As in the pictures 4, 5 and 6, right above the bottom corner map, it shows the available mining resources on the island. When you research a mine change and implement it, those available resources icons will also change. Such as changing them all to gold mines, researching 17 times to convert all others to gold mines to finally have 19 gold mines. This icon change will register during the session. However, after saving and quitting the game, the the next time the game is loaded the available resources icons of the island go back to default, showing all the old resources, even though all the mines themselves remain as gold mines, mining nothing but gold as they all should.
Just wondering if there is a way you could tidy up this minor glitch, seeing as the default research changes to mines and their island icons in the old world stay as they are changed and do not revert during next game load.
Nope, I can’t do anything. It’s a ‘won’t fix’ bug because there’s nothing I can do to fix it. Ubisoft did a bad job at implementing new ore slots in the New World for Season 4.
Each time the game loads, it’s tried to re-balance New World ores for Season 4.
If I remove the balancing then no new ore types get added without using ‘ore change’ and if I don’t remove balancing then the game reverts the ore slot.
As long as you change the ore type, then build an actual mine; it will produce the new good.
Okay. Typical, devs working on one newer dlc (New World stuff) don't edit older dlc (Land of Lions) to properly unify functionality for the two. Thanks for at least trying to do it, and thanks for the feedback.
No worries. Sorry about it. I’ll do some research after summer ends to see if I can remove their balancing mechanic and build my own but that’s at least a couple months out.
Hi, in case you care for compatibility for possible other mods, the new modloader (integrated into anno 1800) does support Conditions, so you could change your code eg. to this: https://pastebin.com/ifQYUMui Here you see what is new with the modloader10: https://github.com/jakobharder/anno1800-mod-loader/blob/feature/loader10/doc/modloader10.md
Thanks, that's a good idea but I don't think it's necessary to add a modloader10 dependency to this particular mod. I just release 1.0.2 to address the possible compatibility issue with translations.
I will deep dive into the conditional statements on paste bin over the weekend and I'll be happy to upload a modloader10 variant that people can use if they want to but given that game now supports native mods I think it's more beneficial to give people both options.
there is no version below modloader10 anymore, as far as I know. modloader10 is integrated into Anno1800 itself, so no one will use a version below modloader10 (because when they add an old modloader dll, the game won't start)
People are removing modloader, so unless Anno dev's continue to improve mod capacity it means that the native mod functionality and ModLoader will be out of sync, in essence creating two modding options.
(nexusmods sucks!, no way to put unformatted code here and this was reported back in 2018...) https://pastebin.com/r4svvKxN As far as I can see this is the only string you changed, so no need to replace all the other ones in your english version
13 comments
As in the pictures 4, 5 and 6, right above the bottom corner map, it shows the available mining resources on the island. When you research a mine change and implement it, those available resources icons will also change. Such as changing them all to gold mines, researching 17 times to convert all others to gold mines to finally have 19 gold mines. This icon change will register during the session. However, after saving and quitting the game, the the next time the game is loaded the available resources icons of the island go back to default, showing all the old resources, even though all the mines themselves remain as gold mines, mining nothing but gold as they all should.
Just wondering if there is a way you could tidy up this minor glitch, seeing as the default research changes to mines and their island icons in the old world stay as they are changed and do not revert during next game load.
Each time the game loads, it’s tried to re-balance New World ores for Season 4.
If I remove the balancing then no new ore types get added without using ‘ore change’ and if I don’t remove balancing then the game reverts the ore slot.
As long as you change the ore type, then build an actual mine; it will produce the new good.
https://pastebin.com/ifQYUMui
Here you see what is new with the modloader10:
https://github.com/jakobharder/anno1800-mod-loader/blob/feature/loader10/doc/modloader10.md
I will deep dive into the conditional statements on paste bin over the weekend and I'll be happy to upload a modloader10 variant that people can use if they want to but given that game now supports native mods I think it's more beneficial to give people both options.
(nexusmods sucks!, no way to put unformatted code here and this was reported back in 2018...)
https://pastebin.com/r4svvKxN
As far as I can see this is the only string you changed, so no need to replace all the other ones in your english version
1.2. Description: Relocate a single oil spring or gas deposit anywhere on the same island consuming the associated research permit.