Stellaris

Stellaris

Ultimate Automation 4.0
1.312 kommentarer
Dracken 14. juli kl. 22:03 
Hi!
I love this mod and want to thank you very much for working so hard on it. Honestly I cant imagine playing without it now lol.

I was giving Gigastructures 4.0 a try and notice that when I try to autobuild gateways or even outposts the construction ships get stuck now. I'm wondering if its a compatibility thing or if there's a simple fix I'm missing.

Thanks for all your work on the mod!
Dr. Quackers M.D. 13. juli kl. 9:44 
leaders die allot i feel like most of my game is replacing leaders, replaces science ship captain, replacing governers, replacing generals, replace counselors. Does this mod manage my leaders for me as that is all i want?
Wrathsfury 12. juli kl. 10:18 
Great mod, it makes the game amazing:steamhappy:
Dizz 11. juli kl. 19:31 
@RegiZero Thank you for looking into it.

The mod is incredible even if one single component is having issues. Take my award! :praisesun:
BUBlitzo 9. juli kl. 12:37 
I cant get it to do it so im not sure if it can but is it able to auto upgrade buildings when it can as for some reason the vannila wont do it.
winasc 9. juli kl. 3:54 
Hello! Thanks to your work, I’m really enjoying the game.
I was wondering—when using the Hive Mind, even with the auto pop migration feature enabled, the Maintenance Drones don’t seem to migrate.
In your version of the game, does this feature work correctly?

Thank you very much!
RegiZero  [ophavsmand] 1. juli kl. 2:26 
@Dizz Hmm, OK. I'll fix that up in the next update in a few weeks; thanks for letting me know!
Dizz 30. juni kl. 18:49 
Mostly works and is nice. Automatic megastructure upgrading doesn't seem to work at all in v4.0.21 though. I do have some mods running but nothing megastructure-related. Oh well it's still very handy.
RegiZero  [ophavsmand] 30. juni kl. 4:15 
@Kayo Sure, I have the 3.14 version of the mod if you want it, I can pass it to you on discord (link in the mod description), or we can figure out something else if you don't have it.
Kayo 29. juni kl. 16:27 
Is it possible to revert to a 3.14 version?
Awesome1208 28. juni kl. 9:28 
Denne kommentar afventer at blive analyseret af vores automatiske indholdskontrolsystem. Den er midlertidigt skjult, indtil vi bekræfter, at indholdet ikke er skadeligt (f.eks. links til websider, som forsøger at stjæle oplysninger).
Dasharius 19. juni kl. 12:46 
@RegiZero I hear you. Time really is the only real currency we’ve got, and choosing how to spend it is not easy. What you do - making and sharing mods - is a big contribution to the community, and honestly, it’s appreciated more than it’s probably said out loud.

Sometimes we don’t realize we’re already doing something worthwhile until we take a step back and look at it from the outside. It’s good to ask those questions - what’s worth continuing, what’s worth changing - without burning yourself out or throwing it all away. I hope whatever direction you pick next feels like the right one for you.

Also, being able to say “yeah, I should’ve said that differently” is honestly harder than justifying it, so a lot of respect for that. Not everyone’s willing to go there.

Thanks for your thoughtful responses. I really appreciate your honesty :)
RegiZero  [ophavsmand] 19. juni kl. 11:55 
@Dasharius No offence taken, and thanks ;)
I suppose I should have not told you what I did in the first message and instead what I told you in the second, straight away. However, somewhere along the line I became a bit lazier with my responses and perhaps even in my dev work (maybe haha). Although, one could argue that is smart/efficient but everything has both ends. I won't deny that I tend to take the easy way out but not because I want to, but rather due to limited time (and priorities and all that) which is slowly crushing my hopes and dreams haha
Now, one could say that's just an excuse but what can I say, perhaps I lost my way, or perhaps I never really found it in the first place. Nevertheless, you do strike a good point. Maybe it's time to reset and think about what I want to achieve here and elsewhere; what really matters to me and my way of being or doing something, whatever that may be ...
Dasharius 19. juni kl. 9:30 
@RegiZero :) Got it. Better Tech Automation got an update so my need diminished a lot already. Last playthrough I had repeatable tech from 2274 to 2425. It became less of a chore in the last 50 years. But it was a hassle until then. Every automation helps in the end. But it's funny. Working in the development sector my two devs are kinda the same as you. If they don't like to do something it is "not really possible" or even "impossible". Then you tell them that like 20 other apps got the same stuff working and then they tell you why it is a hassle. Usually we then come to a good compromise that inherits 90% of the functionality for 10% of the work. Funny that Devs are from my experience mostly the same ;) No offense.
RegiZero  [ophavsmand] 19. juni kl. 6:47 
@Dasharius Well OK, I said basically and all that cause it is possible but very janky, weird, using workarounds and things like that. Considering there is already research automation and in late game the cost also make it take a while (so you can kinda play with it OFF), I think adding this feature would be on the bottom of the list. As you can see with the mod example you gave, it has to override tech creating compatibility issues along other things. Anyway, I will add it to the list but first do other automation as I mentioned previously. Thanks for the suggestion!
Dasharius 18. juni kl. 15:02 
@RegiZero That is weird. Because there were mods that did exactly that in the past. Did the modding support change?

Example:
Better Tech Automation

I also found another one that was last updated last year but I don't remember the name and couldn't find it.
RegiZero  [ophavsmand] 18. juni kl. 12:25 
@Dasharius That's basically not really possible unfortunately.
Dasharius 17. juni kl. 8:41 
Nice. Endgame Research Autmation would be nice where you can configure what endless techs you always want.
RegiZero  [ophavsmand] 8. juni kl. 3:24 
@Wuja 🐗 CSGOSKINS Ships are unfortunately not possible, buildings are already in vanilla plus I already added some stuff (and I might add empire wide options for it though), and auto starbase outfitter is next up for being added ;)
🐗 Wuja 🐗 8. juni kl. 2:09 
add auto upgrade star bases, ships, building on planets.
RegiZero  [ophavsmand] 5. juni kl. 12:01 
Thank you for your donation Bend, really appreciated!
焱淼 5. juni kl. 3:27 
o(^▽^)o
RegiZero  [ophavsmand] 5. juni kl. 3:19 
@焱淼 Yeah... You didn't see anything haha
焱淼 5. juni kl. 0:22 
{
lazy_config_events.6.j:0 "Recruit §YUndead§! Armies"
lazy_config_events.6.j:0 "Recruit §YWarpling§! Armies"
lazy_config_events.6.j:0 "Recruit §YFlamestorm Trooper§! Armies"
}
This seems like a duplicate, is it a sorting error (j, k, l)?
La2o 3. juni kl. 22:06 
Thanks for the update @RegiZero <3
RegiZero  [ophavsmand] 3. juni kl. 11:56 
@everyone The mod has just been updated with fixes and extra features:
- The automation "Auto pop migration" now works in 4.0 as well.
- The automation "Auto construct megastructures" had major and minor habitat orbitals removed as they now automatically pop up as the habitat expands/upgrades.
- The automation "Auto colony manager" now has "Automate Biomass" and "Automate Research and Unity" which will fill the first building section with Cradles of Rebirth and the rest with Harmonic Cores (research/unity) for wilderness empires (as I hear that vanilla automation is not very good for wilderness).
- The automation "Auto construct megastructures" also now has the Arc Furnace megastructure and for better results, it will only place them where there are more than 8 celestial objects in the system.

Well, that about wraps it up. Let me know if anything is bugged or not right!
RegiZero  [ophavsmand] 2. juni kl. 14:50 
Thanks again for the donation shin, much appreciated!
Pavlos 1. juni kl. 14:03 
@Indeed that was the problem! Thanks a lot again
RegiZero  [ophavsmand] 1. juni kl. 12:48 
@Pavlos Glad you like it! It could be that you left the "Auto recruit armies" enabled and it is still recruiting them for you.
Pavlos 1. juni kl. 12:30 
First of all thanks for this amazing mod! I want to ask if anyone has experienced a reduction of 100-200 minerals every month. Has anyone encountered the something similar?
Darki 31. maj kl. 4:15 
Really nice one dude, not gonna lie seeing some of the features it seems like its playing on its own. :TR:
Kaan 31. maj kl. 3:13 
@RegiZero Thank you =)
RegiZero  [ophavsmand] 30. maj kl. 5:47 
@Lowbuget The planetary automation only has auto decisions and auto medical centres for now. As I mentioned below, I plan on adding some predefined building automation and more decisions later on.
Kaan 29. maj kl. 12:30 
what does the colony automation? i have only the Artifact Relays option.
RegiZero  [ophavsmand] 29. maj kl. 5:15 
@HellBoundHeart Not sure when but I do plan on adding that at some point but it'll be a lot of work so I put it off until now :P
RegiZero  [ophavsmand] 29. maj kl. 5:14 
@Eagle 1 is mommy Nope, you're good. The planetary automation only has auto decisions and auto medical centres for now. I plan on adding some predefined building automation since I get a lot saying the vanilla one is quite bad.
HellBoundHeart 28. maj kl. 8:41 
@RegiZero
Possible automation of starbase module/building upgrade queues?
Spinosaurus Aegypticus 28. maj kl. 6:36 
Not sure if I’m being stupid but for planets to be automated do I need to enable automation on the planet itself?
Duneczan 27. maj kl. 17:58 
Oh, good, because despite a system full of orbitals clicking on the colony itself shows basically no development. 'Tis weird.
RegiZero  [ophavsmand] 27. maj kl. 4:12 
@LAP Not sure that's possible but I can have a look :)
RegiZero  [ophavsmand] 27. maj kl. 4:11 
@Duneczan You are correct in that it did change in 4.0, but I just didn't realise haha. Currently, upgrading Districts on a Habitat will spawn Orbitals throughout the system as their Development Level increases, so there is no need for that automation anymore. I will have to remove those from the list so I'll do that in the next update, thanks.
LAP 26. maj kl. 20:20 
@RegiZero: Can we have a setting that Automated Fleets return to their home base if there is nothing else to do? Or maybe even automatically start an upgrade (per setting)?
Duneczan 26. maj kl. 18:56 
When auto-building major and minor orbitals for habitats, are they supposed to be clumped together on top of each other, with like a dozen majors and a smaller amount of minors? Or was this a change made to base game Stellaris that I missed, since even with auto-build disabled I can't manually build major and minor ones anymore.
RegiZero  [ophavsmand] 25. maj kl. 9:29 
@Dragonbles Currently it's just cost reductions, but now that I think about it, maybe it's time to improve that and add time as well.
Dragonbles 25. maj kl. 6:44 
Is the autobuild of megastructures affected by megastructure build speed bonuses? Autobuilding hyper relays seems slow compared to manual command.
DJ BONER 25. maj kl. 5:05 
@RegiZero Good to hear :steamthumbsup:
aslanarwen14 25. maj kl. 3:59 
No auto building of cradles?
RegiZero  [ophavsmand] 25. maj kl. 3:49 
@Dragonbles Due to technical limitations and so on, there is currently no progress bar.
RegiZero  [ophavsmand] 25. maj kl. 3:45 
@DJ BONER The current mod version should also be compatible with 3.14.
Dragonbles 24. maj kl. 19:29 
Hi, just to confirm. When auto building hyper relays or outposts, there is no visual progress bar on the Outliner or the construction ships, correct? Tried auto building outposts, the ship just hovers around the start, and then after some time, an outpost pops out.