Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Quests: Resource Building Quest Fix
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.
requiemfang 7 Nov, 2014 @ 7:40pm 
would this mod conflict with any changes made by the work being done by http://forums.civfanatics.com/showthread.php?t=538131
cause I was using that next to this.
Vie S  [author] 7 Nov, 2014 @ 9:29am 
@Daeman13
@requiemfang
I haven't experienced this issue and have played multiple games to completion with this mod active. Two things to try:
1. Delete your cache (/My Games/Sid Meier's Civilization Beyond Earth/cache/)
2. Verify the integrity of the game files through Steam. This is probably the most likely issue from what it sounds like -- my QuestSystem.lua returns an error if it can't find the Script for a quest in either the loaded mods or the game assets folder.
requiemfang 6 Nov, 2014 @ 11:03pm 
I've noticed what Daeman13 is experiencing. A lot of quests that are related to buildings aren't prompting properly. Usually the quests for them prompt the moment one of the buildings is built or a few turns after. I normally would be already 8 deep in one afinity by now (going on turn 450 in one marathon game.) but I've barely had any afinity based quests pop up.
Lord Daeman 5 Nov, 2014 @ 4:57pm 
I tried it out and for whatever reason I wouldn't get any quests. Even the simple ones like finding research pods didn't show which it usually does after finding a pod on your own. Another thing was the building upgrade quests. I went at least 100 turns into the game before I realized that I hadn't had a single option to upgrade buildings. I don't know if this was caused by conflict with other mods though none of them messed with quests from what I could see. but in the end it was a major breaking point for usage.
DirtNap 4 Nov, 2014 @ 8:31am 
@Wiler you have to subscribe to that 'mod' as well as this one to get it to work.
Chungledown Bim 4 Nov, 2014 @ 8:02am 
"Depends on Utilities - Modular scrip loading 1-999" What does this mean? Its keeping this mod from working
DirtNap 3 Nov, 2014 @ 7:44am 
@Vice

just tried it out, changed the quest from bio-fuel plant to neurolab and didn't spawn the firaxite, changed the target city and didn't spawn the required firaxite :/
Vie S  [author] 2 Nov, 2014 @ 10:05pm 
@omniclast
Better, possibly -- but not simpler. That would require going in each individual quest and changing their objectives, most likely. I'm still figuring out the structure of quests, so I may look into it. For now, I'm happy with this fix -- I'll make a separate fix to allow Biofuel Plants to be built with Fruit or Tubers to solve the issue of landlocked Capitals.
JeffFraser 2 Nov, 2014 @ 7:03pm 
Real glad to see this fix -- but wondering if it would be simpler to just make the structures buildable in any city, as in other quests? Like "Build 1 Neurolab" instead of "Build a Neurolab in ____"
Vie S  [author] 2 Nov, 2014 @ 9:00am 
@max33s
Can you send me a save?

@photogasm
Multiple reasons:
1. The resource-generating satellites don't come until very late in the game, unless you're rushing them to the detriment of not getting better satellites like Planet Carvers and Deep Space Telescopes earlier.
2. The satellites take a long time to generate any resources.
3. The most important one: the resources generated are random. I don't like being at the mercy of the RNG.
Wabi Sabi 2 Nov, 2014 @ 3:38am 
There are terraforming satellites for this. I'm not sure what the problem is, or what this mod is 'fixing.' If you don't have petroleum near your capital city for a quest, then create it with a satellite.
Bigmax 2 Nov, 2014 @ 2:20am 
Nice mod. Found a potential bug. For me, it broke the Emancipation victory. Specifically, no matter how many Lasercom Sats I lauched, it would not register to advance the quest. Once I turned off the mod and reloaded my saved game, it worked fine.
Vie S  [author] 2 Nov, 2014 @ 12:46am 
@Foxy420
I posted a fix an hour ago. Make sure you've got the latest update (delete the mod and resubscribe if necessary, or download the newest version from Mediafire).
Cosmic Fox 2 Nov, 2014 @ 12:41am 
For some reason since your update, it is disabling the quest system completely I hate to inform you. I played for a long time and no quests whatsoever. I assume it was your mods, I run all 3 of them relating to the script mod. D:
Vie S  [author] 1 Nov, 2014 @ 11:31pm 
Fix posted for quest system crashing.

@PeregrineX7
The main reason I decided on this fix is because it affects all related quests in one fell swoop -- all quests which require a building constructed in a City call the same file, BuildBuildingQuestObjective.lua. This mod replaces that.

Doing it like you said, though it would make sense, would likely require direct updates to each quest, since each quest passes the City IDs directly to the previously mentioned file. I haven't yet dug through all of the quests to find out how they're coded and which ones would require said fix.
Peregrine 1 Nov, 2014 @ 8:30pm 
I like the idea, but I think that a better solution would be to make the resource quests available in any city, not just 1
Just my 2 cents
Maybe you could make it an option?
MightyMouse 1 Nov, 2014 @ 7:44pm 
The mod update broke the quest feature of my game as well. I would love to see your work in action, but I can't play without quests. I hope you fix it soon!
Civ fan 1 Nov, 2014 @ 7:27pm 
Smart thinking. Seriously smart thinking!
Sir Hedgehog 1 Nov, 2014 @ 5:36pm 
love this fix by the way, makes the game much better.
Vie S  [author] 1 Nov, 2014 @ 5:34pm 
I'll look into it later tonight when I'm home.
Sir Hedgehog 1 Nov, 2014 @ 5:24pm 
I just updated and now when I started a new game I had no quest or victories available.
NotSoLoneWolf 1 Nov, 2014 @ 5:00pm 
Really hope this works, the resource quest thing annoyed me so much! Thanks for making this mod!
Meethos Antilles 1 Nov, 2014 @ 4:51pm 
Hello, I ran into the same issue Zenos. Even with starting a new game and only your two mods installed. After 50 games turns I didn't receive a single quest. And the Victory tab is blank. Keep up the great work.
Zenos 1 Nov, 2014 @ 4:00pm 
He the update broke my game. no quests or victories show up now
Vie S  [author] 1 Nov, 2014 @ 1:31pm 
@Ulvirich
It's possible to change a terrain type to water or land, but I want to avoid that for two reasons: 1. The graphical engine will not reload the tile's graphics until a game reload.
2. Changing a tile's terrain type is a bit beyond how far I want this fix to reach.
Vie S  [author] 1 Nov, 2014 @ 1:30pm 
@darthraven55
That was an oversight. I've fixed it and uploaded v2 -- if you have a save from before quest was granted, it should work with it. However, it won't spawn resources for already-granted quests.
Imperator1125 1 Nov, 2014 @ 12:02pm 
nevermind it works it just put it on tiles I cant work on like mountains or canyons
Javairea 1 Nov, 2014 @ 10:15am 
And I suppose the same goes for a island city and there not being any space or other empty land tiles to place the resource in.
Javairea 1 Nov, 2014 @ 10:14am 
How will this work for the purity quest to have algae in range of the city, and there not being any water tiles to place algae in?
Vindr20 1 Nov, 2014 @ 9:51am 
Out of curiosity, how would this handle a city being given a quest to build, say a biofuel factory, when it isn't even close to the coast?
Vie S  [author] 1 Nov, 2014 @ 9:17am 
@BLÀde
Read the description.

@Kot
True, but it involves going after an otherwise dead-end part of the tech web, waiting several turns, and praying to the RNG that the satellite gives you the specific resource needed. That's a little too much for me.
Bubbles DeVere 1 Nov, 2014 @ 4:19am 
How do you use satellites to get resources in range?(Kinda)
Kot 1 Nov, 2014 @ 4:00am 
It can be done by using a proper satelite without any mod.
BLÀde 1 Nov, 2014 @ 2:24am 
i get missing dependencies error?
Imperator1125 31 Oct, 2014 @ 6:25pm 
Also I am using one of JFD's sponser mod "The Iron Pact", might that be a problem
Vie S  [author] 31 Oct, 2014 @ 12:02pm 
@darthraven55
If you have a save from before you got the quest, please enable logging, get to the quest and make your choice, then paste the contents of Lua.log to pastebin.

How to enable logging: http://forums.civfanatics.com/showthread.php?t=487482 (Civ 5 instructions but they work the same in BE)
Imperator1125 31 Oct, 2014 @ 10:49am 
Hey just sayin nice mod idea but its not working for me I have the other mod neccessary and I got the quest for one Petrochemical plant and no petrochemical is near the city, there is petrochemical near another city but not the one thats in the quest
Miesha 31 Oct, 2014 @ 3:46am 
This here, this is brilliant. Thanks for this ^_^
Khtugg 31 Oct, 2014 @ 12:46am 
Thanks, man! I ran into this problem as well.
Cosmic Fox 31 Oct, 2014 @ 12:45am 
Incredible fix, nice dude! You rock... :D