This is a far fetched request, I understand. I'll give you my use case because I can see ways it'd be implemented with the currently existed Inventory element.
I'm trying to recreate the crafter gui (I fear the point where I start considering the remote GUI) because I have a compound entity that uses an offshore pump and chain of boilers to implement multiple energy sources (eg a "maintenance" that you need to regularly top up).
I've run into the problem of crafter inventories being filtered in an alternative way and not inheriting the faded sprite: 135616
Alongside the fact that I need to somehow add the FluidboxGuiSlots to the table.
Adding a separate element type for inventory slot would allow me to manually create the table so I can add arbitrary elements into it (like a sprite button for the fluidboxes), as well as manually control the styles of the input slots to use the red_inventory_slot for unsatisfied ingredients. At the same time, it would let me continue to let the engine handle the very basic inventory actions so they can be unaffected by latency.
I do see this being possible with the existing inventory element if the `add` were to add elements to the internal table instead of in the frame's vertical flow (after the scroll pane) and some method of individually defining styles for slots.
Add LuaGuiElement type for InventorySlot?
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Re: Add LuaGuiElement type for InventorySlot?
+1, pointing to specific inventory slots would be nice. Even if separated from the Inventory type for implementation reasons. I can think of trying to link to specific slots in the player's inventory/guns/ammo that would also benefit from the 1-slot approach.
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Re: Add LuaGuiElement type for InventorySlot?
+1, inventories are great, and cover a lot of usecases, but they'tr not always enough, and having single slots would cover the rest of the usecases.
I can see it being a probelm to specify the slot though, since LuaItemStack doesn't always point at an inventory. But if it would only handle the rendering that'd also be good.
I can see it being a probelm to specify the slot though, since LuaItemStack doesn't always point at an inventory. But if it would only handle the rendering that'd also be good.
Re: Add LuaGuiElement type for InventorySlot?
I always imagined it being an inventory and slot index pair. Didn't even consider the idea of using LuaItemStacks.Osmo wrote: Wed Aug 12, 2026 6:59 pm I can see it being a probelm to specify the slot though, since LuaItemStack doesn't always point at an inventory.
I also was considering fluidbox slots.. We know there's an internal widget for them because of the gui debug tools, but I wonder how much more effort than inventory slots a fluidbox slot would be.
