Stellaris

Stellaris

Auto Planet Build [Obsolate]
108 Comments
Sentinel 08295 23 Aug, 2022 @ 10:41pm 
Abandoned mod
Fozzi 28 Sep, 2020 @ 10:31am 
It wasn't even updated for 2.3, why would it work 4 major updates later?
NeinDao 26 Sep, 2020 @ 5:00am 
can anyone confirm that this works in 2.7?
Swat__Raptor 25 Apr, 2020 @ 5:09pm 
the game did not add the level of control this mod was made to give. The base game just builds without waiting for unemployement or lack of housing it will build and build as long as there is money to spend. This mod did not do that.
Optimistic Hoagie 23 Apr, 2020 @ 4:05pm 
This mod has been made obsolete by 2.6 because it is now a main feature of the game
NeinDao 23 Apr, 2020 @ 1:26pm 
seems like a super nice mod, does it still work?
Vhnori 24 Mar, 2020 @ 5:22pm 
Is this mod ever going to update for 2.6?
仙人卡尔 3 Oct, 2019 @ 3:27pm 
is this mod working right now? don't seem to be so
Yagami  [author] 2 Sep, 2019 @ 5:54am 
Hi! I have to admit when i saw the devs making the same function in 2.3 i abandoned this mod. But now after i tried myself the new ai and sadly still dumb as hell, I plan to properly update this to 2.3.
[CN]Lemon^3 XB 22 Aug, 2019 @ 5:34am 
Can I upload this mod to the China Forum? I promise I won't make profits with this mod and I will mark your ID.
ez game ez life :) 8 Aug, 2019 @ 6:11pm 
I love this mod, but sadly it doesn't interact well with Ethics and Civics Alternative mod. There's a civic which, in exchange for other bonuses, halves your construction speed. A monument took 240 days for autobuild to complete compared to the 480 I tested when I built it manually. This has been my favorite mod by far until realizing I was pretty much cheating this whole time due to lack of compatibility.
Soot 13 Jul, 2019 @ 6:12pm 
Is there a way to see what resource it is waiting on to build? I keep seeing the message that it is waiting but as far as I can tell I have everything.
schmonz 22 Jun, 2019 @ 11:08pm 
This mod does not really work. Removes additions the player made. Never .. ever.. remove.. anything already built in a mod. Also, i do not really understand WHY it would remove a housing building, if housing is needed?
Avaloth Oath 21 Jun, 2019 @ 10:10am 
Hi not sure if this was mentioned before however your mod seems to ignore ascension perk reduction for building time not sure if this is true for technology as well. Also thanks for your great work so far!
Swat__Raptor 15 Jun, 2019 @ 7:12pm 
the auto upgrade works for me, most of the time, thou you need unemployed workers before it starts building
Rena 13 Jun, 2019 @ 4:00am 
auto build upgrade not work? i enable building upgrades policy but it still have yellow upgrade icon at top left
Swat__Raptor 11 Jun, 2019 @ 1:03pm 
Another bug, was playing a spiritualist build and the auto build was able to place a 2nd temple on planets, it would remove the 2nd temple after a while but then it often started to again start building the 2nd temple again
Rena 10 Jun, 2019 @ 7:42am 
how to manage a resource cap? anyoption to increase a resource capacity or build a rescorce silos ?
Swat__Raptor 10 Jun, 2019 @ 4:47am 
getting around these are easy enough for now

1 remove automation orders to completed planets

2 you will have to build your ring world segments yourself, not that big of a task since there is 6 districts per segment.

3 you have to handle balancing your refineries your self for now

still reduces the amount of jumping around screens to click the buttons in mid and late game
Swat__Raptor 10 Jun, 2019 @ 4:46am 
indeed works pretty well, a few bugs I saw in my game thou.
1: when a planet gets to it's last slot it seems to take the resources, build the building but the building vanishes a few secs after its complete, and then the cycle starts over again.

2: ring worlds and habitats it does not seem to be working very well, similar to the last bug but with districts this time. it will builds the first ring world segment but again it disappears after completion. the habitats in general for 2.3 are not working as intended yet, they only give me reactor districts dispite what type of planet I build them over so that is a base game issue it seems.

3: refinery focus has some odd behaviour, I'm not sure what its doing, thought it would keep each of my special resouces at a small income but it just seems to building refineries on planets with several open slots.

Sangry 9 Jun, 2019 @ 3:25am 
@randj well, bummer
randj 8 Jun, 2019 @ 2:42pm 
@Sangry It didn't when I tried it a while ago, once it reaches the normal limit you have to start building stuff yourself again.
Sangry 8 Jun, 2019 @ 10:32am 
Will it work with 36 building slots mod?
Swat__Raptor 8 Jun, 2019 @ 5:08am 
**cheers loudly**
Magic Missile Enjoyer  [author] 8 Jun, 2019 @ 2:18am 
Right I've "updated" the mod so that it works in 2.3.* but it's not going to take into account stuff like planet designations when calculating building cost/speed. I'm looking to fix this in future along with all the other issues raised.
Averath 7 Jun, 2019 @ 8:36pm 
@Swat__Raptor In fact, the Devs actually failed to uphold their promises. The automation doesn't even do what they claimed it would do, and is currently borked. If you set it to Mineral focus, it'll build everything except minerals. They specifically said it'll only build Precinct Houses if there is crime. And yet all of my 0 crime planets started building them.
Swat__Raptor 7 Jun, 2019 @ 1:04pm 
I hope that the in game automation includes all the features in this mod, such as multiple planet designations, dis-allow auto-upgrade, only build additional buildings when there is at least 1 unemployement or 1 homelessness. I have not seen the Dev promise all of these elements as part of the system they are doing so I would not at all say this mod is obsolete.
Crack Ho from Skid Row 7 Jun, 2019 @ 12:38pm 
The mod ain't useless since the automation implemented by Paradox is broken atm
BeanSlinger419 7 Jun, 2019 @ 11:53am 
This mod is absolutely useless now, as the 2.3 update now allows us to make planets automatically build buildings.
WariousGaming 7 Jun, 2019 @ 5:59am 
So far as i can understand from patchnotes this mod is useless, since in game this is built-in feature tho i can be wrong ;)
Sangry 6 Jun, 2019 @ 6:41am 
Can you please update it?
Swat__Raptor 5 Jun, 2019 @ 2:54pm 
yea just tried the new automation and man, you did good work here, hope their next update takes pages from this model. this mod was good, I miss it already.
Spirit 5 Jun, 2019 @ 7:52am 
btw is it 2.3 compatible ?
Скуф Обладатель 28 May, 2019 @ 12:45am 
i realy like this mod, thanks you/
Sault 26 May, 2019 @ 9:40am 
Keep getting not enough resources thing. Even though I have an excess of every resource
randj 24 May, 2019 @ 4:24pm 
I think my problem was caused by a mod which adds more building slots which your mod didn't recognise.
Spirit 24 May, 2019 @ 5:36am 
can you do a machine empire version please ? its just not fun to click every time you want to add a pop
randj 23 May, 2019 @ 2:01pm 
Could you possibly make it so that when you don't have enough of a resource, it tells you which resource it's missing please? I've got planets with mass unemployment with "not enough resources" statuses but I have all the resources they should need.
BioSmacker 22 May, 2019 @ 6:48pm 
I think you should add the option to set amenities levels for planets, to run at equal to amenity level, or double amenities, and source of amenities, whether entertainers, clerks, or something else. That might be a bit complicated but it'd help a lot.
Zorlond 20 May, 2019 @ 12:13pm 
Tends to over-build districts anytime an "unemployed" specialist or ruler turns up
Sandam 18 May, 2019 @ 11:13am 
looks like the mod builds clinics while there are no organic pops in the empire... :S
Magic Missile Enjoyer  [author] 17 May, 2019 @ 10:44am 
@fw4hfw4h are you a spiritualist megacorp? If so I think I know what's gone wrong.
fw4hfw4h 16 May, 2019 @ 8:21pm 
The AI keeps trying to build temple twice, even though there was a temple on the planet already, the new temple disappears after it is built, then AI repeats the same cycle, wasting resources. Fix this bug please, thanks!
Dylan Dawn 16 May, 2019 @ 1:52pm 
Best mod for large empires ever, this is how the sector AI should work by default!
Elkstone 15 May, 2019 @ 11:28am 
OH MY GOD YES
WariousGaming 7 May, 2019 @ 10:56pm 
Just as i thought. Thank You for Your help ;) <3
Yagami  [author] 7 May, 2019 @ 8:20pm 
@Woj

The mod dont build anything if there are no unemployed pops.
WariousGaming 7 May, 2019 @ 2:55pm 
correction to this below, none of designated "focuses" are building anything related to their set focus :D i will check if when i get pops then it will begin doing something ;) I started on Ascendancy Homeworld (from a mod which grants starting ringworld with 12 habitats with fully developed districts)
WariousGaming 7 May, 2019 @ 2:42pm 
maybe coz i have 50 mineral disctric and no free pops there that would allow building to be queued by AI?
WariousGaming 7 May, 2019 @ 2:39pm 
hmm how does exactly Alloy Focus works? coz my ringworld fragment (count as planet on ringworld) have like 5 empty slots and there is nothing queued by AI, so i do not get it