This is a bit tricky suggestion, but today after tinkering a bit, I found out a possible issue which may come with UI modding/scripts. Any mods adding new additional features (be it text, graphics), do it after gui_handler, which means that basically any given blitted object will appear after all the ones passed in the handler.
Which is pretty bad considering UI enhancing mods can need a way to blit image/text on layer below things done in gui_handler.
This, though, is quite tricky to fix, considering current implementation does not work on "layer numbers", but simply on specific chronology of events, therefore scripts are passed always after core game does its work.
This is a bit tricky suggestion, but today after tinkering a bit, I found out a possible issue which may come with UI modding/scripts. Any mods adding new additional features (be it text, graphics), do it after
gui_handler
, which means that basically any given blitted object will appear after all the ones passed in the handler.Which is pretty bad considering UI enhancing mods can need a way to blit image/text on layer below things done in gui_handler. This, though, is quite tricky to fix, considering current implementation does not work on "layer numbers", but simply on specific chronology of events, therefore scripts are passed always after core game does its work.