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Comments (5)

jakobharder avatar jakobharder commented on June 14, 2024

I have to look into it, but until then you can disable the alternative needs without removing extra goods if remove one line in the features.include.xml in the mod folder.

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Hirschberger-Alexander avatar Hirschberger-Alexander commented on June 14, 2024

Hello.
I have the same problem in a multiplayer game. We are three players and one AI. In our game only the host has access to the supplemental goods. I found a hack-y solution for this, which at least helped us. Maybe it will be of some use here. To activate the needs for a non host player, the player has to switch to Cape Trelawney (mod two Crowns works too) and then back to the old world. The switch then activates the supplemental goods in the old world and cape trelawney.

For this to work, "assets.include.xml" in "[Shared]Extra Goods (Jakob)\data\jakob\alternative-needs" must be replaced with the file in the attachment.

The File:
assets.include.zip

best regards

Hirschberger

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rrosbach avatar rrosbach commented on June 14, 2024

Hi Alex,
we will try to get it running with your approach.
If its working again, we will fully use it again. Otherwise I won't use the extra goods anymore.

I didn't dig deep into modding yet, but I would be free to help if necessary. As a C# developer I could certainly help with a little more knowledge of how the structure of the xmls has to be.

Regards,
Roman

BTW: Sind hier eigentlich alle deutsch? :)

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jakobharder avatar jakobharder commented on June 14, 2024

I moved the alternative needs feature into a separate mod with v5.4.

I've tried quite a few things but none of them were reliable for multiplayer.
So this way you can still use the extra goods productions (for Upgradable Workers etc.) without unfair buffs for one player.

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jakobharder avatar jakobharder commented on June 14, 2024

Should be fixed with #68, v5.6

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