Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Grow Plants and Plant Resources
33 Komentar
Venusaisha 5 Apr 2018 @ 5:19am 
intrusive igneous rocks can grow. these are ones created by magma cooling below the surface. The slower magma cools the more time there is for crystals in the rock to grow and expand. this only occurs during the cooling process. once a rock cools it has a fixed size that is only affected by processes such as weathering or plate tectonics. Proper chemicals , heat like magma or tech , coolings tech like fire extinguisher sorts , light LAser GEOdynamics. Science!
-1 Stability Hit 13 Jun 2017 @ 10:10pm 
nicolas.hajjar 14 Jan @ 10:13pm
this mod is very fun, but why can you grow basalt? growing rocks?

f****** magnets
Ryika  [pembuat] 27 Feb 2017 @ 9:27am 
Short answer: No, it's not compatible.

Long answer: Combining both mods shouldn't cause any errors, but because Codex changes the strength and position of techs and buildings, and because Resources are a lot stronger in Codex, I wouldn't recommend using both at the same time, because balance will go all over the place.

If you don't care about balance, then you should be good to go. At least I can't see a reason for why they shouldn't work together - haven't tested it myself though.
theshadowscythe 27 Feb 2017 @ 8:32am 
Any ideas if this will be compatible with the CODEX mod?

Asking for once I finally finish my current series.
76561198162761761 26 Feb 2017 @ 8:40pm 
Ryika could you try to bring back or remake the (Non-human Sponsor: Civilized Aliens By-Alterd-Rushnano)
Ryika  [pembuat] 14 Jan 2017 @ 11:07am 
Well, it's the future! They do some science stuff, then rocks start growing. ;)
nicolas.hajjar 14 Jan 2017 @ 3:13am 
this mod is very fun, but why can you grow basalt? growing rocks?
Semper Fidelis 23 Des 2016 @ 1:43pm 
Can i grows afinity resources with this mod??
kuhnag75 22 Sep 2016 @ 3:39am 
Thank you so much for this mods ! And the others too !!! :steamhappy:
Echo Seven 18 Agu 2016 @ 12:36am 
Thank you! Especially for the tips in your mods about pressing escape, this has prevented so much frustration!
QUASAR 23 Apr 2016 @ 10:15am 
Thankyou; for the mod.
Jylor the Indominable 23 Mar 2016 @ 5:05pm 
"To both match balance and fun, I think leaf tech related to planting resource should give some affinity. It would made leaf tech more attractive." [destiny_mene]
I really like this idea. Perhaps you could make it so building material plants are more harmony specfic, minerals are more supremacy specific, and food and energy plants are more purity specific. Not necessarily in that order, but hopefully you get my gist.
(Had to use quotation marks and brackets because steam wouldn't let me use the usual quote function. Did they get rid of that?)
jsnider193 21 Des 2015 @ 4:31pm 
nice mod hope expand on it to include RT resources and some strat ones .. thanx for doing this.
Ryika  [pembuat] 11 Nov 2015 @ 8:04am 
Thanks for reporting, should be fixed now!
Trippy 10 Nov 2015 @ 3:24am 
Great mod Ryika, just a little issue I seem to have is with Basalt as it doesnt come up after the tech as "growable" is that something I'm doing? As I tried a range of hills and no luck
Halus Vockia 9 Nov 2015 @ 9:01pm 
You do amazing work Ryika. Thank you for all the extra content you have created for this game. :Diplomat:
NO EYE 8 Nov 2015 @ 6:12am 
To both match balance and fun, i think leaf tech related to planting resource should give some affinity. It would made leaf tech more attractive
Ryika  [pembuat] 8 Nov 2015 @ 2:29am 
That's a general problem with the game - if you play efficient you just win on turn ~160, there's no time to do anything. I won't balance my mods for that as it would mean these mechanics become completely overpowered for people who take their time. With 200+ turns things should start to pay out, if the later stuff doesn't then I haven't made the bonuses big enough. I'll check the numbers later.
NO EYE 7 Nov 2015 @ 11:07pm 
I tried this mod. In the game, there was no time to raise plants. there are too many technologys to search. also science cost is too high. i think planting should just require biochemistry for all resource.
Knight.R 6 Nov 2015 @ 5:42am 
Well the thing is while the Orbital fabricator does provide SR's depending on one's luck it can end up being random. The thing is while if one is after firaxite and most of it half the world away surrounded by the AI all either going Harmony or purity (I have yet to seen the AI in my game go down a hybrid affinity which is strange) And im just sitting here with a bunch of OF's over every single city hoping one will produce what i need.

Well to the point i am so relieved that soon i will not have to spend the better part of several hours just to find an ideal location with a close SR that i need. Heck im happy with just two (low quantity) tiles of SR that i need if i dont have to go half-way across the world or somewhere in the middle of the ocean surrounded by Krakens and end up losing the cityafter the 30 turns i spent just to get to get to that spot.

And i only regret not being to offer you a sandwich as a token of my graditude for making all that a thing of the past.
Thank You!
ɌƗȻꝀŦɆɌ 6 Nov 2015 @ 2:15am 
i could only asume that it's "planted" by causing molten rock to surface by artificial geological proccesses, but, with that tecknology, couldn't we also create artificial sources of geothermal power? or even cause deposits of gold, petroleoum, xenomass, titanium or firaxite to rise from the planets bowels? ;D
Ryika  [pembuat] 6 Nov 2015 @ 1:17am 
I guess that will forever be a mistery of Science. All we know is that it has something to do with Geothermal, as the Building that synergizes with planting Basalt requires it as a prereq.
ɌƗȻꝀŦɆɌ 5 Nov 2015 @ 10:02pm 
awesome mod, works really well even on my cluttered setup, but why is basalt "plantable"? isn't it a mineral?
Ryika  [pembuat] 5 Nov 2015 @ 3:49pm 
No need to apologize, the similarity is rather obvious. About your question: I plan to include strategic resources, yes (I guess that's what you meant?), but I'd probably make it so each tile only generates a small amount of actual Resources (1-3?).

But it'll have to wait until I finished to update my other mods.
Knight.R 5 Nov 2015 @ 2:24pm 
Also i must apologize in how i introduced my concern of the similarities of the "Weather Control" satellite and your mod. I Meant no offense by my question or what you do and simply rushed an imcomplete statement.
Knight.R 5 Nov 2015 @ 7:43am 
Will a similar thing be done that will work the same as the "Orbital Fabricator"?
Ryika  [pembuat] 5 Nov 2015 @ 4:02am 
Petroleum is currently not included, but... in theory, yes.
Knight.R 5 Nov 2015 @ 3:48am 
So i dont have to gamble with my petrol anymore?
Ryika  [pembuat] 4 Nov 2015 @ 4:06pm 
The mod also has new buildings/wonders that greatly benefit from localized "chunks" of the same resources, which makes the system a lot more active than the satellite that is basically "wait until it spawns something random and then build an improvement on whatever is spawned".
OOGnome 4 Nov 2015 @ 2:37pm 
The "Weather Control" satelite works, but has random resource placement. This mod adds a much more controllable (and needed) resource placement. Thanks for the mods, Ryika, keep up the good work!
Knight.R 4 Nov 2015 @ 1:35pm 
Cant you just do the same thing with the Weather control satellite?
Storm-rider 4 Nov 2015 @ 1:32pm 
I Have all way been a big fan of your work as a mod ryika please keep at it :D
-Z- 4 Nov 2015 @ 12:47pm 
It sounds awesome. I'm going to try it out!