Stellaris

Stellaris

Factory Automation
Showing 51-60 of 70 entries
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Update: 28 Apr, 2021 @ 1:40pm

Update: 27 Apr, 2021 @ 10:34am

Fixed GUI crash with the advisor window.

Update: 24 Apr, 2021 @ 10:20pm

Fixed a minor error in Vanilla Swapping script.

Actually fixed planets being unable to build the Factory themselves.

Cleaned up the error log some.

Update: 24 Apr, 2021 @ 3:19am

Buffed how much bonus production the AP gives for Origin users, up to 40%. (This is additive with other modifiers, so it might not be as good as you think.)

Changed the AP to require another AP being selected already.

Fixed the DMM implementation to properly open the terminal.

Fixed text in the advisor saying you use a decision to build the Factory.

Added Factory Costs and times to the advisor, under Factory Queue.

Fixed Vanilla Swapping button messing stuff up.

Added tooltips to Vanilla Swap button.

Fixed the Autofab Construction option in the planet terminal blocking buttons when it is on.

Fixed Planet queue not being able to build the Factory.

Fixed counting of districts, so that ones being built count against available districts.

Update: 22 Apr, 2021 @ 11:25pm

Replaced the existing Edicts and Decisions with Custom UI, making the factory far easier to control.

Added Queue functionality, so you can queue up several constructions.

Added Fallback functionality, so you can choose whether the Automation and Queue will only buid on the correct planets, or simply prefer them.

Rolled the Document Factory Edict into the new custom UI for controlling the Factory.

Changed the Advisor over to a custom UI, allowing far simpler navigation of topics. The content of the advisor has also been overhauled, due to how you manage the factory being overhauled.

All factory functions can now be controlled from the single Country UI, accessed by the Factory Terminal edict. It can also be accessed from planet specific Factory Terminals.

The factory terminals show how many factory deposits are in the empire/on the planet, and include how many are queued to build, and how many are currently being built.

Added a check for vanilla swapping, so it doesn't convert buildings if there are no district slots left.

Converted separate deposits for Habitats into triggered modifiers on the normal deposits.

Factory module costs now follow the district costs of the planet they are being built on. No longer will Ecu factories cost just as much as a factory on a normal planet.

The initial Autofab deposit now costs the same as building a normal factory module. This results in a 50% increase in cost.

Retooling has been redone so it works with the new queue system.

Added more triggered modifiers to cancel out OP technician modifiers that are inherited.

Added a button to open the Country Factory Terminal in the bottom left of the screen.

Included triggers to prepare for allowing anyone to use the factory, leaving the origin to have a head start on it.

The Planet UI includes an option to block the primary Autofab being built by Automation or the Queue on that planet.

The Country UI has an option to block the primary Autofab from being built by Automation or the Queue.

Included support for ringworld districts. The Factory is allowed to have Generator Modules on Ringworlds, regardless of who owns it.

Added an AP to allow those without the Origin to use the factory.

The Vanilla Forge and Factory buildings now also apply their production increases to the Autofab Forge and Factory Modules, as they would to the Industrial District.

The vanilla Processing Buildings (Energy Grid, Mineral Purification, Food Processing) grant extra production to Factory Modules, as they would to normal districts.

Changed Factory and Forge Modules to normal district cost, instead of building cost.

The Factory is now afffected by the vanilla Subsidy Edicts.

We have a new Workshop Image, and new Origin Icon, and a New Origin Image.

Replaced raw effect dump on menu buttons with a layman's tooltip.

Fixed Vanilla Swapping to work with 3.0 stuff. It also costs alloys now, as building them directly would.

Added a button to both planet and Country UIs to immediately trigger Vanilla Swapping on all existing stuff.

Disabled Automation until I can properly implement it in 3.0.

Included support for Dynamic Mod Menu. It is now a required item.

Update: 2 Mar, 2021 @ 10:26pm

Readded the starting planet stuff.

Fixed the deposits missing bug.

Fixed the Document Factory edict doing nothing.

Removed some resource income checks from building mines that shouldn't have been there.

Fixed the SR manufacturing Factories, and the Extractor not taking into account the energy upkeep on the buildings they replace.

Doubled the time it takes to build the initial factory.

Update: 27 Feb, 2021 @ 2:15am

Update: 15 Feb, 2021 @ 1:18pm

Update: 9 Feb, 2021 @ 2:05am

Update: 11 Dec, 2020 @ 9:42pm