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Relative GUI for static GUI elements
Posted: Tue May 04, 2021 6:47 pm
by raiguard
Just throwing this out there: It would be stupendously amazing if we could position GUI elements relative to the "static" GUI elements that are almost always shown. For example, the top-right GUI, the quickbar, shortcut bar, guns/ammo GUI, map editor GUI, etc. Right now it is possible to position elements like this by using hardcoded constants combined with display resolution and scale, but it is a very ugly method that is prone to error.
Thanks!
Re: Relative GUI for static GUI elements
Posted: Wed May 05, 2021 1:15 pm
by PFQNiet
+1
I would love to attach some gui to the hotbar, such as a custom additional progress bar (alongside health, shield, mining progress...) and other uses.
Re: Relative GUI for static GUI elements
Posted: Sun Feb 04, 2024 11:02 am
by SupplyDepoo
Is this possible yet?
Re: Relative GUI for static GUI elements
Posted: Sat Dec 28, 2024 7:36 pm
by i142857
+1 maybe now that raiguard is on the other side of the "fence"?
The relative gui system is so cool and it's so annoying to fall back to easily broken coordinate hacks

Re: Relative GUI for static GUI elements
Posted: Sat Dec 28, 2024 8:43 pm
by ownlyme
we already have
player.gui.relative.add(...) .anchor =
https://lua-api.factorio.com/latest/def ... e_gui_type
what we REALLY need is displaying these relative guis *above* the anchor gui.
currently they can only be displayed to the side...
for example you could display a bunch of extra stats in a crafting machine window, or i didn't need to manually calculate the inventory position for my
https://mods.factorio.com/mod/market2 which is a HUGE hassle, doesnt look perfect and is generally a ridiculous solution.
that's what i tried to propose in
player.gui.relative[].bring_to_front() ?
maybe i didn't explain it well
I've been waiting for this for 3 years. PLEASE make it happen
Re: Relative GUI for static GUI elements
Posted: Sun Dec 29, 2024 6:48 am
by picklock
+1
I also want an possibillity to displaying these relative guis *above* the anchor gui.
Re: Relative GUI for static GUI elements
Posted: Fri Apr 04, 2025 1:52 pm
by ownlyme
oh sorry, now i understand what you meant.
defines.relative_gui_type doesn't contain the quickbar, the weapon box, the map etc yet
was about to make a ui for induction charging and wanted to attach it to the weapons because that's where the battery is
Re: Relative GUI for static GUI elements
Posted: Fri Apr 04, 2025 5:42 pm
by Fabriken AGI
raiguard wrote: Tue May 04, 2021 6:47 pm
Just throwing this out there: It would be stupendously amazing if we could position GUI elements relative to the "static" GUI elements that are almost always shown. For example, the top-right GUI, the quickbar, shortcut bar, guns/ammo GUI, map editor GUI, etc. Right now it is possible to position elements like this by using hardcoded constants combined with display resolution and scale, but it is a very ugly method that is prone to error.
Thanks!
I Agree. You mean like CSS's position: and align: ? Maybe in combination with some markup-like language for defining gui-hierarcies, sprinkled with inspiration from XAML/UWP?
Controversal take: hide the existing gui and overlaying pure web-tech-based rendering elements of chosen flavor, that subscribes to channels of events and data? I.E Angular+RxJS or *MQ-channels?
Re: Relative GUI for static GUI elements
Posted: Sun Apr 06, 2025 10:14 pm
by Rseding91
Now that Raiguard is a developer, he is free to implement this himself
