Stellaris

Stellaris

Factory Automation
Showing 31-40 of 70 entries
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Update: 26 Jul, 2021 @ 2:36am

Automation should actually do something now, since it is not locked out of happening entirely.

Update: 24 Jul, 2021 @ 10:35pm

Changed documenting the Factory to respect Fallback settings.

Changed Alloys, Congoods, Motes, Gases, and Crystals to be their own tracking variable, instead of just using Available Districts, so they can respect Fallback.

Changed Automation building logic for Autofab to use the new tracking variables on everything.

Automation now ignores resources if their Production Target is 0(Except Alloys, because you can't set a target for it).

Added a whole bunch of logging to my Automation scripts, so hopefully I might actually be able to diagnose what's actually happening sometimes.

Update: 18 Jul, 2021 @ 11:35am

Fixed the AP not doing stuff it needs to. This will not fix existing games, you can do that by typing into the console `effect autofab_game_start = yes` with nothing selected.

Update: 4 Jul, 2021 @ 12:11am

Update: 4 Jul, 2021 @ 12:10am

Update: 4 Jul, 2021 @ 12:06am

Update: 11 Jun, 2021 @ 3:11am

Fixed the Ringworld Energy Module taking Exotic Gases instead of Rare Crystals, because Paradox.

Converted the Factory Module deposits to provide resources directly instead of adding production to the Autofab. Except for the Extractor. It's a PITA.

Automation has been enabled, with a new Automation Settings window that contains options specific to Automation.

Rewrote the Automation section of the advisor to be in line with the new functionality.

Added checks to Queue functionality for Automation stuff.

Fixed vanilla swapping working on newly-built stuff even after you turn it off.

Fixed vanilla swapping working through the button to trigger it after your turn it off.

Fixed the Immediate Swap button being able to be clicked if vanilla swapping is off, and it would thus do nothing.

Made all Autofab Modules cost an Admin cap. Test to see if this helps balance.

Moved the Betharian bonus effect to the Extractor Module. It is also now +1 energy per Generator Module, and +25% energy from all Generator Modules, per betharian deposit, up to 3.

Update: 9 Jun, 2021 @ 5:07pm

Fixed the Origin not affecting Bio Pop Assembly.

Update: 5 Jun, 2021 @ 12:53am

Redid some *weird* queue triggers.

Update: 3 Jun, 2021 @ 3:23pm

Fixed motes checking for food availability.