⚠ Important: Only include as is, do not modify shared resources in your mod. You risk breaking other mods otherwise.
Please open issues or create PRs in their respective repositories instead.
- Shared pools like "All Sand Mines" to allow multiple mods using the same new pools.
- Construction menu helper
- Hotel needs for compatibility with New World Tourism
- Full documentation
- Changes guildhouse type influence into 20 times 1-base point instead of 1 time 20-based so that you can create e.g. 5 point buildings
- Changes Engineer Category for influence to "Other Tier Houses"
-
Automatically merge progression tier tabs when you run out of space.
-
See Merge Tabs README for details and how to use.

- Mod Ornaments Tab: muggenstuermer/MU_Anno1800_Mod_Collection
- General Modules: Qurila/shared-mods
- Adaptation of UI elements of the modules
- General Permits: Qurila/shared-mods
- Adaptation of UI elements of the permits
- Info Description Parts: Qurila/shared-mods
- Building blocks for extended InfoDescrptions
- Serps Helper-mods: Serpens66/Anno-1800-SharedMods-for-Modders-
- Helpful utility like shared mods, eg. Triggers to know who is Human/AI and which one.
- Infotip Fix Tourist Buildings lion053/shared-mods
- Applies vanilla tourism building infotips for all modded hotels and visitor piers.
- Serps Infotip-mods: Serpens66/Anno-1800-SharedMods-for-Modders-
- Fixes for the Hacienda Policies when you use a Hacienda Clone, Input/Output Amount in the Building Tooltip, support for multiple InputAmountUpgrades etc.
- Neutral Hacienda: Taludas/neutral_Hacienda
- You are now able to create a Hacienda clone with a clean and neutral Interface.
- Neutral Airship Plattform: Taludas/SharedMods
- You are now able to create an Airship Platform clone with a clean and neutral Interface.
- Neutral Irontower Workforce Slider: Taludas/SharedMods
- You are now able to use the workforce slider to increase a buff's range with other workforce than Tourists.
- Neutral After Monument Event Festival Reward Infotip: Taludas/SharedMods
- You are now able to reuse the Stadium mechanic to start a festival after a monument event with a neutral buff infotip
- Extra Goods: jakobharder/anno1800-shared-mods
- Vegetables, Cheese, Tools, Hemp, Suits, Canned Fish, ...
- Milk from Cattle Farms: lion053/shared-mods
- Vanilla cattle farm pastures produce milk (Old and New World; if DLC12 is active New World is untouched)
- Small Elevator Factory: lion053/shared-mods
- To be able to use elevators as construction material even if Highlife-DLC is not owned / active.
- Additional Products: Qurila/shared-mods
- Products: Apples, Smoked Fish, Liqueur, Sandwiches, Wooden Jewelry, ...
- Intermediate products: Cattle, Cherries, Barrels, Wool Fabric, Sewing Thread, ...
- Vegetables Integration: Qurila/shared-mods
- Replaces peppers with vegetables
- Recipe Buildings: Qurila/shared-mods
- Vanilla buildings converted into recipe buildings
- Products and Productions: Drakkam/shared-mods
- Products: Eggs, Bottles, Lenses, Fedora, Cameras, Ink, Marble Slabs, Marble Stones ...
- Products and Productions: Hier0nimus/shared-mods
- Products: Clean Water, Galena, Gunpowder, Horses, Lead, Strings, Flutes, Djembe, Sawdust
- Mechanic: Ship Flags
- Products and Productions: Taludas/SharedMods
- Products: Almonds, Apple Cider, Avocados, Diamonds, Ebony, Fish Stew, Guacamole, Honey, Lacquerware, Limestone (renamed cement), Lobster Dinner, Luxury Furniture, Marzipan, Paintings, Potash, Saffron, Silk Fabric, Soda, Sweets, Tortillas, Wine (renamed champagne)
- Productions: Avocado Farm and Hacienda version, Guacamole Kitchen, Tortilla Mill, Potash Works
- Shared Objects: muggenstuermer/Shared_Objects_MU
- Ground decals, fonts
- Ground Textures/Decals: jakobharder/anno1800-shared-mods
Download a release, extract the mod you want into your own mod and add a the following dependency infos to your modinfo.json:
"ModDependencies": [
"shared-pools-and-definitions"
],
"LoadAfterIds": [
"shared-pools-and-definitions"
]Add a the following dependency infos to your modinfo.json and use the F1/right-click action Build and Deploy Mod of the Anno Modding Tools extension in VS Code.
"ModDependencies": [
"https://github.com/anno-mods/shared-resources/releases/download/v7.1/shared-pools-and-definitions.zip"
],
"LoadAfterIds": [
"shared-pools-and-definitions"
]Shared mods in this repository may be used by many others. Strict rules are needed to not harm them:
- No modifications that change vanilla gameplay.
- Modifications that will be seen by all players (e.g. pools) have to include all translations.
- Size should be kept as small as possible. Shared mods will be repeated in every Mod that is using it.
- No modloader warnings.
- Naming scheme: ModID should match ModName to allow automatic dependency in VSCode Build & Deploy.
If your shared mod follows different rules, is very big or only useful for a few then simply linking it in the above mods section may be the better choice.
Make sure to update the version in modinfo.json!
All you need to do is to create a tag with the version and a v in front (e.g. v8.3). A draft release will be created for you.
vMAJOR.minor.path
MAJOR: increase when there's a new mod, or a new feature in pools-and-definition.minor: increase when there are new pools, or other additions to existing features.patch: increase when fixing bugs, translations
- Go to
Releasesand clickDraft a new release. - Enter the new version (e.g.
v8.3underChoose a tag). - Check
Set as a pre-releaseto avoid the release being immediately public - Publish and wait until GitHub creates the assets and adds them
- Publish the draft release created by GitHub
git tag v8.3
git push --tags
And then publish the draft release created by GitHub.