How to hide dummy buildings from UI?

Try Buildings.InternalOnly =1. I know it will hide it from the city production list and can still be created through lua. My problem with it was that it will be ignored by great person modifiers that create buildings. I never looked at the wiki, but if it isn't in the production queue, there is a good chance it is suppressed in the wiki.
 
Code:
<CivilopediaPageExcludes>
		<Row SectionId="BUILDINGS" PageId="BUILDING_SOMETHING"/>
	</CivilopediaPageExcludes>
Causes the game to not make a seperate civilopedia page for the specified building. However, if the building is mutually exclusive with another "real" building, or the building is a prereq for a "real" building, that will be shown on the civilopedia page for the "real" building.

In order to hide a building from the tech (or civics) tree just make the building its own prerequisite, and remove any reference to a prerequisite technology or civic. Doing so also acts as a "lock-out" so the building cannot be constructed but it will still show in the city view on the production menus (as currently unavailable) and lists of constructed buildings if placed in the city via lua (for example).

I remember some issues with InternalOnly so I moved on to using the "its own prereq" method and then re-wrote all the UI files so that if the building is defined as a dummy or has an unsatisified building-prerequisite it does not show anywhere in the production qeue (selection) or elsewhere in the UI. This re-writing of the UI files makes my mod instantly non-compatible with QUIC or whatever it is as well as the Production Qeue mod.
 
Last edited:
Interesting idea making something the prerequisite of itself :) Another way to sort of hide them is to require it to be purchased but give it no purchase yield type. Unfortunately, the AI players are still able to purchase them somehow (with what currency I do not know). Whatever their fake pennies are, you can raise the cost of it and they won't get it, but modifiers (allow purchasing of X-District buildings with faith) will expose them in the UI and then even human players can purchase them.
 
Code:
<CivilopediaPageExcludes>
        <Row SectionId="BUILDINGS" PageId="BUILDING_SOMETHING"/>
    </CivilopediaPageExcludes>
Causes the game to not make a seperate civilopedia page for the specified building. However, if the building is mutually exclusive with another "real" building, or the building is a prereq for a "real" building, that will be shown on the civilopedia page for the "real" building.

In order to hide a building from the tech (or civics) tree just make the building its own prerequisite, and remove any reference to a prerequisite technology or civic. Doing so also acts as a "lock-out" so the building cannot be constructed but it will still show in the city view on the production menus (as currently unavailable) and lists of constructed buildings if placed in the city via lua (for example).

I remember some issues with InternalOnly so I moved on to using the "its own prereq" method and then re-wrote all the UI files so that if the building is defined as a dummy or has an unsatisified building-prerequisite it does not show anywhere in the production qeue (selection) or elsewhere in the UI. This re-writing of the UI files makes my mod instantly non-compatible with QUIC or whatever it is as well as the Production Qeue mod.

That's why I have chosen not to hide it, but creating by Lua and using mutually exclusive to others to not be able to build some real buildings. Appears in civilopedia tough.
 
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