Stellaris

Stellaris

Autonomous Buildings
30 Comments
Cephalon Sithalo  [author] 15 Nov, 2021 @ 5:19pm 
I try to leave a copy up (it helps that i never updated this since they kinda screwed us over with the rework)
starfirejordan 15 Nov, 2021 @ 9:33am 
thank you for still having this mod up! ive been trying to get some good mods for a 1.9 playthought. but either there gone or they have updated with no 1.9 old version
Cephalon Sithalo  [author] 4 Nov, 2021 @ 11:53am 
Honestly its what they should have done in some way. Like how Star Ruler 2 does. Stellaris is still addicting but back then it had alot more variety and now its been streamlined down and has removed a ton of flavor.

I actually wrote a post ages ago on the forums about the idea of planets having features on tiles instead of resource deposits. Like instead of having society research it would have just have a xenolife resource that could be used in different ways depending on your empire.

You could build a research lab or a zoo or a ranch on it giving u science unity or food.
I figured having tiles like that would be much more interesting.

Also having buildings that would require another building nearby. That would have been neat.

I prefer the population system as it is now but deslike the district system. Its to streamline. Instead of having a multitude of buildings you got just 4 districts. So much variety :steamfacepalm:
IllegibleScream 2 Nov, 2021 @ 4:54pm 
Oh wow. Back when Planetary Building was cool. Imagine if they'd doubled down on the Puzzle aspect for planet exploitation?
Cephalon Sithalo  [author] 8 Dec, 2018 @ 9:09am 
Ive looked into it and it is possible (figured it would be) I just dont really see the point of the autobuildings anymore. Maybe if population requirements for building slots where halfed or something.

I will try to come up some way to update this for 2.2+ mechanics though.

Cephalon Sithalo  [author] 8 Dec, 2018 @ 5:00am 
I'll see if I can. With 2.2s way of unlocking tiles it seems rather, idk uneeded I supposed but I'll look into it :LotusFlower:
Galaxar7 8 Dec, 2018 @ 4:44am 
update please to 2.2.1 ver
Cephalon Sithalo  [author] 4 Mar, 2018 @ 6:51pm 
Muddle the upkeep cost >.> subject to often change apperntly :LotusFlower:
Cephalon Sithalo  [author] 4 Mar, 2018 @ 6:46pm 
I know what i said 2 days ago. But this time I really did fix farm buildings not having their upgrades locked >.>

lowered the upkeep cost of higher ones from 6->2.5

I also added upkeep cost to unity relays as I seem to have left them out this whole time >.>
:LotusFlower:
Cephalon Sithalo  [author] 2 Mar, 2018 @ 7:32pm 
Ive been meaning to get around to fixing these issues for a few months now but finally fixed them.
And from playing the structures have been nice but mostly useless. Hopefully these changes will help them be more useful :LotusFlower:

Updated:
Fixed Farm and Unity buildings not having their upgrades unlocked.
Removed basic structures
Decreased the time it took to build and upgrade them
Removed the starter ones producing resources on their own. They must be placed on a tile that is actually providing a resource to benifit. The upgraded 2/3 do not have that same requirement
Increased the amount generated by 2/3
Cephalon Sithalo  [author] 27 Feb, 2018 @ 11:21pm 
added the qol for 2.0.* so it will stop pestering about being outdated :LotusFlower:
Cephalon Sithalo  [author] 23 Feb, 2018 @ 10:38am 
Updated for 2.0.0 as a QoL change.

If you refuse to use 2.0.0 it should still work for you just the same as ever its just that it will be more a reverse QoL change for you sorry :LotusFlower:
Cephalon Sithalo  [author] 1 Feb, 2018 @ 10:56am 
Thanks, I'm glad you like it :3 :LotusFlower:
henk 1 Feb, 2018 @ 7:02am 
nice mod :D
Cephalon Sithalo  [author] 17 Dec, 2017 @ 7:46pm 
Update:
Made it possible to upgrade to t2 without the need of the planetary capital

Lowered the tier, cost and prerequisite to get the techs

Added Auto Unity Structure
:LotusFlower:
Cephalon Sithalo  [author] 15 Dec, 2017 @ 2:22pm 
Updated the mod to make the game an earlyer tech. T1 instead of 2 and requiring Planetary Unification instead of Colonial Centralization. Also removed the storage increase from techs
Cephalon Sithalo  [author] 8 Dec, 2017 @ 10:30am 
Now my machine worlds expanded mod, thats a mod that makes machine empires op. Albeit at great cost
Cephalon Sithalo  [author] 8 Dec, 2017 @ 9:33am 
I still fail to see how it would make specifically machine empires a little op unless its because they do not need farms. But considering the buildings use up more energy and the power plant produces less energy..

The structures have the same construction requirements as their original

And they produce less resources than their normal counterparts. It shouldnt really make either side slightly more unbalanced than the other.
Levin- Gaming- Inc. 8 Dec, 2017 @ 9:26am 
youd only need two robot pops on one planet and can get a planet to 3T without the energy cost of extra robots. unless you cant up from 1T to 2T unless you habe five pops like the usual mile stones go.
Cephalon Sithalo  [author] 8 Dec, 2017 @ 8:54am 
@Davidt77 How so?
Levin- Gaming- Inc. 8 Dec, 2017 @ 8:24am 
Machine*
Levin- Gaming- Inc. 8 Dec, 2017 @ 8:24am 
this could make ai empires a little op. i like it.
Cephalon Sithalo  [author] 29 Nov, 2017 @ 6:27am 
"The AI should not use these structures. Ive set them to not bother researching the technologies either. I wasnt sure how the AI would handle it and didnt want to risk breaking it to much by giving it weak structures."
Trigger 29 Nov, 2017 @ 6:16am 
If I have a sector will it make use of this
Cephalon Sithalo  [author] 28 Nov, 2017 @ 4:02pm 
I have no idea what your saying then sorry.
Connor 28 Nov, 2017 @ 4:02pm 
when i say sentient i mean not restricted by rules which AI is restricted to rules
Cephalon Sithalo  [author] 28 Nov, 2017 @ 3:59pm 
Scientific Progress can happen without a sentient being. It does not take sentience to figure something out.

There are that ants cultivate and harvest fungus and ants that heard livestock (admittedly very tiny livestock but still they are little ranchers).

Sure thats not exactly figuring out stone working or anything but the point is that its not to far fetched to say a large scale computer network built 200 years in the future with programing dedicated to scientific research can figure some things out. If anything its more far fetched to say it couldnt lol
Connor 28 Nov, 2017 @ 3:17pm 
you shouldn't make the labs automated, or at least not unlockable until you've researched sentient AI, since it doesn't make sense how scientific progress would happen without a sentient being doing the research
Cephalon Sithalo  [author] 28 Nov, 2017 @ 11:08am 
increadibly possible. its very simple you just put "requires_pop = no" into it.

the reason i decided to try to prevent the ai from using it was since they give less resources and require more energy i didnt want to risk the ai to do anything stupid with them and wreck their economy.

it could be possible make the ai only build these in a spot that does not have a pop but i didnt look into that yet. I figure its possible to give them a weight modifier for that but could be wrong.
Rohzdear 28 Nov, 2017 @ 10:18am 
Interesting idea.

To your knowledge, could it be possible to make regular buildings behave in the same way than these ones so that the AI will use it as well?