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anno1800-jakobs-mods's Introduction

Jakob's Collection - Anno 1800 Mods

New population tiers, products, industries and tons of new visual assets (custom models, skins, ...).

How to Get

These are your options:

Changes

All mods are compatible previous versions and can be added to existing savegames. Smaller rebalancing may happen and will be listed in the changelogs for you to adjust.

See full changelog.

Jakob's City Variations

Add more variety to your cities with skins, variations and non-gameplay changing buildings.

Buildings

  • Small Hotel OW, 4 variants and many skins
  • Small Hotel NW, if played with New World Tourism
  • Small Department, Furniture and Drug Store
  • Small Store Warehouse (+ skins for all mall types)
  • Small Ornamental mall (+ skins for all mall types)
  • Small Courtyard Restaurant
  • Small Post Office

Skins

  • Town hall: adds 3 red brick town halls, the "new town hall" and two smaller town hall skyscrapers.
  • Guild house: higher guild house with 2 color skins
  • Residences: skins for normal and diagonal residences. Use less video memory for better performance than the Colour Collection, but is mostly only roof changes.
  • Hotel, also in the NW if played with New World Tourism
  • Factory variants: adds Shift+V variations to vanilla production buildings.

Ornaments

  • Diagonal enclosed greenery on plaza and stone pavement
  • Skins with diagonal and other corner variations for fences and park paths

Jakob's Industrial Cities

Terraced houses with skyscraper-like levels for workers, artisans. They come with new needs, productions and fitting ornaments.

Gameplay

  • Extra population tiers: 2 worker tiers, 2 artisan tiers

Buildings

  • Terraced worker houses (2 levels)
  • Terraced artisan houses (2 levels)
  • Modular sewing machine factory
  • Docklands gate module (street gate)
  • Small power plants (coal, oil, gas)
  • Fuel pump station (fuel station + oil pump in one building)

Productions

  • Tea import dock, tea factory
  • Tools workshop
  • Suits factory, hemp farm, linen maker
  • Fish cannery factory, olive orchard

Ornaments

  • NW stone pavement + ornaments from all categories
  • Passenger and cargo platforms, dirt and concrete tiles
  • Various cargo train variations

Jakob's New World Cities

Terraced houses, material and need productions and more electricity options for the New World.

Gameplay

  • Extra population tiers: 1 jornalero tier, 1 obrero tier, 2 artista tiers

Buildings

  • Terraced jornalero houses
  • Terraced obrero houses
  • Terraced artista houses
  • Artista skyscrapers
  • Enables Windmill, Biogas Production and Industrial Cities power plants in the New World

Productions

  • NW steelworks
  • NW concrete factory (+ limestone quarry)
  • NW window maker (+ glass maker and sand pit)
  • NW bakery (+ mill)
  • NW cheese dairy (+ milking palour)
  • NW jam kitchen (from citrus, only with NW Tourism)

Ornaments

  • NW stone pavement + ornaments from all categories
  • Hacienda walls on grass and dirt
  • Diagonal enclosed greenery on plaza and stone pavement
  • Skins with diagonal and other corner variations for fences and park paths

Pescatarians (Jakob)

Pescatarians are an alternative OW population. Ideally for more farmer workforce with artisan-looking towns.

Gameplay

  • Tiers: 2 Pescatarian Tiers all providing 1/3 farmer, 1/3 worker & 1/3 artisan per resident
  • Completely different needs

Buildings

  • Pescatarian residence (2 Tiers)
  • Community center
  • Music school
  • Small post office

Productions

  • Vegetable farm, kitchen
  • Cheese dairy, milk farm
  • Tools workshop
  • Suits factory, hemp farm, linen maker
  • Fish cannery, olive orchard
  • Olive soap maker, olives

Diagonal Residences (Jakob)

Buildings

  • Diagonal and narrow 3x1 engineers + 3 custom roof skins
  • Diagonal and narrow 3x1 investors + 4 custom roof skins
  • Vibrant Cities skins are supported
  • Additionally, skins matching jje1000's red tile roof buildings for engineers

Ornaments

  • Diagonal enclosed greenery on plaza and stone pavement
  • Skins with diagonal and other corner variations for fences and park paths

You might be interested in jje1000's Diagonal Roads as well.

Improved Streets (Jakob)

Replaces railroads and NW streets with more fitting textures.

Textures

  • More sandy NW stone street
  • Wider railway texture to fit both cities and rural areas

Improved Poles (Jakob)

Replaces electric wires and poles with lighter, less distracting models.

Nate's Windmill (Jakob)

Adds a windmill with small range but infinite power.

Biogas Production (Jakob)

Adds production to process dung from animal farms into gas.

Compact Menus (Jakob)

Combine city construction menu icons into categories: tourists, public services, institutions, malls and administration.

Alternative Needs (Jakob)

Adds products from Industrial Cities and Pescatarians available as lifestyle needs as alternatives to some basic needs.

Build and Modify Yourself

Download the mod sources as zip file.

The mods are made with the Modding Tools for Anno extension for VS Code. Install the plugin, open a mod folder and press F1 and choose Build Anno Mod.

Translations

I appreciate feedback if you encounter wrong or missing translations. Easiest way to contact is @jakob in the modding discord (or Annoverse).

Always complete: English, German Partial (sometimes complete): Russian, Korean, French, Polish, Spanish, Chinese.

Credits

  • m_belonosov, redzmey1, DrD_AVEL for Russian translations
  • MSHS for Korean translations
  • Tonton Yip, Petritant, Water for French translations
  • HeroOfOlympus, Aveneger432 for Polish translations
  • darknesswei for Chinese translation
  • mfuegar for Spanish translations
  • Taubenangriff, Lordys for sharing some graphic assets
  • Taludas, Ionovia for playtest feedback
  • Kurila for improvements on compact UI, shared products and extra goods

anno1800-jakobs-mods's People

Contributors

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anno1800-jakobs-mods's Issues

Invisible Buildings

Most of the buildings when placed our invisible. Smoke and such will still play but there's no building there.

"Extra Goods" module breaks "Seasons of Silver"

Hi, first of all, I just wanted to thank you for the great suite of mods. I noticed that the "Seasons of Silver" scenario has an issue when "Extra Goods" is installed: the storage capacity for bricks at the trading post will be 0 instead of 75, making the scenario unplayable. I confirmed by deactivating all mods besides "Extra Goods."

logging question.

Hey I may be having an issue with your mod, but I am not 100% sure it is yours. Is there a way to turn on more logging or up to debug logging for anno or the mod loader to better figure out where the issue is?

Supplemental goods not working for other players in MP

Hi Jakob,

we are playing a multiplayer game with 3 human players and Hugo as an AI player. I'm the host in this game and we tested it with multiple setups, but none of my other mates was able to actually successfully use the supplemental goods, despite enough production and the activation via lifestyle goods. For me it's working perfectly fine, but the others it doesn't work at all. It seems like everything is working, but only need fulfillment for the original good is only working for me as the host.

We tried a lot of stuff to be sure to have synchronized extra goods folders and mod folders overall, but nothing worked. We even tried to change/turn on the trigger on "UsedBySecondParties" in alternative-needs/assets.include.xml, even though I#m not sure what the purpose of it is.

Can you please help us? Otherwise we need to turn extra goods off due to fairness reasons.

Regards,
Roman

Add Shared Pools to Biogas

Consider making the biogas mod target shared animal farm pools to support modded animal farms like industrialized low tier.

Issues with 'Alternative Needs' in Multiplayer

Me and my partner were playing your mod in a regular, build focused MP game and noticed halfway through that the non-host player does not have the Alternative Needs buff on residences, and therefor cannot benefit from the Alternative Needs mod.

I noticed that in the recent changelog it said it should work for Multiplayer.
We tried disabling all mods besides the ones in your collection, all managed via iModYourAnno.

To test it out we tried switching host by creating a new lobby, that's how we found out only the host was granted the buff on residences.

Small Power Plants missing

When I update the mod packages and load my old game it tells me there are some new mods and some mods missing. so far so good.

It also tells me about the new [Addon] Industrial Cities which now should include the small Power Plants.
But as the game finished loading, all of my small Power Plants dissapeared and I can't build new ones.

There are other mods of the [AddOn] Package working as far as I can see. (For example the modular factories)

Is there maybe something obvious I forgot/did wrong?

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