Anno 1800
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Slvrmane

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  1. Slvrmane
    Slvrmane
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    Update #2 added in production buildings up to the end of season 2. I need more time to play the game and get stuck into seasons 3 and 4. Finished Food Goods, Construction Materials, Consumer Goods, and Intermediate goods each have their module, fully documented for ease of user editing. The final goods factories are increased by a 1/3 instead of half for an easier calculation of production times. Let me know if there are any problems or just feedback. 
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    The first Update is done. Working on adding Season 3 and 4 buildings. Then refined goods. So on and So forth.
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    I have been out of this game for a long while now, but I am immensely thankful to everyone who has used this mod and I am forever grateful for the fix that has come from caxinle47bmt. I'm thinking about getting back into Anno and I am thinking about working on this mod again. It won't be quick, but I think over an unspecified time I will get this mod up to date. I have an article up that you can suggest edits, and while I cannot guarantee they are possible I will look into them as they come for the next month or two. Again thank you for everyone who has supported this mod.

    ~Slvr
  2. Slvrmane
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    Since I haven't updated this since I think around, Docklands. I'm looking into the files again to update them. It might take me a short while until the semester is over the first week of May. I have to play a new save to see what interactions the buildings have with each other now. Some of the kind community members have found some workarounds until I can update.

    EDIT: I am going to rework the manufactured goods module. I'm thinking about keeping the cycle time to vanilla but changing the output by 1 additional product. So in essence you would double production without having a 1:1 production time for raw resources and refined resources. This is mostly relevant when you get down to the 15s cycle times.

    EDIT 2: I have put up a new version that "should" fix the current buildings up to season 3. They all worked on a quick test game. The influence module doesn't seem to be working at the moment. I will work on that next. Then I will revisit the refined goods module. Once I have the stuff I know about working well, I'll need to work on the new stuff added with seasons 3 & 4. Please have patience, it's a lot of data to work through, and bug check. I'm limited on time, but I'll do what I can over the next two weeks. It might not be until the second week of May that a completely updated mod is released. In the interim, please report any bugs here and I'll work on them as a priority.
    1. vud0
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      Hey! I was wondering, would it be possible to boost the tractor? + 400%
    2. Slvrmane
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      A GUID for the TractorBuffProduction has a productivity upgrade value and percental. I have not done any testing to see how this is implemented. However, The GUID is 269979. I'm most likely not going to add this to the modules. You can easily open the Asset files with the RDAExplorer and make a quick little personal mod just for tractor production.
    3. chris270485
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      Hi, your Mod is broken and can`t be played. Do you will update it??
    4. caxinle47bmt
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      • Mình đã chỉnh sửa mod của bạn và sửa một số lỗi còn tồn tại

                  https://www.nexusmods.com/anno1800/mods/664
  3. RJMcReady52
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    hhhmmm... we've got some troubles...
     
    1. caxinle47bmt
      caxinle47bmt
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      A fix is ​​available
      https://www.nexusmods.com/anno1800/mods/664
  4. ozmods
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    this MAY OR MAY NOT, be a bug, but i've found if you use the 'raw resource boost" you are locked out of clay, and it will only work in the new world. it will also not allow you to move, clay resource etc. now this might be a mod conflict, not sure what one it is, but soon as i remove said mod, everything is back to normal, so either it's a BUG, or MOD CONFLICT, just bringing this to attention, everything else works as it should so far,

    thanks
    edit/i had to roll back my save for everything to work properly again.
  5. sidduu
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    How can I increase the speed up the production time of materials? I try to change to change the CycleTime in the .xmls but end up all production building showing "No warehouse in range" but once reverted to vanilla numbers of the mod, it's all good.
  6. ArievanBene
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    Is there somewhere a list of all the buildingscodes in Anno 1800 including Mezcal Scooter Icecream etc.
  7. StrategyGeekNM
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    Im pretty rubbish with this whole computer stuff, im trying to figure out how to edit the broken files with the patched ones from GitHub. Can anyone help me out? 
  8. Slvrmane
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    IMPORTANT!! PLEASE READ!!! Hello everyone. I apologize for the lack of involvement, but I've had some serious health issues for several months. I haven't played Anno since Season 3 I believe. All of the modules need to be updated. NinjaZedro0 kindly fixed most of the files on this GitHub - Updated. I will try to work on these modules in the following weeks. Some might be taken out. The game has changed a lot since the first iteration of this mod. It might not seem like much but you have to search through thousands of lines of code to find what you're looking for, unless you already have some of the GUID, which this mod does for the older stuff. It has broken significantly since the last time I updated, so use it at your own peril as we go through an update process. Again this is a free source mod, anyone can work with the files. The only thing I ask is that you let me know or give a small credit for the idea in your own iteration. Hopefully, I'll have some good news for everyone soon.

    ~Slvr
  9. RJMcReady52
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    updated from github. all good
  10. Inquisitor1986
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    Hello - I'm having issues with this mod where the inputs for some production building are duplicated (e.g. steel requires inputs from coal twice instead of one coal and one iron). Also in Ebesa, the Wanza Wood had no inputs so it couldn't produce any wood. Haven't tried going as far as the new world to see what happens there. I checked the asset file and for the steel, the GUID codes were for both iron and coal which was odd.
  11. Tsunamie101
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    Sadly with GU17 this mod now seems to break. From testing it seems that it makes certain building unbuildable (the building icon is just a grey square) like the clay pit, coffee roaster and many more, making the game essentially unplayable.

    Edit: This isn't made as a cry for an update or to bash the mod. I enjoyed it greatly and i hope it will get an update someday but this is really just as information for anyone running into problems or people who might want to download it.
    1. NinjaZero0
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      I believe it's [Boost] Increase Raw Resource Production (100%) and [Boost] Increase Refined Goods Production that's causing the issues, the rest of the boosts work fine.

      I fixed the main broken stuff from the latest update GU17 Broken updated mod files
      If author could update the mod with linked files, would be easier for others. Might still have broken stuff, only tested old/new world.

      Effectively, need to search through the GUID and fix up any values that don't exist anymore, most of it was isMainFactory was set, but the new assets no longer had that value for certain production buildings, hence an error occured.
    2. Tsunamie101
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      Dude, that's amazing, thank you!!

      I'll let ya know if i come across any production chains that still have errors, though thanks to your explanation i might try to dig through the files myself and find the discrepancies before posting here.

      But again, thank you for the awesome work!
    3. Tsunamie101
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      Not entirely sure why this is happening but my brass smeltery now has a double copper ore input. Check the input IDs from your file and they're normal so it might be a conflict, but in the end i have no idea since i didn't get any other mod that modifies the building or its inputs in any way.

      Edit: Yeah, i tested it again, and it's your files (specifically the "[Boost] Increase Refined Goods Production" one). The production boost does work, but it messes with a lot of factories that have mixed inputs and just changes them to double of one. Not sure why it does that despite the input IDs being fine.
      Do you have the same issue or is it just an incompatibility on my end?

      Just saw on your github that you fixed it. Thank you yet again! ^^
      What was the issue if i may ask? Couldn't really figure it out ...
    4. jacocorneleus7
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      Thank You
    5. Ch0ky
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      Even with the fix I can not build a claypit, the icon is there but I don't have the requirements to build it, even tho I should be able to build it. 
    6. katjasigurd
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      That mean it break save game cos u need have 2nd tier population to unlock that is problem load save game before 2nd tier population and gona work or start anew