That's a really nice tut, thx a bunchXorimuth wrote: βMon Aug 14, 2023 11:11 amYes, relative GUIs are the way: https://github.com/ClaudeMetz/UntitledG ... nilla-GUIs
Search found 4 matches
- Tue Aug 15, 2023 12:58 am
- Forum: Questions, reviews and ratings
- Topic: Is there any way to modify existing GUI?
- Replies: 4
- Views: 675
Re: Is there any way to modify existing GUI?
- Tue Aug 15, 2023 12:57 am
- Forum: Questions, reviews and ratings
- Topic: Is there any way to modify existing GUI?
- Replies: 4
- Views: 675
Re: Is there any way to modify existing GUI?
[β¦] is it even possible at the moment? Not really. I suppose that's a protection against buggy mods making the vanilla GUIs unusable. The best thing you can do is using a relative GUI which will be anchored to some other GUI. Custom Color is an example for a mod that attaches its own GUI to vanilla...
- Mon Aug 14, 2023 4:11 am
- Forum: Questions, reviews and ratings
- Topic: Is there any way to modify existing GUI?
- Replies: 4
- Views: 675
Is there any way to modify existing GUI?
I'm trying to add a checkbox to the train schedule GUI, but I don't see any documentation on modifying it, is it even possible at the moment?
- Sun Aug 13, 2023 10:47 pm
- Forum: Documentation Improvement Requests
- Topic: [1.1.87] artillery_wagon_ammo inventory is_full returns true when it only has 1 shell (it can hold 100 shell))
- Replies: 1
- Views: 533
[1.1.87] artillery_wagon_ammo inventory is_full returns true when it only has 1 shell (it can hold 100 shell))
The code
would return true even when the entity "carriage" is a artillery wagon that's only holding 1 shell, artillery wagons can hold maximum of 100 shells so this is unexpected
Code: Select all
carriage.get_inventory(defines.inventory.artillery_wagon_ammo).is_full()