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@steveman0
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Submitting all of my changes to bring up to date everything I've added including the core UI functions.

@Vici37
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Vici37 commented Jul 31, 2016

@steveman0 I heard that the modded UI can break other, non-UI mod machines if people interact with them because of your changes? Have you fixed that?

@steveman0
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Unfortunately no, I haven't worked a way around that limitation yet. It is high on my list to investigate again. Hoping fresh eyes might reveal a solution. I'll be spending some time today on it.

More importantly this includes the EscapeUI() method that easily allows others to enable cross mod compatibility by protecting non-UI machines from locking up.

@Vici37
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Vici37 commented Jul 31, 2016

I'm coming up with nothing, but I may not be understanding the problem completely. Unfortunately I can't accept something that will actively break other's mods.

@steveman0
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So you'll leave them without the fix too? Oh well. I'll do my best to fix it on the UI end but I can't replace the UI in my mods so until official support is added the current catch is the best we've got.

No longer requires the EscapeUI() function.  Mods using UI now no longer lock up other mod machines that don't use the UIUtil.
@steveman0
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I've found the issue and fixed cross-mod compatibility. Mod authors using the UIUtil properly need not worry about locking up the UI with other mod machines even if the other mod doesn't use the community tools.

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2 participants