Anno 1800

File information

Last updated

Original upload

Created by

Finnem

Uploaded by

finnem

Virus scan

Safe to use

Tags for this mod

34 comments

  1. hanthe2th
    hanthe2th
    • member
    • 0 kudos
    Anyone know how to make this mod work on GU16?
  2. Bzhydack
    Bzhydack
    • member
    • 0 kudos
    Hey!
    Your mod is awsome, unfortunately is not working on GU16. Are any perspectives to update it?
  3. eddie107
    eddie107
    • member
    • 0 kudos
    Unfortunately this mod isn't working anymore with Game Update 16, I'd be very grateful if it could be updated!
  4. galamarus
    galamarus
    • member
    • 0 kudos
    I see we can put 3 items inside the capitol but for me nothing happens when I do - is that normal?
    The capitol did unlock the ministry and exhibition though
    1. finnem
      finnem
      • member
      • 3 kudos
      Hi,
      be careful! The capitol is only meant to unlock the other buildings and as a returning point for representatives / blueprints. If the capitol is full when you send them back they will be lost. The actual functionality of the mod lies in the exhibitions and ministries.

      The reason for this is that you can only adress building types i.e. building GUIDs in the code that is open to modders. So ideally you only have one capitol, which will then always be the one that representatives return to.
    2. galamarus
      galamarus
      • member
      • 0 kudos
      Ok thanks!
  5. catoscar
    catoscar
    • premium
    • 0 kudos
    Hey, really enjoyed the other mods. However, I'm having an issue with this mod preventing the AI from advancing to artisan stage. Removing it on save will cause them to immediately advance once it's removed, otherwise they'll sit permanently on workers. Do you happen to know why this is or if it's a conflict with another mod? FIXED: Seemed to be an incompatibility with Industrialized low tier production.

    Also, do you have any interest in doing a mod that adds new artifact/botany/animal/item sets either from the base games items that have no set or from new items? Really enjoy the whole collection aspect and it's extremely satisfying when completing one of the sets from your other mods.
    1. finnem
      finnem
      • member
      • 3 kudos
      Hi,
      unfortunately for now AFAIK the GUI for museum type buildings is limited to the two pages shown in game. So while you could technically add more Item Sets, those couldn't be shown in the museum or zoo (having secret Item Sets also sounds kinda cool though). Technically you could add more sets to the botanical garden, but there the number of plants is quite limited.

      Unfortunately, recently my free time has run quite dry again, but it should be easy enough to do if you have some ideas yourself :)
  6. frasoucos
    frasoucos
    • member
    • 1 kudos
    Hello finnem!

    Thanks for sharing! It is a great mod to add variety to buildings options! I think it would be even better without the unlocking scheme. This way it would provide extra flexibility. The way it is now it seems to restrict some building options. Thank you once again! 
    1. finnem
      finnem
      • member
      • 3 kudos
      Hi, thank you for your feedback!

      I would like some more details about what bugs you about the current way.
      Do you think it would be better if:

      • the buildings would be unlocked earlier in the game?
      • the buildings would cost less?
      • if all 3 buildings would be able to be seen in the menu at all times?
    2. frasoucos
      frasoucos
      • member
      • 1 kudos
      Hello finnem!
      How is it going? 

      Thanks for responding! I think the third option is the best: all 3 buildings showing up in the menu at all times. The building restriction I was referring to is the impossibility to build wings with the Capitol separately. Version 1.0 only allows you to build wings if the Ministry building is connected. So I think it would be great to be able to build wings with both the Ministry and Capitol separately in order to provide additional building flexibility and diversity. Bye for now!
    3. finnem
      finnem
      • member
      • 3 kudos
      Hey,
      I'll keep this in mind, but it is not trivial to implement due to modding restrictions.

      I want to have multiple item slots in the capitol in case someone sends multiple items back at once. AFAIK this is only (elegantly) possible with the Trade Union UI, which in turn doesn't allow building modules.

      Additionally only one capitol should be possible to be built as otherwise there would be no way to make certain where the representatives would be sent back to. I could use unused asset blocking (e.g. the coal harbour) to block building multiple, however this will break compatibility with mods which also make use of these assets, so instead I decided to lock/hide the capitol once one is built.

      So if I come up with better solutions or ANNO changes the assets parsing, I'll try to implent this :)
    4. finnem
      finnem
      • member
      • 3 kudos
      -Accidentally posted twice
  7. VariusOne
    VariusOne
    • member
    • 0 kudos
    Hey there, love your work!

    Having trouble finding something that fits in the Exhibition, I even created the same item you had in your photos (Ocean Plotting Sheet) and tried to place it in the exhibition as both a Blueprint and as an item from both the Trading Post as well as having it within the Capitol but it'll not drag over to it nor will it be found when I click the Add button within the exhibition window, says nothing could be found... 

    Am I doing something wrong?
    1. KeinName4711
      KeinName4711
      • member
      • 0 kudos
      Same here! Love the work, but after I updated to GU15 no blueprints will be shown when you click the "Add" button in the exibition. Every exibition that was build still works. Once again, thanks for the great mod!!!!!
    2. finnem
      finnem
      • member
      • 3 kudos
      Hey,
      thank you for your feedback :)
      this might be connected to the known issue 1778 of the main game. Can you try removing all filters from the research institute's item research and see if that fixes it?
    3. VariusOne
      VariusOne
      • member
      • 0 kudos
      Hey,
      thank you for your feedback :)
      this might be connected to the known issue 1778 of the main game. Can you try removing all filters from the research institute's item research and see if that fixes it?

      You know what? - That might have actually fixed it!
      Had zero issue putting in a Blueprinted item into the slot now. :)
      Haven't tried other Exhibition items yet, just the one previously mentioned and it worked!

      If I may ask, what items can fit in it? Anything part of a set? Just curious. :)
    4. finnem
      finnem
      • member
      • 3 kudos
      Hi, glad that helped!
      Generally all items except those which need to be activated can be used, they just have to be converted to blueprints/representatives in the ministry first.
      Also only items from the main game, so no mod items.
  8. carolyn98
    carolyn98
    • supporter
    • 0 kudos
    I'm having trouble building the wings. I click on the wing icon but it changes to the end piece and not a straight wing or corner wing.  If I build the wings from the original Admin building the roofs are not the same color. what am I doing wrong?
    1. finnem
      finnem
      • member
      • 3 kudos
      Hi,
      the administration buildings in this mod and the Palace are distinct buildings, the different roof color is actually intended :P.

      Additionally the wings act different in how they are built, they behave like fences or residences in that they will change their form based on neighboring wings/ ministry buildings. Thus it will look like an end piece if you build only one, but it will change shape once you add additional modules.

      This is done as the item conversion only works smoothly if one distinct building is used.
    2. carolyn98
      carolyn98
      • supporter
      • 0 kudos
      oh ok. thanks for the response.
  9. Aveneger432
    Aveneger432
    • member
    • 0 kudos
    Hey. Nice mod, but I don't get a few things. It is written to left-click the item in trading post to dismiss it into the capitol. Dismissing any item from main capitol building (if put there before one of the ministry wings or exhibition) item buffs an island only and it could be returned to island's storage. But items put into the ministry or exhibition cannot be turned back and the items put there buff only the island where capitol is present (they remain in the pool of capitol items). Dissmising the item from the exhibition buffs the entire session despite not being "active".

    So, the items cannot be returned if put into the ministry and the buff doesn't work as intended or am I doing something wrong?
    1. finnem
      finnem
      • member
      • 3 kudos
      HI,
      hopefully any bugs concerning the buffs have been fixed in Version 1.1. Maybe the word dismissing is a bit missleading. In order to "return" the items to their original state, you need to right click them from the ministry or exhibition slots to send them to the islands storage/warehouse/kontor. From there (or technically also from a ship) you can left-click (use) the blueprints/representatives/exhibtions and they will "return" to the capitol in their original form.
      This is mostly done this way, because I could not figure out how to target a specific instance of a building via trigger :I
    2. Aveneger432
      Aveneger432
      • member
      • 0 kudos
      Yeah well, the items now can be returned to the capitol and then to island's storage, but even though the buff still remains (in my case it's lady banes who was originally put in an exhibition).
    3. finnem
      finnem
      • member
      • 3 kudos
      Hi,
      since I cannot reproduce this with version 1.1, this is likely left over from the version 1.0. Unfortunately I don't know how to get rid of it. You could try to remove anything from this mod (i.e. turn all items back to their original form) and run the save once without the mod. That might get rid of any buff from the mod (but also all buildings and items from it). After that you should be able to use version 1.1 without these problems.
  10. Imperator40k
    Imperator40k
    • premium
    • 0 kudos
    Hey Finnem

    frist very good work
    I never thought you would bring something out

    litte Question are you update the Academy pls or they are good enough?