Stellaris

Stellaris

Improved Planet and Sector Automation
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Update: 11 Dec, 2020 @ 5:07pm

Changelog for 0.9.0
- updated for Stellaris 2.8.1 patch
- removed "ignore upkeep for necessities option" as I can longer make it work due to the checks for building/job upkeep resources being hardcoded by Stellaris now
- removed manually added required income values for most districts/buildings
- improved support for admin cap, disabled byzantine bureaucracy condition
- [internal] removed previously maintained vanilla sector focus variants entirely
- [internal] cleaned up variables, removed redundant "critical" priority variable
- [internal] refactored capitals/crime/amenities into basic focus

Update: 15 Nov, 2020 @ 3:22am

Changelog for 0.8.1
- added support for necroid elevation buildings and growth menu toggle
- updated focus:designated priorities for more even and need-based construction of alloys/consumer goods/strategic resources
- mixed focus is no longer considered experimental

Update: 29 Oct, 2020 @ 2:23pm

Changelog for 0.8.0
- update for Stellaris 2.8 patch
- added "panning" mechanic to income options menu, hiding small options when selected value is high and vice-versa
- added additional income options for regular resources: 3000, 5000, 10000, 15000, 20000, 30000, 40000, 50000

Update: 2 Jun, 2020 @ 12:34pm

Changelog for 0.7.1
- added support for building strongholds on fortress worlds
- added condition for upgrading strongholds based on "min free slots" setting (similar to foundry, factory, research, etc)
- fix wrong mapping of growth buildings to settings
- fix growth building translation for disabled options

Update: 2 Jun, 2020 @ 12:25am

Changelog for 0.7.0
- First release and adaptations for Wells Update
- Added option to postpone upgrades of production buildings and instead construct more T1 buildings (and converse strategic resources) while there are less than X free building slots (can be selected via options, currently for alloy, consumer goods and research production)
- Improved generation of translation files to make translations easier to maintain and more consistent (including fallback to english for non-translated strings)

Update: 29 Mar, 2020 @ 1:47pm

Changelog for 0.6.0
- First release and adaptations for Federations DLC
- removed unity building construction on all worlds until re-implemented with unity income controls similar to other resources
- added support for bureaucratic building and planet designation, including a condition for civic byzantine bureaucracy to allow construction on non-bureau worlds

Update: 21 Jan, 2020 @ 11:40am

Changelog for 0.5.3
- fixed "uses food" check for machine empire and special civics
- added translation dummies in english for various languages

Update: 4 Jan, 2020 @ 3:28am

Changelog for 0.5.2
- fixed agri worlds spamming farms even when free jobs > 0
- added titles to menus

Update: 3 Jan, 2020 @ 3:34pm

Changelog for 0.5.1
- added condition to prevent Research Institute/Planetary Supercomputer from being build on when there are no research labs
- fixed smaller condition inconsistencies
- added option to allow automated upgrade of Strongholds to Fortresses
- added checks for country needing food/consumer goods and override option to show options anyway
- added option to allow construction of Hydroponics Farms on Agriculture worlds
- cleaned up old policy flag checks
- fixed regular empire unity buildings requiring food income instead of consumer goods
- fixed lithoid hive empire not building spawning pools and hive nodes due to mineral upkeep instead of food
- added Desired Food Income option to control and/or stop excess food production

Update: 28 Dec, 2019 @ 2:52pm

Changelog for 0.5.0 - Major Mod Menu Update
- Added Edict Dialog Menu for all mod options and settings, replacing Empire Policies entirely
- Added additional steps to income settings (most notably 0 and 1 for convenient early game use)
- Mixed-focus: rebalanced priorities (equal base priorities) to allow for more well rounded construction, affected only by priorities
- Mixed-Focus: disallow research buildings on refinery/foundry/factory worlds
- fixed growth building policy not taking effect in conflicting conditions
- fixed various construction conditions not taking effect in conflicting conditions (mostly affecting unity buildings)
- disable construction of growth buildings if planet has population controls or robot assembly enabled
- Increased priority modifier for districts on matching designations to fix mod sometimes prefering the wrong district type
- added missing ringworld hive and machine city district support
- allow Leisure districts only on leisure designation