Add LuaGuiElement type for InventorySlot?
Posted: Tue Aug 11, 2026 8:47 pm
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.
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.