Anno 1800
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miditz

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miditz

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124 comments

  1. dooferorg
    dooferorg
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    I don't think this mod works any more, at least loading in to a save game where trade buildings were already placed. Is that the intention? While the blue radii are gone from selecting a trade building, the effects are only apparently engaged within the original trade building's radius.

    Looking at the icons of production buildings that I would have expected to see a change on because there are other trade union buildings elsewhere that have an effect that COULD affect them, it doesn't show that item's icon in it either.

    Edit: You have to un-slot and re-slot the items in the buildings to get the new effect to show up!

    Also, care must be taken if you unslot one of the same type of item (e.g. the production boost dude) from one of your town halls on an island. It will *remove* the effect from all usually affected buildings. You will have to then find the other instance of that person and un-slot/re-slot in order for the effect to come back.

    Could be a bit OP but it's fun
    1. michael942
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      If applied to an existing savegame, you must place the building anew.
  2. GrandADMCorgi
    GrandADMCorgi
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    Might there be an update for it to affect the harbor master items when they're equipped through docklands? It seems to only work for the regular harbormaster's office.
    1. greenleg1
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      You can open the asset.xml from this mod, delete everything and paste the following:


      <ModOps>
          <!-- Town Hall -->
          <ModOp Type="add" GUID='100415' Path="/Values/ItemContainer">
               <SocketScope>Area</SocketScope>
          </ModOp>
          
          <!-- Trade Union -->
      <ModOp Type="add" GUID='1010516' Path="/Values/ItemContainer">
              <SocketScope>Area</SocketScope>
          </ModOp>
      <!-- Dockland -->
          <ModOp Type="merge" GUID='601470' Path="/Values/ItemContainer">
               <SocketScope>Area</SocketScope>
          </ModOp>
          <!-- Harbor Office -->
          <ModOp Type="add" GUID='100586' Path="/Values/ItemContainer">
               <SocketScope>Area</SocketScope>
          </ModOp>
       </ModOps>


  3. Jiveturkey937
    Jiveturkey937
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    This mod is not working now for me. It has in the past, but I just reinstalled the game and now it doesn't.
  4. Nienna00
    Nienna00
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    I absolutely love this mod. I tended to under use Town Halls because I find them irritating, trying to smush in houses into a certain radius and to get the best benefits you need a lot of Town Halls and I prefer beauty building. Even Trade Unions, things looked ugly with these small groups clustered around a Trade Union.

    Now I can build where I want and I don't have to worry about it. Plus I have actually been using Town Halls a lot more because this mod, for me, makes them worthwhile.

    Seriously one of my favourite mods, so glad I downloaded it.
  5. migraine20
    migraine20
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    Still working for anyone who is looking
    1. krazyorange
      krazyorange
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      Thank you! Came to the comments before downloading lol.
    2. azazazaz326565662
      azazazaz326565662
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      Same ! Thanks for your feedback !
  6. ZluTak
    ZluTak
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    the mod still works but i have a problem that the town hall still costs only 20 influence even though the file is set to 100. thanks for the advice
    1. Metzg3r
      Metzg3r
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      it appears that it doesnt for me, has it maybe anything to do that i play it on Steam? 

      Edit:
      after long workaround it worked for me, i activated the mods through iModYourAnno.
  7. Nasharan
    Nasharan
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    Mod doesn't seem to work as of may 19th 2023.
    1. GGertie
      GGertie
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      Same.
    2. HorstScharn
      HorstScharn
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      same same
    3. Hulktim
      Hulktim
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      Works for me.
    4. FelipeIV
      FelipeIV
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      same for me 
  8. Firestorm02849
    Firestorm02849
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    i am new to this game, how do i know it works? the circle (affected area) only cover a small area, is that normal? or should it cover the whole island? 
    1. SchmutzStaffel
      SchmutzStaffel
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      well i haven't tried the mod yet, but you can see wether or not it works by just activating something to increase production, change materials needed or something like that and see if a building outside of its range is affected, should be quite easy
  9. Bigred25
    Bigred25
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    My game will not load at all with this mod installed even if it's the only mod.
    im running jakobs collection, spice it up, and Move minesoilclay
  10. Feraaera
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    So this mod is no longer working? I noticed that it removed the visible ring of influence around the buildings so I guess it's trying to do something, but I'm not getting any benefit to any building outside the standard influence area.  I still have the effects from items inside the regular area, just nothing outside of it.  I am using spice it up and a few other mods. I was using the spice it up mod that increased the area of effect of the item buildings, but I removed it and still no go on this one.
    1. stadi1105
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      Yeah its not working atm do you havea clue how to fix this?
    2. miditz
      miditz
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      Nope, it should still work. If you've ruled out mod incompatibility, maybe it's a save game compatibility problem. In that case, try rebuilding or moving the existing buildings. Otherwise, I'm out of ideas unfortunately. Everything works for me...
    3. stadi1105
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      hm okey i used your tips but nothing worked for me even reinstalled multiplte times idk what to do. Do you have all 3 folders in it?
    4. Warrenton
      Warrenton
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      Mod is not working. Both in saved games and new games. Maybe GUID has changed?
    5. miditz
      miditz
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      Weird. It's working for me, I just tested it a minute ago. I can't fix a mistake that I can't replicate. My game is up to date, so I can rule out a changed GUID or variable or anything like that. My best guess would still be a mod incompatibility. Does anyone have a problem with this mod without running other mods?
    6. Feraaera
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      Ok, so I started a new game to test this out.  And it is working.  The only mods I have at the moment are [Cheat]Add Item (to give myself an item to actually test it) and [Gameplay]AI shipyard from Spice It Up, (because that mod seems to be required for the add item mod to work). I'm gonna keep digging through and adding mods until it breaks, and then I'll report back.

      Update: I was unable to break the mod.  I put everything back in, even ones I would have guessed would have broken it, and it was still working.  Granted, it's just a fresh game with not much going on.  I loaded up my other game, and the mod is definitely not working in that one.
      So my assumption is that somewhere is some sort of cache that is not being updated?  Maybe?  I'm not sure how mods interact with the game so it's just a guess.  Beyond that, it seems to work with a new game so I'm gonna start a new one and see if it's something that happens down the line so to speak that maybe breaks it.  Or, maybe only works with a fresh game.
    7. miditz
      miditz
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      All right. Interesting. Thank you for investigating further. The mod works both on new games and on my save games, so the last game update shouldn't have broken it for old saves. And that wouldn't have made sense, anyway. It's only two lines of code, really. The only way for an update to break the mod would be for the developers to completely overhaul how the item buildings work (which they haven't done), change the GUIDs (which they very much avoid doing in all cases), or alter the "area"-effect in the code (which they haven't done either).
      Do you have one of the new mods that creates new maps and islands? Maybe for some strange reason, the "area"-effect doesn't work with the islands created there. Though I couldn't even begin to guess why. I don't think it'd be possible. But I'm really out of ideas otherwise...
    8. Feraaera
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      Yeah, I don't have any idea what's breaking it.  The testing I did was not on a mod map, it was actually the same seed for the savegame where I added the mod late in the game and it isn't working.  But on the new game, it is working.  I just hit Artisans and it appears to be working just fine so far.  
    9. andisart
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      Just want to report that it's not working for me either
    10. xZomosax
      xZomosax
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      Alright so for the last 3 days I have been trying to figure this issue out. When I first start a new game it works with no problem. After awhile it stops working on some builds but not all.

      So I did some digging and came up with this which fixed the issue for me. Not sure if its the right way to do it but it works for me.

      ?<ModOps>
          <!-- Town Hall -->
          <ModOp Type="add" GUID='100415' Path="/Values/ItemContainer">
              <SocketScope>Area</SocketScope>
          </ModOp>
          <!-- Trade Union -->
          <ModOp Type="remove" GUID='1010516' Path="/Values/ItemContainer/SocketScopeRadius">
          </ModOp>
      <ModOp Type="add" GUID='1010516' Path="/Values/ItemContainer">
      <SocketScope>Area</SocketScope>
          </ModOp>
          <!-- Harbor Office -->
          <ModOp Type="add" GUID='100586' Path="/Values/ItemContainer">
              <SocketScope>Area</SocketScope>
          </ModOp>
      </ModOps>

      With that it should work once you move the building.

      Hope this helps maybe figure out what changed and why its happening.
    11. nuker22110
      nuker22110
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      can you post your fix again? the code is now blank
    12. andreij1988
      andreij1988
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      Just downloaded the mod today and though it does not work but it does. There is no ring but everything is effected on the island as long as place a new town hall and new trade union. Hope it helps.

      EDIT: Also destroy all of your town halls and trade unions with duplicate items, otherwise new town hall will not work. Or just wipe them all, whatever works