Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Building - Thermal Heater
20 Comments
masternetra 10 Aug, 2018 @ 12:33pm 
Thermal Heater is a rather redundant name, would recommend Geothermal Heater as a name but whatever.
Hydrostatic 26 Nov, 2017 @ 4:25am 
Oh a THERMAL heater? Gee what a genius.
toxikaraidur 30 Sep, 2016 @ 11:01pm 
You have both my attention and my gratitude
*Crimson-Y 15 Feb, 2016 @ 9:44am 
Great mod, I'm trying out this mod in the Mu arae f map wich has about 1/4 or more of snowy terrain and this makes the map even more interesting to play in.
Ryika  [author] 14 Nov, 2015 @ 6:34am 
Wow, didn't even see this comment back then. ô.o It's of course nonsense, no Beyond Earth Mod can damage your game in a way that a simple restart of the game could not fix, because mods don't have access to any of the game files, all changes made by mods are held in a temporary database that is created when mods are loaded and completely seperate from the original database.
Raynor 14 Nov, 2015 @ 1:33am 
@Juhius [FIN] 2 things! 1st, it's spelt reinstall not re-install & whole not hole. Hole it a hole in the ground! 2nd Learn how to spell. You don't have to get so butt hurt over a mod.
Maximus Light 13 Jun, 2015 @ 11:02pm 
It's like Petra for Beyond Earth, situational but useful. Nice.
TheAhn1995 10 May, 2015 @ 11:40pm 
This mod is not that bad of a idea though i must say i question its place. isnt the point of having improvements like Terrascapes, Domes, Manufactories, Biowells, etc... to improve almost unihabitable lands like tundra and snow?
SirHawk 28 Feb, 2015 @ 9:17am 
@mythbuster55506 When you activate the beacon, you lose all positive energy production. Its part of activating the beacon. Quite annoying, but its supposed to be there.
mythbuster5 25 Feb, 2015 @ 7:12pm 
Why have such a hugh cost of maint., It really annoys me when mid to late game, you lose ALL energy, is this because you activated the Beacon, or just a glitch?, no matter how many reactors I build, or make improvements to exsisting ones, or techs to increase yeild, I still don't get back ANY yeilds from reactors. Can't you make a mod to prevent loss of reactor output?.
zArkham4269 12 Feb, 2015 @ 3:43pm 
Personally I think this is an unnecessary building only in that it makes sense that you'd build domes on snow, tundra and desert. Given how heating up snow and tundra can release methane or other gases, why risk screwing up the new planet like we did Earth? Better to just put people in domes.
Ryika  [author] 12 Feb, 2015 @ 1:40pm 
Yes, the difference is that the "NearbyTerrainRequired"-tag is added to the main-structure of the building-code (so afaik it can only have one), while the Resource-Prereq-Stuff has its own categorie where multiple things can be entered.
Joko 12 Feb, 2015 @ 1:37pm 
Luis for resources requeriments is possible, but for terrain requeriments it is not. I try it myself and its remove the building from the game options.
Luisomar_85 12 Feb, 2015 @ 1:25pm 
You can have a building to use more than one requierements. It will ask you to have at last one of them present to be able to build the building/wonder.

Lets say you want a building to be able to be built near Tubbers or Funggus. You can make it to be able to build if one of the two is near the city. What you cant do is need both to build the building/wonder because the game mechanism will force to have at last one of the two terrains, features or resources.
Joko 12 Feb, 2015 @ 1:06pm 
ups caps, hahahahaha i use caps when modding and always forget to turn them off :)
Joko 12 Feb, 2015 @ 1:06pm 
GLAD I COULD HELP :)
Ryika  [author] 12 Feb, 2015 @ 12:59pm 
I think every building can only have one Terrain Requiement (multiple rows of the same Tag will break the building) - BUT that's a great idea, I actually completely forgot that this is even possible. :) Added a requirement for snow + added flavors for the AI, so it uses the building.

Thanks a lot!
Joko 12 Feb, 2015 @ 12:19pm 
Or you could add an extra benefit that helps when is not near a snow. In that way if the AI build it, they will get a small benefit.
Joko 12 Feb, 2015 @ 12:18pm 
In that way you can add flavor to it and it can only be build if one of those terrain is near the city forcing everyone to build it only on cities that will benefit from it.
Joko 12 Feb, 2015 @ 12:17pm 
Try adding this command to your building XML just below the display position. Example

<DisplayPosition>4</DisplayPosition>
<NearbyTerrainRequired>TERRAIN_SNOW</NearbyTerrainRequired>
<NearbyTerrainRequired>TERRAIN_TUNDRA</NearbyTerrainRequired>