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Re: [MOD 0.15.15+] Factorio NEI 0.0.11
Posted: Sun Oct 22, 2017 11:18 pm
by _npo6ka_
nOObe wrote:dear _npo6ka_;
Is a reverse recipe lookup possible? It would be very handy for beginners trying many of the complex mods to find their way.
Use the right mouse button to show the reverse recipes.
Re: [MOD 0.15.15+] Factorio NEI 0.0.11
Posted: Wed Oct 25, 2017 7:37 am
by mexmer
_npo6ka_ wrote:Trainwreck wrote:Someone over in the sea block pack thread pointed out that FNEI causes multiplayer desyncs. I managed to reproduce a desync with the following procedure:
1. Player 1 starts a new multiplayer game
2. Player 1 presses ctrl+e to open FNEI gui
3. Player 1 clicks right arrow in the FNEI gui to scroll to page two of the recipe list
4. Player 2 joins game
5. Player 2 presses ctrl+e to open FNEI gui
The game then desyncs, player 2 rejoins and FNEI is open on page 2, even though player 2 never clicked the scroll arrow.
I had a brief skim through the FNEI source code, my guess is the fnei.rc.recipe_page variable needs to be stored per player.
Thank you for your report. I'll try to fix the problem in the next update.
As for players seeing what other looks up in fnei, it doesn't need even to be after desync, just let two players open fnei, and page will jump for other, when first navigates. i had feeling, that shared variables for navigation might be source of problem, but didn't check code yet, unlike @Trainwreck.
Re: [MOD 0.15.15+] Factorio NEI 0.0.11
Posted: Wed Oct 25, 2017 8:45 am
by _npo6ka_
mexmer wrote:_npo6ka_ wrote:Trainwreck wrote:Someone over in the sea block pack thread pointed out that FNEI causes multiplayer desyncs. I managed to reproduce a desync with the following procedure:
1. Player 1 starts a new multiplayer game
2. Player 1 presses ctrl+e to open FNEI gui
3. Player 1 clicks right arrow in the FNEI gui to scroll to page two of the recipe list
4. Player 2 joins game
5. Player 2 presses ctrl+e to open FNEI gui
The game then desyncs, player 2 rejoins and FNEI is open on page 2, even though player 2 never clicked the scroll arrow.
I had a brief skim through the FNEI source code, my guess is the fnei.rc.recipe_page variable needs to be stored per player.
Thank you for your report. I'll try to fix the problem in the next update.
As for players seeing what other looks up in fnei, it doesn't need even to be after desync, just let two players open fnei, and page will jump for other, when first navigates. i had feeling, that shared variables for navigation might be source of problem, but didn't check code yet, unlike @Trainwreck.
After updating to 0.0.13, this problem must be solved. Now each player has his own variables. I tested this bug a bit and the problem did not show itself.
Re: [MOD 0.15.15+] Factorio NEI 0.0.11
Posted: Wed Oct 25, 2017 9:26 am
by mexmer
_npo6ka_ wrote:mexmer wrote:_npo6ka_ wrote:Trainwreck wrote:Someone over in the sea block pack thread pointed out that FNEI causes multiplayer desyncs. I managed to reproduce a desync with the following procedure:
1. Player 1 starts a new multiplayer game
2. Player 1 presses ctrl+e to open FNEI gui
3. Player 1 clicks right arrow in the FNEI gui to scroll to page two of the recipe list
4. Player 2 joins game
5. Player 2 presses ctrl+e to open FNEI gui
The game then desyncs, player 2 rejoins and FNEI is open on page 2, even though player 2 never clicked the scroll arrow.
I had a brief skim through the FNEI source code, my guess is the fnei.rc.recipe_page variable needs to be stored per player.
Thank you for your report. I'll try to fix the problem in the next update.
As for players seeing what other looks up in fnei, it doesn't need even to be after desync, just let two players open fnei, and page will jump for other, when first navigates. i had feeling, that shared variables for navigation might be source of problem, but didn't check code yet, unlike @Trainwreck.
After updating to 0.0.13, this problem must be solved. Now each player has his own variables. I tested this bug a bit and the problem did not show itself.
thanks, i will check for update, and let you know, if problem is still present.
Re: [MOD 0.15.15+] Factorio NEI 0.0.13
Posted: Fri Oct 27, 2017 10:59 am
by mexmer
thanks, concurrent access issue in MP seem to be fixed.
Re: [MOD 0.15.15+] Factorio NEI 0.0.13
Posted: Fri Oct 27, 2017 10:14 pm
by maniak1349
Really nice and much needed mod. Thank you.
Suggestion: some sort of minimalistic mode that will show for a given item only icons of the recipes (and their names on mouseover), but all of them at once on the same page. That will allow player to see in just a single glance how he can get an item and what does he need it for.
Re: [MOD 0.15.15+] Factorio NEI 0.0.13
Posted: Sat Nov 04, 2017 12:21 pm
by Arch666Angel
Request: Exclude hidden/disabled recipes and tech or add an handler to do the same. The only hidden recipe that maybe needs to be shown is the rocket silo recipe.
Re: [MOD 0.15.15+] Factorio NEI 0.0.13
Posted: Sat Nov 04, 2017 1:22 pm
by Zavian
Another feature request: Add an option (probably enabled by default) to hide barrelling/unbarrelling recipes. Yes in game terms they create/use the appropriate fluid, but when you are looking for how to create this/what is this used for, they are mainly unnecessary clutter.
Edit: Would also be nice to be able to hide fluid void recipes. But this is probably getting harder to reliably detect.
Re: [MOD 0.15.15+] Factorio NEI 0.0.13
Posted: Wed Nov 08, 2017 2:04 pm
by nOObe
Zavian wrote:Another feature request: Add an option (probably enabled by default) to hide barrelling/unbarrelling recipes. Yes in game terms they create/use the appropriate fluid, but when you are looking for how to create this/what is this used for, they are mainly unnecessary clutter.
seconded.
And how about a view of what can be made in this machine?
also, and i don't know how possible this is, but in playing sea block, there are machines that have no purpose. it would be great if these could be suppressed.
I should probably suggest this in sea block thread.
Re: [MOD 0.15.15+] Factorio NEI 0.0.13
Posted: Sat Nov 11, 2017 12:17 pm
by cpy
I can confirm bug too.
This mod causes desync first time it is used in MP and everytime new player joins it causes desync also.
FNEI_0.0.11.zip
Is it fixed in 13?
Re: [MOD 0.15.15+] Factorio NEI 0.0.13
Posted: Sat Nov 11, 2017 5:57 pm
by mexmer
cpy wrote:I can confirm bug too.
This mod causes desync first time it is used in MP and everytime new player joins it causes desync also.
FNEI_0.0.11.zip
Is it fixed in 13?
i use latest fnei and had not seen desync for a while, with previous version i did.
also latest version has fixed browsing of fnei by multiple players, now everyone can browse independently.
Re: [MOD 0.15.15+] Factorio NEI 0.0.13
Posted: Sun Nov 12, 2017 2:56 pm
by _npo6ka_
maniak1349 wrote:Really nice and much needed mod. Thank you.
Suggestion: some sort of minimalistic mode that will show for a given item only icons of the recipes (and their names on mouseover), but all of them at once on the same page. That will allow player to see in just a single glance how he can get an item and what does he need it for.
Thanks for your feedback.
There are a number of problems that do not allow i to do this. The most important problem is performance, even after caching of found recipes, things and technologies, the game lags when viewing some recipes. Also, I have not yet been able to draw a picture in the tooltip.
Re: [MOD 0.15.15+] Factorio NEI 0.0.13
Posted: Sun Nov 12, 2017 3:02 pm
by _npo6ka_
Arch666Angel wrote:Request: Exclude hidden/disabled recipes and tech or add an handler to do the same. The only hidden recipe that maybe needs to be shown is the rocket silo recipe.
Thanks for your feedback.
Initially, all the hidden recipes are not displayed in the interface of the FNEI, but there are settings that enable this feature.
P.S. Now the display of hidden recipes may not work correctly, but in the next versions I will try to eliminate these flaws.
P.S.S. It's also worth noting that some developers use hidden things in their mods and don't set the hidden flag to true...
Re: [MOD 0.15.15+] Factorio NEI 0.0.13
Posted: Sun Nov 12, 2017 3:07 pm
by _npo6ka_
Zavian wrote:Another feature request: Add an option (probably enabled by default) to hide barrelling/unbarrelling recipes. Yes in game terms they create/use the appropriate fluid, but when you are looking for how to create this/what is this used for, they are mainly unnecessary clutter.
Edit: Would also be nice to be able to hide fluid void recipes. But this is probably getting harder to reliably detect.
Thanks for your feedback.
Now there is an option in the options to disable recipes that are crafted in certain buildings, which will decrease the number of displayed recipes. I understand that the problem may be relevant for barrelling/unbarrelling, since these recipes can be crafted in assembling machines. I will ponder how to solve this problem, but so far there are not enough ideas ...
Re: [MOD 0.15.15+] Factorio NEI 0.0.13
Posted: Sun Nov 12, 2017 3:09 pm
by _npo6ka_
nOObe wrote:Zavian wrote:Another feature request: Add an option (probably enabled by default) to hide barrelling/unbarrelling recipes. Yes in game terms they create/use the appropriate fluid, but when you are looking for how to create this/what is this used for, they are mainly unnecessary clutter.
seconded.
And how about a view of what can be made in this machine?
also, and i don't know how possible this is, but in playing sea block, there are machines that have no purpose. it would be great if these could be suppressed.
I should probably suggest this in sea block thread.
This feature is already in the game settings

Re: [MOD 0.15.15+] Factorio NEI 0.0.13
Posted: Sun Nov 12, 2017 3:11 pm
by _npo6ka_
cpy wrote:I can confirm bug too.
This mod causes desync first time it is used in MP and everytime new player joins it causes desync also.
FNEI_0.0.11.zip
Is it fixed in 13?
Thanks for your feedback.
This issue has been fixed in version 0.0.13.
Re: [MOD 0.15.15+] Factorio NEI 0.0.13
Posted: Wed Nov 15, 2017 8:37 pm
by Trainwreck
I think the recipe gui should show a list of possible unlock technologies, rather than just a single technology. An example of why this is necessary occurs in the base game when unlocking the roboport recipe. There are two possible technologies that unlock roboports, Logistics Robotics and Construction Robotics. When displaying the roboport recipe, FNEI currently only shows Logistic Robotics as the unlock technology.
Re: [MOD 0.15.15+] Factorio NEI 0.0.13
Posted: Thu Nov 16, 2017 9:17 pm
by _npo6ka_
Trainwreck wrote:I think the recipe gui should show a list of possible unlock technologies, rather than just a single technology. An example of why this is necessary occurs in the base game when unlocking the roboport recipe. There are two possible technologies that unlock roboports, Logistics Robotics and Construction Robotics. When displaying the roboport recipe, FNEI currently only shows Logistic Robotics as the unlock technology.
Oh... This is a bug. I will try to fix it in future versions.
Thanks for your feedback.
Re: [MOD 0.15.15+] Factorio NEI 0.0.13
Posted: Fri Nov 24, 2017 9:18 am
by Mikk36
Would be nice if the search used item names for lookup. Right now it seems as if you can't find some of the items, if the mods have changed their names.
Re: [MOD 0.15.15+] Factorio NEI 0.0.13
Posted: Thu Nov 30, 2017 8:42 pm
by _npo6ka_
Mikk36 wrote:Would be nice if the search used item names for lookup. Right now it seems as if you can't find some of the items, if the mods have changed their names.
I'll add the search name in future versions.
Unfortunately now very little time to develop the mod. It would be nice if someone else joined the development of this mod.