RimWorld

RimWorld

Gizmo Begone!
46 Comments
Mlie 28 Jul, 2021 @ 10:58am 
turkler 22 Dec, 2020 @ 3:01pm 
I meant luck* I'm a fuckin idiot
turkler 22 Dec, 2020 @ 1:57am 
oh, alright, good look to you with life man.
Nif  [author] 22 Dec, 2020 @ 1:38am 
I'm taking an indefinite hiatus as I'm getting more busier with life, especially college. You are free to modify and post the mod. Thank you for the support!
turkler 21 Dec, 2020 @ 11:37am 
Docworld seems to unhide everything I mark to hide. I tried loading it both after and before docworld, could you patch it?
[RTB] Sarianos 7 Dec, 2020 @ 10:37pm 
@Nif Just out of curiosity could the patching method this mod uses also be used to hide research options?
Rêve Noir 26 Oct, 2020 @ 8:46am 
Hey, nice mod ! Just wondering, hidden things appear again every restart of the game. Is it the intended behaviour or is something wrong on my side?
Dragon Fire 813 22 Oct, 2020 @ 4:13pm 
If I remove this will hidden things stay hidden?
platinumhawkzz 5 Oct, 2020 @ 7:36am 
Hi Nif, thanks for making this mod, it works as advertised. Would you consider adding an option to just remove gizmos from object menus, e.g. Dresser gizmo when clicking bed? It would be very useful as this type of bloat is encountered much more often.
Nif  [author] 3 Oct, 2020 @ 2:21am 
@[RTB] Sarianos
The thing is, for some reason, we're patching the same thing. The way I made my patch is for mods to be able to overwrite it or work together with mine. However, in the case it does overwrite, the whole mod will just collapse. Which most likely the one causing the error. I made it that way so that it's compatible with mods that has the same patch. But for mods that simply overwrites, such as RtR, I'm at wits end. In other terms, the two mods are fighting for a singular position in the patching, and the winner will always be RtR.

Now, I'm sure RtR has a reason why it has a very strict patch. There are certain areas in the base code that's simply too problematic to change. You may fix one thing only to end up with with more problems.

I'd suggest you look into RIMMSqol. That mod might have already done what this mod does and have found a way to make it compatible.

I'm sorry but that's all the help I can give.
[RTB] Sarianos 2 Oct, 2020 @ 9:55am 
I'm assuming you've been trying for an inclusive fix rather than a exclusive one or does it just not matter, if it does make a difference then perhaps just forcing it to ignore any functions of RtR might be a quick and dirty style fix?
Nif  [author] 2 Oct, 2020 @ 9:51am 
[RTB] Sarianos
I still haven't found any solution. Due to how Raise the Roof is patched, I'm quite locked in the situation.
[RTB] Sarianos 2 Oct, 2020 @ 9:11am 
Been diggin' through mods for hours trying to figure out what's been locking up the Zones tab, turns out I'm just blind, is there any hope for 'Raise The Roof' compatibility or is it a total no hope?
Nif  [author] 11 Aug, 2020 @ 3:56am 
»Minor Update (v1.1.0.3) [08/11/20]
-Added 1.2 in supported versions.
An Author 20 May, 2020 @ 9:08am 
Cool mod idea. It's very nice while in game. But having to manually repopulate the file each time kinda sucks :P.
San-Kyu 26 Apr, 2020 @ 8:39pm 
I tried this out again, no issues this time? I have no idea what went wrong last time, but trying this out again with dev mode on to see what errors popped up showed no errors nor wonky mods. My modlist hasn't changed, aside from some updates posted between now and 12 hours ago.

Alls well that ends well I guess.
Nif  [author] 26 Apr, 2020 @ 8:28am 
@San-Kyu

Did an error appear? It's highly (very) unlikely to break any mods that does not have any relations with the change it does. If an error did appear, please send the log so I can see the problem.
San-Kyu 26 Apr, 2020 @ 8:03am 
Adding this mod to my modlist broke several of my mods. The game still ran but the functions of several mods stopped. Helmets were no longer displaying hair, Dubs performance analyzer stopped, many things.

A shame, several mods I have add stuff I'll never use but just add bloat. Also on the main game menu several graphics were glitching out (using Rimthemes) and disappearing.

Can this mod be added mid-game? That was my situation when I added it.
[Loner] John Stalker 22 Apr, 2020 @ 5:23pm 
Can you put the option to remove "room status" gizmo ? Its been add to the vanilla when update 1.1 was cames out and its useless
Juke Dragh 18 Apr, 2020 @ 5:34pm 
The issue seems to have been resolved after using Unhide and a reload. Thanks
Nif  [author] 18 Apr, 2020 @ 12:36am 
@kpunk21

Are you still getting a reference exception from the log? If you are, that's likely the reason why. Try and open the mod settings of Gizmo Begone! and press [Unhide all] before closing and restarting the game. If the exception stops occuring, that should fix it.

The reason why the textures or other functions won't load: is because once an exception occurs, any other programs that follows will not be reached. A full stop will happen.

Hopefully this should fix it, if ever it doesn't, do report back.
Juke Dragh 17 Apr, 2020 @ 10:11pm 
I've been using the mod since 1.1 dropped. I was playing with Gizmo yesterday just fine; the problems only manifested this morning.
Nif  [author] 17 Apr, 2020 @ 9:34pm 
@kpunk21

Have you been using the mod before the update? I'll check on my side and see what I can do.
Juke Dragh 17 Apr, 2020 @ 2:43pm 
Yeah, was just gonna come in here to say it ruined my modlist for anything loaded below it. Just as an example, I tested using Bionic Icons, a mod that shouldn't even be impacted by Gizmo: While Bionic Icons was loaded 1 below Gizmo Begone, the original Vanilla graphic was used.
While Bionic Icons was loaded 1 above, the Bionic Icons graphics were used.

This affects many, but not all, mods that I had on my list. I can hand you logs on request, but I imagine this should be replicable with a variety of lists.
Nif  [author] 16 Apr, 2020 @ 11:20pm 
Opt. 2: TRANSFER (if you have experience with xml and have not yet opened the Gizmo Begone settings)
>Head over to your Rimworld save folder and find the Config folder. By default, the file location would be C:\Users\%username%\AppData\LocalLow\Ludeon Studios\RimWorld.
>Find and open the XML file that has the name ThingBegone on the end of it. (You can open XML files with any text editor)
>There should be an XML tag named <hidenThings> that contains all the defNames of the ones you've hidden. Select it from the beginning to end tag of </hidenThings> and copy. Close it afterwards.
>Startup Rimworld and then open and close the Gizmo Begone settings.
>Close Rimworld and open the ThingBegone XML file. It should refresh the XML file. You'll know when a <hiddenTerrain> tag pops up.
>The <hiddenThings> should be empty due to the restart. That's where replace it the old one.
>Everything should be transfered at that point and you can check by going back to the Gizmo Begone! settings.
Nif  [author] 16 Apr, 2020 @ 11:20pm 
Note: Okay, I've hit a bump with this update. Due to some reference exception stuff, the saved settings don't pass through the update. There are two options for this:

Opt. 1: RESTART
>On opening Rimworld, an error would occur, ignore that. Instead, open the mod settings of Gizmo Begone! and press [Unhide all] before closing and restarting the game.
Nif  [author] 16 Apr, 2020 @ 11:20pm 
»Minor Update (v1.1.0.2) [04/17/20]
-Fixed [Hide all] and [Unhide all] which was apparently does not save.
-Added TerrainDef buttons, making floors hideable now.
miscellaneous 16 Apr, 2020 @ 11:07am 
Thank you Nif! I have a floor mod which does add amazing floors, But it cover the entire screen.
Dreamyr 16 Apr, 2020 @ 9:48am 
You're awesome.
Nif  [author] 16 Apr, 2020 @ 1:07am 
Huh, I always assumed floors were also included. Took me a while to realize floors used a different def. facepalm

@Dreamyr
I'll get it done in a day or two.
Dreamyr 16 Apr, 2020 @ 1:01am 
Any possibility of expanding it to floors? I have several redundant floors and they fill like half my screen.
Nif  [author] 6 Apr, 2020 @ 5:18pm 
@NRFBToyStore

The change goes on to other saves, scenario C is possible; it is not per save basis. Though that does sound like a neat idea, I'll see if there's a possibility to do that.

As for expanding, I'll leave this mod as only a Gizmo hider. Hider for bills and other things will fall onto another mod (a hider mod for all). I wanna keep this one simple.
NRFBToyStore 6 Apr, 2020 @ 12:38pm 
A few thoughts/questions...

Is this on a per save basis? Like, I have one save that my playthrough will never use gizmo A, but another save that uses gizmo B on the regular... I also have a gizmo C that I hate but the other 20 gizmos from that MOD rock, so i'd like to remove it from ALL play.

Finally, thoughts on expanding? Per my last scenario, I am rocking like 350 mods, and all of them are "add 1 feature I like, 20 I don't", so curious if this might eventually go into removing...bills from menus?
Alexandr 31 Mar, 2020 @ 1:02am 
Must say, Nif, I really appreciate these things as a complete dork who goes into the .xmls for each mod to remove superfluous entries to kill clutter!
Nif  [author] 17 Mar, 2020 @ 9:06pm 
@VonGorsey

It hides the building's button in architect tab. Let's say the hopper, if you don't need it, you can disable it from appearing in architect tab. However, if the building is part of world generation, it would still spawn.
ObscureNickname 14 Mar, 2020 @ 9:27pm 
Virgin simple meal players out here really disrespecting my chad nutrient paste hoppers.
Storm 14 Mar, 2020 @ 8:53pm 
God I hope this works. I so need this.
kaczorski 14 Mar, 2020 @ 1:11pm 
@Nif
It was far below. I'll give it another shot tomorrow. Thanks for the answer!
Mistletoe The Bard 14 Mar, 2020 @ 5:10am 
Wow, thank you so much for this mod. I always had to go into save data to edit the "Cannot build" in scenario settings once I reach new tech for my colony.
Nif  [author] 14 Mar, 2020 @ 3:53am 
What's the placement of your RIMMSqol? Thing Begone! was on top of RIMMSqol on testing. If it doesn't fix it, there might be another mod causing conflict. Something related to Designation Category.
kaczorski 14 Mar, 2020 @ 2:21am 
Really like the idea, but after I added this mod to my game all of the buildings and items gizmos disappeared (power on/ off, allow etc). After disabling the mod it's all back to normal.

I'm using RIMSqol to alter various stuff, but not the visibility of buildings.
Nif  [author] 13 Mar, 2020 @ 9:43pm 
@Simmin

It will only hide the button in Architect tab that allows you to build it. If it's part of world generation, it will still spawn. Sorry for any confusion.
Simmin 13 Mar, 2020 @ 9:33pm 
so if i get this right, the things still exist in the world, its just i cant build them? so if i have a faction mod, i can hide that factions buildings for me, but they will still show up for that faction?
Nif  [author] 13 Mar, 2020 @ 8:46pm 
@bearhiderug

Sadly, it simply hides. Deleting is out of my capabilities.
Mycu 13 Mar, 2020 @ 1:13pm 
Good idea. And working.
Thanks
4ydra 13 Mar, 2020 @ 12:05pm 
niice