The mod now changes specific attributes of items instead of replacing them, which means that there should be less compatibility issues. Data size is greatly reduced and game Startup speed should be faster as well. Please, delete all old files with the [Item] Prefix before installing the new Update. Huge thanks for contributing a huge chunk of work to Kurilla.
Moved detailed information about item changes to the Forums of the mod page.
Added some new Icons for Items. No Item should look the same now.
Stupid Books got some additions, all items got changed to specialists, which have expedition stats. Added alternative version of the Stupid books for the "Orchids Rework" mod
Added new packs:
Enbesan Town Hall Items , details will follow in the forum. Pools, this one creates pools so that you will have less clutter in the Item description. For example, instead of bakery and large bakery, it will say: Bakeries.
Blast Mining Pattern from the Deep Gold Mine set got reworked, be aware that this item will change the input need of deep gold mines to dynamite but will reward you for it.
As requested: Blue Skies Delivery Service and Marie-Louise got lower roll weights at Eli Wallace Prison and will appear less often if you use the "Trade Union Rebalance" - Pack.
Known Issues: Patriach Matteos has a UI bug which will show you that he will reduce Needs by 0 %. Not sure how to solve this yet...
Planned for the future:
Alternative Versions of the Modpacks for Vanilla Content New World Townhall Items New Items for new Production Chains of Season Pass 4
While I realy love this mod it does seem to make the "Fridge" in the shopping malls ununlockable. You renamed the The "Magnificone" Ice Cream Maker". The game doesnt seem to recognize it under the new name "Ice Cream Parlor".
Looks really interesting! Is it safe to add/remove during a game would you think? Really want to try it, it's going to take a long time to pry myself away from certain items I've come to rely on! (I'll miss you Actor and Chef Michel)
yes this mod is 100% save game compatible. Stats of existing Items will simply change and change back again if you remove the mod. New Items will disappear if you delete the mod.
I understand that it's hard to get out of the comfort zone, but that's the idea behind it. Creating a bigger challenge and keeping production chains alive while keeping items interesting or making some of them viable choices.
You can always disable parts you don't like. That's why I made it in multiple folders. I'm also planning on making a version for "I mod your Anno" for more comfortable individualisation.
Ok cool, I'll give it a try. And I totally see the point of it, some vanilla items almost feel like cheat items they are so powerful. It'll actually be quite refreshing to get back to creating some of the production chains that in recent times I've barely had the need to setup.
Hi! Hab richtig Spaß mit dem Mod und mir gefällt, was du mit den OP Items gemacht hast und wo du welche hinzugefügt hast.
Eine Sache ist mir aufgefallen: Alle kaufbaren Spezialisten dieser Modliste (Hacienda Items, u.a.) haben ein "Weight" von 50 in ihrer asset.xml, was dafür sorgt, dass diese Items bei den Tradern bei fast jedem Re-roll auftauchen und alle anderen Items verdrängen. Lösungsvorschlag: Ich habe manuell alle diese Items auf einen "Weight" Wert von 2 gesetzt, was sie wesentlich seltener, aber nicht ultra-selten macht. Ebenso tauchen nun auch wieder andere Spezialisten in der Traderliste auf. Die Items aus "Arctic Items Rebalance" haben einen Eli-Weight von 5, was sie auch sehr sehr häufig macht. Diesen hab ich auf 3 gesetzt. Dies macht sich besonders bei den beiden Gas-Kraftwerksspezialisten bemerkbar.
Und aus irgendeinem Grund tauchen bei Eli der Blauer Himmel Lieferservice und Marie-Irgendwas (beeinflusst Resturaunts, Epic quality) bei fast jedem Re-Roll auf, sind aber Vanilla Items. Mein Vorschlag wäre, da auch einmal nachzugucken, ob irgendeine Variable da was ändert und die Beiden mal von der Bühne zerren ;)
(Short translation of Lyca's message: The new specialists appear too often at traders, suppressing other items. This is caused by a "weight" value of 50 in their assets file. To make them more rare but not too rare, a value of 2 would be good and makes other items reappear in the trader's offers again. Also some vanilla items addressing restaurants appear almost every re-roll.)
Ich selbst spiele ohne Eli um mir die Schwierigkeit etwas knackiger zu machen, also wär mir das niemals nie aufgefallen. Ich werde deine vorgeschlagenen weights mit dem nächsten Update implementieren. Falls noch Dinge auffallen bitte immer raus mit dem Feedback. Gerade weil ich selbst gerade nicht aktiv spiele bekomme ich nicht mit wie meine mod performt ^^.
Hey Gensho! You did an awesome job rebalancing the items, which were hugely imbalanced in the main game. Finally I'll be using other items than the same old in every game, and different strategies including using the DLC regions are opening up. Thank you for sharing your extensive rework with us!
I'm not sure if I can safely use all items though, because many still refer to other mods which I'm not using, like jacob's (I use the noJacob version of trade union). I tried writing them all down but it's too many, including town hall, hacienda, crafting and more items. They seem to try referring to hemp or bottled beer and the likes. One item of Nate's tries to give another unknown good along canned food. Are you planning on releasing a full vanilla version without other mod dependencies?
Also, what happens if an item gives a DLC good as bonus but I disabled that DLC? Would that corrupt the game in some way?
Lastly (since I'm not very familiar with Anno Modding), could I safely delete items from the assets file to revert them to vanilla or are there additional cross references I'd need to address?
thanks for the kind words. I don't know if I will do a full vanilla item pack in the future. I don't play without jacobs modds anymore cause the are a really good addition to the game. I don't play Anno at all at the moment, that might change. I do feel the need to keep working on mods, but am not getting a lot of motivation and time in the past months. I will however release updates in the future. Maybe I will make a full vanilla release over the christmas holidays.
You are free to modify asset files. Changing Items is no problem during a savegame. Items just change values on the go. Even if you stop using other mods which add buildings and the like, they will just disappear if you remove the code.
Could you change soo that three items for "food & drink venue" (bar, restaurant, cafe) from Tourist Season would be used inside Town Hall, not Trade Unions? Weirdly enough items for The Iron Tower are already set as Town Hall. The same could go for "shopping arcades" items from The High Life.
after the update of Jakob's collection some items seem not to work anymore and influence the buildings. Would it be possible for you to check on this? Thanks in advance!
Correct, it is mostly about the new modular productions.
Furthermore I found that there are still a few items which influence the small, original production buildings - but not the larger versions which came with the "Industrialized Low Tier Production Buildings" mod. For example the item "Fine cake decorator" influences the bakery, but not the large bakery.
Generelly I love your mod. It is a new challenge, so please keep it going. Cheers
Ich habe einige Fehler bei den deutschen Versionen der umbenannten Gegenstände. Zb wird bei allen 3 Küstenbaggern das >Ü< als >?< angezeigt. Und auch das >ß< wird als >?<angezeigt. Jedoch nur bei den geänderten Namen. Orginale Namen mit >ß< wie >Großes Beutenetzt< sind normal.
Some items do not appear in the research institute: Ice drill, Elisha Gray, Jenny Lind, Juanna Muller, Thulani, William Stanley, Anita Destiller, Catherine Hagel, Vadiw. Wouldn't there be a conflict with these mods: The perfect specialists pack v0-8 21 new Legendary Items
thanks for bringing these items to my attention, I will look into it.
My mod should be compatible with every other mod, as long as it's not using the same GUID's (what shouldn't be an issue). As long as other mods add new items and not replace vanilla items like my mod does, there shouldn't be any interaction at all.
Even if another mod would replace vanilla items, the mod wich loads after the other would overwrite the one which loaded first. So no grave consequences there either.
You should be able to combine all the item mods you like!
34 comments
The mod now changes specific attributes of items instead of replacing them, which means that there should be less compatibility issues. Data size is greatly reduced and game Startup speed should be faster as well. Please, delete all old files with the [Item] Prefix before installing the new Update. Huge thanks for contributing a huge chunk of work to Kurilla.
Moved detailed information about item changes to the Forums of the mod page.
Added some new Icons for Items. No Item should look the same now.
Stupid Books got some additions, all items got changed to specialists, which have expedition stats.
Added alternative version of the Stupid books for the "Orchids Rework" mod
Added new packs:
Enbesan Town Hall Items , details will follow in the forum.
Pools, this one creates pools so that you will have less clutter in the Item description. For example, instead of bakery and large bakery, it will say: Bakeries.
Blast Mining Pattern from the Deep Gold Mine set got reworked, be aware that this item will change the input need of deep gold mines to dynamite but will reward you for it.
As requested: Blue Skies Delivery Service and Marie-Louise got lower roll weights at Eli Wallace Prison and will appear less often if you use the "Trade Union Rebalance" - Pack.
Known Issues: Patriach Matteos has a UI bug which will show you that he will reduce Needs by 0 %. Not sure how to solve this yet...
Planned for the future:
Alternative Versions of the Modpacks for Vanilla Content
New World Townhall Items
New Items for new Production Chains of Season Pass 4
The game doesnt seem to recognize it under the new name "Ice Cream Parlor".
yes this mod is 100% save game compatible. Stats of existing Items will simply change and change back again if you remove the mod. New Items will disappear if you delete the mod.
I understand that it's hard to get out of the comfort zone, but that's the idea behind it. Creating a bigger challenge and keeping production chains alive while keeping items interesting or making some of them viable choices.
You can always disable parts you don't like. That's why I made it in multiple folders. I'm also planning on making a version for "I mod your Anno" for more comfortable individualisation.
o/
Hab richtig Spaß mit dem Mod und mir gefällt, was du mit den OP Items gemacht hast und wo du welche hinzugefügt hast.
Eine Sache ist mir aufgefallen:
Alle kaufbaren Spezialisten dieser Modliste (Hacienda Items, u.a.) haben ein "Weight" von 50 in ihrer asset.xml, was dafür sorgt, dass diese Items bei den Tradern bei fast jedem Re-roll auftauchen und alle anderen Items verdrängen.
Lösungsvorschlag: Ich habe manuell alle diese Items auf einen "Weight" Wert von 2 gesetzt, was sie wesentlich seltener, aber nicht ultra-selten macht. Ebenso tauchen nun auch wieder andere Spezialisten in der Traderliste auf.
Die Items aus "Arctic Items Rebalance" haben einen Eli-Weight von 5, was sie auch sehr sehr häufig macht. Diesen hab ich auf 3 gesetzt. Dies macht sich besonders bei den beiden Gas-Kraftwerksspezialisten bemerkbar.
Und aus irgendeinem Grund tauchen bei Eli der Blauer Himmel Lieferservice und Marie-Irgendwas (beeinflusst Resturaunts, Epic quality) bei fast jedem Re-Roll auf, sind aber Vanilla Items. Mein Vorschlag wäre, da auch einmal nachzugucken, ob irgendeine Variable da was ändert und die Beiden mal von der Bühne zerren ;)
(Short translation of Lyca's message: The new specialists appear too often at traders, suppressing other items. This is caused by a "weight" value of 50 in their assets file. To make them more rare but not too rare, a value of 2 would be good and makes other items reappear in the trader's offers again.
Also some vanilla items addressing restaurants appear almost every re-roll.)
Ich selbst spiele ohne Eli um mir die Schwierigkeit etwas knackiger zu machen, also wär mir das niemals nie aufgefallen. Ich werde deine vorgeschlagenen weights mit dem nächsten Update implementieren. Falls noch Dinge auffallen bitte immer raus mit dem Feedback. Gerade weil ich selbst gerade nicht aktiv spiele bekomme ich nicht mit wie meine mod performt ^^.
LG
You did an awesome job rebalancing the items, which were hugely imbalanced in the main game. Finally I'll be using other items than the same old in every game, and different strategies including using the DLC regions are opening up. Thank you for sharing your extensive rework with us!
I'm not sure if I can safely use all items though, because many still refer to other mods which I'm not using, like jacob's (I use the noJacob version of trade union). I tried writing them all down but it's too many, including town hall, hacienda, crafting and more items. They seem to try referring to hemp or bottled beer and the likes. One item of Nate's tries to give another unknown good along canned food.
Are you planning on releasing a full vanilla version without other mod dependencies?
Also, what happens if an item gives a DLC good as bonus but I disabled that DLC? Would that corrupt the game in some way?
Lastly (since I'm not very familiar with Anno Modding), could I safely delete items from the assets file to revert them to vanilla or are there additional cross references I'd need to address?
thanks for the kind words. I don't know if I will do a full vanilla item pack in the future. I don't play without jacobs modds anymore cause the are a really good addition to the game. I don't play Anno at all at the moment, that might change. I do feel the need to keep working on mods, but am not getting a lot of motivation and time in the past months. I will however release updates in the future. Maybe I will make a full vanilla release over the christmas holidays.
You are free to modify asset files. Changing Items is no problem during a savegame. Items just change values on the go. Even if you stop using other mods which add buildings and the like, they will just disappear if you remove the code.
after the update of Jakob's collection some items seem not to work anymore and influence the buildings. Would it be possible for you to check on this? Thanks in advance!
Best wishes
Furthermore I found that there are still a few items which influence the small, original production buildings - but not the larger versions which came with the "Industrialized Low Tier Production Buildings" mod. For example the item "Fine cake decorator" influences the bakery, but not the large bakery.
Generelly I love your mod. It is a new challenge, so please keep it going. Cheers
danke fürs melden. Ich hab mir die Texte angekuckt und lade in den nächsten Minuten einen fix hoch.
LG
Wouldn't there be a conflict with these mods:
The perfect specialists pack v0-8
21 new Legendary Items
thanks for bringing these items to my attention, I will look into it.
My mod should be compatible with every other mod, as long as it's not using the same GUID's (what shouldn't be an issue). As long as other mods add new items and not replace vanilla items like my mod does, there shouldn't be any interaction at all.
Even if another mod would replace vanilla items, the mod wich loads after the other would overwrite the one which loaded first. So no grave consequences there either.
You should be able to combine all the item mods you like!