GUI Override

Things that we aren't going to implement
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kiba
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GUI Override

Post by kiba »

Would it be possible to override the default UI with something else entirely?

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ThaPear
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Re: GUI Override

Post by ThaPear »

kiba wrote:Would it be possible to override the default UI with something else entirely?
Nope, unfortunately this is currently not possible.

Rseding91
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Re: GUI Override

Post by Rseding91 »

You can change the styles of the GUI by overwriting them using a mod but the actual layout and button count/information displayed is hard coded.
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kiba
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Re: GUI Override

Post by kiba »

Is there a way to figure out the name of the game GUI I am looking at so I can destroy it?

Rseding91
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Re: GUI Override

Post by Rseding91 »

kiba wrote:Is there a way to figure out the name of the game GUI I am looking at so I can destroy it?
If it's not a mod-added GUI you can't destroy it. If it is, you can access it through the normal methods to access mod GUIs: player.gui
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kiba
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Re: GUI Override

Post by kiba »

Rseding91 wrote:
kiba wrote:Is there a way to figure out the name of the game GUI I am looking at so I can destroy it?
If it's not a mod-added GUI you can't destroy it. If it is, you can access it through the normal methods to access mod GUIs: player.gui
Ah, that's a shame. I had to devise my own contorting workaround to create my own GUI.

GopherAtl
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Re: GUI Override

Post by GopherAtl »

This is sorely needed. It's kind of baffling that we have gui access but not the ability to overide guis for custom objects, or even just add guis when deriving from types without them.
My Mods:
Nixie Tubes - numeric displays for your circuit networks!
Logistic Combinators - use logistics values in circuit logic! -
Autowire - automate red/green wire connections

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