Stellaris

Stellaris

Improved Planet and Sector Automation
Dylan Dawn  [developer] 10 Jun, 2019 @ 12:25pm
Feature Requests
Please post your feature requests here.
< >
Showing 1-15 of 56 comments
KaneDraco 31 Aug, 2019 @ 6:17am 
Hello I just want to say that I love your mod, and would like to request a compatibility patch for Thane-Stus's "Extra Buildings" and "Extra Buildings-All Submods" mods. These add in mines and power plants, as well as upgrades for most production as well as housing buildings. If this is not possible could you please make a post on how to add buildings to the build order? Thank you for your time.
Dylan Dawn  [developer] 9 Oct, 2019 @ 3:19pm 
Upgrades to existing buildings should fit in easily, however new buildings that also produce resources might take some doing, as they should be lower priority than districts and only be build on specific planet types. Gonna take a look at it this weekend.
deltaCorben 25 Nov, 2019 @ 10:00pm 
Hi, I would like a policy that makes your AI build military infrastructure (fortress + planetary shields) on planets.
Dylan Dawn  [developer] 30 Nov, 2019 @ 9:54am 
@deltaCorbem: sure, sounds like a good idea. but im not sure if it should be global, i was thinking about planetary decision or sector-subtype ... because sometimes you dont have it to do it on every world. gonna experiment with that this weekend
Enduriel 1 Jan, 2020 @ 4:24pm 
A planetary decision to stop automatic construction would be REALLY cool!
Dylan Dawn  [developer] 1 Jan, 2020 @ 6:49pm 
That sounds like a good idea, definitely adding that.
Enduriel 3 Jan, 2020 @ 9:56am 
Also whilst I'm already being an unreasonable user asking for a load of stuff, a slightly different area this mod could also cover (which would be really nice) is terraforming/ecumenopolis construction. The way I play, by the end-game year I tend to just terraform every world into a gaia world (+10% output on planet) or turn it into an ecumenopolis, which requires a decent amount of micro. Having an option to have the mod autoterraform planets into a desired type and/or a planetary decision to prepare and then change a planet into an ecumenpolis (build all the sectors, then enact the decision) would be pretty amazing if possible.

I do know this is likely a lot of work and may not be feasible but hey I'm just throwing ideas.
Dylan Dawn  [developer] 3 Jan, 2020 @ 3:39pm 
I'm not sure I can trigger a terraform action like the player does (non-instant). Gonna have to look into that. But its not start of the TODO list, there are some more pressing issues to fix and improve first such as trade, various planet focus types and so far unsupported (less used) designations such as fortress, etc, also better habitat and ringworld support (works sort of okay but far from perfect yet). Plus I want to support Gigastructural Engineering world and habitat types and District Diversity in the near future.
Last edited by Dylan Dawn; 3 Jan, 2020 @ 3:42pm
Achilles095 10 Jan, 2020 @ 3:03pm 
Hello, it would be great to support replacing buildings, doesn't seem to do so yet. To comply with changes across the game to your income of resources.
Dylan Dawn  [developer] 10 Jan, 2020 @ 4:45pm 
@Achilles095: Unfortunately I can't do that with sector automation alone, wish I could tho. It would require going outside the planet automation system either using custom events or some other means, not prepared to do that just yet since it has many drawbacks.
Lyssid 19 Jan, 2020 @ 1:58am 
Hi,
at first i would like say "thank you" for this awesome Mod.

Second, can you please add a translation for German?
If you play the game in German the Option Tab in the Edicts are not usable because i see only the string.

https://imgur.com/G5SZ3rD

If its possible i would like to help you with the translation.
Or do you set up so that you can see the English texts in German?

Thank you
Last edited by Lyssid; 19 Jan, 2020 @ 2:08am
Dylan Dawn  [developer] 21 Jan, 2020 @ 7:31am 
Hello,
thanks for letting me know. I was under the impression that english is shown when the game is in non-english languages, gonna fix that today. As for german translation: I'm from germany myself, gonna add that eventually, just was a little to lazy for now.
Lyssid 21 Jan, 2020 @ 9:36am 
Ja super vielen Dank. Dann reichen mir natürlich auch erst mal die Englischen Texte.

Thank you very much. Then of course the English texts are enough for me.
Ligraph 2 Feb, 2020 @ 8:05pm 
This nod has been a great help, so thanks.

Two retests:
Can we get higher desired income level options? In particular for alloys. Imo something like the vanilla sell/buy counters (w/ shift-click etc) would be optional but I don't know if that's harder or not. A "maximize as long as something else isn't running out" option could fill in for this.

Probably a bit harder, but a "Replace Buildings" option (either planet or global) would be nice for when I take over poorly built colonies, as well as possibly a "Replace Obsolete" for when building upgrades are discovered for necessities (e.g. one Hyper-Entertainment replaces two Holo-Theaters).
Dylan Dawn  [developer] 3 Feb, 2020 @ 11:36am 
Hello,
I actually tried to build the first variant like this, but it seems not possible to display custom variables in GUI elements directly as text, only as button tooltip and conditionals which is why I abandoned the nice looking GUI build and went with the current "dialog-style" menu.
Replace building is a completely different matter. Sector automation does not support it at all which means I would have to fully script it. I might look into it at some point but at the moment I'm kinda busy at work.
< >
Showing 1-15 of 56 comments
Per page: 1530 50