Stellaris

Stellaris

Auto-Research Repeatable Targeting
18 Comments
Xelan 18 Feb @ 12:55am 
Just in case anyone here is interested in using a mod that makes the auto-research function actually useful, even with ESC repeatable techs, this exists now: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3429697451
Sorry for the self-promo, just want to inform players that might have the same issue as I had.
RaNKoR 19 Feb, 2023 @ 1:22am 
works incorrect, becasuse strike craft repeatables are society research now
kinngrimm 17 Jan, 2023 @ 12:46pm 
Seems to work sofar in 3.6
Is there a way to prioritise those from the engineering tree as there seem to be more variants of repeatables. So when one choosen is not the current available, the next choosen lower in priority would be choosen.
NotNitehawk 5 Sep, 2022 @ 12:38pm 
It would be cool if you could set other rules for it too, like always research cheapest, as well. That's what would be nice for physics, since there's only 4 repeatables.
(Technically there's 5, but one of them only has 5 levels)
Orca 23 Jul, 2022 @ 12:25am 
Sentences using a translator.

Could you please add the research on the hull of the fleet?
Kumquat  [author] 22 Jun, 2022 @ 5:18pm 
@Iznogood This is great! I'm back from a hiatus and am still not enthused about Stellaris modding right now, but I'll consider adding this (and adding you as a contributor if I do) once I download it and take a look at it. Not sure when it'll happen but I appreciate all the effort.
Iznogood 15 Jun, 2022 @ 9:58am 
@Kumquat
So finaly i did it, i made a version who allow to select a second choise that will be take if the primary choise is not avaible.
I also added the army (hp and dmg) choise LegoBuilder asked.

I did it in a way that add the less "code" possible for ease the maintenance and ensure updating wont break anything.
If you like it, feel free to upload it as i wont publish it myself.

here the link :
https://www.generationweb.net/divers/Auto-Research_Repeatable_Targeting_second_choise.zip
Iznogood 8 Jun, 2022 @ 3:58am 
@Kumquat
Thank for anwser and make think clear.

This say i coudnt wait and i added the options that fit to my actual running game and testing then. In the process its have give me an idea of what need to be done for make my sugestion become a reallity, And while its not seem complicate, its a long work.

At this stade i will probably just keep add single custom choise that fit my needs.
I also tough that i may want extra multiple second or primary tech choise, and that give me a headhache just to think at what its would take to make it all selectable :)

But if i change my mind and start make something that everyone could use, i will rather show you the result and see if you want take it for yourself, than publish my own version.
Kumquat  [author] 7 Jun, 2022 @ 2:33pm 
@Iznogood @LegoBuilder This mod was tedious to make so I will be in nothing but maintenance mode from here on out, but if you want to fork it and publish an improved version feel free to. I don't feel much ownership over something as basic as this and if anyone wants to make and publish the perfect version that blows mine out of the water, please do so!
Iznogood 7 Jun, 2022 @ 12:19am 
Thank you for this mod, its really make the end game better.

One question/sugestion like LegoBuilder could it possible to add a second choise option?

For exemple my actual game i play energy weapon and armor as main power, but the armor come only half the time the other half i would prioritize the kinetic as their used on all my defence platform, also shield when no energy/laser option avaible.

That would be make this mod absolutly perfect from my point of view !
I Love Ukrainian Job 29 Apr, 2022 @ 2:13pm 
Extremely useful mod

I was wondering if you could something like "Army", where it picks damage and if it can't health or something similar.
Kumquat  [author] 7 Apr, 2022 @ 2:42pm 
@Jagged Thanks! I think I've added the translation to both this vanilla and the Gigastructures version.
Jagged 6 Apr, 2022 @ 11:59am 
Hey i liked that mod so much i localized it in my native language: German!
I would much appreciate it if you would add that to the official mod.

Anyways thank you for your work and here's the content of that .yml file:

https://pastebin.com/bX3eZiem
Kumquat  [author] 27 Feb, 2022 @ 11:00am 
Oh shit, thanks.
FLSoz 27 Feb, 2022 @ 10:27am 
Admin cap was removed in 3.3. The tech_repeatable_improved_core_system_cap soc repeatable was updated in vanilla to provide country_unity_produces_mult = 0.05 instead - needs to be updated in the mod.
Kumquat  [author] 28 Jan, 2022 @ 3:16pm 
@Tzucaza

To the first idea, I wish there was an easy way to do that, but I don't think I can reference the auto-generated tooltips. While I may at some point manually replicate them, I'm not currently willing to go through that process.

To the second, I love this idea: it's easy enough to implement that I'll try getting to it in a couple days.

To the third, please fork this and modify it as much as you want! The tedium of creating versions for various mod combinations is huge, so if you're interested in making a version for a certain playset of of mods that all add repeatables, go ahead and do so!
Tzucaza 28 Jan, 2022 @ 8:34am 
Nice idea, prbly should be in the base game. 2 Suggestions:

- add what the repeatable does into the description, I have no clue what tech name is what :)

- add something like "Energy weapons", where it always picks damage and if thats not there it takes firerate

Also I would like to have a version for ESC Next (and then use it together with Giga).
If you dont want to do it, would it be okay, to take your code to make a ESC + Giga version (would link to your 2 mods)?