Stellaris

Stellaris

Autonomous Assembler
154 Comments
Jesus Christ 7 Apr, 2023 @ 11:35pm 
Don't download in latest.
It will give you an endless event notification titled folksdahq.110.
It spawns 20 event notifications every second and will flood and lag your game.
You have been warned.
Samar3n 23 Aug, 2021 @ 4:31am 
Looks abandoned.
seven 31 May, 2020 @ 9:06am 
This mod seems to automatic build everything in space, and I dont know this idea has been taken. I have finish my own automatic mining station funcion, and you can have a try.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1943060017
Brother Roga 17 Mar, 2020 @ 4:18am 
Do you have plans on updating this?
Oldhip 14 Feb, 2020 @ 7:00pm 
Yep was one of me favourites until the adding power issue, is now unusable.
I Darkstar X 13 Nov, 2019 @ 8:23pm 
This mod is unusable due to the fact you can't add power stuff. You're better off using a mod like Expansion Stations.
DragonsArchiver 20 Jul, 2019 @ 4:46pm 
I see no problems with it... except that I cannot even build the ships nor get them:
Heres what I see as the reason. https://gyazo.com/966082f0d990afd559ff20f51235a179
Tasku 4 Jun, 2019 @ 5:18pm 
FYI: I loved this mod but.. This mod crashes the 2.3 version. Just my 2 pennies, peace!
Zee 17 Apr, 2019 @ 4:55pm 
This was an awesome mod. I check back often to see if they've come back to work on it. I hope they do.
Shade 13 Mar, 2019 @ 3:46pm 
Tea, do you ever plan to update this? This was a wonderful mod, and, just like the "auto auto exploration" mod, this is such a good quality of life mod that saves so much micro management and clicking. Please kind sir, save our fingers of such horrendous work. Make our mouses have a longer, happier life!
HEWOLF 2 Mar, 2019 @ 12:01pm 
how do I tell which chip does what, they all have complicated codes as names
Oldhip 3 Dec, 2018 @ 8:30pm 
Not good for me anymore and I loved it, I can never get enough power to run thing with my current mods.
Peter34 3 Aug, 2018 @ 5:56pm 
No, this mod is extremely unlikely to work well with 2.0/2.1.
ItsChugg 3 Aug, 2018 @ 5:43pm 
please note guys, this mod doesnt work with the 2.0 because of how ship reactors work now.
TheEventHorizon 13 Jun, 2018 @ 2:58pm 
Is this mod 2.1 Compatible?
Peter34 25 May, 2018 @ 12:17pm 
Do we know that Autobuild takes Station build cost modifiers, both positive and negative, into account? Like this mod does?

Instead of assuming that the cost is always 90 Minerals for all empires in all situations?
SlainEnmity 20 May, 2018 @ 11:23pm 
not sure if fixed yet, but last i played this mod i found its completely unusable, as the ships lack any power generation to function.
RedPine 29 Apr, 2018 @ 6:02pm 
This mod is broken, however "Autobuild" has a similar feature. In "Autobuild", you can use the mod menu to put all existing construction ships into autobuild mode.
Darkmatter 20 Mar, 2018 @ 9:08am 
i have to second the question: is there a chance of an update to recent game versions? thx
𐩸 20 Mar, 2018 @ 5:56am 
Will you update this for 2.0? @folk
Peter34 14 Mar, 2018 @ 1:05am 
Last updated 7/dec. I'd be very surprised if it works with 2.0.
Dr Zhivago 14 Mar, 2018 @ 12:05am 
So I take it this mod is not yet updated?
Elitewrecker PT 3 Mar, 2018 @ 6:36am 
Well all the modules are optional, so if people want an auto-outpost module why not.
hedrah 3 Mar, 2018 @ 5:48am 
@peter34 hell no, that's one of the good things needed.
Peter34 3 Mar, 2018 @ 5:23am 
I think adding automated Outpost building would be a mistake. That’s something that should remain under player control, as a Strategic decision.
Avo 2 Mar, 2018 @ 9:53pm 
Sounds like how it is already, just with auto-outpost builder. Auto outposts may be nice, but keep in mind you only have so much influence, and thus you would likely run to a point where only one can build an outpost at a time, and more likely than not it will go to the less useful side. I mean, sure the creater could just program the game to go for the higher yield systems, and perhaps choke points, but do we really need it when we can easily make the decision ourselves with little effort and not quite as much burn out?
Musashi 28 Feb, 2018 @ 1:53am 
With the new vesion, this mod is more important than ever. Can you do an interesting feature? At the start of the game, manual micromanaging is useful. later on can come at handi to have specialized ships. So can you divide the tech to have autoconstyructors for research stations only, autoconstructors for minerals and energy only and autoconstructors for observatory. Then it would be incredible to have some sort of autoconstructors for expansion, Like you have constructors programmed to build outposty one afrer another to preselected stars I know it sounds difficult, but it would really be amazing.....
Peter34 27 Feb, 2018 @ 7:04pm 
I'd very much like an Edict of some kind to Auto-Upgrade all Starbases to max level, whenever Minerals are above, say, >20k or >12.5k. But that sounds like it's outside the scope of this mod.

Another even better solution would be to let us queue Starbase upgrades. As it is now, I have to click "Upgrade", then wait *several* *years* for the upgrade to finishb before I can upgrade to the next level. But again, that's something a differnt mod could do; I don't think it makes much sense for an Auto-Mining mod like this one.
Durandal 27 Feb, 2018 @ 6:22pm 
@HyperSpearMan You realize that makes no sense right?
Hyperspearman.Swf - TheRyuSword 27 Feb, 2018 @ 2:46pm 
This mod needs an update. Also, when you finally do update this mod, please make it so that they can build starports.
ShinNASML 25 Feb, 2018 @ 2:22pm 
Do you have plans to correspond to 2.0?
Min_njw2111 24 Feb, 2018 @ 9:40am 
i love this mod but... i run about 30 other mod if not more and they don't over lap eachother they should work 100% but when they game gets to mid game and late game this mod cause sooooo much lag in Mp. I remove this mod and push the start and lag back 100 years or so. I don't know if you can add active on and off so when it gets late game i can just turn it off. Or anther idea since the AI being a AI they are basicly click on everything at once all the time so they really dont need auto anything you could make it so they don't even use it cuz that seems to be the problem.
CoffeeKitty 23 Feb, 2018 @ 10:23am 
i believe this mod will work just fine, if you rebalance the assembler module power output cost
Avo 23 Feb, 2018 @ 6:14am 
Agreed, please do update, this mod is seriously the most time saving and convenient mod I have
henk 23 Feb, 2018 @ 2:28am 
Update please, but also leave 1.9 version out <3
Darkmatter 23 Feb, 2018 @ 1:20am 
any chance of an update for the recent version?
its a great mod - its just way too useful a tool.
eaglegundam 19 Feb, 2018 @ 4:49pm 
So how will tis be viable in 2.0?
Nova Solarius 19 Feb, 2018 @ 12:14pm 
While I can see this being useful in certain situations, I have noticed that the AA can't auto-build observation posts. Why is there no card for building observation posts around planets with pre-FTL races?
henk 31 Jan, 2018 @ 5:25am 
Furthermore I still dont get the difference if I put a mining thingy in the first slot or the second, both construct mines?

Also I've re-read 20x what the spaceport modules does, and I still dont get it?

The autonomous assmble try to change all the other spaceports into the one that was orignally the blueprint?

henk 30 Jan, 2018 @ 4:50pm 
@peter34 it does occur sometimes, but sometimes these resources do not occur with vanilla ones. And they just get ignored for some reason.

It's for about 10-20% of the cases where they are all singular or a combination of 2 of these resources.
Peter34 30 Jan, 2018 @ 2:50pm 
I just checked in-game, and Terraforming Gases occur alongside Energy Credits, for instance.
Peter34 30 Jan, 2018 @ 1:45pm 
In vanilla, special Strategic resources on celestial bodies always occur together with conventional resources like Energy Credits, Mineals or Science. I'd expect that were that the case for those modded resources, the Assembler would just go after the resources that it knows and then also incidentally grab the ones from the mod.
henk 30 Jan, 2018 @ 8:46am 
Addition.

I am super grateful for your work, now I can do other stuff while my empire is being build :)
henk 30 Jan, 2018 @ 8:45am 
I am not sure if this can be fixed, but I noticed that the autoassemblers don't always build Stations around resources that have been added 3rd party

(Such as https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1202232833&searchtext=strategic+resources)

Is there a way these assemblers can recognize these resources too? I now just manually have to send my own construction ship behind each resource, but if it can detect custom ones aswell it would be great :)
NeinDao 23 Jan, 2018 @ 10:03am 
was talking to the exo mod developer(ExNihil) and he said this this mod needs a compatability mod to work with hes mods. could you talk to him and maybe fix this? or just tell me if its actually not needed ^^ have been having crashes lately T_T
Cosmos 21 Jan, 2018 @ 5:45am 
Same problem they just sit there doing nothing
henk 19 Jan, 2018 @ 4:05pm 
I have used your mod before and the assemblers were just working right off the bat.

How-ever now they maily sit around doing nothing, even with a combination of expansion cards?
Mikado 10 Jan, 2018 @ 8:50am 
Really Great
Thanks a lot
WookieToucher 31 Dec, 2017 @ 6:58pm 
@solosochi Because each sector only builds 1 construction ship and it only 1 thing at a time and not necessarilly were you want it.
kinngrimm 20 Dec, 2017 @ 12:10am 
So can we set preferences?
I normally only go for above 2:1 ratio locations when building stations. Like 3 or more Minerals/Science for 1 Energy.
Also if there are other things it would create automaticly i would like an option to dis/enable those as well, so i am still sort of in control what he is doing.
- special ressource en/disable
- whormhole stations 1-x at one spot always at maximum range from other existing once
- definable pattern and use of custom military stations
anything from that already realised?