Stellaris

Stellaris

Better Planet Automation
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Update: 14 May, 2023 @ 8:38pm

- Updated for Stellaris 3.8 Gemini
- Fixed bug that a fully developed farming world would never build clone vats.
- Allow moving pops out of jobs that produce a small amount of a deficit resource.
- Check for whether to move resource production immediately after a new planet is colonized.
- Changed automation of luxury goods to do every planet at 10k stockpile.

Update: 19 Apr, 2023 @ 7:04pm

- Include Baol Organic Plant in booster buildings logic.
- Fixed not building any specialist or ruler jobs when below minimum for a basic resource.
- Added margin requirements in job upkeep resource checks.

Update: 13 Apr, 2023 @ 5:18pm

- Fixed building specialist or ruler jobs that would indirectly cause deficits by removing workers from other jobs. This will not delay upgrading capital buildings.
- Fixed low amenities blocking fixing a deficit.
- Fixed delay in building boosters or upgrading capital in some situations.
- Fixed sometimes scrapping things soon after building them.
- Fixed accounting for planet size limiting basic resource districts on small planets.
- Improved handling of clone vats.
- Only count worker unemployment for whether to develop multiple worker strata resources.
- Ignore the temporary penalty from Whispers in the Stone for long term planning.

Update: 4 Apr, 2023 @ 9:56am

Fixed bug that delaying scrapping would not work for buildings.

Update: 2 Apr, 2023 @ 4:15pm

- Check specialist-only unemployment and jobs for whether to disable or enable more culture workers.
- On planets being developed for multiple resources (mainly early game homeworld), check for total unworked jobs of all developing resources.

Update: 31 Mar, 2023 @ 10:56pm

- Fixed issue with fanatic materialist culture workers that could block all construction.
- Fixed using the wrong unity designation for non spiritualists in a level 5 Holy Covenant.
- Fixed a minor bug with disabling jobs.
- Fixed showing the planet setting for whether to automate culture workers.

Update: 26 Mar, 2023 @ 4:56pm

- Updated for Stellaris 3.7
- Fixed some cases where a planet could start with planet automation on
- Reserve building slots for resource productivity boosters
- Never specialize for a resource that has very few district slots
- Increased importance of productivity modifiers
- Prioritize building strategic resource miners before synthesizers
- Disable culture worker jobs when unity production is high
- Fixed formula for considering stability's effect
- Prefer planets with high total district slots for alloys and consumer goods
- Treat culture worker as amenities job for fanatic materialist
- Improved logic for building on more planets when unemployment is high
- Don't clear a relic world's plan for research just because it hasn't filled all the free researcher jobs yet
- Reduced overbuilding of a single resource on many planets at once
- Give clone vats upkeep resource special priority when not all planets have clone vats yet
- Fixed bug that delaying scrapping would make the mod never scrap anything on that planet again
- Added option to allow scrapping more than one thing per month
- Increased free housing margin for scrapping city districts
- Fixed delay of adjusting job handling for new construction
- Don't build non-amenities jobs when an amenities job needs to be filled
- Wait for 2 consecutive months of sufficient upkeep resource income
- Improved speed of adjusting artisan drone and culture worker jobs
- Fixed some incorrect notifications

Update: 11 Feb, 2023 @ 2:39pm

Renamed sector focus file to take priority over other mods.

Update: 1 Feb, 2023 @ 11:10am

- Improved handling of critical unemployment.

Update: 31 Jan, 2023 @ 10:46am

- Fixed machine empires never upgrading research labs.
- Fixed colonies sometimes starting with planet automation on.
- Stopped using specialized refinery worlds by default, with a new settings option to switch back.
- Improved logic for changing designations.
- Develop multiple planets for the same resource when there's enough unemployment to support it.
- Notify when a habitat can be upgraded.
- Delayed scrapping production of a resource until a specialized planet is available.
- Prioritizing capital buildings should build on other planets too when unemployment is abundant.
- Only disable jobs when other jobs are available.
- Fixed building more maintenance drone jobs when some are disabled.
- Added option to automate building Luxury Residences or equivalent buildings. For gestalt intelligence, this option defaults to enabled.
- Automated building Waste Reprocessing Center, and disabling the technician drone jobs from it on non generator worlds.
- Automated handling of evaluator, bio-trophy, and artisan drone jobs.
- Build alloy foundries on machine empire factory worlds.
- Build for planet capacity only if planet uses biological growth. For machine empires, also don't bother with capacity on habitats.
- Exclude bio-trophies from unemployment and free job counts.
- For rogue servitor, let ecumenopolis be hybrid alloys and consumer goods, and count unity suitability towards alloys and research.