PlanHide
Hotkey to hide PlanBuild plan projections and disable their collision so you can edit terrain through them.
About this mod Author’s original text
PlanHide
A tiny client-side quality-of-life add-on for PlanBuild.
When you stamp a blueprint, PlanBuild places semi-transparent plan (ghost) pieces. Those ghosts keep their colliders, so your Hoe / Cultivator hits the projection instead of the ground and you can't level or edit terrain underneath. PlanBuild has no built-in hotkey to get them out of the way.
PlanHide adds one hotkey that instantly:
- hides the plan-piece renderers (the ghost disappears), and
- disables the plan-piece colliders (terrain tools pass straight through).
Press the key again to bring everything back exactly as it was. Nothing is built, removed, or modified — it's a pure visual + collision toggle, so your blueprint stays intact.
Usage
- Stamp your blueprint as normal with PlanBuild.
- Press the toggle key (default Insert) — the projection vanishes and loses collision.
- Terraform freely with the Hoe / Cultivator.
- Press the key again to show the projection and continue building.
Newly stamped plan pieces are caught automatically while the projection is hidden.
Configuration
Open the in-game Configuration Manager (default F1) → Baka PlanHide:
| Setting | Default | Description |
| --- | --- | --- |
| Toggle Hotkey | Insert | Key (supports modifiers) that toggles the projection. |
| Disable Collision When Hidden | true | Let terrain tools pass through plan pieces while hidden. |
| Disable Visibility When Hidden | true | Hide the ghost renderers while hidden. |
| Show On-Screen Message | true | Centre-screen "HIDDEN / SHOWN" confirmation. |
You can also edit baka.PlanHide.cfg in BepInEx/config directly.
Requirements
- BepInEx
- PlanBuild
Notes
This is a personal QoL mod. It only touches PlanBuild plan pieces (PlanBuild.Plans.PlanPiece); real built structures are never affected.
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: