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An Important Announcement Thank you to everyone who downloaded the mod since I originally made it back in December of 2019.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.
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
?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.
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.
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.
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.
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>
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.
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
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
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.
@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.
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?
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?
244 comments
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.
Grts Steven Grts Steven
Thanks.
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.
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!
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!
Bugs and Issues
Help and Questions
Suggestions
Please post in the relevant forum. Thank you!
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>
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.
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
and do i need to use a specific tool program or can i just use notepad
https://discord.gg/YTQGDFK
<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.
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?