Victoria 3

Victoria 3

Auto-Apply PMs
98 Comments
Ostof 3 hours ago 
Hey I am not sure which of your automation mods caused this but I assume it was this one.
When I was playing with your mods they seemed to overwrite the Motor Industries. What that meant is: Normaly the new Motor industries are meant to only produce engines. But with your mods enabled they also produces automobiles.
Just Jamm 23 hours ago 
@zzzwww https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3516232634 I translated all your mods in "zw's Automated Vic3"
Kirara to Nekopara 4 Jul @ 12:51am 
Bro!! Are you a SWE by any chance? These diagrams are awesome! You need to go find your 400k job,
zzzwww  [author] 3 Jul @ 12:09am 
@Just Jamm Thank you for the translation, you can upload the translation as a mod then I will add the link to the description.
Just Jamm 2 Jul @ 10:09pm 
Hello, I like your mod so much and I translated your mod in korean. I would like to put my localization in your mod, Can I?
古月 28 Jun @ 2:11am 
别的都还好,汽车工厂不会切换到坦克生产线,手动切过去,过一会又调整过来了。
无敌野战炮 27 Jun @ 9:16am 
为什么我一直用不了啊,我重新订阅了也没生效
Celador 26 Jun @ 1:03pm 
Is it safe to use with The OGAS - Your build advisor, if I switch off their PM management, and only use it for construction? Maybe you are planning to make one for construction as well?
mage. 25 Jun @ 6:13pm 
when you use this mod which PM do you usualy not automate?
解析幾何的霸主 23 Jun @ 1:26am 
希望增加一个“一键启用”和“一键关闭”的按钮来减少操作量
Auv. 22 Jun @ 6:40pm 
按钮太多了 能在简化一下吗:steamhappy:
zzzwww  [author] 22 Jun @ 2:04pm 
Updated for 1.9. If you encountered any problems:
1. Starting the game with only this mod and without any mods to make sure if the problems were caused by this mod.
2. Make sure the mod has been updated to the latest version, if you couldn't find the option for automotive industry then it means steam hasn't downloaded the latest version for you.
风雅颂 22 Jun @ 7:29am 
大佬加油
Alpha2518 21 Jun @ 11:24pm 
What are war machine factories? I just came back to the game and I have no idea what those are.
FUZZY 20 Jun @ 9:51pm 
toggle war machine factory off and this mod still works, but not all industries as I imagine since some metas have been changed.
飘零 19 Jun @ 4:29pm 
要喝杯咖啡吗
zzzwww  [author] 19 Jun @ 8:18am 
This mod will be updated in a few days, for now please don't use the auto-apply for motor industries.
GeloDGreat 19 Jun @ 8:15am 
this is causing a crash
Coyote 19 Jun @ 5:48am 
It works guys, chill.
Colfer 19 Jun @ 1:36am 
+1 to the update requests :)
Cypress 18 Jun @ 10:04pm 
on my hands and knees begging for an update
飘零 18 Jun @ 9:06am 
update
SuiSui 18 Jun @ 6:59am 
without your mods I cannot play victoria 3 anymore
青月溶解 18 Jun @ 2:56am 
update please
Holarula 17 Jun @ 7:30pm 
没有1.9版本的轮椅我要死掉了
Colfer 15 Jun @ 2:56pm 
This is great but I wish it had some logic for not changing method if the input good are below a certain availability in my market. Unless I'm missing something that helps with that?
khas 31 May @ 3:04am 
次要生产方式也会调节的对吧(就是自动化要你另外一个mod)
喵小喵 24 May @ 9:09pm 
为什么订阅后显示这个模组数据文件丢失或无法解析。。。
Yoonbari 24 May @ 7:23am 
Thanks for the good mods. It has saved me a lot of time!

I have a few questions, so I'll write below.

1. since the 'Faster Upgrade' button is not available on its own, but as an option, does this mean that if I only select the 'Glassworks' button, for example, the entire 'Glassworks' will be selected, but the 'Faster Upgrade' will only 'randomly' select up to 3 buildings of the same type to be included in the 'Evaluation Process'?

2. Is the ''Electrification'' button also a button that cannot be used alone, but as an option activates ''Electricity Automation'' for facilities that can use ''Electricity'' for production?
If the 'Electrification' button is not activated, the PM (Production Method) change will only change the PM except for 'Electrification'.
YO 5 May @ 1:18am 
不知道選擇最新生產的依據是什麼,但我蓋了一個紡織廠,在還沒有辦法生產絲綢的時候(沒有化學合成場跟絲綢種植園),這mod也會選擇最新生產方式,導致欠缺絲綢,人均只有跑到1塊...這mod是無視所有狀況直接選擇最新的生產方式嗎
饭桶 24 Apr @ 4:22am 
能适配冷战mod吗没有轮椅我已经不会玩游戏了😭
Paroxysm 10 Apr @ 8:14pm 
I really love this idea! Is there a way to ensure that we won't switch to a PM for items that are simply unavailable in my market or (even better) that I don't produce, or can even import from other markets? I've noticed that my items are switching to PMs too soon, making it challenging to maintain a functional supply chain, especially before another country even starts exporting products like telephones and radios.
jacklover26 24 Mar @ 7:35pm 
能适配cold war era这个MOD吗
erikbalens 22 Mar @ 11:28pm 
gg, this must have been what kasparov felt
tião borracharia 21 Mar @ 3:54pm 
my only suggestion, if that's even possible, would be to add a "enable all methods" button, so we don't have to click through 72 decisions every time you start a game
Nick Name 21 Mar @ 2:56pm 
이런게 진정한 노예 해방이지
Sherbiato 19 Mar @ 12:59pm 
I love you mwah
Endministrator 10 Mar @ 4:15pm 
Seriously the balancing of this seems crazy good. Its doing a way better job than I could ever archive myself.
I always struggled getting upgrades like dynamite into my industry because I couldn't manage to keep the buildings productive enough to maintain good wages.
This mod just does it with ease. I'm sitting here watching my GDP and standards of living explode. Exactly what I was hoping for 🙏
Endministrator 10 Mar @ 4:10pm 
This may be one the the greatest mods ever made on steam workshop
tião borracharia 2 Mar @ 4:40am 
This may be one the the greatest mods ever made for this game
zzzwww  [author] 16 Feb @ 12:06pm 
@CHMA | gadae600
The mod has been updated for 1.8x and I haven't noticed any crash relating to this mod.
1. Try disable all other mods to make sure the crash is caused by this mod.
2. If it still happens, provide error log so I can identify the problem.
3. For multiplayer, there are usually more compatibility problems that might cause crashing, especially when there are multiple mods for different players.
CHMA | gadae600 16 Feb @ 11:41am 
I think the mod needs an update, it keeps crashing the client
zzzwww  [author] 8 Feb @ 11:41pm 
@Art Not always, more details can be found in the images.
zzzwww  [author] 8 Feb @ 11:40pm 
@Ἀλληκτώ

1. Do you have any other mods that modify buildings? According to the error log it might have something to do with CPC and the Glassworks foreign investment trigger. Could you search "zw_" in the error log and show me all the errors that contain this keyword?

2. This shouldn't happen since the mod always checks if a PM is available first, so I guess it's because of something else. Could you provide more details, like when did it happen, on the first day of next month or next week, and did the PMs actually be changed?
Ἀλληκτώ 8 Feb @ 11:00am 
Hi. It seems I've found a bug (though I am not sure which of your mods causes this, automation or autto apply new PMs): after I dissolve and create my power block again, the game crashes in a ~week after it
I've explored error logs and it has a lot of following errors: "[21:56:17][jomini_script_system.cpp:270]: Script system error!
Error: Event target link 'scope' returned an invalid object
Script location: file: common/scripted_triggers/zw_cpc_triggers_1.txt line: 39 file: common/buildings/zw_cpc_01_industry.txt line: 147
"
I think I know what the problem is: before I dissolved my power block, I used Transportation mandate, which gives new railway PM. After I dissolved the block, this mandate disappeared and PM was gone too, but the mode tried to apply it nevertheless
DVD 5 Feb @ 10:00am 
I have a question, will it only apply the change if it makes a profit? If so, will it be automatically disabled if it starts to make a loss at some point?
zzzwww  [author] 5 Feb @ 1:02am 
@Ilya @Wizzy09 @Trex @Cold as ice
I think it's better to toggle some options only when it's necessary or ready. It's because the scripts can't always handle some edge cases (I tried to minimize the number of triggers to make sure the mod can work smoothly).

@Kurushkatha @cmdedj
Checking sell orders will greatly increase the number of triggers and it might also cause a loop in some cases:
no new input -> no new PM -> no new demand -> no new input
So there are three options:
1. Produce new input goods in advance while there is still no new demands.
Just like what I mentioned in the previous FAQ: toggle the option when it's ready.
2. Create a small demand as the "initiator" of the supply chain while there isn't enough input goods.
Then you just need to start producing the input goods after the "initiator" appears.
3. Add triggers to compute building levels and sell orders.
This will sacrifice performance just for some edge cases.
zzzwww  [author] 5 Feb @ 12:54am 
Sorry I was busy and couldn't answer all the questions so I'm going to answer some FAQs together.

@Crown
This mod should work in multiplayer, but I haven't tested it multiplayer.

@John S. Stapler
It only works on vanilla PMs, but having PM mods usually won't affect this mod.

@Josavi99
Ironman compatible.

@Daft Vader
AIs have their own logic to change PMs, more conservative and complicated, also being evaluated and executed less often.

@swishy
If you switched country mid-game, the previous country would keep the previous JE but wouldn't change the options anymore.
Sir Packet Lossalot 8 Jan @ 9:18am 
Thank God for this mod! Saves me 70% of gameplay time from fidgeting the economy so I can focus on grand conquest. Thank you author
Crown 5 Jan @ 1:20pm 
do these work in multiplayer