![]() Large Steelworks: 2 steel beams per minute, can be improved with electricity. Large Steel Furnace: 4 steel per minute, can be improved with electricitiy. 2 Variations, one with asphalt and one with grass & dirt ground. Can be improved with electricity.Īdvanced Sailmaker: 4 sails per minute. Can be improved with electricity.Īdvanced Sawmill (Old World and New World): 12 timber per minute. ![]() Large Schnapps Destillery: Produces 6 schnapps per minute. Large Bakery: Produces 3 bread per minute, can be improved with electricity. Produces a total of 12 work clothes per minute, but requires electricity for this.Įlectrical Flour Mill: Produces 12 flour/minute, requires electricity. Uses the 3d model of the advanced cotton production, but with the framework knitter texture. With its big trawler, it produces 4 fish/minute, but in contrast to the normal fishery, it can also benefit from electricity. There are two seperate downloads, one contains the fishery and the other everything else. To balance this, the new factories are more expensive and all require worker-workforce instead of farmers.Īll buildings have 3d models and animated workers. This mod fixes this problem by introducing advanced production chains, unlocked at the artisan level, that allow you to produce much more goods with fewer (but larger) buildings. Yet in the game, we cannot industrialize the low tier goods production and instead have to place down thousands of them. Industrialized Low Tier Production Requires:Īnno 1800 is all about the age of industrialization. Download the repository and place the mod folders into your anno mods folder (alternatively: use your mod manager)Īlternatively, you can use the iModYourAnno Mod Manager.So if anyone using the Spice it up mode successfully (after restarts?) I would love to hear about it.For screenshots, I refer to their respective Nexus pages. In that case I would hope that the mods (and the loader) might get updated soon and I would just wait for that. ![]() On the other hand I would hate to spend hours playing to realize that I cannot fix it and that other mods that I like, do not work as intended. So maybe I would even like to reintroduce influence if not everything goes south while I do lots of tournaments. I’m in the late game and basically own the world, reorganizing everything. With the update my insurance is deeply red, and I did close the game before checking for all the effects that might have had. Especially after learning the effects of the stadium, which I build and tested - but was useless to me logically. As the concept somewhat eludes me anyhow, and the challenge of all the new things to my rather emotional way of playing felt ok, I just accepted it. ![]() I did inadvertently use the whose Spice it Up mod when taking in the game again some weeks ago, and did play for a while focusing on relearning the mechanics and learning the new DLC before I realized that I was playing with influence removed. Reloading 2-3 times worked for some, for others loading up an actual game (use a crappy one you no longer play or start a new one) then closing and reloading the game worked.Īlso, some mods do NOT work and will crash your game on load, if so you will need to figure out which it is by trial and error by moving the mods to other folders. Keep the zip files in another location if you want to keep them.Įdit: Some users are finding no mods being installed on loading the game. Modloader (the two python dlls) are no longer needed, mods are supported directly by the game now.Īfter GameUpdate 17 from, open the installation directory Anno 1800/Bin/Win64 and DELETE the Python35.dll file, rename the python35_ubi.dll to python35.dll.Īfter that, start the game and the mods will be loaded automatically by the game.Īlso, do not keep copies of the zip files of mods in the mods folder, the game will read the zip files as well as the folder copies and cause problems.
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