Stellaris

Stellaris

Ultimate Automation 4.1
1,387 条留言
RegiZero  [作者] 10 月 10 日 上午 11:05 
@Rahl81 So much work haha. Sure thing though, I can add all that at some point, but the time remaining will probably be a bit later cause that will have to be UI.
Rahl81 10 月 9 日 下午 11:50 
Hi, and thank you for your amazing mod!
I wanted to ask you a few things:

The recruitment of Leaders stops when the Leader Cap is reached, right? Is there a way to prevent that from happening?

Could you add the ability to recruit Leaders for individual planets, not just for sectors? (That would be very useful, since I love assigning one leader to each planet.)

This is something I’ve already mentioned in the past — the automatic megastructure construction time isn’t the same as when I do it manually (the automatic system takes much longer). Also, could you make it show the remaining time?

Thanks!

PS: My traslation into Italian: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2885122950
Vermillon Qliphoth 10 月 9 日 上午 11:20 
ACTUAL GOAT !
RegiZero  [作者] 10 月 8 日 上午 9:23 
@Vermillon Qliphoth I think an all out outfitting update is incoming soon, including that haha
Vermillon Qliphoth 10 月 8 日 上午 8:04 
love the mod could we get something for nanites starbase outfits if possible one that works with astro and one that dosent that would be a god send .
✯ Erny ✯ 10 月 6 日 上午 6:24 
Thank you for your amazing work, its trully the best mod
RegiZero  [作者] 10 月 6 日 上午 3:49 
Thanks for your donation Sven! :D
RegiZero  [作者] 10 月 6 日 上午 2:54 
@✯ Erny ✯ Sure, I'll try to add that in the next update :)
✯ Erny ✯ 10 月 5 日 下午 8:35 
question, for automation for decisions for planet, is it posible so i can automate the sea expansion and master of nature in each planet? cause it becomes a bit trouble some doing each constantly
giimer 10 月 5 日 下午 2:19 
\0/
RegiZero  [作者] 10 月 5 日 上午 11:50 
@everyone The mod has just been updated to 4.1 with some additions:
- The automation "Auto recruit leaders" now has auto recruiting of sector and science ship leaders!
- The automation "Auto recruit armies" now has options to either recruit above the planet (default) or on the planet as a landed assault army.
- The automation "Auto pop migration" now has an option "Any pops apart from main to Synaptic Lathe".
- General bug fixes.

If you find any bugs or something is not right, let me know!
zoqxlsals 10 月 3 日 上午 8:36 
Oh, I see. Thank you!!
RegiZero  [作者] 10 月 3 日 上午 7:40 
@zoqxlsals Yes, if the red lock mark appears, that means it is building. Just be aware that it might fail in the end if you don't have enough resources.
zoqxlsals 10 月 3 日 上午 6:17 
It's a situation where the event is marked as stopped. The red lock mark appears, is it normal?
RegiZero  [作者] 10 月 3 日 上午 4:19 
@zoqxlsals Yeah, so it's working haha. You have to wait for it to build (180 days I think) and then it will pop up as long as you have resources.
zoqxlsals 10 月 3 日 上午 3:56 
Outpost automatic construction function is not working
No action is taken after the construction vessel is moved to the position where it will be built
I turned on this mode and tried it, but it didn't work
RegiZero  [作者] 10 月 1 日 上午 5:32 
Thank you for the donation Tor, much appreciated!
RegiZero  [作者] 9 月 29 日 上午 1:51 
@Red Skull Most of it should be fine, yeah.
Red Skull 9 月 28 日 下午 1:17 
4.1.3 compat?
RegiZero  [作者] 9 月 26 日 上午 1:35 
@Maulin Hmm, sometimes it gets stuck so maybe that's it. In that case you have to move it manually one or two systems and then it'll work again. Also, remember that it will not attack any fleets with greater fleet power than yours.
Maulin 9 月 25 日 下午 1:21 
There is a button for all of them, but only one of the three auto-attack fleet attacks at the same time for me. Do you have any idea why it might have happened?
RegiZero  [作者] 9 月 23 日 上午 1:50 
@Maulin No? They can all auto fleet attack, hence the button for each fleet.
Maulin 9 月 22 日 上午 11:18 
only one fleet can auto attack at the same time?
RegiZero  [作者] 9 月 19 日 下午 3:33 
@linersad Possibly... I didn't get the chance to test it yet. I'll see what's up as soon as I can, thanks.
linersad 9 月 19 日 下午 2:37 
auto pop to synaptic lathe doesnt work?
RegiZero  [作者] 9 月 9 日 上午 1:58 
@Everbane Sure, I'll see if that's possible and put that on the list if so; I'll put it into one of the future updates.
Everbane 9 月 8 日 下午 2:12 
Would u consider automating branch offices for megacorps and automating espionage so that bodysnatchers keep stealing people until they have the 4k necessary to prepare an invasion without all the micromanaging?
giimer 9 月 8 日 上午 3:59 
2RegiZero happiness \0/
RegiZero  [作者] 9 月 8 日 上午 2:08 
@giimer Hmm, that's a bit more of a niche feature of megastructures so unless there will be more like that then I don't know if I'll be adding that anytime soon.
RegiZero  [作者] 9 月 8 日 上午 2:03 
@Glowbomb12 Glad you like it! The reason building upgrades are not in the mod anymore is due to vanilla adding it into the game some time ago. If the vanilla one is no good then maybe I can add this in the future, maybe haha.
giimer 9 月 7 日 下午 6:19 
Is there a patch for gigastructure projects? Orchids, crystalline mega-drills, planetary mass dismantlers and other structures?
This modification allows automatic completion of the mentioned megastructures, but it does not allow automatic installation on all suitable planets.
Glowbomb12 9 月 7 日 上午 6:02 
Lovely mod! I now dont have to manually slap down hyper relays everywhere. Would there be any chance of having colony/planet buildings automatically get upgraded whenever they are able to? It would definitely fit in line with the features of this mod.
Моня 9 月 6 日 上午 3:00 
Thanks for this mod! I hope they add automation of the agent network, otherwise it's hard to steal DNA from different empires every time on evolution hunters to advance the evolution incident.
RegiZero  [作者] 8 月 30 日 上午 3:37 
@仙人卡尔 Yeah, sometimes it gets stuck so you have to move it manually one or two systems and then it'll work again. Also, remember that it will not attack any fleets with greater fleet power than yours.
仙人卡尔 8 月 29 日 上午 8:59 
auto fleet attack not working properly,the auto fleet stops after several move/attack,while there are many targets can be attacked
RegiZero  [作者] 8 月 26 日 上午 9:55 
@Radar It should upgrade from the selected level to max level (if you have the tech of course).
Radar 8 月 26 日 上午 9:13 
the starbase upgrades, how do they work? I feel like it upgrades to the selected level and stops. It seems backwards. Am I missing something?
The_Bane_Company 8 月 26 日 上午 7:34 
looking forward to trying this out! thanks for the work!
capsela 8 月 24 日 下午 5:46 
Great mod, makes the game much playable. If only hoi4 had this.
RegiZero  [作者] 8 月 24 日 上午 4:42 
@Everbane Nope, it is as generic as possible at the moment so it fits all, with the main focus being the modules. There are just too many options with buildings so they are just there to be replaced if someone has something better. Besides, the current modules are most common and spammed the most; buildings, not so much I think.
Everbane 8 月 23 日 上午 11:20 
does the starbase outfitting have nanites, cordyceptics, and fruitful partnerships buildings built in?
RegiZero  [作者] 8 月 23 日 上午 6:22 
@Brayflex Sure, I can add alternatives to buildings and modules that are not available to Biogenesis/Wilderness empires. I'll consider to do this in the next update most likely whenever 4.1 comes around cause I already spent way too much time on modding haha
Brayflex 8 月 22 日 下午 6:41 
Would you have or be able to add in layouts for biogenesis / wilderness factions Regi? We don't have, for example, hydroponics bays, which leaves some loadouts empty. Same with, and I could be wrong due to my tech, recruitment offices.
RegiZero  [作者] 8 月 22 日 上午 10:23 
@Verence I don't think so but I can check for you just in case, if they do, I'll let you know haha
RegiZero  [作者] 8 月 22 日 上午 9:55 
Thanks again for the donation Some!
Verence 8 月 22 日 上午 12:58 
I wonder if the game's modding capabilities support the "look at that district on the other planet and try to copy it here" interaction that automatically copies all modded buildings. This would've been so great.
RegiZero  [作者] 8 月 21 日 上午 9:19 
@Brayflex Giga is not included in any auto outfit starbases options, only NSC. As for vanilla, I have listed what the loadout more or less looks like below. This is the same across all starbase levels just cut down based on module and building slots available.

Auto Shipyard - Max Shipyard modules and Fleet Academy, Hydroponics Bay, Resource Silo/Recruitment Office buildings.

Auto Anchorage - Max anchorage modules and Naval Logistics Office, Hydroponics Bay, Resource Silo/Recruitment Office buildings.

Auto Energy - Max Solar Panel Network modules and Recruitment Office, Hydroponics Bay, Resource Silo buildings.

Auto Astromining - Max Astrominig Bay modules and Astromining Hub, Hydroponics Bay, Resource Silo/Recruitment Office buildings.

Auto Trade - Max trade hub modules and Recruitment Office, Hydroponics Bay, Resource Silo buildings.

Auto Mixed - Mixes all of the above apart from Shipyard and Astromining stuff.
Brayflex 8 月 21 日 上午 5:54 
@RegiZero Hey good morning my friend! I'm curious on vanilla and Giga loadouts if it's not too burdensome!
RegiZero  [作者] 8 月 21 日 上午 4:30 
@Everbane I'll see what can be done but not sure when that would be yet. Thanks for the suggestions :)
RegiZero  [作者] 8 月 21 日 上午 4:29 
@Brayflex Which loadout are you interested in though, the vanilla or NSC ones?