Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

User Interface Tweaks - Base Game
220 Comments
clop1000 3 Jul, 2020 @ 10:52am 
I have fond a bug - when you try to buy building with energy, not all possible buildings are listed.
And there is a single "blank" box to the building.
JellieBird  [author] 10 Apr, 2020 @ 6:01pm 
@niftytimez Unfortunatley not.

My local repo got super corrupted and I can't repair it.
niftytimez 27 Mar, 2020 @ 7:21pm 
is it on github
Memez_R_Dreamz 1 Sep, 2018 @ 6:57pm 
Why is it that when ever i save the game and get off and then when i get back on to the game it glitches out and then i cant build stuff with my builders for say
BlueDeath 7 Apr, 2016 @ 6:51pm 
This is the *BEST* mod for BE in my opinion.
Rabbott 24 Mar, 2016 @ 7:14pm 
Hey IphStich, should th minor bug related to aircraft not being in a city be fixed as its still happening in the Rising tide version?
Ludicrous 1 Feb, 2016 @ 7:34pm 
Is it possible to do what you did in the video to other mods? like make it so its always on without going to the mod screen to use them?
gregK 25 Nov, 2015 @ 3:22pm 
Love the mod!
Voudo 3 Nov, 2015 @ 5:29pm 
Thank you @IphStitch
JellieBird  [author] 2 Nov, 2015 @ 8:46pm 
Okay, mod version uploaded. For Rising Tide players, please subscribe to the Rising Tide version of the mod at

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=547176295
JellieBird  [author] 2 Nov, 2015 @ 7:08pm 
@Voudo the Dropbox link should work for players without Rising Tide.

I'm still trying to fix the mod tools on my computer. I'm not sure how the mod tools differentiate between the player's expansion versions.
Voudo 2 Nov, 2015 @ 2:50pm 
@Iph, will the non rising tide one be fix as well?
JellieBird  [author] 29 Oct, 2015 @ 8:25am 
@Darth Demetrius, sounds like good news, thanks! I'll see if I can get the mod tools working, and upload it properly soon!
Darth Demetrius 29 Oct, 2015 @ 7:55am 
I am at turn 28 and so far everything seems to be working perfectly. Great mod.
JellieBird  [author] 28 Oct, 2015 @ 10:06pm 
@Darth Demetrius I'm very sorry. Seems that Rising Tides updated a lot more of the UI than I expected.

I created a new DLC version specific to players who have Rising Tides.

https://www.dropbox.com/s/cuez2rwzkrkt5t7/UIT_Ex1_IphStich.zip?dl=0

Please let me know how it goes too!
Darth Demetrius 28 Oct, 2015 @ 1:17pm 
And I am not using any other mods.
Darth Demetrius 28 Oct, 2015 @ 12:56pm 
I just downloaded the dropbox DLC version, and when I started a new game, the diplomacy panel is always showing and obstucts my view of the map, once I opened my city panel it never went away and is helping the diplomacy panel obstruct my view, the unit panel is gone altogether which means I can't give any ov my units orders, and nothing happens when I click on the menu button (so I can't even exit normally). But other than that it seems to be working.
JellieBird  [author] 27 Oct, 2015 @ 1:26am 
Hey everyone,

I've been working on an update to the mod for Rising Tides. Before I release it, can I have people to please test out the Dropbox DLC version of the mod? If you encounter ANY issues, please don't hesitate to comment here.

https://www.dropbox.com/s/jqg9wkd39zp63c4/UIT_IphStich.zip?dl=0

I'm working on getting the mod version working, but I had computer issues, and haven't been able to re-install the modding tools.

Thanks,
~IphStich
Voudo 25 Oct, 2015 @ 12:41pm 
Thank you for this awesome MOD! I have been encountering the same "Indefinite Quote Screen with no play button" as some users have describe. "Vanilla" BE actually not RT. I thought my game was bugged for the longest, so I took 2 days to go Mod by Mod, and compound by compounded mods to see what was the issue. Seems to be this awesome tweak. I think it conflicts with the Awesome: Sponsors mod
Ghost 25 Oct, 2015 @ 2:08am 
I have the same problem as greg217. I am not using Rising Tide.
gregK 23 Oct, 2015 @ 5:30am 
Of note, the loading issue I mentioned below is on the regular version and not rising tide as other comments are.
gregK 15 Oct, 2015 @ 6:19am 
When the mod is used either through mod selection or in the DLC folder, the load screen (with leaders quote) will not go away and indefinitely stays open. This occurs for both loading games and starting new games. I don't think it is a problem of indefinite loading because when I try to exit from windows, I still get a request to save my game. Thoughts on how to fix this?
TURUKANO 10 Oct, 2015 @ 6:33am 
Yes. It has not been updated yet to work with Rising Tide
sajaxom 9 Oct, 2015 @ 11:14pm 
Since the Rising Tide update my game just hangs at the splash screen with this mod active when trying to load a save game or start a new one - the play button never lights up. No errors displayed, though. Anyone else seeing this?
Thundercock 25 Sep, 2015 @ 10:57pm 
Could you add a tweak that sorts out the buldings in the production menu based on the number of turns? The fastest to build is on top while the longest is at the bottom.
iNol 19 Sep, 2015 @ 9:48am 
Awesome mod. Btw I wanna report that intruder alert seems missing. Aliens often come into my territory and there were no alerts at all.

Btw I also notice the empty box above cities when they have jets in it. I can click it and it shows another empty box where jets usually were. Seems a bit weird.
XiDragon 3 Aug, 2015 @ 2:32pm 
What exactly is this mod implementing?
DarkMatter 12 Jul, 2015 @ 12:51pm 
@Jarl and @ Zeryn - do you have mods that change promotions? If so, this is a known bug on Firaxis' end. The bug causes the command panel to not show up. The work around is load the mods you want in the setup, then close out of the mods panel and load it again.

This needs to be done once a session, but otherwise the game works fine.
[DM] JarlRed 3 Jun, 2015 @ 8:56am 
i'm hving the same issue as Zeryn Astra. No icons for for the selected units. I don't have all the hotkeys memorized and don't want to bother so it's a deal breaker for me, which is unfortunate as i really liked the other changes this mod makes
Comrade Doggo 2 Jun, 2015 @ 7:34am 
Unfortunately, this mod is broken. On the first turn, it makes the game unplayable because the icons and tooltips are messed up, which continues for the rest of the game.
Derek 2 Apr, 2015 @ 7:06am 
Miasma tiles and Russia's borders are difficult to distinguish from one another. They both appear slightly orange-red, and I was wondering if this could be fixed for the next update. A different shade of orange would do well, I think, either that or a yellow or yellow-ish green color.

Thanks for the mod, by the way. You've done great work, and it definitely adds to the BE experience.
JellieBird  [author] 30 Mar, 2015 @ 8:01pm 
@Greasy Dave @sstarbuck24 and thanks to @King Abbas
I've fixed the problem and uploaded the new version.

@Megi
A download link has been added to the description
Meiji 30 Mar, 2015 @ 4:14am 
Can we have an alternate download link please???
Tarvin Dracken 27 Mar, 2015 @ 9:17pm 
I can't find the DLC folder. Since I haven't purchased exoplanets could it have not been created yet?
King Abbas 26 Mar, 2015 @ 3:46am 
Hi guys.. i just wanted to say that I love this mod and can't play the game without it at the moment, also I've had the same problem with population based trade routes not activating properly. I've found a temporary fix though: I deleted the file called "GlobalDefines.xml" from the DLC folder and the problem was solved. would be very grateful if the author would fix this problem.
Greasy Dave 23 Mar, 2015 @ 11:33am 
@Qwynn - the version I played with yesterday had that feature - I'm fairly certain...unless I'm having a brain burp
sstarbuck24 22 Mar, 2015 @ 7:10pm 
This is a great mod but I am having the same problem and Greasy Dave with the DLC version not working. If it helps to know I am on a mac. Also, what formatting did you have to do to get this to work as DLC.
Greasy Dave 22 Mar, 2015 @ 12:32pm 
To clarify my last post. I've loaded the files as a mod and they work fine - extra trade routes open when a city reaches 10 pop. HOwever, when I copy the UI IphStich file from the MOD folder and put it into my DLC folder - it no longer incerases the number of trade routes as the city grows. So it's a problem when I use it as DLC. Shame, because, I prefer playing with DLC to mods because I like to unlock achievements.
Is there anyway to fix this, so it works as DLC?
THanks. Love the mod by the way - thought I should add that.
Greasy Dave 22 Mar, 2015 @ 11:17am 
I'm not sure if this bug is the one reported below concerning trade routes- but with your mod the new trade routes don't open. When a city reaches a pop of 10, it gets a second trade route. This doens't happen when I have your mod in my DLC folder. TBH, I'm not sure which version of the mod I'm using. It doesn't have a version number -i downloaded it from the dropbox website this weekend.
I will try installing this mod version - and see if it the bug repeats.
JellieBird  [author] 13 Mar, 2015 @ 6:59pm 
@clampi @InsaneFrosty @Dark Elf

Thank you very much for reporting the problems! The mod has now been updated and should work perfectly.
Dark Elf 13 Mar, 2015 @ 3:49pm 
Confirmimg the trade route problem - I had to delete version 6 after the winter update
InsaneFrosty 13 Mar, 2015 @ 10:53am 
It seems that the Tech Filters are no longer working also.
clampi 13 Mar, 2015 @ 2:02am 
There also seems to be a problem with the trade routes tooltip. In the city overview the tooltip should reflect the dynamic route count and tell at which population threshold one can have an additional trade route (checked unmodded UI vs modded UI). As I am not able to create trade routes due to previuos reported bug, I cannot investigate whether or not I can really create additional trade routes at population thresholds, but, I can say that code in v.5 locked the trade route count to 1, so I was not able to create more than 1 trade route.
clampi 13 Mar, 2015 @ 1:25am 
Hello IphStich ,
Your .6 update broke the trade routes, the trade window has just 3 strings in it, "KEY_LEAGUE_OVERVIEW_ACTIVE_RESOLUTIONS" in place where the expanding cathegories should have been. .5 did not had this problem. Can you please investigate and provide a fix, as right now the mod is unusable. Thanks for the support.
JellieBird  [author] 12 Mar, 2015 @ 8:23pm 
@truncated Mod should now be fully compatible with the Winter Update
JellieBird  [author] 12 Mar, 2015 @ 6:21pm 
@truncated Thanks for letting me know! I wasn't even aware there was an update!

It doesn't look like they touched the UI too much, beyond their addition of an auto-renew trade route system (which means I can remove mine). Which means there shouldn't be any issues with the mod. At any rate, I'll update it ASAP for compatibility with the new update.
truncated 11 Mar, 2015 @ 12:03pm 
Any issues with using this with the Winter Patch that was released today?
Dark Elf 6 Mar, 2015 @ 5:00pm 
Had a small issue making it work in multiplayer - but I missed a line of instructions. This mod is awesome!
RKade83 4 Mar, 2015 @ 8:05pm 
I don't know if you ever saw my fit about strat view not being in BE but I just found your mod today and enough of it looks changed that I'm going to give BE another shot.

So thank you, you're doing the devs job for them. You need a pay raise. :)
JellieBird  [author] 15 Feb, 2015 @ 12:22am 
@Prometheusj
The issue is probably caused by another mod. Some mods will cause some sort of memory glitch to occur which causes those exact results (that or the unit panel doesn't show up at all). You can temporarily fix this by exiting back to the main menu and then re-loading all your mods.