Stellaris

Stellaris

Caffeine (no zzz science ships)
36 Comments
rocterius 2 Mar, 2021 @ 3:52pm 
The "assist research" option is not visible anymore. Please update. Or is there an alternative for this feature? Edit: Now its visible and does his job. I have no idea why it works now. I also use now Ultimate Automation and Automatic Repeatables - 2.8.*, because of this mod i dont select a tech of the tech choice.
Knyghthawk 9 Jun, 2019 @ 9:29am 
please update or advise if you will still be updating this mod
Knyghthawk 4 Apr, 2019 @ 3:06am 
Wish someone would take over this Mod and update it to the newest version
Chastity the Celibate 14 Mar, 2018 @ 1:52pm 
Does this work with 2.0?
Peter34 31 Oct, 2017 @ 11:47am 
I choose the mods used, and I stand behind every mod, as one that's been carefully chosen, "curated", by me, as being certified good. I cannot stand behind this mod, in that sense.

I like your other mods a lot, folk, but this one just seems geared to catering to needs that are different from mine. I don't need any kind of alert when a Science Ship is not doing anything. I merely need help, once in a while, assigning a bunch of Science Ships (often simultaneously) to Support Research. And if the mod triggers for several Science Ships simultaneously, it'll suggest that I send all the ships to the game Planet.
Peter34 31 Oct, 2017 @ 11:47am 
There's no convenient way to temporarily turn this mod off, no "disable mod for 60 days" / "disable mod for 360 days" button, or anything like that. If I "burn the plantation", I have to log onto Steam to find the console command to re-enable the mod.

From a cost-benefit-analysis, this mod causes a huge amount of stress and annoyance, but only a small bit of convenience.

Also, I am not only looking for mods to support my own single-player experience, but also mods that enhance the game for some friends of mine that I'd like to set up Multi-Player games with.
Peter34 31 Oct, 2017 @ 11:46am 
I'm afraid I'm going to have to unsubscribe from this mod. It's very, very intrusive.

This mod does several things. I have need of only one of those things it does, which is that sometimes I want to send one of my Science Ships to Support Research, and it's nice to get an automatic calculation of what the best currently un-Supported Planet to support is (including Planets in Sectors).

If there was a function I could activate, when I wish that, that'd be super nice. But instead, what there is, is I get a *very* aggressive pop-up window, *instantly*, whenever a Science Ship with a Scientist is not doing anything. If I've built a new ship, and I add a Scientist to it, and the game speed is not paused, the pop-up occurs. Even as I am about to click on a button to set Auto-Explore.
Peter34 23 Oct, 2017 @ 5:36am 
One function I'd like to see added is "suspend this mod for 12 months", after which it is re-enabled (for all ships). Players can use that as a stopgap solution, if they (for whatever reason) run into unintended mod behaviour. It's less drastic than "burning the plantation".
Peter34 23 Oct, 2017 @ 5:30am 
Well, as long as it doesn't affect others in MP, it's fine.
folk  [author] 23 Oct, 2017 @ 5:25am 
I'll make a note of the anomaly suggestion. However, I am mostly occupied with different addons right now.

I like the suggestion though, it would indeed be useful. At least I made a note of it, so when/if I do any work on this addon again, I will see about it.

(same thing for clarifying the tooltip on the burn-button, that it only applies to you)

As for a way to enable the addon again after burning the plantation, I'm quite sure I will never actually add that besides the console-trick. If anyone else wants to add that to the addon, the code is on github.
Peter34 23 Oct, 2017 @ 5:19am 
Nice.

The functionality I use is the “find planet to Assist”. I use the Auto Auto Explore mod for exploration, so that’s not an element of this mod that I need.

One thing that would be nice, would be if this mod had a “find nearest Anom” function. They’re hard to see in the cluttered UI. But just aiding with the Assist function is going to be a huge relief.
folk  [author] 23 Oct, 2017 @ 5:03am 
It disables per player. I realise the tooltip is not clear about this.
Running that console event re-enables it for everyone.
Peter34 23 Oct, 2017 @ 4:53am 
Oh, and thanks for reacting so quickly.
Peter34 23 Oct, 2017 @ 4:52am 
Okay. But how does your mod work in MP? If one player clicks disable, is it disabled for everyone?
folk  [author] 23 Oct, 2017 @ 4:51am 
Yes, apologies, I've had a fixed version for 3-4 weeks locally that I did not release.

Essentially, there is a new programming condition I can check now (I don't know when they added it) that is called simply 'is_fleet_idle = yes/no'.

This new uploaded Caffeine will only pop up if the builtin is_fleet_idle says that it is.

I'm sure this will fix most issues you have.
As for the "I clicked the burn plantation button" problem, open the ingame console (just google it) and type - without quotes: `event folkcaffeine.1`
Peter34 23 Oct, 2017 @ 4:39am 
This mod triggers even when my ships are actively moving towards a destination that I've told them to move to.

To be specific, I've told them to move home to 2 of my Colonies. I'm 3 months away from getting an important Tech, and once I get that Tech, I'll update the ship blueprints, and then instruct the ships to upgrade.

Currently they're not under an Upgrade order, merely a Move order, but they're not "zzz"'ing, so I don't think this mod should trigger.

If this is fixed, and if a "suspend mod function for 6 months / 24 months" functionality is added (instead of the overall suspend mod thing - how do I even re-enable the mod, if I click by accident) then this mod would be superb, though. The thing I'm keen on is automatically finding the nearest Assist Science-worthy planet. That's a lot of micro-management and book-keeping that I'd prefer to avoid.
Zenithas 26 Sep, 2017 @ 5:17am 
@folk; You open to requests?
Tabby3456 15 Sep, 2017 @ 4:16pm 
"Better than Chemical Bliss"

-A Scientist on a Science ship 2017
p6kocka 21 May, 2017 @ 10:58am 
I´ve just made german translation of your awesome mod.
It´s called "0-GER Caffeine"
UniverseMasterer 13 Apr, 2017 @ 8:22pm 
funny how often you'll press that "burn all coffee plantations" button even though you subscribed to the mod to improve your science :P
Icicle 12 Apr, 2017 @ 1:47pm 
Have you ever thought about extending this to construction ship?
Sabateur 27 Mar, 2017 @ 8:48pm 
@InCuBuS it only checks for ships with scientists in it, so the option is, if you're not using them and don't want to be bothered by the pop-ups, uncrew your vessels.
MixedMethods 29 Jan, 2017 @ 2:37pm 
Could you add 90 days or 1 year option etc, playing on fast you get spammed so much with this, annoying if you are waiting for tech etc!
folk  [author] 19 Jan, 2017 @ 6:20am 
LOL it's funny because it's true :-P
InCuBuS 19 Jan, 2017 @ 12:43am 
In the middle of a Huge Battle.... *plop*
"Hey you... what to do next ?"
"O_o WTF im at War... do something... leave me alone..."
a few seconds later...
*plop*
"Hey got work for me Boss ?"
"OMG, i allready told your stupid Scientist Buddy.. im at a fu**ing WAR... go AWAY !"
a few seconds later...
*plop*
"Hey Boss....."
"NOOO NOT AGAIN !!! ... listen you Idiots... If anyone annoys me again... i throw ALL of you into my private Sarlacc Pit... GOT IT ?!"

But anyways, very nice Mod folk :) Keep it up !
xXtraCrispyXx 28 Dec, 2016 @ 3:00pm 
I was hoping you would know already, I'll have to start up a MP game and find out.
folk  [author] 28 Dec, 2016 @ 1:57pm 
Thank you!
It should work just fine. However, I have no idea how MP works at all. So when you get popups that pause the game, do they pause in MP? Is it turn based or real time?
Most of the functionality of this addon "depends" on the game pausing for popups, or it would get quite irritating after a while I assume.
xXtraCrispyXx 28 Dec, 2016 @ 1:16pm 
Hey folk, huge fan of all your mods! Quick question, how does this work in MP?
folk  [author] 13 Dec, 2016 @ 5:16am 
@Obama Many of the things he mentions are fixed. The things he mentions that are NOT fixed are impossible for addons to do anything about, except maybe these:
10. Enslave/purge buttons, I think this is impossible but maybe not.
11. I can make that planet overview window better, but this was already on my todo list anyway
20. Managing slavery in sectors is possible, but not something I will do. I'm sure there's an addon for that already.

Other than those, everything else he mentions is either impossible for addons to fix, or already fixed in vanilla. I will look into #11 at some point.
folk  [author] 13 Dec, 2016 @ 3:06am 
Thanks for the link, I will take a look.
folk  [author] 11 Dec, 2016 @ 8:21am 
Indeed, but it can not be done in a way that lets you set it how you want.
But I can increase it to whatever you want.
Or add another button that is longer.
Maelstromeous 11 Dec, 2016 @ 8:19am 
Is there a way to increase the ignore time? 30 days on fast is basically no time at all really. Maybe increase it to 3 months instead? Becomes far less annoying.
folk  [author] 8 Dec, 2016 @ 2:23am 
@YellowApple addons can't do that, unfortunately.
YellowApple 7 Dec, 2016 @ 7:04pm 
Would it be possible to add an option for the science ship in question to be set to auto-explore (if it ain't already and if the player has the relevant tech)? Or is that already implemented? Haven't downloaded yet, but if that feature was to be implemented, it'd be an instant download from me.
Olafr_the_Viking 12 Nov, 2016 @ 11:44pm 
I am happy to announce that folk is nominated to the Olafr the Viking's Modder of the Year 2016 award. Here are the other nominees: http://gamersparadiseolafr.tumblr.com/post/153116343025/nominees-to-olafr-the-vikings-modder-of-the-year