Luckily +Kees Rijnen, the main author of shaderfx, noticed the blog post and helpfully pointed me at the source of the problem which I've included in a fix.
If you are using the original version of the code this may be a breaking change. To unify the way that individual nodes and groups are connected, I changed the connect() and disconnect() methods to take only two arguments where they previously took 4. In the first pass you would write
network.connect( node1, node1.outputs.xyz, node2, node2.inputs.rgb)which was needlessly wordy. So connect() and disconnect() now sport the cleaner, simpler syntax
network.connect(node1.outputs.xyz, node2.inputs.rgb)As always, comments and pulls are encouraged!