RimWorld

RimWorld

Hide Blueprints
49 Comments
Kathanon  [author] 21 Jul @ 11:36am 
Update:
- Support for RimWorld 1.6.
Drakarius 14 Jul @ 10:23am 
1.6 ?
thorman123456789 12 Jul @ 12:09am 
Is an update for 1.6 planned?
Kathanon  [author] 24 Dec, 2024 @ 8:47pm 
No, but that actually sounds like a plus.
Schockocraft 24 Dec, 2024 @ 6:26pm 
Is it intentional that bridge blueprints are still visible when floor tiles are hidden?
Schockocraft 24 Dec, 2024 @ 2:58am 
Works! :3
Kathanon  [author] 23 Dec, 2024 @ 3:00am 
Update:
- Fixed bug causing "floors only" option not to affect if the blueprint could be selected.
Kathanon  [author] 23 Dec, 2024 @ 2:31am 
Hm. That is a bug, the two modes on that is the first two you listed. I'll take a look.
Schockocraft 23 Dec, 2024 @ 12:06am 
Enabled the mod now, the non-floor blueprints are still not selectable, even if they are still visible (Not even with opened architect menu). Not a big problem, but maybe something to fix :D

Maybe change the "Hidden Blueprints Selectable" option into a 3-way option? (is that possible?)
"All Blueprints selectable"
"Only Visible Blueprints Selectable"
"No Blueprints Selectable"
Schockocraft 22 Dec, 2024 @ 1:37pm 
Heck Yeah! Thanks :3
Kathanon  [author] 22 Dec, 2024 @ 8:45am 
Update:
- Added option to only affect floor blueprints.

Here you go. :)
Kathanon  [author] 22 Dec, 2024 @ 6:50am 
Nope, but that is a good suggestion. I'll consider adding an option for it.
Schockocraft 22 Dec, 2024 @ 4:17am 
Is there a version of this for floor blueprints only? (Tiles/Flagstone/Wood/Straw/Concrete)
These are the only ones that i have a problem with, the other ones can stay :D
Kathanon  [author] 30 Aug, 2024 @ 5:35pm 
Update:
- Removed HugsLibs dependency.

Note: This update resets mod options.

@MedicalPol Since you were so nice about it, this mod gets done first. Cheers!
MedicalPol 29 Aug, 2024 @ 3:45pm 
Thank you so much man.
Kathanon  [author] 29 Aug, 2024 @ 3:43pm 
I have done the prep work, all that is missing now is making a new options GUI. It'll come.
MedicalPol 29 Aug, 2024 @ 3:41pm 
It's crazy how underrated this mod is compared to how useful it is, I didn't expect to see that it has less than 1k subs. I have a question though, does the mod still require Hugslib? you have it set in the about.xml but not on steam. And if it's the case, how hard would it be to remove it? So far hugslib is pretty unmaintained and it might cause significant performance issues. (to not say it might just outright break things.)
ShortBear 20 Apr, 2024 @ 6:16pm 
Huzzah!
Kathanon  [author] 20 Apr, 2024 @ 8:56am 
Updated for RimWorld 1.5.
ShortBear 14 Apr, 2024 @ 11:45am 
Yay, Thank you
Kathanon  [author] 13 Apr, 2024 @ 9:51pm 
Don't worry. It'll come.
ShortBear 13 Apr, 2024 @ 9:45pm 
I know it might be a big ask but if you are able a 1.5 update would be greatly appreciated. This mod was quite nice to have back :)
ELLIOTTCABLE on Discord 18 May, 2023 @ 12:20am 
For whatever it's worth, you may be able to hook into (or refer to the implementation of) Owlchemist's "Toggleable Overlays" - it includes a blueprint-trasparency feature. (=
Yoann 18 Dec, 2022 @ 1:44am 
Ok, thank you for trying :)
Kathanon  [author] 18 Dec, 2022 @ 12:25am 
@Yoann
I did some experiments, and changing the opacity turns out to be pretty hard. I may still figure something out, but don't hold your breath.
lol 21 Nov, 2022 @ 7:01am 
(This mod + Toggleable Overlays + Blueprint Totals Tooltip) x All set on one hotkey = Happiness
lol 21 Nov, 2022 @ 5:43am 
Just what I was thinking. Thank you!
Kathanon  [author] 18 Nov, 2022 @ 12:47pm 
@Yoann
That's a good suggestion.
I'm not entirely sure that it is possible in a reasonable way, but I'll see what I can do.
Yoann 18 Nov, 2022 @ 12:01pm 
Wow, great discovery! I'm amazed that this mod is not very popular yet. I can finally see through the cluttered under-construction rooms :D

Can I suggest you one feature please?
To be able to reduce the oppacity instead of fully hide (a slidder to set oppacity when blueprints are hidden).
Kathanon  [author] 18 Nov, 2022 @ 10:41am 
Thank you for the kind words! ,
Civerion 18 Nov, 2022 @ 10:34am 
This mod is great, im going to recommend it in the subreddit of this game! thank you!
Kathanon  [author] 22 Oct, 2022 @ 2:29pm 
@ShortBear
Seems like it only needed a rebuild. :) At least it worked at once for me, but I did not think of testing before building it for 1.4.
ShortBear 18 Oct, 2022 @ 10:29am 
All good man life is more important. Just Glad to see you are still active
Kathanon  [author] 17 Oct, 2022 @ 1:21pm 
I'll do my best. May not get all my mods updated before the release, but I'll keep at it until they are all updated.
ShortBear 16 Oct, 2022 @ 8:49pm 
Partly works with 1.4! The toggle hides them fine but when they are toggled hidden and the architect menu is open the screen is greyed out. Hope your able to bring this too the new version cuz I love having a cleaner looking base while i'm building up.
fotgot003 25 Sep, 2022 @ 2:33am 
Thank you friend this is a great immersion mod to make it look like the colonists are working off real plans instead of just filling in the ghost block gaps
Kathanon  [author] 27 Aug, 2022 @ 6:11am 
Thanks. :)
Helios 27 Aug, 2022 @ 5:07am 
Thank u very much! That is really usefull, dude, u r cool!
Kathanon  [author] 10 Aug, 2022 @ 7:04pm 
Thank you. :)
AugurkVlekje 10 Aug, 2022 @ 2:47pm 
@Kathanon
Great! You are amazing :)
Kathanon  [author] 10 Aug, 2022 @ 2:23pm 
@VoorhuidKornuit
Fixed. :)
Kathanon  [author] 10 Aug, 2022 @ 11:12am 
@VoorhuidKornuit
Ah, I did not test that. Thanks for letting me know. I'll fix it.
AugurkVlekje 10 Aug, 2022 @ 4:44am 
Absolutely awesome mod!
But forbidden blueprints still show the red x when I toggle ''showing blueprint ghosts'' off.
ShortBear 26 Jul, 2022 @ 9:52pm 
BASED! I love this now. absolutely perfect. You have earned a permanent spot on my modlist!
Kathanon  [author] 25 Jul, 2022 @ 5:49pm 
@ShortBear @Kaijp
I have implemented the things you pointed out, with options to toggle the behavior.
Default is to auto-show while placing a new blueprint but not on opening Architect menu, and to prevent both selecting and cancelling with the cancel tool for hidden blueprints.
(The Cancel tool is the only one I found that does anything to blueprints.)
Kathanon  [author] 25 Jul, 2022 @ 6:47am 
I'm glad people find it useful. :)

I do believe they are fully interactable when hidden - I just prevent them from rendering.

I'll look into improvements like making the interactability when hidden optional and supressing the hiding when placing new blueprint.

Thanks for the suggestions. :)
obsidian29 25 Jul, 2022 @ 4:49am 
I have wanted something like this for so long. It's like the zones in SimCity. I need to be able to see them, but sometimes I really just want to see what my city looks like for real without them. Now I can see my colony coming together without the blueprints rendering. Thank you!
ShortBear 22 Jul, 2022 @ 12:40am 
Not sure how difficult it would be to implement but would there be a possibility of having blueprints return to visibility when placing buildings or having the architect menu open. Kind-of in the vein of how hidden growing zones are visible when placing another zone. Good stuff BTW. Was kinda wishing for exactly this mod.
Kaijp 21 Jul, 2022 @ 7:09pm 
Great idea! Can the blueprint still be clicked or be affected by tools such as cancel while hidden?