[MOD 0.15.15+] FNEI 0.1.12

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_npo6ka_
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Re: [MOD 0.15.15+] FNEI 0.1.10

Post by _npo6ka_ » Mon Nov 05, 2018 10:14 pm

SuperSandro2000 wrote:
Mon Nov 05, 2018 9:18 pm
Why did you disable open tech? I liked that feature.
Perhaps I did not correctly describe the changes, but it should be like this: Now everyone can open the technology tree from the default FNEI interface.

_npo6ka_
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Re: [MOD 0.15.15+] FNEI 0.1.9

Post by _npo6ka_ » Mon Nov 05, 2018 10:18 pm

mentlerd wrote:
Sun Nov 04, 2018 12:14 am
First of all, awesome mod. Made my life a lot easier recently when I started bobs'n'angels. :D

I took the liberty and did some updates to the codebase, and opened two pull requests on github.

#1 Added an external interface to localised item name search

Localised item name search is a topic that everyone wants, but cannot really have due to how the internal Factorio API works. I have added an extension point where an other mod could modify name of an item used in a search. This extension point allows for mods to register a name override for a specific item in NEI, essentially enabling users to create locale specific mods for search.

I am also working on a Python script that scrapes all installed mods for translation strings (will release that later).

This is meeting the localised search problem mid-way, allowing users to bake a specific locales names into a mod, and install it on a per-server basis. Without the need to burn it into NEI.

#2 Added implicit recipes for mining/pumping

This is taken shamelessly from the issue tracker on github. I have added 'fake' recipes for anything that can be mined/pumped from entities on the map. A gif probably says more than words about both features:

Image

I have tested this on in a two player multiplayer, not sure about performance/stability on bigger servers tough.
Thank you very much for your efforts. I really appreciate it and will be glad to any help in the development of this mod. I added your changes with some modifications. Now everything should work properly ;)

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SuperSandro2000
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Re: [MOD 0.15.15+] FNEI 0.1.10

Post by SuperSandro2000 » Wed Nov 07, 2018 6:46 am

_npo6ka_ wrote:
Mon Nov 05, 2018 10:14 pm
SuperSandro2000 wrote:
Mon Nov 05, 2018 9:18 pm
Why did you disable open tech? I liked that feature.
Perhaps I did not correctly describe the changes, but it should be like this: Now everyone can open the technology tree from the default FNEI interface.
Oh, sorry. I thought you removed that feature. Thanks for clearing up.

Sander_Bouwhuis
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Re: [MOD 0.15.15+] FNEI 0.1.12

Post by Sander_Bouwhuis » Sat Nov 24, 2018 8:43 pm

1. Remove buggy favorites
I encounter strange bugs where there are recipes that don't actually work.
After I favorited them, I also can't remove them anymore.

How can I remove favorites?
Alt-clicking them doesn't work, and pressing the 'favorite star' also doesn't work.

Is there an .ini file of sorts where the current settings are (so I can clear them)?

Any help is appreciated.

Edit:
I managed to fix it myself:
1. Save your map
2. Quit the map
3. Go to Mods
4. Disable FNEI
5. Restart Factorio
6. Load the map
7. Save the map
8. Quit the map
9. Go to Mods
10. Enable FNEI
11. Restart Factorio
12. Load the map

Now the bugs should be gone.

2. FNEI
What does FNEI mean? Is it an anagram for something?

3. Admin options
What does the admin option 'Show hidden technologies' do?

immortal_sniper1
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Re: [MOD 0.15.15+] FNEI 0.1.12

Post by immortal_sniper1 » Sun Nov 25, 2018 7:38 pm

is there a way to view all recipes that are craftabele in a certain building?

Unifire
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Re: [MOD 0.15.15+] FNEI 0.1.12

Post by Unifire » Thu Dec 27, 2018 9:04 pm

Hi i was wondering if there are people having a solution for this "bug" https://mods.factorio.com/mod/FNEI/disc ... 000d1bceca

Also it only happens if you look for the recipe of a material (left clicking on a item),
if you look for the usage of a material (right clicking on a item) everything works fine.
In the attachment you can see the log file

thx for any info regarding this bug

Ok i just did some testing with my mods
If i use these mods from my modlist i get the bug BUT if i disable bob's ores OR Omnimatter Ore Deblocker i don't experience the bug
Angels Refining 0.9.14
Bob's Lib 0.16.6
Bob's ores 0.16.2
FNEI 0.1.12
Omni Lib 2.0.46
Omnimatter 2.0.26
Omnimatter Ore Deblocker 0.16.2
RSO 3.8.2
Attachments
Factorio log.png
Factorio log.png (223.42 KiB) Viewed 128 times

unkst4ck3r
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Re: [MOD 0.15.15+] FNEI 0.1.12

Post by unkst4ck3r » Sat Jan 05, 2019 7:00 pm

Hi, is there an option to actually use the recipes from the quickbar to the left? Don't know anything about modding or if this is possible but it would be a huge improvement as far as I am concerned.

Or I just havent figured out how to do it...

salbris
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Re: [MOD 0.15.15+] FNEI 0.1.12

Post by salbris » Mon Jan 07, 2019 12:47 am

Unifire wrote:
Thu Dec 27, 2018 9:04 pm
Hi i was wondering if there are people having a solution for this "bug" https://mods.factorio.com/mod/FNEI/disc ... 000d1bceca
I just ran into this bug with Pyanodon's mods when I clicked on SynGas from the search both the FNEI window and icon disappeared. Restarting the game does not fix it.

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