Anno 1800
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Rx-Zarvex

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Zarvex

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  1. Zarvex
    Zarvex
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    UPDATE 1.2: Added GU 16 farms and slightly buffed the silo.
    Reworked Chef Michel: Now replaces goulash with peppers(paprika).
    Reason 1: A vegetarian option is nice.
    Reason 2: The canned food icon represents a paprika more than a pig.
    Reason 3: I've had islands full of pig pens and barely any farms, that seemed... illogical?
    >>You can revert this change in the asset file, instructions how to are right on top<<
  2. carolyn98
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    Can you make variable fields for animals as well?
    1. Zarvex
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      While possible, I decided to not do so as there's already several specialists that reduce animal fields. In combination with say, reducing all fields by 1, you would be able to have a very low amount of fields on the lower fields farms. This is why instead the silo's produce more of the same good for you ^^
    2. carolyn98
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      the problem is most of those mods are not updated and can't be used.
  3. Federama
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    I was about to post a comment saying the mod doesn't work, and after taking a second closer look, it seems i've deleted the first "ModOps" header instead of the "ModOp" just below, without the s lmao..
    Now its working

    Just in case, it happen to someone else 😅
  4. bwalsh199
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    So for some reason I cant get this mod to work. When I download it from here it downloads as a notepad file (unlike all the other mods) What am I doing wrong?
    1. Zarvex
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      I haven't a clue, it still is and always has been a zip download like any other mod.
    2. MichU2103
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      May I ask what was the conflicting mod? 
  5. Frittyblack
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    I made a similar change to silos and tractors 2 years ago and just checked for differences to your mod. I noticed that for the "half grain consumption"  you are setting the CycleTime value to 300 and assume a vanilla value of 150? According to my game assets.xml it was 300 on GU 9 and is 300 on current GU 16.1, so to half grain consumption it should be 600, isn't it?

    I like your balance mods, I also made some in case you are interested:
    https://github.com/Serpens66/Anno-1800-Mods
    1. Zarvex
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      You are correct in that the vanilla cycletime is 300 as of GU 16. This just means that the base game now follows my initial logic of finding the grain/corn/teff consumption being too high. No changes are needed in the mod however.

      I updated to version 1.2 to include the GU 16 farms and I slightly buffed the silo as well : )
  6. Azanthul107
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    Vegetarian goulash?  Really?  ;)
    1. Zarvex
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      It is actually a thing, but in anno logic changing a one ingredient goulash into another one ingredient goulash should be fine : )
      You can ofc revert to pig goulash, so no worries!
  7. carolyn98
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    I like your mod. It works well for me. One thing though, if I increase productivity for the factory the production of farms and animals goes down. Is there a way to increase productivity for farms and animals to meet the demand for factories?
    1. Zarvex
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      This can not happen unless you have a conflicting mod somewhere.
      Any and all +% production increase (through items or other effects) will always increase your output of goods.
    2. carolyn98
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      You are right there was a conflicting mod.  Your mod works great now that I removed the conflicting mod.
  8. mikolaj2698
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    Silos should also give Dung while in range with Fertiliser.
    1. Zarvex
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      I do not see how a grain/corn silo produces dung, so I'll not add that in my next update (for new world rising)
  9. ravynwolvf
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    I'm curious. Does modding the number of farm plots affect output, or is it mostly cosmetic? I know you have to (or should) place all the plots that are allowed or output drops, but did you have to change anything to lower the max number, or just the number itself? I only ask because there's a couple of farms I'd like to further tweak for my own use (just so I can make them the dimension I want) and it looks easy to do looking at your mod's txt file. Thanks for any info, and for the great mod; space is crazy hard to come by and this helps.

    Edit: NM, went ahead and did some changes and don't see any difference, so pretty sure it answered the question. Thanks again for the mod; highly useful.
    1. Zarvex
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      Sorry for the late reply, but yes indeed, the number of fields is purely cosmetic.
      As long as you hit the maximum amount of fields set by a mod or yourself, the farm will produce at 100% of what it can.
  10. what777
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    Are you sure the modded buff for silos is similar in strength to the vanilla one? Vanilla gives +100% production and extra goods every third cycle. Mod: 50% productivity boost total, Vanilla: 150% productivity boost total. Example:

    Vanilla sheep farm with silo: 5 wool p/m
    Modded sheep farm with silo: 3 wool p/m

    Now, for silos it doesn't matter, but there's also specialists that give extra goods. For tractors, this is important, because +200% productivity helps you proc those specialist extra goods faster, while your mod doesn't.
    1. Zarvex
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      I have found that with 3-4 items boosting productivity, the end result of 3/2 goods every cycle turns out to be roughly equal to vanilla numbers (it comes down to math). However, I also noticed a great reduction in carts being used.

      Example vanilla: 700% productivity farm, 1/3 every cycle
      Example mod: 400% productivity farm, 3/2 every cycle + ~30% reduced fields and thus area needed, resulting in more farms as well.

      Do feel free to add the production buff back in if you so wish (it's the first lines in the asset file) for personal use though, everyone plays different (I have many many small touches to a wide variety of things in my own overcoupling mod for instance).

      And always have fun! Enjoy <3
    2. katara196
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      is there maybe a possibility for us noobs that you would consider releasing both versions, 1  with the production in there because I can't code to save my life O.o
    3. Zarvex
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      Open the assets.xml file and search for "remove the +% production", you will then see two <Values> set to 0.
      Change this back to whatever value you want the production boost to be, for example: 100, if you want a +100% production boost as well as the reworked boost.

      This will of course result in very unbalanced amounts of output, but as you see it's simple enough to change should you so wish ^^
  11. Savronter
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    Hello all farms with tractor do not work. The production does not rise other than 100
    1. Zarvex
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      Please read the description of the mod.
      The % production buff is replaced by extra goods per x cycles.

      Thank you : )