Page 6 of 7
Re: [MOD 0.15.15+] FNEI 0.2.2
Posted: Thu Apr 11, 2019 6:15 pm
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.
Re: [MOD 0.15.15+] FNEI 0.2.2
Posted: Fri Apr 12, 2019 2:03 pm
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).
Re: [MOD 0.15.15+] FNEI 0.2.2
Posted: Fri Apr 19, 2019 2:25 pm
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.
Re: [MOD 0.15.15+] FNEI Mod
Posted: Fri Apr 19, 2019 2:54 pm
by Sander_Bouwhuis
Thanks for your wonderfully useful mod!
Re: [MOD 0.15.15+] FNEI Mod
Posted: Tue Jun 11, 2019 4:01 pm
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?
Re: [MOD 0.15.15+] FNEI Mod
Posted: Thu Jun 13, 2019 12:24 am
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?
Re: [MOD 0.15.15+] FNEI Mod
Posted: Thu Jun 13, 2019 11:51 am
by Chapeau-Claque
Actually, the issue was not that it's hidden but that it uses another icon.
No action needed.
Re: [MOD 0.15.15+] FNEI Mod
Posted: Thu Jun 13, 2019 9:18 pm
by Radial
Not sure what happened here, but it doesn't look like it enjoys my screen resolution

My UI scale is at Automatic(75%)
Re: [MOD 0.15.15+] FNEI Mod
Posted: Fri Jun 14, 2019 12:01 am
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?
Re: [MOD 0.15.15+] FNEI Mod
Posted: Mon Jun 17, 2019 11:57 pm
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
Re: [MOD 0.15.15+] FNEI Mod
Posted: Mon Jul 01, 2019 7:50 pm
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.
Re: [MOD 0.15.15+] FNEI Mod
Posted: Fri Jul 12, 2019 1:58 am
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.
Re: [MOD 0.15.15+] FNEI Mod
Posted: Fri Jul 12, 2019 9:07 am
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
Re: [MOD 0.15.15+] FNEI Mod
Posted: Fri Jul 12, 2019 4:36 pm
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?
Re: [MOD 0.15.15+] FNEI Mod
Posted: Fri Jul 12, 2019 4:43 pm
by BlueTemplar
Re: [MOD 0.15.15+] FNEI Mod
Posted: Fri Jul 12, 2019 6:34 pm
by ravenbs
Downgrading to an older version does not work, can not load the map from 17.56 in 17.55

.
Thats bad.
Re: [MOD 0.15.15+] FNEI Mod
Posted: Fri Jul 12, 2019 6:44 pm
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

Re: [MOD 0.15.15+] FNEI Mod
Posted: Sun Jul 14, 2019 7:17 pm
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>
Re: [MOD 0.15.15+] FNEI Mod
Posted: Sun Jul 14, 2019 9:47 pm
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.
Re: [MOD 0.15.15+] FNEI Mod
Posted: Sat Mar 28, 2020 6:13 pm
by VrozaX