the mod instead, which doesn't work). 
Logged

starficz

  • Lieutenant
  • **
  • Posts: 65
    • View Profile
Re: [0.97a] Refit Filters
« Reply #2 on: March 10, 2024, 04:17:19 PM »

The mod_info.json has "jars":["jars/RefitFilters.jar"], but the actual jar is named refitfilters.jar. This breaks loading it on case-sensitive filesystems (the error is janino trying to build the mod instead, which doesn't work).
Ah sorry for the late reply, didn't realize I had the caps wrong. will push out a patch.
Logged

raco12

  • Ensign
  • *
  • Posts: 16
    • View Profile
Re: [0.97a] Refit Filters
« Reply #3 on: March 17, 2024, 05:17:35 PM »

This mod would be the savior of many hours to many people because when you have 50+ mods it's hard to find a weapon for your ship if you have 500 different types.

It would be awesome if weapons and wings could be filtered by design type/faction manufacturer, that way if you want Legio Infernalis weapons and wings to show up, just had to push a filter and all will show up there, and this with all other design from many mods.

Question: This can be added and removed from a save or it requires a new game?
« Last Edit: March 18, 2024, 08:09:14 AM by raco12 »
Logged

starficz

  • Lieutenant
  • **
  • Posts: 65
    • View Profile
Re: [0.97a] Refit Filters
« Reply #4 on: March 18, 2024, 08:37:55 AM »

This mod would be the savior of many hours to many people because when you have 50+ mods it's hard to find a weapon for your ship if you have 500 different types.

It would be awesome if weapons and wings could be filtered by design type/faction manufacturer, that way if you want Legio Infernalis weapons and wings to show up, just had to push a filter and all will show up there, and this with all other design from many mods.

Question: This can be added and removed from a save or it requires a new game?

Filtering by mod is much harder, not sure if its possible actually. It can be added to games, but it can't be removed.
Logged

robepriority

  • Captain
  • ****
  • Posts: 459
  • robepriority#2626
    • View Profile
Re: [0.97a] Refit Filters
« Reply #5 on: March 18, 2024, 04:32:27 PM »


Filtering by mod is much harder, not sure if its possible actually. It can be added to games, but it can't be removed.

I think there's a weapon category -

Vanilla is split into common + the tech levels.
Mods often add their own categories within that but I don't think it's a separate system.

Maybe the backend for that is a lot less intuitive but I think that would definitely be easier than going direct by mod.

raco12

  • Ensign
  • *
  • Posts: 16
    • View Profile
Re: [0.97a] Refit Filters
« Reply #6 on: March 18, 2024, 07:35:44 PM »

It is posible, but I understand is completely different stuff and makes making the mod more complicated.

Mostly because you have to code an UI and code the filters into that UI or change the current vanilla filter UI to make it compatible, it is posible but hard or I think it's hard, I'm not a coder so I can't say for sure.

I have tested the mod and I like it, but at the end more like a filter, it locks the weapons that you filtered our with the filter hullmods.

Which isn't bad but at the end you will still have 500+ guns in list although they will say "Non Installsble"
Logged

Ajimu

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.97a] Refit Filters
« Reply #7 on: March 18, 2024, 09:06:05 PM »

It is posible, but I understand is completely different stuff and makes making the mod more complicated.

Mostly because you have to code an UI and code the filters into that UI or change the current vanilla filter UI to make it compatible, it is posible but hard or I think it's hard, I'm not a coder so I can't say for sure.

I have tested the mod and I like it, but at the end more like a filter, it locks the weapons that you filtered our with the filter hullmods.

Which isn't bad but at the end you will still have 500+ guns in list although they will say "Non Installsble"

Refit UI is something sealed in the core. Usually its not recommended to modify it, could be unstable and cause problems. And create new UI requires much work. Modification to OP is the easiest way to create a filter.   
Logged

Ajimu

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.97a] Refit Filters
« Reply #8 on: March 18, 2024, 09:13:28 PM »

This mod would be the savior of many hours to many people because when you have 50+ mods it's hard to find a weapon for your ship if you have 500 different types.

It would be awesome if weapons and wings could be filtered by design type/faction manufacturer, that way if you want Legio Infernalis weapons and wings to show up, just had to push a filter and all will show up there, and this with all other design from many mods.

Question: This can be added and removed from a save or it requires a new game?

Filtering by mod is much harder, not sure if its possible actually. It can be added to games, but it can't be removed.

Maybe use some kind of loader, get all manufacturer and their weapons and wings, save a map in script or other place u could reach in campaign. Add a new table for manufacturer and keys for prev and next page, so they can choose from manufacture. 
Logged

Celepito

  • Ensign
  • *
  • Posts: 35
    • View Profile
Re: [0.97a] Refit Filters
« Reply #9 on: April 04, 2024, 02:00:46 PM »

I really need a way to change the keybinds for this. My capslock doesnt work, which I dont care about cause I dont use it anyway, but the mod also doesnt register it, so I can only change the range bands, nothing else >.<
Logged

starficz

  • Lieutenant
  • **
  • Posts: 65
    • View Profile
Re: [0.97a] Refit Filters
« Reply #10 on: April 05, 2024, 06:53:24 AM »

I really need a way to change the keybinds for this. My capslock doesnt work, which I dont care about cause I dont use it anyway, but the mod also doesnt register it, so I can only change the range bands, nothing else >.<

Ah, its possible for me to add in some settings for the keybind, but im not sure i want to add a lunalib or magiclib dependency for this minor mod.
Logged

Celepito

  • Ensign
  • *
  • Posts: 35
    • View Profile
Re: [0.97a] Refit Filters
« Reply #11 on: April 06, 2024, 11:13:06 AM »

I really need a way to change the keybinds for this. My capslock doesnt work, which I dont care about cause I dont use it anyway, but the mod also doesnt register it, so I can only change the range bands, nothing else >.<

Ah, its possible for me to add in some settings for the keybind, but im not sure i want to add a lunalib or magiclib dependency for this minor mod.

I'd be fine if its just changing something in a file with Notepad++ (if possible), no need to go whole hog and make a dependency for it.
Logged

XYZZQ

  • Ensign
  • *
  • Posts: 13
    • View Profile
Re: [0.97a] Refit Filters
« Reply #12 on: May 12, 2024, 11:09:28 AM »

This is life-saving, thank you! Would you be making a similar thing for ships in the future? Taking stuff outta storage is such a pain rn
Logged

majorfreak

  • Captain
  • ****
  • Posts: 268
    • View Profile
Re: [0.97a] Refit Filters
« Reply #13 on: July 06, 2024, 04:03:57 AM »

any way to change the keybind for capslock? for some silly reason my keyboard is broken.
Logged

saleper

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.97a] Refit Filters
« Reply #14 on: September 04, 2024, 06:18:33 PM »

nice mod for noobs make refitting less scary.
but I wish u wouldnt take capslock key hostage.. pls add settings to change it  :-\
Logged
Pages: [1] 2 3 ... 5