Stellaris

Stellaris

outdated: Autonomous Automation
28 Comments
GnoSiS 23 Nov, 2021 @ 4:14am 
Update?
Boisegangpc 25 May, 2021 @ 11:16am 
@Maxx4u Primarily to counteract how pop growth operates in 3.0. The Automation allows for empires to grow their economy without needing to grow their population, freeing up slots on their older colonies. I play with Gigastructures so it's also a pretty decent way to free up pops to inhabit ring worlds or habitats.
Maxx4u 25 May, 2021 @ 9:37am 
As far as I've just seen, the automater builds normal residents.
So what are the further research for? The normal citizen can be used as anything anyway.
Avatarx 15 May, 2021 @ 8:27pm 
Yeah, it would be nice to remove the automation, it's killing my food production, and considering I'm using a mod that turns my stuff organic, it's really causing a bottleneck for me. Any idea when the next update will come out?
Persepheus  [author] 15 May, 2021 @ 12:46am 
@Avatarx Hm, ok, I didn't expect that someone would like to remove them, because they are kind of additional pops. Currently you can't. I will add a decision in the next update :)
Avatarx 14 May, 2021 @ 6:05pm 
Hey I stopped automation, but the automation features aren't going away. This has kinda hurt my economy, considering that my population are specialized in farming. How can I make the features go away?
Boisegangpc 12 May, 2021 @ 8:07pm 
An additional suggestion would be the ability to toggle which jobs can be automated; the menu currently allows prioritization of which one, but for some planets or areas, you may not want to automate specific jobs, such as Researchers or Entertainers.
Boisegangpc 12 May, 2021 @ 4:46pm 
I'd also suggest adding an "Automation Assembly Plant" building (limited to 1/planet). Relying entirely on time passing when you first found a colony doesn't really feel great. Perhaps it could require the "Droids" technology and some other AI technologies, similar to how Auto-Research does.

Because of how the economy in 3.0 has more Specialists than Workers, and how pop growth works, getting automation online for empty worker jobs feels really critical. Even if it took Alloys and Energy to upkeep, it would be a nice way to work on getting base resource "jobs" active.
Persepheus  [author] 10 May, 2021 @ 2:11pm 
@Boisegangpc That is probably a good idea. I will add that to the next bigger update
Boisegangpc 10 May, 2021 @ 8:03am 
The only real suggestion(s) I have is to fork the Migration Override into a seperate submod and to rename the "Automater" job to "Automation Engineer" or something like that. Otherwise, it seems like it's a neat mod.
Persepheus  [author] 9 May, 2021 @ 1:24pm 
aaaand again (first try didn't work)
Persepheus  [author] 9 May, 2021 @ 1:07pm 
bugfix is up
Persepheus  [author] 9 May, 2021 @ 1:04pm 
just remembered, the trigger is also used in the deposit, so it will not be enough. I found a workaround, will push it in some minutes
Persepheus  [author] 9 May, 2021 @ 12:41pm 
I dont find an easy solution, for now use the console while selected the colony, type "effect add_deposit = automator_deposit" that should do the job
Persepheus  [author] 9 May, 2021 @ 12:30pm 
You discovered a real bug. the colony_age trigger for the void dweller colonies (not capital) are always false - the do not have an age...
I will try to work around it... but its funny, they should also not be able to use vanilla automigration, because that also uses that trigger
Persepheus  [author] 9 May, 2021 @ 12:19pm 
@leva the script checks every planet every year, so it shouldn't be necessary to use extra commands:
every_owned_planet = {
limit = {
colony_age >= 300 # in month
NOT = { has_deposit = automator_deposit }
}
add_deposit = automator_deposit

I will check myself in a void dweller game ;)
leva.zakharov 9 May, 2021 @ 9:09am 
And sorry for new comment, but I don't know hot to change previous comment. Another habitats works fine (my first builded after 25 years get automator job)
leva.zakharov 9 May, 2021 @ 8:27am 
I may have found an error, but in "Void Dweller" origin only capital habitat gain automator job after 25 year from game begining. Another two starting habitat didn't get this job. How I can fix that in-game with commands?
Persepheus  [author] 7 May, 2021 @ 6:28am 
@frankmaak2 the every autopop removes one fitting job, so you still need the district to provide jobs. What job is replaced is random, but you can set a priority with a decision
frankmaak2 7 May, 2021 @ 4:56am 
good idea, do i select wich automated deposit is build or how does it work & should an automated deposit not remove/block one district slot ? ----- i dont understand why in stellaris newer (upper tech) buildings only increase the number of jobs and not their productivity !
Persepheus  [author] 6 May, 2021 @ 11:11am 
@Smithal Yes, the auto-pop produces exactly the same as a real pop without traits.
It is a little bit hard to see, because the game shows deposit-values in a very strange way, but if you look at the production output of the planet you will see, that 1 miner pop and one miner autopop(feature) will produce exactly the same amout of minerals. (same for every other type)
Smithal 6 May, 2021 @ 7:27am 
Does the created deposit take in all the bonuses when its generated? Like would an automated miner be more productive on a planet with dense minerals?
Persepheus  [author] 3 May, 2021 @ 12:42pm 
@Boisegangpc I am open for suggestions, because I am not particular happy about the capitals... But I still would like to tie it to "old" colonies somehow.
Boisegangpc 3 May, 2021 @ 6:50am 
I would suggest that instead of advanced capitals providing extra Automaters, maybe have a planetary decision instead?
Persepheus  [author] 3 May, 2021 @ 4:18am 
@Sentenza They do the same. Meaning, they never turn it off, they do research it with a pretty high priority and the usage is more or less "automated".
What they do not do, they do not try to optimize it (ie. resettle pops to reach the 20pops breakpoint earlier), but that has not that much impact.
The overall stupidity of the AI however has impact, but well, not more than in vanilla games :P
Sentenza 3 May, 2021 @ 1:10am 
How are AI empires affected?
magooman™ 1 May, 2021 @ 2:25pm 
This idea seems really neat. I hope it gets some traction
Persepheus  [author] 30 Apr, 2021 @ 11:42am 
changes of 3.0.3 already are used