Stellaris

Stellaris

Improved Planet and Sector Automation
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Update: 5 Dec, 2021 @ 8:40pm

Changelog for 0.12.0
- updated version for stellaris 3.2
- (internal) refactor growth building conditions
- fixed factory/foundry broken condition restricting construction due to impossible district condition
- prevent gene clinics from being constructed when consumer goods are missing
- include industrial designation in industrial type, refactor industrial logical groups
- workarounds for factory/foundry not being build consistently (always build to improve efficiency, always upgrade if present, upgrade even if already enough jobs, etc), this is not perfect yet but should improve the situation until a better solution is found

Update: 1 May, 2021 @ 2:59pm

Changelog for 0.11.0
- increase priority of strategic resources when they are actually needed to priority status, ensuring they are built before districts when the strategic income is missing
- add mineral income check to strategic resource buildings
- added gestalt production center (alloys booster) similar to ministry of production
- (internal) refactored some translation code
- added new option to control the amount of pre-build jobs
- added missing research requirements check to research districts
- prevent artificial strategic resources on research, resort and penal colonies
- (internal) refactored trigger names to clarify purpose
- added support for trade districts on ringworlds and habitats
- force-specialized habitats with selected designations, allowing only matching districts for mining, generator, research, trade and industrial
- re-introduced Strict sector focus which does not allow building districts that do not match the designation
- lifted restrictions for building factory/foundry jobs when desired income is achieved on worlds with matching designations -> worlds that are dedicated to those resources will continue producing them instead of building other districts as long as the energy/mineral upkeep can be sustained
- disallow factory/foundry buildings entirely if there are less than 2 industrial districts build
- handle 3.0 growth impact by increasing pre-build threshold for housing to 5 as long as 2 or more districts are free
- support for T2 housing buildings
- fixed industrial districts sometimes not being build due to logic error in check
- round all weights to 2 decimals for consistency
- removed inconsistencies between alloy/consumer good priorities
- elevate research to priority status to allow it to be build before districts on capital/research designations
- fix min free slots upgrade check stopping science labs from being build
- re-work anti crime priorities to allow construction before districts and more gradually increase anti-crime priority
- rewrote and unified research lab logic
- delay construction of research labs while there are free research districts (only habitats for now)
- allow agri worlds to build farming districts even if desired income is reached

Update: 21 Apr, 2021 @ 5:21pm

Changelog for 0.10.5
- allow research institute/planetary supercomputer to be built regardless of jobs (for the bonus)
- force production enhancers to be built regardless of jobs checks (for the bonus)
- add priority to production enhancers, to allow them to be built even if free districts
- added condition to prevent resource districts from being built on research worlds while there are free building slots (because otherwise buildings are never built before districts)
- add priority to admin cap to allow it to be built before districts
- fixed inverted alloy condition for gestalt machine assembly
- add priority to growth buildings to allow them to be built before districts

Update: 21 Apr, 2021 @ 11:08am

Changelog for 0.10.4
- fix unity spam by reducing threshold for construction stop to >= 0 consistently for most constructs
- allow production enhancers to always be built regardless of jobs (their +15%/+25% bonuses to one or more resources are to massive to waste)
- improved disableIfNoNeedForJobs check (now using free_jobs + num_unemployed)

Update: 20 Apr, 2021 @ 4:44pm

Changelog for 0.10.3
- set focus "Designated (WIP)" to hidden, as it currently has no new features compared to its stable counterpart
- consistently prefer upgrading capital buildings regardless of free jobs (as capitals provide other bonuses and you always want to upgrade them)
- ignore jobs for housing, allowing to (pre-) build housing even if there are still free jobs on the planet and housing is <= 0
- delayed pre-building house to <= 1 free housing (down from <= 2)

Update: 20 Apr, 2021 @ 2:17pm

Changelog for 0.10.2
- reintroduced free jobs checks across the board as some buildings districts don't seem follow the hard-coded logic introduced in Stellaris 2.8
- corrected machine unity buildings from nodes to simulation sites (this was the part of cause for admin cap spam)
- added upgrade min free slots check to unity buildings
- temporarily disabled hive unity

Update: 19 Apr, 2021 @ 6:50am

Changelog for 0.10.1
- added support for ministry of production (enhancer for alloys and consumer goods)
- optimized redundant food triggers
- increase priority for foundry/factory to enhancer if 3 or more industrial districts are presents, this will force them to be built with higher priority on worlds that benefit from them
- fixed some alloy income checks using minimum instead of desired
- removed minimum alloy income as it is mostly pointless: the only buildings/districts with alloy upkeep are pop assembly and some special districts, which can be effectively modelled with a hard-coded minimum income

Update: 17 Apr, 2021 @ 5:06pm

Changelog for 0.10.0
- updated to 3.0.1 patch
- rebalanced unity priority and moved unity from wip to default
- added chinese translation (thanks to VoidNull)
- added brazilian-portuguese translation dummy
- refactored generated translations to facilitate easier re-use
- fixed admin cap trigger
- foundry/factory are now allowed to upgrade if on prohibited designations anyway (since they are already present, might as well use them)
- removed free slots management for foundry factory
- only allow factory/foundry if the opposite resource is above desired income (to balance production out better according to income settings, consumer goods are basically useless above a healthy buffer anyway)
- added support for industrial districts

Update: 9 Jan, 2021 @ 12:08pm

Changelog for 0.9.2
- added missing gestalt growth building "Machine Assembly Complex"

Update: 17 Dec, 2020 @ 12:28pm

Changelog for 0.9.1
- added missing hive admin cap buildings
- rebalanced housing and gestalt amenities through city districts