RimWorld

RimWorld

Barely Visible Spots (unlisted)
74 Comments
Three Apr 10, 2023 @ 4:36am 
Thank you for a great job with this mod. :steamthumbsup:
It's been a pleasure.
Owlchemist  [author] Oct 14, 2022 @ 10:29pm 
This mod will not be updated to 1.4 as it has been replaced by Barely Better Spots: https://steamcommunity.com/sharedfiles/filedetails/?id=2875366181
JACK Sep 26, 2022 @ 6:27pm 
would love support for the vanilla outposts expanded outpost delivery spot!
👁 Aug 9, 2022 @ 11:16am 
Actually it is working, but it only works for newly placed spots, so I had to delete the old spots and replace them with new ones.

This is great, tyvm for this now my throne room doesn't look weird.
👁 Aug 9, 2022 @ 4:25am 
It's working on Meditation Spot but it's not working on Party Spots and Ritual Spots.
I have all the Vanilla Expanded mods, is this causing a conflict?
//SlipperyPete:. Jul 30, 2022 @ 12:34am 
Could you (or someone) add spot support for: Vanilla Outposts Expanded, Spaceports, and Research Spot?
DownByLaw Jul 10, 2022 @ 3:24am 
Hi Owlchemist, could you add support for "Enter Here" (ID: 2824117092, Author: Mlie)?
phlux Jul 3, 2022 @ 4:13am 
Ok loading Better Spots and Better Spots Retextured first fixed the XML error but i noticed that either way the alternative graphics for the spots don't show in game.
Is this mod incompatible with alternative spot graphics?
phlux Jul 3, 2022 @ 1:05am 
I'm using this mod together with Better Spots, Besser Spots Retextured and [KV] Trading Spots (loading them all after this mod) and i get an duplicate XML node name comps error on startup.
And idea how to fix this? :/
Cleeb Jun 8, 2022 @ 6:00pm 
Amazing QoL mod right here. Any chance you can add support for Run And Hide and also the Supply drop from Winston Waves?
Milk Cat May 24, 2022 @ 3:20pm 
I just wanted to say, I am not a smart man. I just spent the better part of an hour disabling every single Vanilla Expanded mod and every mod that interacts with the VE suite that I have on my mod list looking for which one was adding the "Change Graphic" gizmo from VTE: Variations to sleeping spots only for me to remember that I had this installed as well. . . I say again. I am not a smart man.
camping_master Feb 19, 2022 @ 2:50am 
No need to be sorry. Thank you for making this mod! .It's a really cool mod
Owlchemist  [author] Feb 18, 2022 @ 8:31am 
@camping_master - sorry I should have clarified in the description somewhere - those mod options are found in the Vanilla Expanded Framework section as uses it to handle all that stuff.
camping_master Feb 18, 2022 @ 8:14am 
I can't find the mod option Is it gone?
\(• ◡•)/ Jan 22, 2022 @ 10:51am 
Nice mod, thank you :D Spots were super annoying.
Dr. Kaine (Shadow Gamer) Dec 23, 2021 @ 5:24pm 
When you get a chance, could you please add support for Vanilla Outposts Expanded's delivery spot?
Rhaeven Nov 11, 2021 @ 8:27pm 
Thank you!
Owlchemist  [author] Nov 6, 2021 @ 11:30am 
Support added for AnimalHarvestingSpot (Continued)
Owlchemist  [author] Nov 4, 2021 @ 2:34am 
I can take care of it next update. Looking into merging the 2 spot mods with a superior version.
Hyperlane Nov 3, 2021 @ 8:48pm 
Would you be willing to add support for AnimalHarvestingSpot (Continued) ?
Signal Nov 1, 2021 @ 4:06pm 
Thanks! This kind of clutter hiding should have been a standard feature in the game.
Asteyr Oct 17, 2021 @ 11:57pm 
Wow. You are and keep doing some quality rimworld modding. I have subscribed so many of your mods by now that I'm starting to associate Owls with Rimworld now. Thanks so much :)
Owlchemist  [author] Oct 6, 2021 @ 9:42pm 
Yeah you just push the change graphic button.
JACK Oct 6, 2021 @ 9:39pm 
can you change which type of spot is which level of visible?
Owlchemist  [author] Aug 12, 2021 @ 3:11am 
Yeah sorry, a bit hard to find lol
Mod options -> vanila expanded framework -> next page, you should see it there.

As for the loadAfter, the load order doesn't make any difference, only the dependency.
( σ'ω')σ Aug 11, 2021 @ 11:17pm 
I think you should add a <loadAfter> in About.xml, which can remind mod dependency.
And I can't find those three options in picture3. Where can I open?
Owlchemist  [author] Aug 11, 2021 @ 3:12pm 
@Felios yeah I could probably work that in. Thanks for bringing it to my attention.
Felios Aug 11, 2021 @ 2:27pm 
I'm so happy to have found this mod, this is great! Thank you! Does this support Large Animal Beds? https://steamcommunity.com/sharedfiles/filedetails/?id=1111387020
Kaedys Aug 10, 2021 @ 8:28pm 
Ahh, didn't realize there was an additional mod for that behavior. I'll have to check that. But ya, if the behavior is included in the core framework, seems like the feature should be too. >.<
Blooest Aug 10, 2021 @ 8:06pm 
Sorry, the setting is in the Vanilla Textures Expanded - Variations settings, not the framework itself. Which is odd, considering the feature is part of the framework and not specific to that mod... I don't even know if it'll affect this mod, actually, but it's worth a shot?
Kaedys Aug 10, 2021 @ 6:42pm 
Nope, definitely not the case on my end. Placed 3 meditation spots, cycled them all to the green hexagon, then selected the 3 and cycled. 2 invisible, 1 green hex.
Kaedys Aug 10, 2021 @ 6:10pm 
Hmm, well, either that's not always the case, or all my spots were simply given random graphics when I loaded this version (which is quite possible), as the first thing I did was select all my meditation spots and cycle them. But they're under cushions (because comfort is a freakin' thing. Honestly, making peeps just sit on the ground for hours on end.../sigh), so it's tough to see any of the possible graphics.

Must go test.
Owlchemist  [author] Aug 10, 2021 @ 6:04pm 
I just learned it's possible to cycle through the graphics non-randomly. With a catch. If you have multiple spots selected, when you cycle their graphics it goes in order instead of random. A bit word, but it works.
Kaedys Aug 10, 2021 @ 6:00pm 
Oh, the graphics changing thing is actually part of the VFE framework? Man, that framework has a bunch of stuff in it. Ya, would probably have to go bug Oskar or something >.>. Might see if I can track him down on the modding Discord.
Kaedys Aug 10, 2021 @ 5:58pm 
Honestly don't know how feasible that is, since I presume you're just going, getting the list of graphics, and choosing one at random each press, so you're not keeping track of what it currently is on or history. However, if (and to be fair, that's a big "if") the C# function for returning the set of graphics does so in a repeatable ordering, then you could just find the element in the list which matches the current graphic, and increment index, modulus size of array. If the returned list is random-order itself, well, that'd probably be more trouble than it's worth, since each spot would have to either individually or have a reference to some cached list of the textures and know its current position in that list.
Owlchemist  [author] Aug 10, 2021 @ 5:58pm 
Oh right right. Sorry just saw your comment before the last, now I get it xD

Yeah I think that would be good room for improvement, like you say. It's part of the VE Framework so a bit out of my hands but I could pitch it as a feature request at least.
Kaedys Aug 10, 2021 @ 5:56pm 
Right, I know that button. I'm asking for an option, or for it to simply work like this normally, for that button to instead cycle through the possible graphics, rather than selecting one at random each button press. I've had strings where pressing the button even 4 times in a row fails to change the graphic, and if I'm trying to get a specific one, it can be a bit annoying if the RNG decides it hates me at that moment. It also means I can't just mass-select spots and shift them to a different graphic, as each one gets a different one on every press.
Owlchemist  [author] Aug 10, 2021 @ 5:20pm 
@Kaedys - the options page is only for the names. As for the graphics it's on the spots themselves as a button at the bottom.
Kaedys Aug 10, 2021 @ 5:15pm 
Where is that option set? The VFE option section for me only has this mod's settings in it, and none of those options cause it to cycle graphics, they're just about hiding names.
Blooest Aug 10, 2021 @ 3:14pm 
@Kaedys: That's already an option, it's part of the Vanilla Expanded Framework, not this mod.
Kaedys Aug 10, 2021 @ 7:11am 
Could the "change graphic" option cycle the graphic between the options, rather than simply selecting one at random? Can be a bit aggravating at times when there's only like 3-4 options for it to just keep landing on the same two you're trying to get rid of... >.<
Owlchemist  [author] Aug 10, 2021 @ 1:29am 
Go for it, publish away :D And thanks for catching the whoopsy in the patch! I was re-ordering the xml and forgot where I was at some point XD
Yoann Aug 10, 2021 @ 1:26am 
Thank you a lot to show me it's possible, I finally will have a pretty barn :D

So, by testing your mod, I saw that the luxurious animal bed, don't show the owner name (great job, game devs...). So I found how to do the patch before looking into your mod files.

Also, you made the update too hasty, you inverted "Hide sleeping spot names" with "Hide animal sleeping spot names" ;)
__

I'm only interested in the invisible Animal sleeping spot without owner name (and correct at the same time the animal bed), and without needing the Vanilla expanded framework (really small patch as I already know how to do). I will do this mod for me, it's okay if I publish it too?
Owlchemist  [author] Aug 9, 2021 @ 3:43pm 
- There are now options to disable the names for beds and sleeping spots. Mod options -> vanila expanded framework -> next page, you should see it there. Credit to Yoann for the idea.
Owlchemist  [author] Aug 9, 2021 @ 1:28pm 
@Yoann - I think that's possible yeah. I can look into it.
Yoann Aug 8, 2021 @ 3:09am 
Hello, a way to also remove the owner name for Animal sleeping spot please?
Owlchemist  [author] Aug 7, 2021 @ 7:25pm 
If anyone is getting red errors and didn't see the notice about why already, it's because of the latest update. It adds texture variations, and your existing save is just missing the data on which texture variation you picked (since that feature didn't exist until now). It's a harmless error. Just change the texture or rebuild the spots.
Owlchemist  [author] Aug 1, 2021 @ 10:33am 
For the first part, I like that idea. However I'm not really sure how to do that. I'm more of a pure-xml modder, but if I start dabbling into more advanced stuff like that someday then definitely something to look into yeah. Also I'd have no qualms if someone more talented than I adopted this mod and upgraded it with those features.

As for the second I assume you're referring to Barely Restricted Spots. I wasn't aware of that! I'll look into it and maybe make a note of caution if there's nothing I can do about it.
ELLIOTTCABLE on Discord Aug 1, 2021 @ 10:12am 
Is there any chance of a settings-panel to adjust the opacity? Or, idk, an 'overlay' button in the bottom-right to make them full-opaque temporarily?

I love the idea of this, but I *literally* cannot see them. At all. Unless they're on completely solid background, i.e. smoothed stone or one specific kind of flooring tiles. )=

Similarly, the issue in the description re: sleeping-spots, is hugely compounded by an unrelated, long-standing bug (I suspect from a different mod) where if you click anywhere that covers an existing bed with a sleeping-spot, it instantly deletes the existing bed from existence. (Need a tending-spot next to that masterwork bed? have this mod installed? good luck! :P)
BluntMan Jul 30, 2021 @ 1:54pm 
@owlchemist No you are right there is no spot yet! hopefully in the future