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screenshot ?
Dropped support for PowerSwitch mod - they dropped support their invincible power lines, they are now vanilla so this mod use vanilla defs.
Possibly will drop Underground Power Conduits in future.
All three mods have been updated to 1.4 now: "Parallel Power Grid (Parallel Conduits)", "PowerSwitch" and "Underground Power Conduits".
PS did not have any grouping, so I did one similar to UPC one.
LMK if you want me to merge them into single one so all conduits (underground, waterproof, parallel, will be under one button)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2059429490\Patches\HideClutter.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.PatchOperation:Complete (string)
Verse.LoadedModManager:ClearCachedPatches ()
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Visuals is same as "Power Switch".
Fixed beauty and placement of colored and non-colored one - parent class was wrong so it actually place underground colored and normal (overground) cable. Fixed some typos also.
Power switch underground cable is actually transparent texture rendered on floor - this is why it's not shown. AFAIK Rimworld does not have layer definition to hide (visually) under floor.
Only option to not show tem (as much) will be to use different texture (with alpha channel set differently) so they will look almost transparent, or much thinner - can't promise this as whole mod i hacked in 30 mins and my graphics skills are very limited.
Also, color underground and normal underground can be placed on same tile - gonna check now how "Underground Power Conduits" behave.
Texture hide might not work, as for normal underground is transparent png, color ones use PPG mod textures.
Building them in one grid should work, but will try.
Added support for "Underground Power Conduits" (not really tested)