Hey guys, let me start out by saying that i appreciate the feedback - I think you all have some valid points.
@CyberMarla, I get where you're coming from, and yes: I also think that having to send a signal does complicate things, but that's a intentional. Because I want the mod to feel and look like vanilla. This means that if I want to enable/disable the HUD Combinator conditionally, I'll have to do it through a signal condition, like enable/disable on belts , inserters, power switches, pumps, train stations (and probably some more I dont rememver). I think it would be complicating things further if we added two features doing the same thing (an on/off button in the UI along with the current implementation).
And yes, the signal thing is not totally vanilla-like, but I'm still trying to figure out how to implement/open the "Select a signal or constant window", so if any of you have some insight in this, please let me know.
@Tealc I get your pain, but as I stated previously, I wont be implementing anything that I think is too far from vanilla (or at least vanilla like), and considering it can be solved by using a single decider combinator (and the pushbutton mod), I don't feel like i justifies implementing a feature that's not vanilla-ish.
Here is a blueprint i made, showing how to make a "toggle button" using the pushbutton mod:
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@LucoEldritch - I like your idea. I've been playing with the idea of requiring a specific item being inside the players power armor for the HUD to show up. Combining that with your "Disable circuit HUD"-quickbar would probably be a nice addition. However, this should probably enable/disable all HUD combinators on that players view, like how disabling roboports disables them all (other players should enable/disable their HUD themselves). I might be looking into this in a future release. Thanks for sharing your idea