[MOD 0.15.15+] FNEI Mod

Topics and discussion about specific mods
Ommand
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Re: [MOD 0.15.15+] FNEI 0.2.2

Post by Ommand »

I'm not exactly sure when this started happening, but sometime recently FNEI started granting me technologies when trying to open the tech tree from within FNEI.

So I navigate through FNEI to find whatever item, click the technology to try and look at the technology tree, tech tree *does not* open. Navigate around a bit more and discover the technology has been granted to me.

0.17.28 with Seablock and a handful of other mods.
Zoidzerg
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Re: [MOD 0.15.15+] FNEI 0.2.2

Post by Zoidzerg »

Ommand wrote: Thu Apr 11, 2019 6:15 pm I'm not exactly sure when this started happening, but sometime recently FNEI started granting me technologies when trying to open the tech tree from within FNEI.
...
I have experienced exactly the same thing. I ran the game with standard output showing and this is the result when you click on a technology:

Code: Select all

  40.414 Script @__FNEI__/core/Debug.lua:98: [FNEI][ERROR] <FNCustomEvents>  FNEI: event  recipe sprite-button tech  return error!
  40.420 Script @__FNEI__/core/Debug.lua:98: [FNEI][ERROR] <FNCustomEvents>  LuaForce::current_research is read only.
stack traceback:
        __FNEI__/utils/open_tech_hook.lua:68: in function 'show_tech'
        __FNEI__/scripts/recipe/controller.lua:305: in function 'cur_event'
        __FNEI__/scripts/custom_events.lua:65: in function <__FNEI__/scripts/custom_events.lua:64>
        [C]: in function 'pcall'
        __FNEI__/scripts/custom_events.lua:64: in function 'invoke'
        __FNEI__/scripts/events.lua:75: in function <__FNEI__/scripts/events.lua:72>
I opened an issue on github for this (https://github.com/npo6ka/FNEI/issues/39).
_npo6ka_
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Re: [MOD 0.15.15+] FNEI 0.2.2

Post by _npo6ka_ »

Zoidzerg wrote: Fri Apr 12, 2019 2:03 pm
Ommand wrote: Thu Apr 11, 2019 6:15 pm I'm not exactly sure when this started happening, but sometime recently FNEI started granting me technologies when trying to open the tech tree from within FNEI.
...
I have experienced exactly the same thing. I ran the game with standard output showing and this is the result when you click on a technology:

Code: Select all

  40.414 Script @__FNEI__/core/Debug.lua:98: [FNEI][ERROR] <FNCustomEvents>  FNEI: event  recipe sprite-button tech  return error!
  40.420 Script @__FNEI__/core/Debug.lua:98: [FNEI][ERROR] <FNCustomEvents>  LuaForce::current_research is read only.
stack traceback:
        __FNEI__/utils/open_tech_hook.lua:68: in function 'show_tech'
        __FNEI__/scripts/recipe/controller.lua:305: in function 'cur_event'
        __FNEI__/scripts/custom_events.lua:65: in function <__FNEI__/scripts/custom_events.lua:64>
        [C]: in function 'pcall'
        __FNEI__/scripts/custom_events.lua:64: in function 'invoke'
        __FNEI__/scripts/events.lua:75: in function <__FNEI__/scripts/events.lua:72>
I opened an issue on github for this (https://github.com/npo6ka/FNEI/issues/39).
Fixed in 0.2.4.
Sander_Bouwhuis
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Re: [MOD 0.15.15+] FNEI Mod

Post by Sander_Bouwhuis »

Thanks for your wonderfully useful mod!
Chapeau-Claque
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Re: [MOD 0.15.15+] FNEI Mod

Post by Chapeau-Claque »

I'm trying to make fibreglass boards in Sea Block (story in Bob's and in Angels) and found that FNEI does not check the flag: enabled = "false".
In short, a recipe shows up in FNEI but can't be used in playing.

Would you consider implementing such a check?
MageKing17
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Re: [MOD 0.15.15+] FNEI Mod

Post by MageKing17 »

Chapeau-Claque wrote: Tue Jun 11, 2019 4:01 pm I'm trying to make fibreglass boards in Sea Block (story in Bob's and in Angels) and found that FNEI does not check the flag: enabled = "false".
In short, a recipe shows up in FNEI but can't be used in playing.

Would you consider implementing such a check?
Attachments
FNEI_hidden_recipes.png
FNEI_hidden_recipes.png (61.46 KiB) Viewed 7379 times
Chapeau-Claque
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Re: [MOD 0.15.15+] FNEI Mod

Post by Chapeau-Claque »

Actually, the issue was not that it's hidden but that it uses another icon.
No action needed.
Radial
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Re: [MOD 0.15.15+] FNEI Mod

Post by Radial »

Not sure what happened here, but it doesn't look like it enjoys my screen resolution
Image
My UI scale is at Automatic(75%)
Blokus
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Re: [MOD 0.15.15+] FNEI Mod

Post by Blokus »

Any idea why random recipes (e.g. vanilla uranium processing) aren't showing up correctly in FNEI (or Helmod for that matter) anymore?
Zap
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Re: [MOD 0.15.15+] FNEI Mod

Post by Zap »

Hey, I'm experiencing desyncs in multiplayer. I believe it's FNEI's fault as I managed to replicate the desyncs by clicking on the usage of iron ore, but previously other clicks in FNEI have caused my desyncs and, I believe, the actions of other people on the server when they used FNEI.

It appeared as though restarting my client temporarily fixed the problem for me once when I repeatedly got desynced upon reconnecting again. Sometimes other people got desynced at the same time as me.

Here are the entire 11 desync reports sized 650MB

We're playing in 17.45 for some reason.

My Modlist
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Therenas
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Re: [MOD 0.15.15+] FNEI Mod

Post by Therenas »

Blokus wrote: Fri Jun 14, 2019 12:01 am Any idea why random recipes (e.g. vanilla uranium processing) aren't showing up correctly in FNEI (or Helmod for that matter) anymore?
The base game changed some assumption about recipe definitions, more here.
scottmsul
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Re: [MOD 0.15.15+] FNEI Mod

Post by scottmsul »

Whenever I open "craft" or "usage" for any item or fluid, all I see is a single gray box with green text that says "recipe_name". Is this a bug? This only started happening recently, I opened the game for the first time in about a week and just started happening.
sarkyn
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Re: [MOD 0.15.15+] FNEI Mod

Post by sarkyn »

scottmsul wrote: Fri Jul 12, 2019 1:58 am Whenever I open "craft" or "usage" for any item or fluid, all I see is a single gray box with green text that says "recipe_name". Is this a bug? This only started happening recently, I opened the game for the first time in about a week and just started happening.
Hi - this also occurs for me, as of today (whatever the update was today must have changed something).

Thank you for your ABSOLUTELY INDISPENSIBLE MOD. I simply wouldn't play without it (at least not Bobs/Angels!).

Cheers,


Sarkyn
ravenbs
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Re: [MOD 0.15.15+] FNEI Mod

Post by ravenbs »

Any chance to get FNEI working again with the last patch today?
Seablocks really can't be played without it...

Is there any other mod like FNEI which could be used instead?
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BlueTemplar
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Re: [MOD 0.15.15+] FNEI Mod

Post by BlueTemplar »

BobDiggity (mod-scenario-pack)
ravenbs
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Re: [MOD 0.15.15+] FNEI Mod

Post by ravenbs »

Downgrading to an older version does not work, can not load the map from 17.56 in 17.55 :(.
Thats bad.
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Re: [MOD 0.15.15+] FNEI Mod

Post by ravenbs »

Someone posted a fix:
https://mods.factorio.com/mod/FNEI/disc ... 000cf0c9d3

Code: Select all

adamj200 - 19 minutes ago
https://mega.nz/#!LGoEUCAS!5lCUe_j5kjRbIAiJcFfs3SIHJKTm4Afwx1mPNrgXt78

Fixed version until the author updates.
Thank you, saved my day :)
TheGamingTrucker
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Re: [MOD 0.15.15+] FNEI Mod

Post by TheGamingTrucker »

Crash on Loading:


Error while running event FNEI::on_configuration_changed
LuaStyle doesn't contain key want_ellipsis.
stack traceback:
__FNEI__/scripts/gui.lua:240: in function '?'
__FNEI__/scripts/gui.lua:166: in function 'add_gui_template'
__FNEI__/scripts/gui.lua:175: in function 'add_gui_template'
__FNEI__/scripts/gui.lua:175: in function 'add_gui_template'
__FNEI__/scripts/hotbar/gui.lua:155: in function 'draw_hotbar_bar_extension'
__FNEI__/scripts/hotbar/controller.lua:43: in function 'open'
__FNEI__/scripts/hotbar/controller.lua:72: in function 'on_configuration_change'
__FNEI__/scripts/events.lua:36: in function <__FNEI__/scripts/events.lua:29>
stack traceback:
[C]: in function '__newindex'
__FNEI__/scripts/gui.lua:240: in function '?'
__FNEI__/scripts/gui.lua:166: in function 'add_gui_template'
__FNEI__/scripts/gui.lua:175: in function 'add_gui_template'
__FNEI__/scripts/gui.lua:175: in function 'add_gui_template'
__FNEI__/scripts/hotbar/gui.lua:155: in function 'draw_hotbar_bar_extension'
__FNEI__/scripts/hotbar/controller.lua:43: in function 'open'
__FNEI__/scripts/hotbar/controller.lua:72: in function 'on_configuration_change'
__FNEI__/scripts/events.lua:36: in function <__FNEI__/scripts/events.lua:29>
slippycheeze
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Re: [MOD 0.15.15+] FNEI Mod

Post by slippycheeze »

TheGamingTrucker wrote: Sun Jul 14, 2019 7:17 pm LuaStyle doesn't contain key want_ellipsis.
Just delete any changes to that value: it no longer exists in the game, and can't be set or read. Shouldn't matter at the end of the day, though.
VrozaX
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Re: [MOD 0.15.15+] FNEI Mod

Post by VrozaX »

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