Stellaris

Stellaris

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Caffeine (no zzz science ships)
   
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Oct 31, 2016 @ 6:37am
Dec 7, 2017 @ 8:19am
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Caffeine (no zzz science ships)

In 1 collection by folk
Folk's Stellaris Mods
33 items
Description
Tired of science ships ZZZ-ing on the job? This mod is for you!
With this new update, the mod is roughly 60% less annoying!
And now, really. I don't think I can make it less annoying than now.

I do not actually play Stellaris, I only make mods. That is how I have fun. Since I do not actually play, I have no idea what would be best for you, or the game. Please give me written feedback.

So I noticed that often when I reach the mid/late-game, there's several problems with science vessels:

* I don't know off the top of my head which planet they should be assisting
* I don't know which system should be surveyed next

This mod attempts to fix those two things.

But the mod CAN be annoying if you don't know how to use it! :-P
But if you DO know how to use it, it's very useful.

All buttons and dialogs have extensive tooltips ingame that describe them in detail ingame. Please read :-)

Here's how it works

The addon checks every 3 days if a science ship (with a leader) is idle (ZZZ icon).
If it is, it pops up a dialog for you with the following 6 buttons:
  1. Close dialog immediate and ignore ship for 30 days
  2. Assist research at PLANET (the planet in your empire with the most research labs that does not already have a science vessel assisting)
  3. Survey SYSTEM (the system closest to your home planet that is not surveyed, has no hostiles that we know of, you have access to, and no owned ship is currently surveying)
  4. Scuttle ship (destroys ship, but saves Scientist leader)
  5. Ignore this ship for this game (across savegames)
  6. Ignore all ships this game (across savegames)

The most important picks are obviously 2 and 3. 1 is there first because then it gets the hotkey (Enter) automatically.
2 and 3 will move the science vessel to the relevant locations and then pop up a new, smaller dialog.

Most buttons will make the addon ignore the science ship for a period (7-30 days depending on the action), or until they reach their destination.

If you play on Faster, please queue actions with these windows open. If you do nothing, the windows will pop up again after a few days!

In many cases, it's best to queue actions with either of these dialogs open, regardless of game speed.

Future plans
I want to make some new images for the windows like my other addons have.
Also add more description texts and tooltip information.

If you have any good ideas, please let me know :-)
I welcome any feedback, either things you think needs to be changed, added, or removed.

Ignored ships
If you mistakenly made the addon ignore a science ship, you can just build a new one, or open the console[www.stellariswiki.com] and type 'event folkcaffeine.1'.

Known issues
- If you have no planets with any research buildings, the Assist button doesn't show up even if you have the technology.

Compatibility
This addon overwrites nothing, and should be compatible with anything.

Please check out my other addons!





And many others :-)
36 Comments
rocterius Mar 2, 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 Jun 9, 2019 @ 9:29am 
please update or advise if you will still be updating this mod
Knyghthawk Apr 4, 2019 @ 3:06am 
Wish someone would take over this Mod and update it to the newest version
Chastity the Celibate Mar 14, 2018 @ 1:52pm 
Does this work with 2.0?
Peter34 Oct 31, 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 Oct 31, 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 Oct 31, 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 Oct 23, 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 Oct 23, 2017 @ 5:30am 
Well, as long as it doesn't affect others in MP, it's fine.
folk  [author] Oct 23, 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.