The UI button labelled "Toggle rocket silo frame" does not align properly with other UI buttons added by mods.
Observed behaviour: Mod-added buttons align with top edge as expected, but the vanilla "launch frame" appears to be always aligned to the left edge instead of to the top. This results in two rows of UI buttons instead of one nice combined row.
Expected behaviour: All UI buttons are aligned with top of screen [vanilla &/or mod], with their detail windows aligned to left of screen.
Left side is current ingame behaviour. Right side is an example of the expected behaviour.
[Mods pictured are "score extended" and "orbital ion cannons", but a half-dozen other mods with UI buttons show the same consistent top-aligned behaviour, leading me to believe that the "launch frame" is the faulty element.]
[0.15.19] [minor] "Rocket Frame" UI button alignment
- Killcreek2
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[0.15.19] [minor] "Rocket Frame" UI button alignment
"Functional simplicity, structural complexity." ~ Appleseed
Re: [0.15.19] [minor] "Rocket Frame" UI button alignment
Thanks for the report,
This is due to the fact that the mods do not put their buttons in the same button flow as the game gui,
So i would suggest to contact the mod author and ask them to change their mod
This is due to the fact that the mods do not put their buttons in the same button flow as the game gui,
So i would suggest to contact the mod author and ask them to change their mod
Re: [0.15.19] [minor] "Rocket Frame" UI button alignment
What's the reasoning behind having the button in gui.left?
Especially with the latest change to gui.left being direction="vertical", gui.top (with default horizontal) seems like the natural choice for buttons and gui.left like a good place for bigger guis/windows (like the
Rocket Silo Stats)
Changing all mods isn't that big of a deal (aside from having 2 rows of buttons until/if all authors update their mods), but then what's the intended content for gui.top ?
(coming from an author with a few mods that add quite a few buttons to gui.top, so I'm probably biased/lazy
)
Especially with the latest change to gui.left being direction="vertical", gui.top (with default horizontal) seems like the natural choice for buttons and gui.left like a good place for bigger guis/windows (like the
Rocket Silo Stats)
Changing all mods isn't that big of a deal (aside from having 2 rows of buttons until/if all authors update their mods), but then what's the intended content for gui.top ?
(coming from an author with a few mods that add quite a few buttons to gui.top, so I'm probably biased/lazy

Re: [0.15.19] [minor] "Rocket Frame" UI button alignment
Its not about having the button in gui.left, but amount locking the button flow and the frame flow togetherChoumiko wrote:What's the reasoning behind having the button in gui.left?
Especially with the latest change to gui.left being direction="vertical", gui.top (with default horizontal) seems like the natural choice for buttons and gui.left like a good place for bigger guis/windows (like the
Rocket Silo Stats)
Changing all mods isn't that big of a deal (aside from having 2 rows of buttons until/if all authors update their mods), but then what's the intended content for gui.top ?
(coming from an author with a few mods that add quite a few buttons to gui.top, so I'm probably biased/lazy)
So the holding flow for the whole thing either has to be in gui.left or gui.top, if it was in gui.top, it would really mess up all the other mod buttons,
So the least 'destructive' way of doing it is to put the whole thing in gui.left, so that mods with button in gui.top don't break,
and the whole mod gui system works good on its own
The other reason not to put the buttons in gui.top is that you can't control the element spacing, which makes for a awkward out of place looking arrangement,
Whereas in the mod button flow, the spacing of the buttons is controlled properly, and the buttons fit together in a pleasing way
- Killcreek2
- Long Handed Inserter
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- Joined: Sat Dec 10, 2016 8:39 am
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Re: [0.15.19] [minor] "Rocket Frame" UI button alignment
Is the "holding flow" the GUI script placing the icons on the screen? I did not understand at all what "amount locking the button flow and the frame flow together" actually means, sorry.Klonan wrote:Its not about having the button in gui.left, but amount locking the button flow and the frame flow together
So the holding flow for the whole thing either has to be in gui.left or gui.top, if it was in gui.top, it would really mess up all the other mod buttons,
So the least 'destructive' way of doing it is to put the whole thing in gui.left, so that mods with button in gui.top don't break,
and the whole mod gui system works good on its own
To be honest, the ONLY one that looks out of place is actually the launch frame button, NOT any of the different mod buttons I have tried. Which seems the opposite of what you are saying.Klonan wrote:The other reason not to put the buttons in gui.top is that you can't control the element spacing, which makes for a awkward out of place looking arrangement,
Whereas in the mod button flow, the spacing of the buttons is controlled properly, and the buttons fit together in a pleasing way

If mod authors are using the gui.top for the buttons with detail panels in gui.left, and making it work fine, then why does the vanilla launch frame need to be done differently? What makes it special that it *cannot* work the same way as all of the others do and *must* be located in gui.left instead?
Seems to me that you could always load the launch frame button into gui.top first [into slot zero], then add any mod buttons afterwards [in slots 1->X].
If every mod author is actually doing it "wrong", then why is that the case? Maybe it is something for you to reconsider as part of your upcoming gui updates, as the current implementation may be "working as intended" but it sure looks clunky & inelegant.
"Functional simplicity, structural complexity." ~ Appleseed