Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Awesome Pods and Ruins
88 Komentar
Amanoob105 21 Jun @ 2:06pm 
I found a weird side effect of this mod, no clue if it's the mod itself or a conflict with another.
Quests that used to give culture and energy as a reward now only give energy, just more of it.

Not a problem, per say, just a little irritating. But not enough to make me want to get rid of this mod.
pedal2metal 5 Jun @ 1:29pm 
I find solar collectors seem the most useful early in the game (first 50 turns). So while i liked the mod idea & novelty, i found the standard behavior more my speed.

Thank you very much though for the effort & contribution, I have the Awesome Mod set & really enjoy Awesome Sponsors & Awesome Stations especially. Awesome Loadout is great but overwhelms my OCD nature, so I usually leave it off. Thanks again for your efforts, good stuff!
Agorkarn 7 Mar @ 9:42am 
Starfoth The Burgundy Silk Rug
Those are vanilla
Starfoth The Burgundy Silk Rug 17 Mar 2022 @ 3:47pm 
Does this add stuff like the +50% worker speed and new buildings like the tesselation factory, frontier stadium, etc?
Trying to figure out which of my mods adds those
Ryika  [pembuat] 14 Jan 2022 @ 6:45am 
A lot of the stuff has been migrated into the Codex mod though. Don't remember what exactly I did, but at least Alien Skeletons and some other Ruins should be able to spawn over the course of the game, and there is a Virtue that spawns Progenitor Ruins(?) in the Society tree..
Wokelander 14 Jan 2022 @ 6:38am 
What a shame
Ryika  [pembuat] 14 Jan 2022 @ 6:37am 
No, it's not.
Wokelander 14 Jan 2022 @ 6:07am 
Is this compatible with the CODEX overhaul?
General Brooks 4 Feb 2021 @ 6:49am 
Works great for me and adds some much needed content. Thanks for your hard work.
RoroMonster 13 Agu 2020 @ 3:16pm 
For some reason I cannot give units orders except move orders, do you know why this is? The only mods I have are from 'The Awesome Collection'
Rin Palora 7 Feb 2020 @ 6:01pm 
Anyone knows if this still works?
Techpirate1 21 Nov 2019 @ 9:11am 
Thank you kindly for the quick response! I've made the recommended deletions, and everything works perfectly. Thank you again for the response, you're one of the few pro modders we have left for BE! :cybereye:
Ryika  [pembuat] 21 Nov 2019 @ 8:30am 
That's because you have not correctly imported the quests in the lua/quests (mod) folder. Not sure whether that's even possible for multiplayer mods.

If you can't figure that out, delete the following items:
- the quests-folder in the lua folder
- the quests-folder in the xml folder
- the resources.xml file in xml/terrain

This will disable the functionality to delay progenitor artifacts, but (unless I've missed something) it should solve the problem.
Techpirate1 21 Nov 2019 @ 8:23am 
Update: According to the LUA logs, the issue is as follows:
Runtime Error: Assets\DLC\Expansion1\Gameplay\Lua\QuestSystem.lua:218: function expected instead of nil
stack traceback:
Assets\DLC\Expansion1\Gameplay\Lua\QuestSystem.lua:218: in function 'HasPlayerDoneQuestType'
assets\Gameplay\Lua\Quests\ContactVictoryQuest.lua:27: in function 'QuestScript.OnStartGame'
[C]: in function 'func'
[C]: in function '(anonymous)'
Techpirate1 21 Nov 2019 @ 8:17am 
Greetings, @Ryika I'm attempting to make a Multiplayer Modpack with your Awesome Collection, and I'm experiencing the incorrect terrain bug with this mod as I attempt to import it, any suggestions for fixes?
Fonzosh 31 Okt 2019 @ 7:37am 
Does this mod work correctly? Ive been playing with it for 150 torns and cant see any new relics popping up.
ProstreL 21 Mei 2019 @ 10:38am 
Mod doesn't work correctly
WiseCog 1 Feb 2019 @ 6:58am 
Thank you @Ryika. Not certain if it works yet (havent played that far in), but theres no graphic glitches anymore, which is great! Thank you once again for helping out.
Ryika  [pembuat] 1 Feb 2019 @ 3:12am 
Two items can't have the same database name, so you have to rename the tag in the <Type> Column. Just add an "_2" to your items, or something like that. You also have to remove every "<ID>0</ID>" tag that you might have copied.
WiseCog 31 Jan 2019 @ 5:48pm 
Hey @Ryika could you take a look at this thread and help me out with a guide? Barely any pro modders are left for this game.
https://forums.civfanatics.com/threads/duplicating-creating-new-more-artifacts.641393/
Clickshe 28 Jan 2019 @ 5:20pm 
Okay... Terrain got effed by this mod being active... This happens in two levels. First is the look and second is the function itself. The movement tile is just separated from where the actual tile is.
Ryika  [pembuat] 27 Nov 2018 @ 9:40am 
This mod shouldn't cause that bug, mods that make changes to unit commands do. You can prevent it by loading mods twice. Activate the mod, wait through the configuration dialog, hit escape, wait again, then go through the configuration dialog a second time. The bug will then disappear until you close the game.
Peteian 27 Nov 2018 @ 9:06am 
Not sure if this is still being worked on, but if it is, I did notice a bug where the unit commands disappeared when this mod is on.
Zero 18 Mar 2018 @ 4:48am 
The same issue here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1334844221
It breaks the game for the rest of the session even if mod is unloaded and game process hangs after shutting down.
gameaddiction 1 Jul 2017 @ 4:23am 
this mod seems to cause some texture problems for my game. The 2D-textures (the ground) seem to overlap with the 3D-Textures (cities, units, resources, water, resource pods etc..).
Another resource pod/ artifact altering mod I tried produced the same problem. So I guess it is somehow related to the artifacts/resource pods
Ramsis 1 Mar 2017 @ 8:20pm 
That's really baffling seeing as I only use the Awesome Mods you made, eh.. doesn't matter I suppose. I just ended up turning off Pods and Ruins so I can use stations. No worries.
Ryika  [pembuat] 1 Mar 2017 @ 2:06pm 
@Ramsis: That problem was caused by Awesome Stations and has been fixed a while ago. My artifact library seems to work fine with only the Awesome Modpack active.

So it's probably caused by an incompatibility with other mods you're using that also override ArtifactsPopup.lua (aka the Artifact Library UI).
Ramsis 1 Mar 2017 @ 1:38pm 
You never did fix the Artifact library issue. :P
veet.tam 26 Sep 2016 @ 1:39am 
Hey I like your mod, so I start to translate it into german.
After testing I will report back, so I can send you the file,. If you wish.
-1 Stability Hit 28 Mei 2016 @ 5:23pm 
let me say thank you for this mod
Ryika  [pembuat] 28 Mei 2016 @ 6:21am 
As noted in the patch notes, just a bugfix:
- Fixed a bug that would cause Health to scale incorrectly
-1 Stability Hit 28 Mei 2016 @ 5:12am 
what was the recent update?
nxterminator579 24 Mei 2016 @ 8:55pm 
I have all the Clean Air Generators, ALL OF THEM. NONE OF THE OTHER CLEAN AIR GENERATORS ARE LEFT FOR OTHER NATIONS TO SPLIT
Ryika  [pembuat] 18 Mei 2016 @ 5:12am 
Glad you like them. :)
Cythal 18 Mei 2016 @ 4:24am 
Thank you very much for the prompt investigation and update. Your mods are indeed Awesome and bring new varied playstyle to CivBE. I have tested and at 2 unhealth i get the correct penalties.

Will proceed to play a full game with these mods: All RT Awesome mods, RT Social Engineering, Immersive Armies, Biomes Redux, UI Tweaks, Men of War and Artefact Helper. Thank you for your efforts once again and for a great mod. :steamhappy:
Ryika  [pembuat] 18 Mei 2016 @ 3:17am 
Eh. Good catch - thanks for reporting. No idea why, but there was some code from another mod in one of the files, I assume I accidentially copy-pasted it when I updated the mod. I removed it, should be fixed now.
Cythal 18 Mei 2016 @ 2:49am 
By disabling individual mods I narrowed down an issue to only this mod, Awesome Pods and Ruins. The health scaling do not match original scaling. As a prior, I clean installed mods and cleared cache.

Playing as Kavitha, at 6 unhealth i get: -1% culture in all cities and also 6% culture in all cities, separate entries. 22 unhealth gives correct penalties for intrigue, science and production. There is none for city growth and outpost growth. Culture is now: -17% culture in all cities and also 22% culture in all cities

That means at 5 unhealth, there is 5% constant boost to culture well up to 22 unhealth. For other spectrum, you get the correct positive boosts except for culture only. +10% culture in all cities remains missing at 30 health both in health ui tooltip and any city's culture output info.

Occurs with Awesome Pods and Ruins only enabled. Enabling other mods without it gives correct health scaling. Not yet tested for other sponsors. Is it only me? Thanks in advance.
Ryika  [pembuat] 20 Apr 2016 @ 10:07am 
There is a general bug with the game that makes it crash if too many satellites are at orbit at the same time, maybe it's just that.

Other than that look at the Logs and see if there are any errors (See: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=569681601 - Point 2 on how to do that) and copy+paste them here if it shows anything related to my mods.
Zambeeni 20 Apr 2016 @ 9:36am 
I was getting the same bug as mfly6148 when using your awesome mods (all of them) in combination with the RT Social Engineering mod. There's definitely a conflict between the two somewhere. If you can find it, that would be great! I have no idea how the mods actually work, haha. Using those mods together makes for an otherwise very fun game, though.

And thanks for all your work on these by the way! They're really fantastic!
mfly6148 21 Des 2015 @ 7:13am 
I was wondering whether this mod might potentially cause a conflict when used in combination with other mods? I used it with no problems in several games that also used the other "awesome" mods. Then, in a new game I introduced 2 mods I hadn't used before: the Void (sponsor), and RT Social Engineering. At turn 160, I got an "unhandled exception" error which pointed to a DX problem. I started a new game with all the same mods *except* the Void. Got to turn 201, then the same thing: an unhandled exception threw me out of the game. I thought I'd check with you because your mod makes a change in how satellites are awarded, and I have a suspicion that the error I'm getting may have something to do with satellites (in both games, I had just purchased or produced satellites), and a search of the forum suggested some folks had been getting these error messages in connection with satellites. Anyway, thanks for any suggestions you might have.
Ryika  [pembuat] 7 Des 2015 @ 5:35pm 
Well, some mod is clearly outdated, I don't think it's mine, so there may not be an update.

Read this (Point 3): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=569681601
...to find out which Mod is/Mods are causing the issue.
Твой Господин 7 Des 2015 @ 5:17pm 
I already reinstalled it lot of times. So just w8 for next update of mod?
Ryika  [pembuat] 5 Des 2015 @ 4:00pm 
Well, that's because I didn't answer your question. ;) Your error is caused by outdated mods.
Твой Господин 5 Des 2015 @ 3:05pm 
Didnt work, still some "double textures" ( https://i.gyazo.com/14068370a6ae2f73dd79496b0c7dda89.jpg
Ryika  [pembuat] 5 Des 2015 @ 8:09am 
@NateKJ: Shouldn't b caused by this mod, but here's a quick guide to fixing the issue: After starting the game and activating mods go back to the mod menu, then activate mods again -> Problem should be solved for the rest of the session.
NateKJ 5 Des 2015 @ 3:26am 
This mod causes the unit interface window in the bottom left to disappear. So you cannot give units actions. I playing on mac. Highly annoying
Твой Господин 1 Des 2015 @ 8:02am 
Can any help? There is no textures when i try to play with this mod. Other "awesome" mod work normal, also any other mod for BERT, but only this mod causes such problem.
mfly6148 1 Des 2015 @ 7:31am 
Thanks, Ryika! That'd be... well.... awesome. :)
Ryika  [pembuat] 1 Des 2015 @ 6:40am 
That's because of changes made by the Awesome Stations Mod. I'll update it in the next 1-2 days, until then playing without that mod should work fine.
mfly6148 1 Des 2015 @ 5:15am 
.... just a quick followup. I tried Lord Hand's suggestion, and was indeed able to access my artifacts library that way. First, though, the screen comes up that shows my unlocked artifact combos (I think this is new, since the recent update?), but *that* screen is all blurry and practically illegible. When I "x" out of that screen is when the artifacts library appears (and it, thankfully, is clear and easy to read).