Stellaris

Stellaris

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Autocolonize Habitats and Ringworlds
   
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21 Jul, 2019 @ 2:38pm
18 Apr, 2021 @ 8:10am
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Autocolonize Habitats and Ringworlds

Description
Updated for 3.0.*

Colonizes Habitats and Ringworlds as soon as they're available

Habitats and Ringworld segments automatically start colonizing when finished

Will try to use existing idle colonizers, otherwise it will charge you for one. The AI will get discounted colonizers if it can't afford them but players will not.

The mod will not generate Lithoid Asteroid colonizers but will use them if it finds any.

Policies are available to set what species you want for generated colonizer ships and to turn off autocolonizing for Ringworlds if you want to handle them personally.

The paradox mod manager ate the rest of the description earlier and I don't have it in me to retype it right now :)
Popular Discussions View All (1)
4
18 Apr, 2021 @ 2:22pm
PINNED: Bug Reports
Snail Parkour
28 Comments
Snail Parkour  [author] 26 May, 2021 @ 3:23am 
@frozenparagon that's an idea
Snail Parkour  [author] 26 May, 2021 @ 3:21am 
Yeah since it skips the colonize screen it defaults to a random name.
@frozenparagon what mod is that? I might add it as a policy option if it's a light touch
FrozenParagon 23 May, 2021 @ 2:21pm 
@Give Thonks so I was adjusting spaceport buildings to build on outposts and it occurs to me if you applied your script to transit hub (or probably a mod added immigration office or something) it could allow for the elimination of colony ships. if that sort of thing appeals to you, it certainly does me
FrozenParagon 23 May, 2021 @ 2:18pm 
@rocterius that's the game using it's name lists. if you don't like it use a mod that disables it. I know I am
rocterius 19 May, 2021 @ 8:08am 
Why get colonized habitats and ring worlds random names? It were perfect if I could disable this feature. It is easier to difference between them and planets.
FrozenParagon 15 May, 2021 @ 5:18pm 
yeah, I get keeping it simple. I try to do only tiny incremental changes with minimal overwrites myself. as it is I think this mod works great with no observable hiccups thus far. a fine lineup in the workshop roster
Snail Parkour  [author] 15 May, 2021 @ 4:15pm 
Yeah that was unclear. It starts colonizing immediately, the whole colonizer backroom trickery is invisible to the player. I'd love to set it up so that you just pay up front but that's trickier to do without overwriting files, and even with overwriting files it's really awkward and possibly impossible to do variable megastructure costs.
FrozenParagon 13 May, 2021 @ 4:17pm 
this mod has me inclined to move away from a custom planet class in my own mod and see about using scripted planet size increasing for compatibility
FrozenParagon 12 May, 2021 @ 6:17pm 
I didn't realize they were instantaneous colonization events despite what you said below. love the policy options. great mod