Stellaris

Stellaris

Improved Planet and Sector Automation
Dylan Dawn  [developer] 10 Jun, 2019 @ 12:25pm
Issue Reports
Please post your issues here! Thank you.
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Showing 1-15 of 125 comments
Kreitani 30 Jun, 2019 @ 7:17pm 
I've noticed that it's upgrading my research buildings even tho i'm on 0+0 gases.
Dylan Dawn  [developer] 3 Jul, 2019 @ 11:04pm 
Thanks for reporting, can you please include the policy settings for minimum strategic income? It also does not cancel already started upgrades. Gonna take a look at it soon.
Kreitani 5 Jul, 2019 @ 2:34pm 
I didn't change any of the default settings.
Dylan Dawn  [developer] 12 Jul, 2019 @ 2:45am 
So far I could not reproduce the problem. This might however be related to the bug that sometimes the sector AI buildings directly after finishing a building without the required time to recheck the conditions. (Also mentioned in the descriptions issues section). Paradox recently released a patch that might fix this. If you can reproduce this still could you send me a savegame?
White Ghost 16 Jul, 2019 @ 3:12pm 
Thanks for your mod.
Is it possible that the mod doesn't work properly yet?

I just started a single player and now I'm about 50 years old. So 50 years. I play machines. I really concentrated on the planet / sector Ai Mod and got two more planets and then had these two and my main planet managed. Right from the start.
I logged exactly when he built what on which planet. So the order.

I noticed the following. I have a planet then sometime times on "Alloy World" put, so that this builds there Alloy factories. Instead he built the following in order: Dust Trap, Dust Trap, Mining District, Generator District, Generator District, 2 x Blocker remove, 2 x Gas Refinery.
So far still no Alloy factory. :-D

Also I noticed at the beginning that the first building on new planets is not a robot factory for more pop, but an uplink. That was the case on both planets. First the second building, at 15 pop became then the machine factory for more pop.

So my suggestion, instead of the uplink, first the building for more pop. :-)

And is there a way to get somehow automated to my Alloy factories? :-)
Dylan Dawn  [developer] 19 Jul, 2019 @ 11:52am 
That build order does indeed sound broken. I usually don't use alloy worlds since their "-20%" upkeep is inferior to a +20% yield on mining worlds therefor I just let it spread the alloy foundries around the empire (not preventable anyway with automation when using full automation. Gonna test some alloy worlds later today.

As for the uplink: This seems to be a regression due to some priority updates. Gonna take a look at that right now.
Lystraeus 28 Aug, 2019 @ 5:31pm 
A side effect, rather than an issue.

Your mod builds buildings one at a time. Which is fine, except for the "construction complete" noise spam.

It's mitigated by commenting out the sound line in key = "BUILDING_CONSTRUCTION_MESSAGE_TYPE" in common\message_types.txt. I thought you might want to add this to the description, in case it bugs anyone else.
Dylan Dawn  [developer] 9 Oct, 2019 @ 3:21pm 
It's a base game sound, I can certainly disable it but I think a separate mod for it would better as some players might still want the sound (I usually play muted so I don't notice it). Gonna take a look this weekend.
Munqaxus 28 Oct, 2019 @ 7:08am 
I've noticed that the mod will let consumer goods drop into the negatives. I've even set the IPA Consumer Goods setting to 50 and it's still letting it drop. I assume this is some type of bug?

I think the issue is with Industrial Worlds. I was looking at the mod and don't see any Industrial World settings.
Last edited by Munqaxus; 29 Oct, 2019 @ 11:27am
Revelator_13 30 Oct, 2019 @ 2:00am 
Originally posted by Munqaxus:
I've noticed that the mod will let consumer goods drop into the negatives. I've even set the IPA Consumer Goods setting to 50 and it's still letting it drop. I assume this is some type of bug?

I seem to be having the same issue. No matter what settings I try, it doesn't build Consumer Goods producing buildings. Everything else seems to work fine. Running 2.5 though.
Dylan Dawn  [developer] 15 Nov, 2019 @ 2:50pm 
Starting a new non-gestalt gameplay now to investigate.

@Revelator_13:
I just tested this against an old savegame and a new one. It was building consumer goods just fine.
Did you enable the "IPA: Manage Consumer Goods" policy? Consumer goods management is disabled by default.
I've switched the policy to enabled by default, but this will not affect existing save games only new games.

@Munqaxus:
You are right there were no special considerations for Forge or Industrial worlds so far. I just added a bunch of new conditions and fixed a few exclusion to urban worlds to make the focus adhere to world types better:
- exclude foundries(alloys) from research/refinery/leisure worlds
- exclude factories(consumer goods) from research/refinery/forge worlds
Check the release notes for more details. Just pushed the update to the workshop.
Last edited by Dylan Dawn; 15 Nov, 2019 @ 4:39pm
Munqaxus 16 Nov, 2019 @ 10:13am 
Originally posted by Dylan Dawn:
Starting a new non-gestalt gameplay now to investigate.

@Revelator_13:
I just tested this against an old savegame and a new one. It was building consumer goods just fine.
Did you enable the "IPA: Manage Consumer Goods" policy? Consumer goods management is disabled by default.
I've switched the policy to enabled by default, but this will not affect existing save games only new games.

@Munqaxus:
You are right there were no special considerations for Forge or Industrial worlds so far. I just added a bunch of new conditions and fixed a few exclusion to urban worlds to make the focus adhere to world types better:
- exclude foundries(alloys) from research/refinery/leisure worlds
- exclude factories(consumer goods) from research/refinery/forge worlds
Check the release notes for more details. Just pushed the update to the workshop.

@Dylan:
Awesome
Revelator_13 19 Nov, 2019 @ 4:19am 
Originally posted by Dylan Dawn:
Starting a new non-gestalt gameplay now to investigate.

@Revelator_13:
I just tested this against an old savegame and a new one. It was building consumer goods just fine.
Did you enable the "IPA: Manage Consumer Goods" policy? Consumer goods management is disabled by default.
I've switched the policy to enabled by default, but this will not affect existing save games only new games.

@Munqaxus:
You are right there were no special considerations for Forge or Industrial worlds so far. I just added a bunch of new conditions and fixed a few exclusion to urban worlds to make the focus adhere to world types better:
- exclude foundries(alloys) from research/refinery/leisure worlds
- exclude factories(consumer goods) from research/refinery/forge worlds
Check the release notes for more details. Just pushed the update to the workshop.

Yes, it was enabled. If its working just fine on your side then perhaps there was probably a compatibility problem with another mod. Although I have no mods overwriting those files you listed in the description. I'll test it again and report back.
Dylan Dawn  [developer] 22 Nov, 2019 @ 6:58pm 
OK, let me know. If you can reproduce it again perhaps you could share a saved map so I can investigate directly.
Draxtar 3 Dec, 2019 @ 5:20am 
Hello gentlemen, so I have been using your mod for a while there, I am now at year 30ish and I looked at my planets and most of them have negative housing, I have tried to switch things up, seeing if something needs to be changed or anything but found nothing.
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