Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

53 ratings
Quests: Resource Building Quest Fix
   
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Tags: Other, Quests
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3.950 KB
30 Oct, 2014 @ 10:03pm
1 Nov, 2014 @ 11:26pm
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Quests: Resource Building Quest Fix

Description
NOT RECOMMENDED TO USE AFTER THE FALL PATCH. The issues this mod fixes have been fixed more thoroughly.


Requires Utilities -- Modular Script Loading

{LINK REMOVED}

Fixes an oversight with quests which require Buildings which require specific Resources for construction. For example, the quest ''Point of No Return: Null" requires a player to construct a Neurolab in a specific City. This building requires an improved source of Firaxite near the City. If the City has no nearby Firaxite, the quest can never be completed.

Since the quest handler did not check for the presence of the required Resource near the City, it was possible to have these quests unfinishable, outside of praying for luck with Resource-generating Satellites very late in the game. These quests now spawn minor quantities of the required resource near the City.

Specifically, it will spawn a resource of quantity 1 within 3 tiles of the City in question, as long as that resource is not already within the working distance of the city. Of course, you will still need to claim ownership of the tile (if you haven't already), research the technology required to construct the building and/or improve the resource, and then actually have the worker build an improvement on top of the resource.
51 Comments
Vie S  [author] 10 Dec, 2014 @ 2:28am 
@BLÀde
Yeah, this mod is pretty much obsolete now. I'm gonna keep it up just because, but I wouldn't recommend using it anymore .
BLÀde 9 Dec, 2014 @ 6:50am 
i think the patch fixes this
Vie S  [author] 27 Nov, 2014 @ 8:23pm 
@bkerns2
Yeah, the way I've coded it, it won't ever spawn the resource beneath an existing improvement. So with every last tile improved, it won't pop.

I'd recommend using Affinity Quests Fix over this mod now; it has a much more thorough approach to these quests which adjusts each offending quest individually. This was more of a quick blanket fix.
bkerns2 27 Nov, 2014 @ 10:31am 
This mod is great, and has saved me a lot of headaches. However, with this mod the quest "Point of No Return: Null" failed to spawn some firaxite in the proper city. I believe this is because I had improved every single land tile within 3 tiles of the city, leaving it no room to spawn.
Vie S  [author] 19 Nov, 2014 @ 9:30am 
Addendum:
If your issue occurs when you are playing with Alien Strains and Affinity Quest Fix together, please see my comment on the Alien Strains mod page.
Vie S  [author] 17 Nov, 2014 @ 10:59am 
I cannot reproduce the issue you all are having, even if I delete my local copy of the mod and download it from Steam to verify that what I uploaded and what I'm playing with are identical. Therefore, all I can offer are the following suggestions:

1. If you're playing with an existing save file from before the bugfix, try starting a new game.
2. Delete your game cache (My Games/(BE folder)/cache)
3. Verify the integrity of your game installation (Game properties in your Steam Library)
4. Try Ryoga's Affinity Quests Fix instead (it's honestly a much better and thorough solution than this)
5. If all else fails, wait for the patch and hope that fixes it?
CaptainForgeball 17 Nov, 2014 @ 10:09am 
I've got the same problem of since the last update havent been able to get any quest that includes stations landing etc..
Foenix 15 Nov, 2014 @ 10:51am 
@Vice - having the same issue as @Daeman13 with the quests being disabled. It could be an intersection of your mod with others. Playing with multiple "top" mods, but haven't gone through one-by-one to troubleshoot. Trying the cache and verification piece next.
requiemfang 9 Nov, 2014 @ 9:52am 
besides the thing I said before and following what you said to fix this I am still seeing next to no building quests show up. Buildings linked to resources like some of the Xenomass buildings that require it aren't popping up even though I've built them in several cities. This is a servre breaking point for me. Without this mod they pop just fine. No idea what the issue is.
Vie S  [author] 8 Nov, 2014 @ 10:22am 
@requiemfang
It shouldn't, but I should note that anything which directly fixes the quest scripts individually will likely just make this mod redundant anyway.