custom LuaGui

Place to post guides, observations, things related to modding that are not mods themselves.
mfoo
Burner Inserter
Burner Inserter
Posts: 5
Joined: Thu Aug 11, 2016 3:00 pm
Contact:

custom LuaGui

Post by mfoo »

Hi,

is there a way to hide, modify or extend the LuaGui from an entity when its .opened (e.g constant-combinator)? Trying to add a custom gui when you open an entity, but .top or .left seems weird for that purpose (for now) and .center would work i guess if you could hide the original gui.

any suggestions?
-
User avatar
Adil
Filter Inserter
Filter Inserter
Posts: 945
Joined: Fri Aug 15, 2014 8:36 pm
Contact:

Re: custom LuaGui

Post by Adil »

No you can't close/hide or modify the opened gui of core game.

One of alternatives is to bind a custom input event to some simple key combination and use that event to open the gui if needed.
example
I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too...
I also update mods, some of them even work.
Recently I did a mod tutorial.
mfoo
Burner Inserter
Burner Inserter
Posts: 5
Joined: Thu Aug 11, 2016 3:00 pm
Contact:

Re: custom LuaGui

Post by mfoo »

ya i read that too just thought there was a more elegent way, thanks though
Post Reply

Return to “Modding discussion”