Antnee's Classy Item Filter for Distinguished Exiles - 3.0

Bumpo for this one. Just recently updated my filter again, use this one has a base and just do some changes since the subtlety is very much to my liking, good filter!
Oblivious
Last edited by Disrupted on Mar 23, 2016, 12:00:00 AM
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Disrupted wrote:
Bumpo for this one. Just recently updated my filter again, use this one has a base and just do some changes since the subtlety is very much to my liking, good filter!

Thanks, I'm glad people are digging in and making changes to suit their taste... That's exactly what I'm shooting for.
A comprehensive, easy on the eyes loot filter:
http://www.pathofexile.com/forum/view-thread/1245785

Need a chill group exiles to hang with? Join us:
http://www.pathofexile.com/forum/view-thread/1251403
Suggestion: move two chisel blocks from chance section in the place between RGB and Quality parts of "RGB/Quality" section. I always turn off "mundane" quality which always leads to gavels with quality being filtered out which in turn leads to me editing the script again. And when the next version comes out I of course already forget this.
If there is a section that is made for certain items to be visible it isn't a good choice to have another section with higher priority(and higher chance of being activated) which can make them invisible.
edit: come to think of it, whole "chance/chisel" section should precede "quality" one, no?
And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
Last edited by silumit on Mar 23, 2016, 9:15:10 AM
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silumit wrote:
Suggestion: move two chisel blocks from chance section in the place between RGB and Quality parts of "RGB/Quality" section. I always turn off "mundane" quality which always leads to gavels with quality being filtered out which in turn leads to me editing the script again. And when the next version comes out I of course already forget this.
If there is a section that is made for certain items to be visible it isn't a good choice to have another section with higher priority(and higher chance of being activated) which can make them invisible.
edit: come to think of it, whole "chance/chisel" section should precede "quality" one, no?

The way you want to handle this is by disabling the block, not flipping it to hide. You can do this in Filtration, or just comment the block out, or just delete the block entirely.

For that matter, any tag that has a ~ in it is considered an "advanced" block, and should be handled in that manner. Never Hide a ~ block, only disable. Then you'll have your desired behavior.

The reason is pretty simple: no matter how I order the blocks, some people will value (for example) chisels over quality, or vice versa. There really is no objectively better way to order them (at least, no way to avoid this problem), so I chose to tag them as advanced.
A comprehensive, easy on the eyes loot filter:
http://www.pathofexile.com/forum/view-thread/1245785

Need a chill group exiles to hang with? Join us:
http://www.pathofexile.com/forum/view-thread/1251403
Last edited by Antnee on Mar 23, 2016, 4:46:57 PM
Good filter. I may use some of these ideas to fuel my own. Bump.
IGN: Vexivian

Vexivian-Loot.filter
https://www.pathofexile.com/forum/view-thread/1405454
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Antnee wrote:
"
silumit wrote:
Suggestion: move two chisel blocks from chance section in the place between RGB and Quality parts of "RGB/Quality" section. I always turn off "mundane" quality which always leads to gavels with quality being filtered out which in turn leads to me editing the script again. And when the next version comes out I of course already forget this.
If there is a section that is made for certain items to be visible it isn't a good choice to have another section with higher priority(and higher chance of being activated) which can make them invisible.
edit: come to think of it, whole "chance/chisel" section should precede "quality" one, no?

The way you want to handle this is by disabling the block, not flipping it to hide. You can do this in Filtration, or just comment the block out, or just delete the block entirely.

For that matter, any tag that has a ~ in it is considered an "advanced" block, and should be handled in that manner. Never Hide a ~ block, only disable. Then you'll have your desired behavior.

The reason is pretty simple: no matter how I order the blocks, some people will value (for example) chisels over quality, or vice versa. There really is no objectively better way to order them (at least, no way to avoid this problem), so I chose to tag them as advanced.
ok, I can agree with that. If only you mentioned that "advanced" blocks and how to deal with them in the OP... Because for people who don't write their own filters from scratch this isn't as transparent as you could think :)
And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
I'll put something in.
A comprehensive, easy on the eyes loot filter:
http://www.pathofexile.com/forum/view-thread/1245785

Need a chill group exiles to hang with? Join us:
http://www.pathofexile.com/forum/view-thread/1251403
"
Antnee wrote:
So, this marks the only time I have parted with GGG on a default color for items. I wasn't happy with labyrinth items looking like currency; I think it's an odd decision on their part. My feeling is that they should have been treated as quest items, as they have no use outside of the lab they spawn in.

100% agreed, and a great change.

As always, thanks for keeping the best damn filter in the game up to date.
v8.2

Removed Mirror of Kalandra and Exalted Orb from the filter, as they do not drop anymore

Added maximum volume alert sound for The Carrion Crow

All six-link items will be hidden by default, as there were too many cluttering the screen

There is now a new color scheme; red for normal rarity, green for magic, orange for rare, and pink for unique. This is more intuitive than the previous legacy system

All items now have a border, and a light blue background for increased visibility


Hugely Improved!

As always, thanks for your support and feedback!
A comprehensive, easy on the eyes loot filter:
http://www.pathofexile.com/forum/view-thread/1245785

Need a chill group exiles to hang with? Join us:
http://www.pathofexile.com/forum/view-thread/1251403
Finally someone with brains to do a proper filter. I don't even want to know how many Carrion Crows I missed due to crappy settings. The new color scheme seems very intuitive and I am quite surprised GGG never thought of it, well done Ant.
I AM MAD
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