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:fire: Anno 1800 Mod Collection

Home Page: https://anno-mods.github.io/Spice-it-Up/

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anno1800 anno modding-games collection mod

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spice-it-up's Issues

Multiplayer Desync with Harbourlife enabled

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.

Scenario issues

  • At least harborlife is reported as causing inherit issues in the construction menu
  • Probably a scenario fixup mod should do the trick best.

No commuter pier in Enbesa

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?

Post Office building in Harbor life

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!

[No ingame issue!] Tier 4 Harborlife Warehouse is grouped under Warehouse Depots in the code

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

<ModOp GUID="269869" Type="addNextSibling">
<Asset>
<BaseAssetGUID>269869</BaseAssetGUID>
<Values>
<Standard>
<GUID>1440133082</GUID>
<Name>Harbor_warehouse_ow_t4</Name>
</Standard>
<Text/>
<Building>
<TerrainType>Water_Including_Coast</TerrainType>
<PickingAsset>8855008</PickingAsset>
<SecondPartyRelevant>0</SecondPartyRelevant>
</Building>
<Blocking>
<GroundDecalAsset>601492</GroundDecalAsset>
<GroundDecalInvisible>601493</GroundDecalInvisible>
<HasBuildingBaseTiles>1</HasBuildingBaseTiles>
</Blocking>
<Cost/>
<Selection/>
<Object>
<Variations>
<Item>
<Filename>data/graphics/hc/buildings/harbor/warehouse/oldworld/warehouse/harbor_warehouse_t4_ow.cfg</Filename>
</Item>
</Variations>
</Object>
<Constructable/>
<Mesh/>
<SoundEmitter/>
<Locked/>
<Infolayer/>
<FeedbackController/>
<Warehouse/>
<LogisticNode/>
<UpgradeList/>
<AmbientMoodProvider/>
<Maintenance/>
<StorageBase/>
<Attackable>
<CanBeAttackedByPlayer>1</CanBeAttackedByPlayer>
<MoralePower>5</MoralePower>
<HPBarOffset>5</HPBarOffset>
<MaximumHitPoints>3500</MaximumHitPoints>
<SelfHealPerHealTick>4</SelfHealPerHealTick>
</Attackable>
<Upgradable/>
<Pausable/>
</Values>
</Asset>
</ModOp>

In the Interest of readability, maybe move it into the warehouse section like so:
grafik

NPCs not expanding

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:

  • [Addon] Harborlife
  • [Adjustments] Northern Rivers removed
  • [Adjustments] Southern Rivers reduced
  • [Adjustments] Southern Rivers removed
  • [Gameplay] Active Trader Nate
  • [Gameplay] AI Itemtrade
  • [Gameplay] Buildable Flagships
  • [Gameplay] Buildable Great Eastern
  • [Gameplay] Buildable Salvagers
  • [Gameplay] Cargostorage
  • [Gameplay] Charter Clippers
  • [Gameplay] Commuter pier for Arctic
  • [Gameplay] Commuter pier for Enbesa
  • [Gameplay] Commuter pier for New World
  • [Gameplay] Commuter pier unlocked with workers
  • [Gameplay] Gas Heater
  • [Gameplay] Increased Harbourarea
  • [Gameplay] Increased Radius for Gas Pump
  • [Gameplay] Increased Radius for Oil Refinery
  • [Gameplay] Influence Rebalancing
  • [Gameplay] Inuit Trade Gas
  • [Gameplay] Item Buildings increased Influenceradius
  • [Gameplay] Large Tourism Ship
  • [Gameplay] Nate's Airship
  • [Gameplay] Oil Pier
  • [Gameplay] Ship Capacity
  • [Gameplay] Storage for Warehouses
  • [Gameplay] Unlimited Itemtrade
  • [Misc] Miss Jenny Retexture
  • [Misc] Player Color Red
  • [zzzThisHasToBeLast] Attractiveness Rebalancing

Ignore Me

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

Harborlife Warehouse Depot is never actually unlocked

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:

<UnlockAssets>
<Item>
<Asset>8855008</Asset>
</Item>
<Item>
<Asset>8855014</Asset>
</Item>
<Item>
<Asset>8855016</Asset>
</Item>
<Item>
<Asset>8855018</Asset>
</Item>
</UnlockAssets>

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.

Cant remove trees in New World

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?

Electric Lighting instead of Wires not working

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.

Sandbox Mode doesn't take effect

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.

AI shipyard cannot work

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!

Enbesa Trader still broken in 3.0.6

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.

[Plaza Streets] Promenade street wants to connect to promenade, but not with itself and not vice versa

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...

Bigger Harbor Fallback

World War Ship mod screws up everything, need to investigate why and protect the mod against the override

Issue: Increased Harborarea Manola

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.

2023-09-01 17_36_56-Anno 1800

[Plaza Streets] Treat plaza streets as paved streets

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.

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