Anno 1800

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Incipium

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Incipium

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  1. Incipium
    Incipium
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    Version 3.1 has been released!
    Changes are in the download description.

    An Important Announcement
    Thank you to everyone who downloaded the mod since I originally made it back in December of 2019. Thank you to all the kind comments that I have received. Thank you for the feedback, suggestions, and bug reports. I am happy that so many of you have enjoyed the game even more thanks to my mod. I am really surprised that it has been the second most popular mod this year (at this time) on the Anno 1800 Nexus. The mod has gone through many changes and improvements, some parts were left behind, while others were completely overhauled. I am content with the state that it is in right now, and would like to let everyone know that I consider this version, the final version. 2020 has been a difficult year for everyone around the world, even for me. I never had the chance to even update this mod during this year until recently. Thank you for everyone's patience, but unfortunately I do not have the available time to devote to this mod in a way that people seem to expect.

    A Guide
    I have also written a guide, that you can find here: https://incipium.github.io/Anno1800Modding/ that will help explain how you can modify the values in the mod.
    1. Guustjes1972
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      Beste probleem , in imebsa moet ik limseed uitdaging doen. Kan het niet ik. moet velden aanmaken. maar pakt hij natuurlijk niet. kan je me bij daar helpen?
      Grts Steven Grts Steven
    2. Knight of O
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      Fields required after building tractor; otherwise, great mods.
      Thanks.
    3. TrueChaoS
      TrueChaoS
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      ?Fields required after building tractor; otherwise, great mods.
      Thanks.
      Does it increase the number to the old requirement for base fields, or to the original 150% that tractors require? Tractors add +50% fields required normally, so the fields needed going up isn't a surprise.

      Edit: The default is -100%. This means adding a tractor, which adds +50%, will raise it from needing 0% fields to 50% fields. You can change it in the mod's settings.
    4. Guustjes1972
      Guustjes1972
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      Thx.maar zal een aan mij liggen waar pas ik dat aan ;)
    5. deleted5826317
      deleted5826317
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      Thank you this is nice even with all the forum skimming to update bits of it.  Please consider adding a final update after the game's DLC is complete and won't need further updates someday. 
    6. ARCOBALENO2
      ARCOBALENO2
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      Hey @Incipium! Loving the mod and the configurability, great work.

      One quick question, sorry if it's been asked before. It seems that the speed boosts don't apply to non default ships, i.e. the Diving Bell, Pirate versions of the ships. I'm also not sure if this may affect the World Class Reefer, haven't gotten there yet. Any insight would help, maybe even how to determine the GUID's so I can add it myself.

      Cheers!
  2. Incipium
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    Version 3.0 has been released!

    The mod has been completely rewritten. The way the mod works has been completely changed.

    Enbesa has been added. So the mod now affects all regions.

    Better Services has been added. Increases the range of all emergency and public buildings. Adds more "resolver units" to the emergency buildings. (Policemen, Firemen etc.)

    Enhanced Power Plants has been added. This changes the industrialization range of the power plant and the electricity boost that it gives.

    Transporters can now carry more goods.

    The install is now simpler. No more subfolders. You can now copy everything into your mods folder and enable/disable with - in front of the file.

    Please delete all previous versions of the mod!
  3. Incipium
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    To clean up the posts section, I have made the following forums:

    Bugs and Issues
    Help and Questions
    Suggestions

    Please post in the relevant forum. Thank you!
  4. wickys
    wickys
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    The Industrial Oil Press does not get the buff for less area needed! Nor charcoal kiln in new world
  5. Hier0nimus
    Hier0nimus
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    If you want to update the production boost mod, replace the code part with the the following code to make sure all buildings are included.

    I also took the liberty to change the first GUID so now all production buildings are taken but without the power plants. So now power plants do not get the +100% production boost and so, do not consume 100% more goods.

            <ItemEffect>
              <EffectTargets>
                <Item>
                  <GUID>193856</GUID> <!-- All Production except power plants -->
                </Item>
                <Item>
                  <GUID>193770</GUID> <!-- All Arctic Production -->
                </Item>
                <Item>
                  <GUID>194027</GUID> <!-- All Multifactories -->
                </Item>
                <Item>
                  <GUID>4455</GUID> <!-- All New World post offices and post boxes -->
                </Item>
                <Item>
                  <GUID>3741</GUID> <!-- Post office OW -->
                </Item>
                <Item>
                  <GUID>538</GUID> <!-- Post Box OW -->
                </Item>
              </EffectTargets>
            </ItemEffect>
    1. Mxe49
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      Can you explain what exactly should be replaced? You are talking about the xml file of the production boost module, right? 

      But what part is the "code" part you mean? After which line? And do I just copy & paste the GUID there with all those you wrote here? Or do I have to implement each GUID of your post in another line of code?

      I'm sorry I don't know much about this stuff apart from changing a few values in some xml files here and there.
    2. Hier0nimus
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      I indeed mean the assets.xml file.

      NexusMods changed the formatting of the comments... Code is not completly visible anymore.
      using an image then... sadly can not copy paste the code now offcourse

      
    3. Mxe49
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      Thanks so much, I got it to work!
    4. Yulliah
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      Thank you loads! You are a superstar!
    5. leolacerdaBH
      leolacerdaBH
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      Por favor alguém que conseguiu fazer o mod funcionar me mande ou poste em algum lugar por favor.
    6. Thizen
      Thizen
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      Sorry but anyway you can maybe make it clearer i cant seem to get it working
      and do i need to use a specific tool program or can i just use notepad
    7. apjarnold
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      Download Visual Studio Code, it is free and is easy to use.
    8. Thizen
      Thizen
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      Thanks
    9. Hier0nimus
      Hier0nimus
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      If you still have questions feel free to join the modding discord where we can assist in a better way to make sure the mod works again.

      https://discord.gg/YTQGDFK
    10. MrFrundles
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      legend
  6. GundamJack22
    GundamJack22
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    this mod seems to break some of the production buildings where it doesnt take 2 different wares to produce it but instead 2 identical but it just dont start producing and says the item is missing while actuelly having it
    1. HighlandCoo
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      I've been searching for someone with this same issue, because I haven't sorted out what's causing it. But I can say that I don't think it's this mod causing this issue. I removed all Incipium mods to test the issue in-game. But it's still there after removing Incipium mods. And it's an issue in the OW and Enbesa on a couple of production lines - cab assembly, canned food, ceramics are the few which quickly come to mind. Eg: Double input of steam motors for cab assembly, no coaches delivered to the building = no production. So, the icon above the cab assembly says it's missing the needed materials to complete production even though my warehouse is overflowing with coaches.
    2. HighlandCoo
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      @GundamJack22 - after posting yesterday and a few weeks of tracking it down, I found the mod causing this same issue for me as it was you is [Boost] [Fasul2k] Production (4x). Once removed, all production chains affected were once again producing as they should. Hope this info helps for any others who might come across this issue.
    3. GundamJack22
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      i checked and now its working fin with my gameplay , thank u alot for sharing it
  7. FUKUxx
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    Is is possible to set some kind of threshold for the transport system? They transport EVERY single good to the warehouse. They should wait until there are like 5-10 of the produced goods ready for transport before transporting every single one of them. Is that somehow possible?
  8. Thizen
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    How do i exclude Power Plants and Heaters from the increase in productivity? They are draining oil too fast.
    1. apjarnold
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      Look for this code in the assets.xml

      <ItemEffect>
                <EffectTargets>
                  <Item>
                    <GUID>6000018</GUID>
                  </Item>
                  <Item>
                    <GUID>193770</GUID>
                  </Item>
                </EffectTargets>
              </ItemEffect>

      After finding this code replace it using the code shown in Hier0nimus post below, save the file and restart the game.
    2. Thizen
      Thizen
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      Thanks got it working 
  9. NetDigger
    NetDigger
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    Work on 17?
  10. jacocorneleus7
    jacocorneleus7
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    If you can please update this mod.
  11. carolyn98
    carolyn98
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    I am sorry you are no longer working on this mod.  It is not compatible with Kinggrove. If you could fix that I would really appreciate it.
  12. deryer7
    deryer7
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    How can add in the variable fields & areas to the Orchards (like jam for restaurants?)
  13. Sasilia1971
    Sasilia1971
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    Hey, first of all thank you - great mod. But ... I have a problem with it since the latest game update. My lumberjack doesn't work anymore. When I place a lumberjacks it shows me a missing seed. 
    To find out the problem I deleted all my mods. Lumberjack worked with all other mods (spice it up) but just when I replaced yours I have that problem. Do you have any solution for me?