Stellaris

Stellaris

Better Planet Automation
322 Comments
Hobo Conkers 2 Jul @ 10:29am 
any chance of an update :(
Carpincho bb 28 Jun @ 12:16pm 
Nah, it does not work properly, sad, works better than vainilla thought
Carpincho bb 28 Jun @ 12:06pm 
Douglas you f$ck, this sh$t works amazing still, even on 4.0, one only has to active autobuild and guide some the mod, amazing bro, thanks you!
DerKaktus 18 May @ 6:25am 
It works when Autobuild is activated , its wrong description
XtaleGaster 11 May @ 1:34am 
Someone mentioned this being dead, Is this still dead?
WookieLeaks 29 Dec, 2024 @ 1:30pm 
This does work to a degree, just make sure before you play to turn off the automation ability to destroy districts and buildings otherwise it will eat them all and leave you with nothing but nexus and industrial
Kère 2 Dec, 2024 @ 7:39am 
It doesn't work for me. Sorry. I'll go back to standard automation until it works.
Pip 27 Nov, 2024 @ 8:54pm 
Sucks but this doesn't work anymore it'd seem.
Tank Maid (She/Her) 17 Nov, 2024 @ 10:14pm 
Does this mod work with the current version of Stellaris?
Goldeygamer12 1 Sep, 2024 @ 5:28pm 
I think i found the issue which i thought was funny but turn on planet automation because it tells you what it wants to build and if planet autimation isnt on it wont build they should change the description
Average Forest Fish 17 Jul, 2024 @ 12:33pm 
It looks like this mod is dead, most of the features it uses have been completely removed from the game (sector automation and local shared stockpile), and it seems that when it tries to add buildings to the queue, it constantly fails, only when I have done a fresh install it works for maybe a couple months in game and then ceases its function. From my knowledge, the in-game planetary automation is most likely better at doing its job with some manual intervention by the player than relying on this mod, I currently haven't found any fixes on it and I doubt the creator will come back to fix it.
LAP 22 Jun, 2024 @ 8:59am 
I have the feeling it still (kind of works):
1) set the options in the mod menu
2) start planetary automation

I have the feeling the choice of what is being build is now controlled by the mod.
KristinaPikasso 26 May, 2024 @ 4:16pm 
Hi. Are there any other automation mods out there at all? Or this one when will it work?
QuantumGhost 9 May, 2024 @ 4:47pm 
So when this mod update? It's really helpful:Dave_thumb2:
Aparajita 9 Mar, 2024 @ 7:54am 
So the menu doesn't pop up for me. Any idea why?
Douglas Miller  [author] 25 Feb, 2024 @ 1:20pm 
@Ya A Slowpoke
Thanks. I asked in that Q&A too, but my question got rejected, I think for being functionally a duplicate of yours.

Here's hoping they get to it in 3.12, at least.
Ya A Slowpoke 22 Feb, 2024 @ 7:10am 
Asked the devs in the Q&A about the moddable planet automation feature:

In the Stellaris Dev Diary #322 in the comments it was mentioned by the devs that they were looking into the request to add moddable planet automation behaviour in either 3.11 or 3.12. I didn't see it being mentioned in all recent dev diary's, is this still being planned for the upcoming patch?

Answer
It's still planned, but not prioritized as we have many more features that we want to add

Answered by
@Moah [Programmer]
KRT™Alexander 17 Jan, 2024 @ 7:15am 
Is it possible to add buildings to default construction? buildings from other mods that are good to have on every planet
Oldhip 15 Jan, 2024 @ 9:57pm 
all I get are message telling me what it wants to do, then it does nothing
Douglas Miller  [author] 16 Nov, 2023 @ 12:27pm 
News update from Eladrin: The devs haven't had a chance to look into the details of my requests yet, and he can't promise a timeline, but he says changes for them will be in "most likely 3.11 or 3.12". Anything earlier than that would only happen if it coincidentally lines up with other work they're already planning.

I emphasize that this is tentative, not guaranteed to even happen at all, and his estimate and intention to take action are based primarily on my statements that the issues are both important and simple/easy to implement. They have not yet investigated to evaluate for themselves the amount of work involved.
Douglas Miller  [author] 10 Nov, 2023 @ 2:07pm 
@KeinNiemand The primary biggest problem is that planet automation at least used to have a lot of hard coded behavior that actively got in the way and often prevented early versions of this mod from actually building what the mod selected to build. I did some retesting, and at least some of that hard coded behavior seems to be gone now, but I'm not sure about all of it, and there are some major things just outright missing from script support for automation related things that would be difficult and very awkward to work around.

I finally got a Stellaris dev (Eladrin) to respond to one of my comments about this problem, and I posted detailed suggestions that he said he'll look into. We'll see how that goes. See my post at https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-322-3-10-0-pyxis-custodian-features.1608237/page-7#post-29252898
KeinNiemand 30 Oct, 2023 @ 6:56am 
What exactly did 3.9 break, I knew it removed the shared stockpile and sector automation, but that shoudn't be to hard to work around, even if that requires rewriting the whole mod to use the resources directly instead of using the shared stockpile. I don't get why an upgrade would be impossible unless there is simply to way for mods to place buildings i the build queue.
If something like that is missing maybe make a suggestion in the forum so the devs can add it back.
Augustus 25 Oct, 2023 @ 2:21pm 
stellaris devs really seems to know how mess up every mod i use without fail
Rahl81 25 Oct, 2023 @ 10:40am 
update please!
KeinNiemand 21 Oct, 2023 @ 4:29am 
Are you going to update the mod to 3.9?
LAP 28 Sep, 2023 @ 11:04pm 
What works for the moment is activating the mod and planetary automation (without deficit management). It's not as efficient, but it's doing a better job than planetary automation alone. Maybe it's possible to get planetary automation to build exactly what the mod wants it to?
Yagisan 20 Sep, 2023 @ 8:11am 
I don't think he can update it. They removed sector automation which is what this mod was built on, and the planetary automation system doesn't seem up to the task.
QuantumGhost 18 Sep, 2023 @ 5:14am 
Update the mod, please:Gifting:
Helsing 15 Sep, 2023 @ 8:31am 
With no more resource stockpiling, what are your plans for this mod going forward? i loved this mod but due to the recent game update, it doesnt really do the core thing i loved from it, which was auto building.
Burger Knight 14 Sep, 2023 @ 7:20pm 
Mod technically works with 3.9 (i.e. doesn't crash it), but definitely does not jive with the new lack of resource stockpiling. Planets are still auto-designated, scrapping works, and notifications on what to build, but that's about it. No auto-building.
rauldrac 14 Sep, 2023 @ 9:54am 
Yeah, any ETA on the next update? Or a confirmation wether it works with 3.9 or not?
Ya A Slowpoke 13 Sep, 2023 @ 9:43am 
Any ETA for when this mod is updated?
LAP 4 Sep, 2023 @ 9:20pm 
I have two improvement ideas:
1) allow for a resource (mainly food) to be marked as superfluous, i.e. any production is immediately scrapped. Imagine conquering a planet as a determined exterminator, you don't need the food and at the moment you have to scrap the districts etc manually
2) how about introducing fleet cap as an abstract resource? And then have the automation create fortress worlds
ItsDaKoolaidDude 31 Aug, 2023 @ 4:06pm 
Could there be an empire-level fix on disabling the "Manually disabled Jobs" notification? They keep cluttering my screen and pausing the game with so much popups its like a reminiscent of the old Adwares that just spam popups everywhere, it gets worse the larger your empire is with more planets/habitats
Walayimuna 2 Aug, 2023 @ 2:23pm 
Would you be willing to make a compatibility mod for Gigastructures so that the automation also builds supertensile materials?
Theutus 16 Jul, 2023 @ 2:50am 
Thanks for the mod. I reverted to 3.7 and your mod still seems to work with that version.

I did set my capitol to tech focus using your mods interface, and several decades later there is still only one research facility on it.

Other than that, the mod works wonderfully and reduces a lot of the micromanagement.
MurgPlaysGames 2 Jul, 2023 @ 9:18pm 
I'm not entirely certain how to get the mod menu up, I never asks me about it, just wondering if I missed something
Nemmises5 21 Jun, 2023 @ 1:40pm 
would installing this late game cause any damage to the save?
Less Goo 21 Jun, 2023 @ 1:00am 
yeah it keeps giving me notifications about wanting to build something but it never does regardless of me being well into resource surplus. (its a simple planetary capital upgrade)
流泪猫猫头0721 17 Jun, 2023 @ 4:44am 
it can be used on 3.8.4 ? I use this mod but it doesnt build, just keep flashing 。
MightyN0ob 15 Jun, 2023 @ 5:29am 
Either I went to crazy on colonising, and swiping planets, or this mod doesn't like dealing with rampant crime rates and stability issues, either way I think I did something very wrong, and not sure how to fix it.
I see that it will try and keep crime below 30, is there any way of changing that option for myself?
Sjru 🐲 10 Jun, 2023 @ 6:16pm 
Actually there should be an option to enable/disable every option on the menu, like there are instances I may want to go into a food deficit because I have too much but I can't with this mod...
Sjru 🐲 10 Jun, 2023 @ 2:53pm 
I mean just an optoin to have default to automation off so I can chose what planets to do that, early game it's easy to manage but late game not so, but having to disable automation manually early game is a slog.
Douglas Miller  [author] 8 Jun, 2023 @ 8:55pm 
Urban World is what the mod uses as a generic default for planets that are not being specialized for any resource yet. I prefer it to Colony because a) small colonies usually have an excessive amount of amenities, and b) avoiding Colony means there's no sudden amenities cliff drop when the planet reaches 5 pops.
Douglas Miller  [author] 8 Jun, 2023 @ 8:55pm 
Trade value focus is on my todo list now that there are bonuses to trade value powerful enough to make it potentially good. Not sure when I'll get to it, though.

The moddable automation files have no control over the behavior of clearing blockers, unfortunately. I can't fix that until Paradox provides the tools for it in a Stellaris update.

The mod is designed to be handling a large majority of your empire, not just a few planets that you don't care about. If you want automation to default to off, then please explain what you actually want the automation for so I can try to make it work sensibly for that.

The sectors reminder is supposed to pop up only when you are able to create a sector for the planet in question. I'll have to figure out what condition(s) I missed in checking for that, sorry.
Sjru 🐲 2 Jun, 2023 @ 2:38pm 
Also need an optoin to set defaults like automatic designation, since it's enabled by default I have to disable as it changes designation to something silly like urban world often
legendof7th 2 Jun, 2023 @ 11:10am 
Agreed, the constant reminder about sectors is really annoying. One time is enough to tell me to assign a sector but in the middle of a crisis it is REALLY annoying being reminded by pop-up every 3 days that I need a sector. I switched mods because of how obnoxious it became.
Inerael 26 May, 2023 @ 10:21am 
hey, amazing mod thanks you !
But i don't know why it turn some planet into urban world ?
Sjru 🐲 24 May, 2023 @ 11:43pm 
So in a crisis that I lose some systems but not the planet that screw the sectors I keep getting very constant and annoying reminders that it needs sectors, can you make that reminder just once?
Aphyxia 24 May, 2023 @ 2:05pm 
Possibility for automation to default to OFF?