Anno 1800
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Blejky

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blejky

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31 comments

  1. blejky
    blejky
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    Any glitches feel free to let me know.
    Version 2 uploaded. Added Advanced Rum/Coffee/Cotton and Tailor-shop and Boot maker that was missing in the first version. Sorry for that.

    Issue with Lumberjack's Hut fixed.  
    Minor Fix for the clay pits production.  

    Version that support GU12 High Life is uploaded I can be sure that i added everything if i missed something let me know.
    I have not unlocked everything in game yet so its possible that i missed something.
  2. mjdaved
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    Does this mod still working with latest update?
  3. Bellonier
    Bellonier
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    There is an issue with the department store that is not being recognized by the mod
  4. carolyn98
    carolyn98
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    Can you upgrade for GU 16 and 17 please?
  5. mjdaved
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    do this mode work with GU16
  6. helomech1083
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    Great mod! I did notice one glitch with the High Life multifactory. The one for toys is making billiard tables. The factory roof is different, as expected, and it is labeled as a toy multifactory but it shows a pic of the billiard tables as the product and is producing them rather than toys. Other than that, I haven't found any other issues at all. Well done on a very useful mod! 
    1. blejky
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      Yea. I made mistake there. Under the product where it said  <Product>135232</Product> under the toys that part is wrong it should be
      <Product>135231</Product>.
      Im away from home on work and  and im unable to upload fixed version. Just change it to <Product>135231</Product> and you are god to go.
      I will be uploading it as soon as i get back. Sorry for that.

    2. helomech1083
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      Thanks, especially for the great mod support! I'll make the change and download the update as soon as it is available. 
    3. johnarcher85
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      Bonjours j'ai un petit soucis quand je met 135231 dans le menu c'est indiquer table de billard mais elle reste bloquer car l'usine produit en faite des jouet que j'ai pas encore débloquer mais quand le mod est à l'états "normal" là le bâtiment n'existe tout simplement pas. il y a un carré noir à la place... Une idée pour résoudre le problème?
  7. DragonGodTw
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    for some reason its not giving me a zip folder just a document and it wont let me use the mod how do i fix this? 
  8. Kaliya66666
    Kaliya66666
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    Es gibt Probleme mit Enbesa-Fragen. Du brauchst Bauernfelder für eine Suche und mit diesem Mod ist es nicht möglich, diese Suche zu verlieren.

    Quest: The Rise of Emperor Ketema : Life-Bringing Waters-Flaxation
  9. sandro69
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    Hey, I just wanted to let you know that the same bug as with the Lumberjack's Hut is also happening for the iron mines.
    1. blejky
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      Best way to fix it is to increase the cycle time slightly.
      I don't know any other way to fix it.
    2. sandro69
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      Do you mean the productivity? So like changing it to 101% for example?
      Is that what you did for the Lumberjack?
    3. blejky
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      In the asset file look for the cycle time for the iron mine if it's says for example cycle time 30 increase it to 40 it should increase the range for the building.
    4. sandro69
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      Hmm, isn't the cycle time the amount of time it takes for one cycle of goods to be produced?
      I figured out as well that if you place a warehouse right in front of the mine it does actually deliver it.
  10. lamiosa
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    Hello,

    Just wondering if you can help me add the factories from both Tourist Season and now High Life. I've attempted to add the ones from Tourist Season myself but the game just crashes back to desk top.
    1. blejky
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      There is a mod already for tourists production stuff you can jus copy his values in to my mod it should not be a problem.
      As for the High Life stuff i don't have the DLC yet so i can't help you there at least not yet.
      I will be updating the mod to include the High Life as soon as I get it.
      Hope you get it sorted out.
  11. nexusmodsuser4711
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    Can you please explain the logic again? The description page says there is a 100% production increase.
    But I do get some much, much higher increase.

    For example, the clay pit has a original production rate of 30sec. Now it is 5sec. At the same time the amount per cycle increased from 1 to 2.
    Isn't that a increase by factor 12 and not 2?

    In addition there is a dramatic decrease in range of the buildings, for the clay pit it is from about 26 tiles down to about 5. As a consequense I need to build the brick factories or warehouses much, much closer to the pit. I assume this is something that the system is calculating, because I changed the storage of the clay pit from 8 to 16 in your file and then the range almost doubled.
    1. blejky
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      Ok. I see the problem in the file it should be <CycleTime>15</CycleTime> for clay pit but its 5 sec. My bad.
      Just change it to 15.
      As for the decrease in range for some buildings its always been a issue in Anno games not sure why but i think like you said it has something to do how the game calculating values.
      As how to fix it i honestly don't know because its strange one that only some buildings seam to bee affected by the decrease in range.
    2. sugarle666
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      i don't see an update with this fix? Did i need to do it manually?
    3. pogobuckel
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      Range is directly dependent on cycle time.
      lower cycles=shorter range!!