muggenstuermers mod collection-all up to date in one place. still in rework process,pls be patient,thx
Immigrants_And_Their_Fields_MU
This mod adds 2 more fire stations.
- Reach of the emergency forces (compared to the original) : +8%.
- Emergency forces ( compared to the original ) : +300% (4 units).
- Emergency forces Movement rate (compared to the original) : +30%.
- Emergency forces Execution speed (compared to the original) : +100%.
- Reduces the risk of fire (compared to the original) : +45%.
- Range of fire reduction (compared to the original) : +60%.
- Reach of the emergency forces (compared to the original) : -16%.
- Emergency forces ( compared to the original ) : +100% (2 units).
- Emergency forces Movement rate (compared to the original) : +15%.
- Emergency forces Execution speed (compared to the original) : +50%.
- Reduces the risk of fire (compared to the original) : -3%.
- Range of fire reduction (compared to the original): -15%.
The buildings were integrated into the original building menu of the fire station.
For the Harbor a seperated menu is created,straight after SPIU-Harborlife.Main icon is taken from @Jakobs mod "Compact Build Menus" and modified.
Ranges could be changed with IMYA
Download latest Fire_Station_MU Release
This mod adds 2 more hospitals / doctors.
- Deployed forces range ( compared to the original ) : +8%.
- Task forces ( compared to the original ) : +100% (4 units).
- Force movement rate ( compared to original ) : +30%.
- Deployment rate ( compared to the original ) : +100%.
- Reduced sickness ( compared to original ) : +45%.
- Range disease reduction ( compared to original ) : +60%.
- Task force range ( compared to the original ) : -16%.
- Task forces ( compared to original ) : +50% (3 units).
- Force movement rate ( compared to original ) : +15%.
- Deployment rate ( compared to the original ) : +50%.
- Reduced sickness ( compared to original ) : -3%.
- Range disease reduction ( compared to original ) : -15%.
The buildings have been integrated into the original tree menu of the hospital.
For the Harbor a seperated menu is created,straight after SPIU-Harborlife.
Ranges could be changed with IMYA
Download latest Hospital_MU Release
This mod brings a new population into the game, the "immigrants".
They have no great demands and are mostly self-supporters. They grow what they need to survive themselves with the ornamental fields they bring with them.
They are warmly welcomed and gladly offer their "peasant" labour.
There is room for up to 36 family members in their small huts. after all, they know each other :) .
They designed and built their public buildings themselves, and they are particularly proud of that.
Who knows, but maybe one or the other immigrant will discover his talent for the economy and open a place of work, who knows?
Ranges could be changed with IMYA
Download latest Immigrants_And_Their_Fields_MU Release
This mod contains all Markets from City and Harbour Ornaments and adds some skins to the original Market and also for the Harborlife Markets.
They are available as functional and ornamental buildings, have diffrent sizes and diffrent ranges and are adapted to the respective regions.
Ranges could be changed with IMYA
Download latest Marketplaces_MU Release
This mod adds 2 more police stations.
- Force range ( compared to the original ) : +8%.
- Force ( compared to the original ) : +300% (4 units).
- Force movement rate ( compared to original ) : +30%.
- Force execution speed ( compared to the original ) : +100%.
- Reduces riots ( compared to original ) : +45%
- Range Insurgency Reduction ( compared to original ) : +60%.
- Task force range ( compared to the original ) : -16%.
- Task Force ( compared to the original ) : +100% (2 units).
- Force movement rate ( compared to original ) : +15%.
- Force execution speed ( compared to the original ) : +50%.
- Reduces riots ( compared to original ) : -3%
- Range Insurgency Reduction ( compared to original ) : -15%.
The buildings have been integrated into the original building menu of the police station.
For the Harbor a seperated menu is created,straight after SPIU-Harborlife.
Ranges could be changed with IMYA
Download latest Police_Station_MU Release
This mod provides a complete shopping mall which can be covered with glass roofs. All department stores as underground buildings are also available for the OW. For SPIU-Harborlife Lovers : they are also available for the water and as an ornament.
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Underground department store / with and without roof / with and without open passage inclusive 3 skins
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Underground furniture store / with and without roof / with and without open passage inclusive 3 skins
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Underground drug store / with and without roof / with and without open passage inclusive 3 skins
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Palace style department store inclusive 2 skins inclusive ornamental variant
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Palace style furniture store inclusive 2 skins inclusive ornamental variant
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Palace style drug store inclusive 2 skins inclusive ornamental variant
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Palace style Restaurant inclusive 2 skins inclusive ornamental variant
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Palace style Cafe inclusive 2 skins inclusive ornamental variant
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Palace style Bar inclusive 2 skins inclusive ornamental variant
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Palace style Hotel inclusive 2 Skins inclusive ornamental Variant
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Palace style Investors inclusive 2 skins inclusive ornamental variant
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Palace style warehouse inclusive 2 skins
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Complete glass roof set to create a canopy. Optionally with supports, pillars or both.
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Where no skin symbol appears in the UI, the skins can also be changed with the brush from the building menu.
- The buildings connect to each other automatically,except for the warehouses !
- In order to be able to place a glass roof, the buildings have a free area in the middle that can be built over. ( 3x3 building area )
- The glass roofs have different numbers of 1x1 building areas, depending on size and shape. These can be built over to support all possible building variations.
- We have tried to cover all possible building variations with the glass roofs. Should a possibility arise during the game that cannot be covered with glass roofs, please send me a screenshot of it, thank you.
- Because of the roofing,the construction method with terrain adjustment was chosen.
- In order to be able to place a glass roof, the opposite buildings need a distance of "3" fields to each other. This creates a "tunnel" that is 3 fields wide. This is the width that is covered by the glass roofs.
- This 3-field rule must also be observed at corners and intersections!
- Crossings are not possible with the functional buildings because of the road connection. These can only be created with an additional ornamental building!
- The ends of the "cross" can also be completely designed with the different warehouses. These all have a double passageway.
- It is recommended that the "tunnel" be completely finished (roads, ornaments, etc.) before the glass roof is placed as the final element. Exceptions are the glass roofs which place a construction area exactly at a passage. In these cases, please build the glass roof first, because this construction area can be built over.
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"Streets_Related_MU" by @muggenstuermer
- The roundabouts look really good in a shopping centre ;)
Ranges could be changed with IMYA
Download latest Rockefellers_Dream_MU Release
Skyscrapers now get the 3 existing skinpacks from Vibrant Citys in their full extent. For technical reasons, changing the skins of the skyscrapers is only possible as a variation change, shift+V !
They always follow this pattern in the order:
- first : Original building ( no matter what height and composition ).
- second : "Brick" skin.
- third : "Nightlife" skin.
- last : "Colourful" skin.
In addition, this mod provides all malls in skyscraper optics, which initially resemble a construction site.
- Department Store
- Furniture Store
- Drug Store
All "house"-malls heights and skins,can be changed via the skin system.
- Lvl 1 with 1 floor with possible skins : Original,Brick,Nightlife,Colourful
- Lvl 2 with 2 floors with possible skins : Original,Brick,Nightlife,Colourful
- Lvl 3 with 3 floors with possible skins : Original,Brick,Nightlife,Colourful
- Lvl 4 with 4 floors with possible skins : Original,Brick,Nightlife,Colourful
- Lvl 5 with 5 floors with possible skins : Original,Brick,Nightlife,Colourful
Recipes as well as the department stores are unlocked like the original.
The area of effect has been lowered from 45 to 25.
FullSatisfactionDistance and NoSatisfactionDistance have been halved.
All mall buildings will be available as ornaments for land and water and will bring different neon lights.
You will find also a warehouse in same style with a passage for a street in the middle.
its upgradeable, and it changes its height with each upgrade.
skins from the warehouse could be changed with the skin brush from the buildmenu.
The functional buildmenus will follow Harborlife
Ranges could be changed with IMYA
Download latest Skyline_New_Era_MU Release
This mod adds two trolleybus skins, a double decker bus and a convertible bus skin.
Furthermore, this mod replaces the central power poles with poles placed at the roadside and power lines that have lighting with hanging lights.
don't take this mod too seriously ;)
Have fun with it: your muggenstuermer ;)
https://github.com/muggenstuermer/MU_Anno1800_Mod_Collection/releases/latest
This mod will provide shared objekts and files,that will used by diffrent mods and creators in the future. https://github.com/muggenstuermer/MU_Anno1800_Mod_Collection/releases/latest
This mod adds alternative buildings for the hotel ,bar and café (shift+V)
- with upcoming updates all multibuildings from the Tourist Season will get an alternative.
Furthermore, it adds a historic railway station, "Historic Station Warehouse", which takes over the function of a warehouse to improve the townscape a bit.
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hotels : max +105 more tourists
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+15 more through :
- Tourist harbour
- Restaurants
- Variety
- Jam
- Café
- Shampoo
- Bar
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Bars / restaurants / cafés / all shopping arcades / all chemical factories :
- +15% higher production
- -25% labour force
at the sides there is space for 3 rail entrances and exits (or roads, as you like) and in the middle of each of the main entrances for a street (or whatever you prefer)
In addition, there are also passages which have been created by chance.
- one for double Streets
- one for single Street
"Shared_Objects_MU" by @muggenstuermer https://github.com/muggenstuermer/MU_Anno1800_Mod_Collection/releases/latest
Have fun with it: your muggenstuermer ;)
https://github.com/muggenstuermer/MU_Anno1800_Mod_Collection/releases/latest
Based on the industry dlc, this mod offers the possibility to build an upgradeable "storage" city with modified dockland modules. "Speicher"-city", and thus to create an "industrial district". It is possible to build depots on the land in the Old World, New World, Arctic and Enbesa, which can be upgraded in 3 steps. upgrade.
However, the active mod "New World Docklands" by @Lrds xormenter is required for this: https://www.nexusmods.com/anno1800/mods/215
Optically matching, 2 warehouses with a passage are included, which can also be upgraded in 3 steps.
Everything is unlocked together with the storage city from the Docklands DLC.
In the Old World you can select the desired skin with the brush from the building menu:
- Docklands Original for the Old World
- New World skin from the mod "New World Docklands".
- Enbesa skin from the mod "New World Docklands".
Since you cannot change a skin in the other sessions, only the skins from the mod "New World Docklands" are available in these sessions.
For the Arctic, the texture from the "Winter" mod by @Lirvan was used. https://www.nexusmods.com/anno1800/mods/311 Since he also gave us the possibility to create them ourselves with his tools, to create them with his tools, I see no problem and thank him very much for that. I couldn't manage to create it myself :( .
Furthermore, this mod brings with it an underground depot. Through the glass dome, you can observe what's happening underground. In the old world, you can select the desired skin from the building menu with the brush. You can choose from :
- Adapted to Docklands for the Old World
- Adapted to the mod "New World Docklands" for the New World
- Adapted to the mod "New World Docklands" for Enbesa
I have adapted the colours of the Arctic.
The warehouses are identical to the vanilla building when upgraded:
- LvL 1 has 2 loading ramps
- Lvl 2 has 3 loading ramps
- Lvl 3 has 4 loading ramps
- Lvl 4 has 6 loading ramps
The "Dockland" depots have the following storage capacities:
- LvL 1 has 30t
- LvL 2 has 65t
- LvL 3 has 105t
- LvL 4 has 150t
The underground depots have a storage capacity of 30t per object and are not upgradeable.
These values will be changed in the future with the final release of the Anno 1800 Mod Manager : https://github.com/anno-mods/iModYourAnno/releases/latest freely changeable.
You can find the building menu :
-In the old world at the craftsmen, after the "middle harbour". -in the New World at the Oberos, after the "Great Harbour -In the Arctic, with the Technicians, after the "Harbour -Enbesa with the Elders,after the "Great Port".
The mod is available for all languages this time ;)
"New World Docklands" by @Lrds xormenter : https://www.nexusmods.com/anno1800/mods/215
"Shared_Objects_MU" by @muggenstuermer https://github.com/muggenstuermer/MU_Anno1800_Mod_Collection/releases/latest
"Arctic Quay" by Spice it Up,by @pigeonattack + @DaLexy https://www.nexusmods.com/anno1800/mods/5
"Docklands Gate" from Jakob's Collection,by @Jakob https://www.nexusmods.com/anno1800/mods/281
"Harbor_Ornaments_2.0_MU" by @muggenstuermer https://www.nexusmods.com/anno1800/mods/5
Have fun with it: your muggenstuermer ;)
https://github.com/muggenstuermer/MU_Anno1800_Mod_Collection/releases/latest
This mod will contain all my mods in the future, which are directly related to the theme "streets". Street mods from City_Ornaments or Harbour_Ornaments will follow.
contains: - known streets and street related parts from City_Ornaments_MU_2 - bridges for different possibilities - road bridges - pedestrian bridges - railway bridges - water channels and their bridges - a modular lake,which can be used under all bridges ,pedestrian bridges excluded ( hinders the use of the bridge by feedback ) - invisible Harbour_Ornaments_MU_2 content - affects construction of roads from land to water - roundabouts in the NW matches to Jakob's Improved Streets mod. - the regions have all their own roundabouts
"Shared_Objects_MU" by @muggenstuermer https://github.com/muggenstuermer/MU_Anno1800_Mod_Collection/releases/latest
"Improved Streets" by @Jakob with activated rails modification https://github.com/jakobharder/anno-1800-jakobs-mods/releases/latest
https://github.com/muggenstuermer/MU_Anno1800_Mod_Collection/releases/latest
This mod contains all trees and plants from City and Harbour_Ornaments and have been reworked.
To maintain the vanilla build menu appearance for the ornaments, the Arctic and Enbesa have also received an ornaments tab.
I have added a separate mods tab.
This new menu may be used by other modders, and is basically desired, as long as it fits into this section.
"Shared_Objects_MU" by @muggenstuermer https://github.com/muggenstuermer/MU_Anno1800_Mod_Collection/releases/latest
- Tweak possibility for attractiveness added.