Stellaris

Stellaris

Better Planet Automation
Showing 21-30 of 34 entries
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Update: 25 Jul, 2022 @ 12:36pm

- Disable clerks and enforcers gradually when appropriate, rather than only all at once.
- Fixed using Leisure District for amenities on habitats.
- Fixed getting stuck on upgrading a booster building when few sources of the boosted jobs are available to build.
- Fixed notifying that an upgrade wasn't queued by automation when it actually was.

Update: 22 Jul, 2022 @ 7:14pm

- Fixed calculation of potential max building slots when limited by district slots.
- Treat rural planets as being designated for energy, minerals, and food production.
- Fixed capital building not being upgraded in some circumstances.
- Fixed Holo Theatres not being built when the tech and capital building requirements for Hyper-Entertainment Forums are met.

Update: 21 Jul, 2022 @ 12:48pm

Added Residential Arcology to the districts that may be built to resolve housing issues.

Update: 21 Jul, 2022 @ 11:41am

- Detect when other mods have changed the building slots cap.
- Automatically disable the base game's auto-designate on new planets.
- Improved performance of automatic job disabling.
- Fixed an inconsistency between building and scrapping logic.

Update: 20 Jul, 2022 @ 12:54pm

Fixed auto migration.

Update: 20 Jul, 2022 @ 8:21am

Fixed a crash for dividing by zero.

Update: 19 Jul, 2022 @ 4:19pm

- Corrected instructions for what to do with the base game's automation settings.
- Added in-game event to notify existing users of how they need to change their settings.
- Fixed handling of automatic scrapping of industrial districts on planets where they produce both alloys and consumer goods.
- Only scrap at most one building or district per month for each resource, empire wide.
- Added planet settings to force enabling jobs for clerks, enforcers, and/or colonists.
- Never auto scrap strategic resource harvesting buildings, only the synthesizing buildings.
- Added options in scrapping confirmation to either delay a year and ask again, or to never scrap that specific thing.
- Handling for amenities or crime will now build a city district if necessary.
- Fixed handling of specialist resource deficits when their input resource is below its minimum goal.

Update: 17 Jul, 2022 @ 3:45pm

Fixed detection of whether a planet is designated for a specific resource.
Increased default goals for strategic resource income.
Added a precaution to prevent prematurely disabling colonists jobs.
Added workaround to get booster buildings to build even when jobs are open.
Fixed issue that could sometimes set the wrong designation.
Fixed issue with upgrading buildings.

Update: 16 Jul, 2022 @ 11:58am

Fixed checking the wrong scope in whether to build Foundry Arcology.

Update: 16 Jul, 2022 @ 9:41am

Build crime handling only if incidental jobs for it are unavailable.
Do not auto scrap on manually controlled planets.