Stellaris

Stellaris

Improved Planet and Sector Automation
Showing 31-40 of 52 entries
< 1  2  3  4  5  6 >
Update: 22 Dec, 2019 @ 10:48am

Changelog for 0.4.5
- refactored various conditions into scripted triggers for cleaner code and performance improvement
- removed old colony automation features
- added biological evolution clone vats building
- fixed machine and hive worlds not building districts (due to *_uncapped districts naming)

Update: 19 Dec, 2019 @ 4:27am

Changelog for 0.4.4
- fixed research requirements being calculated only in minerals for gestalt empires, not consumer goods for regular empires

Update: 18 Dec, 2019 @ 7:12am

Changelog for 0.4.3
- added missing energy requirements to machine empire uplink nodes
- fixed regression in condition manage alloys and consumer goods, causing them to misbehave if limits are set
- now hiding base-game sector focus types
- added experimental WIP mixed focus type

Update: 6 Dec, 2019 @ 3:50pm

Changelog for 0.4.2
- fixed regression in condition for necessities, most notably causing issues with building city/hive/nexus districts, housing buildings and various other buildings

Update: 15 Nov, 2019 @ 4:39pm

Changelog for 0.4.1
- removed old strict planet types
- added and fixed support for various colony types added in recent patches col_ecu_*, col_mac_*, col_hiv_*, col_habitat_*, col_ring_*
- added and fixed allow/disallow conditions based on colony types
- respect foundry, refinery and industrial worlds preferences (not building factories on foundry worlds anymore, not building forges on industrial worlds, etc.)
- enabled policy "IPA: Manage Consumer Goods" by default for new games

Update: 15 Nov, 2019 @ 2:41pm

Changelog for 0.4.0
- updated version compatibility for Stellaris 2.5.0 - 2.5.1

Update: 19 Jul, 2019 @ 1:47pm

Changelog for 0.3.2
- improved support for ignore upkeep for necessities flag
- fixed unity buildings (monuments, hive nodes, uplink nodes) having wrong default priority
- fixed growth buildings (clinics, robot assembly planets, spawning pools) having wrong default priority
- added consumer goods income requirement to clinics and hospitals
- fixed wrong rare crystals income requirement for civilian industries (building_factory_1)

Update: 15 Jun, 2019 @ 5:09pm

Changelog for 0.3.1
- fixed localisation for strategic resources
- fixed strategic resource management not available for gestalt
- reduced prebuild by lowering several free_jobs condition to <= 0
- fixed Energy/Minerals/Strategic conditions for Foundry/Factory/Research/Strategic
- fixed district priority modifiers
- added missing habitat districts and designations(mining,energy,research,leisure)

Update: 14 Jun, 2019 @ 7:31pm

Changelog for 0.3.0
- major rewrite of the conditions system
- optimized prebuild to build new jobs and housing much later (generally only when reaching 0)
- added various policies to control minimum and desired incomes for all resources (energy, minerals, food, consumer goods, alloys, strategic resources)
- added support for natural strategic resources (those without mineral requirements from planetary features as those are massive economy boosters)
- partial support for ringworlds and habitats special districts

Update: 12 Jun, 2019 @ 2:34am

Changelog for 0.2.4
- added build conditions for unity buildings and their upgrades and resource income requirements