Stellaris

Stellaris

Auto Upgrade Buildings [2.1]
61 条留言
Elv原则 2023 年 7 月 23 日 上午 2:09 
Any similar mode for 3.8 that compatible with building from mod?
Peter34 2018 年 12 月 14 日 下午 7:30 
Ditto.
Catnapping Princess 2018 年 12 月 13 日 下午 5:46 
was amazing while it was required, you did a good job and i can't thank you enough
good work, good night, and good luck! :catpaw::lgbt::tr_neko_slavya:
Peter34 2018 年 11 月 25 日 下午 7:06 
This mod works fine for 2.1.x, and won't be needed once 2.2 comes out.
Peter34 2018 年 11 月 25 日 下午 7:06 
This mod works fine for 2.1.x, and won't be needed once 2.2 comes out.
Frost, Hell Jumper 2018 年 11 月 25 日 上午 8:20 
update?
Mask of Humble 2018 年 7 月 19 日 上午 1:52 
Any Chance to get auto Blocker Clear?
Xelan 2018 年 7 月 6 日 上午 6:46 
ah nice and thanks for the quick answer :)
Sayle  [作者] 2018 年 7 月 6 日 上午 3:15 
@Xelan The patch notes haven't mentioned any changes to building upgrade paths, which is all this mod actually needs to work. However I have taken the opportunity to upgrade the Star Trek New Horizons component, if you're a fan of that mod.
Xelan 2018 年 7 月 6 日 上午 1:41 
does this still work with 2.1? Haven't seen an update here for a while :/
wrightc214 2018 年 5 月 23 日 下午 1:42 
@Sayle
In my limited time in the txt files, I noticed a flag for marking systems as bottleneck. The AI used it to decide what buildings to place on a space station. Auto-Upgrading defensive platforms in bottleneck systems would alleviate some of my wasted time at the expense of yours.
Riley4376 2018 年 3 月 8 日 下午 5:46 
Appreciate your work Sayle. Thank you for the response! :)
Sayle  [作者] 2018 年 3 月 8 日 上午 12:25 
@Riley4376 The thing that comes to mind is that stations are expensive to upgrade, increases upkeep, and often you want to specialise them against a specific enemy. Furthermore, I'm not sure how to do that, and it's a bit outside the scope of this mod.
Riley4376 2018 年 3 月 7 日 下午 9:12 
Hi Sayle I absolutely love your mod. Quick question and I apologize if I missed this; have you thought about or is there a way to automatically do a periodic update for space station upgrades? I know in the long games it can get tedious to upgrade especially when you get a new tech and are able to upgrade your stations defensive capabilities. Appreciate your time and dedication. Thanks!
Sayle  [作者] 2018 年 3 月 2 日 上午 10:29 
@SquidNeko Yes. Quite sure.
SquidNeko 2018 年 3 月 2 日 上午 10:19 
Oh. I never activated that. You sure both are needed?
Sayle  [作者] 2018 年 3 月 2 日 上午 10:18 
@SquidNeko you need to activate both.
SquidNeko 2018 年 3 月 2 日 上午 10:11 
The Edict called Automated Building Upgrading is not working. Its the one without Mineral Limit.
Peter34 2018 年 2 月 22 日 上午 10:31 
Thanks for upgading this mod so quickly!
kellynorty 2017 年 12 月 31 日 下午 5:49 
Thanks !!!
Peter34 2017 年 12 月 18 日 上午 5:35 
The effect is coming from somewhere, and I’m trying to track it down.
Sayle  [作者] 2017 年 12 月 18 日 上午 4:13 
@Peter34 this mod doesn't destroy any buildings at all, and if it does it's very much unintended behaviour. I'm not sure how that would be happening.
Peter34 2017 年 12 月 17 日 下午 6:42 
Does this mod auto-destroy all tier-1 Unity buildings (Uplink Node, etc) once all 7 Tradition Tress are completed?

I'm using the Endgame Unity mod, which means that Unity continues to be valuable for me even after completing all 7 Trees, but I also get this auto-destroy behaviour of all tier 1 Unity buildings, and maybe tier 2 ones too, at least for Machine Empires. The maker of Endgame Unity claims it's not vanilla game behaviour, so I'm wondering if it's caused by this mod. If it is, can it please be made into a one-time event, rather than an on-going check?
H4shX 2017 年 11 月 11 日 下午 3:51 
@Sayle - I find your Utility / Tool can help alot with the Micromanagement issues found in Stellaris. Is it possible for us at SRT to see and have permission to use your Mod and include it as part of our Union Project. :) Or can we discuss how we can make your Mod work with our Project.
Sayle  [作者] 2017 年 10 月 11 日 上午 8:51 
Added comptability for Star Trek New Horizons. No need to watch over those arcologies, dilithium mines, and planetary shields anymore!
BenderTehRob0t 2017 年 10 月 7 日 上午 5:33 
Ohhh, wait whatnow? Shite. Sorry about that. I never thought it'd delete a building if there wasnt an available upgrade...
Sayle  [作者] 2017 年 10 月 7 日 上午 5:21 
Weird. I'll have to delete the compatability for Ancient Buildings. Thanks for pointing that out.
Kash Ka 2017 年 10 月 7 日 上午 4:49 
Autobuilding doesn't deactivate once updated. It also tries to build tier 6 research buildings, or something like that, once tier 5 have been researched. This result in the building being deleted. Which is a MASSIVE pain in arse. It also does this for betharian power generators.
BenderTehRob0t 2017 年 10 月 2 日 上午 7:58 
@ Slaskie: The mod 'Autobuild' has a working option for auto-building robot pops.
BenderTehRob0t 2017 年 10 月 2 日 上午 7:56 
Is it possible to add support for Buildable Ancient Buildings?

http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=972423198
BenWang 2017 年 9 月 27 日 下午 9:22 
This mod is a life saver for late game.....
Sayle  [作者] 2017 年 9 月 23 日 上午 6:45 
@Slaskie unfortunately I don't think that particular function is accessible to modders - the only thing we could do would be to spawn robots for a set mineral cost an average of every X months on a planet.
Simrog 2017 年 9 月 23 日 上午 6:36 
Hey! This might be asking too much, but: Is there any way you can expand this or make another mod that automates buildding robot pops ? MY dream would be to select the pop type and then make it automatically build pops whenever i have over X minerals (like with the upgrades here).. I Really hate building pops :(
Freely 2017 年 8 月 17 日 下午 12:09 
Hmm... must be another mod update that has stopped it working :(
Sayle  [作者] 2017 年 8 月 17 日 上午 11:48 
@Freely Works for me.
Freely 2017 年 8 月 17 日 上午 11:18 
The mod does not seem to work anymore... it did not too long ago but sadly not now.
FoxyFox 2017 年 6 月 17 日 下午 7:13 
will this mod work with AlphaMod and Stellaris+Evolved or other mods adding buildings?
saintdoc 2017 年 6 月 15 日 下午 4:53 
please update!! :steamsad:
Sayle  [作者] 2017 年 5 月 29 日 上午 8:01 
@Yandersen incidentally out of your suggestions, the auto-check of everything whern the policy is first selected has a great deal of merit. If it's possible (I'd have to experiment), that should definitely be implemented.
Sayle  [作者] 2017 年 5 月 29 日 上午 7:59 
@Yandersen thank you for picking that out - when the mod next updates I'll be sure to fix that. As is I doubt it's causing any real issues.
The superior version is pretty good, but sort of starts to micromanage your whole empire and at a glance seems to use a lot of global flags which will not support multiplayer compatibility. This mod uses country flags, which sidesteps that issue.
As for your suggestions, when I come back to Stellaris and update this mod, I will probably implement them. As is, however, I'm unclear on how to call the current science values to use for determining science lab upgrades, and if a player has more advanced technology in one branch it can skew in any case.
Yandersen 2017 年 5 月 29 日 上午 7:05 
Looked at files, found little bug:
common\on_actions\autoupgrade_onaction.txt:
on_pop_birth = {
events = {
autoupgrade.1
autoupgrade.2
}
}
As u see there is a call to unexisting (probably deleted) "autoupgrade.1" event.

Is author still alive? Or did he gave up on this mode because there is a superior version here ?
I like the idea of having this simplified version "Auto Upgrade Buildings", but hope the support continues...
Fierhorn79 2017 年 5 月 10 日 下午 1:29 
Hoping for an update soon. Love your mod
Sayle  [作者] 2017 年 5 月 6 日 下午 3:46 
@Team player it doesn't overwrite files, so it should be compatible.
ICEunicorn 2017 年 5 月 6 日 下午 2:38 
Will you mod compatible with other autobuild mods?
Sayle  [作者] 2017 年 4 月 22 日 上午 3:03 
@VoidInsanity I can't seem to reproduce your problem. Keep in mind that it takes about six months for a planet to be checked on average. An easy way to jumpstart that is to upgrade one building, at which point the event checks the whole planet to see if any buildings are eligible (have a POP on them, are upgradeable). However, you are correct that the 500 mineral threshold doesn't seem to work at all.
VoidInsanity 2017 年 4 月 21 日 下午 3:07 
Also the 500 option doesn't seem to be working at all. I got 1K to upgrade power plants though
VoidInsanity 2017 年 4 月 21 日 下午 2:48 
I think I found the problem. The edicts don't seem to work unless you activate it after getting a new technology. So if I have it active then get farms II it won't upgrade the farms until I disable and enable it again.

So instead of having to check up on my planets, I have to keep checking up on the edict.
Sayle  [作者] 2017 年 4 月 21 日 上午 9:57 
Not sure why that was, but replacing it with my personal copy seemed to fix it.
VoidInsanity 2017 年 4 月 20 日 上午 7:00 
What replica said, same issues here.
Replica 2017 年 4 月 20 日 上午 4:42 
Same, I think?

I have never once seen this mod actually do anything.
None of my buildings, sector or no sector, have ever upgraded automatically, regardless of what settings I've given in the edicts list.