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View Code? Open in Web Editor NEW:fire: Anno 1800 Mod Collection
Home Page: https://anno-mods.github.io/Spice-it-Up/
:fire: Anno 1800 Mod Collection
Home Page: https://anno-mods.github.io/Spice-it-Up/
In der Beschreibung steht, dass es etwas mit 50k Gelehrten zu tun hätte.
Richtig muss es natürlich heißen, dass es 1 Minute dauert, wenn man 50k Ingenieure als Hilfskräfte zuteilt.
Hiho, I have a quick question regarding the "Increased Harborarea" mod. I noticed that on Manola Island there seems to be an overlap between the two adjacent harbour areas. This creates a small area that cannot be built on. Unfortunately, this is in a rather stupid location (see attachment). Is it possible to fix this? If not, no problem. I just thought I'd ask.
Either way, thank you for all your hard work.
The Depot/Warehouse combination in Harbourlife is never unlocked because the base Building (GUID 8855001) is never unlocked, only the upgrades.
If this is uninteded, a possible location to add it would be here in the 300 Workers Unlock together with the normal Harborlife Warehouse:
Spice-it-Up/[Addon] Harborlife/data/config/export/main/asset/assets.xml
Lines 10243 to 10256 in 2016aa0
Both Depot-Warehouse and normal Warehouse say "UL 150W" at the top of the file, which probably should mean unlocked at 150 workers, but it was changed to 300 at some point, so I'd just guess that the Depot-Warehouse should also unlock there.
(If I should also check and possibly raise such documentation issues here, just put it in a reply to this issue :) )
Can be closed if the Depot-Warehouse not activating is intended.
Applying the patch takes ~20s instead of a few ms because of it.
Hello, I'm trying to play a modded game with my friends, as soon as we enable Harbourlife on all our games, we get a desync error, right after launching a new game. Any ideas on how to fix? Disabling Harbourlife always solves the issue. I tried to look into the logfiles but couldnt find anything specific that would help me solve the issue on my own. I remember some years ago where we had the same issue I had to heavly modify the assets.xml of the mod for us to play with it, but I doubt that is intended. I'd appreciate some further advice. If any logfiles or other informations are needed let me know and I'll try to provide asap.
Already been trying your updated package from the PR successfully, just in case you didn't notice, at least for me the "Electric Lighting instead of Wires" doesn't seem to work anymore.
Not an actual gameplay issue, but might make the code unneccessarily hard to maintain.
In the Harborlife assets.xml, the Tier 4 Warehouse ModOp/Asset is grouped as if it were a Tier 4 Warehouse Depot
Spice-it-Up/[Addon] Harborlife/data/config/export/main/asset/assets.xml
Lines 417 to 468 in 2016aa0
In the Interest of readability, maybe move it into the warehouse section like so:
There is a GUID thrown randomly in the Harborlife asset file at Line 13594. It's probably supposed to be a comment because the next asset uses said GUID.
I don't know if that breaks anything or the Anno Parser can handle it gracefully, but I thought I'd just report it.
Can anyone update mod Build while in Pausemode or do mod like it's always x2 game speed and try to test it in multiplayer?
Disabled this mod, and it stopped crashing.
Also attempted to rename the mod to see if that fixed it, (its currently named Gas Heater in the .json) - it just prompted a DirectX crash
Hello, first of all, thank you very much for your mod. I downloaded the AI shipyard mod updated 11 days ago and installed the loading file as required, but it didn't work.Thank you very much for your efforts!
Loaded a save from 3.0.5 where i had Enbesa Trader disabled due to previous bug, enabling Enbesa Trader from 3.0.6 does not crash the game upon reaching investors anymore, but clicking on the ports in singleplayer does cause a CTD.
"Gas Heater" is the name in the Enbesa Traders modinfo.json, looks like a bad copy/paste.
Hopefully I'm not just running an old version of Harbor life, I noticed there's all the new update buildings except the post office in Harbor life, particularly in the New World, this causes a major issue of not being able to fulfill the overseas mail when using the cities built on the harbor. Thanks guys!
I am facing a strange issue. When I start a new game, the NPCs are building their houses and productions, and still expanding to another island, but then suddenly stop doing anything. I get some contracts, they interact with each other, but their islands don't develop any further. I've tested it now with multiple settings (a lot of money, few money, ...) but it seems like it is a bug. I am running the latest update (from Sep. 20, 2022) with the latest spice it up modpack (3.0.9)
My mod list:
World War Ship mod screws up everything, need to investigate why and protect the mod against the override
I'm on the latest version available on Steam (16.0.1189742
published Dec 16, 2022) with all Season Passes and when I start a new session, the sandbox mod doesn't seem to take effect.
I've installed the Player Color Red mod, too, to confirm the mod loader is installed correctly.
As the title already says, the mod just doesn't seem to actually work even when both parties have it enabled. (Both in German)
Working now - Not sure why. Ignore this.
I started a new game without mods, fisheries were visible. I then loaded the save game with just Harborlife active. The fisheries are not visible in the tool bar. I then loaded the complete Spice It Up mod, without Harborlife, the fisheries are visible. It seems only Harborlife is interfering with the fisheries
title
After downloading the mod, i decided to use the "Remove Southern Rivers" mod, but now i cant delete some trees, which rly sucks. I also cant cover it with buildings, so the trees will simply be stuck there. Any ideas how to fix or why that happened?
Currently, plaza streets are treated as dirt roads for the purposes of building range and vehicle speed. Could you change this so that they are treated as paved streets? I tried to do it myself, but unfortunately couldn't get it to work.
Are you still maintaining this mod?
Thank you for all of your work either way!
I believe this is likely a copy-paste-bug. When placing regular promenades, they automatically align with each other (choosing the correct variant of the "building"). However, when placing promenade streets, they choose the variant as if they were regular promenades, i.e. not connecting to each other, but to adjacent regular promenades. Ideally, both regular and street promenades would connect among themselves as well as with each other, but if that is technically impossible (or too difficult), I think street promenades should connect among themselves instead of with regular promenades.
The bug isn't game breaking of course, but it's really annoying to manually select the correct variant for every single peace of promenade...
Hello,
I dont get the commuter pier in Enbesa. This mod is actívated in my Anno, Im using the Anno 1800 Mod Loader.
I get the commuter pier in New World and the Arctic.
What should I do?
Is it possible to extend the mod on the export side to export the different kinds of scap metal?
doubled the structure of the town hall, for this reason the radius does not work. solved by deleting one entry with GUID='100415'
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