Stellaris

Stellaris

Improved Planet and Sector Automation
720 Comments
YLыБo4ka Dec 1, 2024 @ 8:49am 
disables achievements
weregamer Jun 17, 2024 @ 8:35pm 
Perhaps I'm blind or stupid, but running 3.12 I can't see where to change the automation settings (the focus or the strictness) for a sector. Nothing shows up in the regular Planets & Sectors screen or in the "Manage Sector" subscreen. I found the Edict for changing the overall settings, but not the per-sector settings.

It's also possible that there's a mod conflict hiding the button, though I don't think I have any other mods related to sectors except one that increases the max jumps from the sector capital.
Sonny Crocket Mar 14, 2024 @ 7:08pm 
@Biel I dont think so.
Biel Feb 17, 2024 @ 9:21am 
Does this mod still work? i hate micro managing planets
Douglas Miller Nov 16, 2023 @ 1:21pm 
I managed to get the attention of Eladrin from the Stellaris dev team last Friday, and posted details for them to look into of the automation moddability issues I know of (as a fellow automation mod author myself). I made a summary comment, with links to the detailed posts, at https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-322-3-10-0-pyxis-custodian-features.1608237/page-7#post-29252898

Today I asked Eladrin for an update on that, and he said they haven't had a chance to look into the details yet, and any changes for this will be "most likely 3.11 or 3.12". So, porting to planet automation is likely to be possible and worthwhile, but we'll have to wait another major update or two first. About 3 or 6 months, with the pace they've been releasing updates.

If you know of any specific issues I missed, tell me and I'll add them to my official suggestions. Also, I might be interested in some level of collaboration on updating our mods.
Eidolon Sep 26, 2023 @ 3:51am 
Also I've figured out a couple things (without your mod running) that makes automation slightly better. So you can Ctrl+click on the "Automation" option to turn it on/off for all planets in your empire, so you just do that every now and then to make sure they're all automated. I then clicked the little gear icon next to that and unticked the "Prevent deficit construction" option and it works a lot better.
Eidolon Sep 26, 2023 @ 2:25am 
@Dylan Dawn
Sure thing, I play it pretty routinely so sign me up for testing if it helps.
Dylan Dawn  [author] Sep 20, 2023 @ 4:01am 
@Eidolon: Yeah, I've read the 3.9 update and I've been dreading this since early 3.x when they first started breaking sector automation...

I'll take a look soon at the "improvements" (on the code side) to the planet automation and decide if its now possible and worthwhile to port the mod over to it. I've investigated it extensively when it was first release and concluded that it was even worse then sector automation (which is why I stuck with it for now).

But if its not possible to do or only with diminished functionality I might throw in the towel and abandon Stellaris once and for all (because I literally can't play micro-managing and pausing every month to manage all planets manually, it sucks the fun out of me).

If I decide that a rewrite it possible I might need some testers, would you be interested?
Eidolon Sep 19, 2023 @ 5:27am 
Also the 3.9 disabled sector automation in favour of individual planetary designations so you can't allocate resources to sectors and let this mod do it's thing. Not sure how this will effect how the mod behaves.
Eidolon Sep 19, 2023 @ 5:23am 
@Dylan Dawn
No worries, they've added the option to change the automation en-mass now by using shift or control. Appreciate the mod btw, cheers for fixing the game when the devs wouldn't!
Oh, you should probably update the text on the description though, they moved the hotkeys around I believe.
Dylan Dawn  [author] Sep 5, 2023 @ 9:33am 
It works fine in 3.8 still.

@Eidolon: Sadly no good way to deal with disabling planet option. Blame paradox for breaking that when they "attempted" to fix regular planet automation and ignoring repeated requests to fix it by multiple mod authors.
Eidolon Sep 5, 2023 @ 2:20am 
Seems to be working on 3.8. I did wonder if there was a less-tedious way to disable colony automation other than clicking on each planet individually and changing the option there. Gets annoying when the empire size grows and planets are added to existing sectors etc.
Roxxor Aug 19, 2023 @ 3:20pm 
Is this working in 3.8???
OJsDad Aug 16, 2023 @ 5:06pm 
I went back to manual planet management for about 10 games years, then went back to auto, and it seems to be fine now.
OJsDad Aug 14, 2023 @ 3:16pm 
@Dylan Dawn I did a search in my stellaris Workshop folder, and the only mod with sector_focuses is this mod. From my understanding, the others folders your adding additional files and not changing existing ones.
Dylan Dawn  [author] Aug 14, 2023 @ 9:37am 
@OJsDad: Mods 1-3 I don't know, 5+ should be fine, I use most of them myself or did so in the past. Are you by chance starting on a gigastructure (special start or something), I do support some of them but not all.
OJsDad Aug 14, 2023 @ 5:52am 
@dylan Dawn Yeah, I was thinking later that it's most like another mod. Haven't had a chance to look into more though. Here are the mods I'm running, in the order that they load.

Expanded Stellaris Traditions
Expanded Stellaris Ascension Perks
!Reworked Advanced Ascension
Improved Planet and Sector Automation
Gigastructural Engineering & More (3.8)
NSC2 Season 9
UI Overhaul Dynamic
UI Overhaul Dynamic - Extended Topbar
UI Overhaul Dynamic - Ascension Slots
UI Overhaul Dynamic - More Tradition Categories (64)
Better Leader Cap for Stellaris 3.8
Dylan Dawn  [author] Aug 13, 2023 @ 3:04am 
@OJsDad Any mods? Been a while since I played a machine empire, but it used to work perfect for gestalt, usually much better then human empires.
OJsDad Aug 12, 2023 @ 10:14am 
I really want to like this mod, and perhaps I'm doing something wrong. But my current game, I'm play a machine race, I've set various planet to different designations, but all the AI seems to want to build are Simulation Centers. Then my economy takes a massive hit when all of the credits it takes to maintain the Coordinators.

Any thoughts or suggestions.
Eithr Jul 1, 2023 @ 12:04pm 
Best mod ever
Inerael May 26, 2023 @ 12:02pm 
ok thanks you :)
Dylan Dawn  [author] May 26, 2023 @ 11:04am 
It works fine, but an update will happen soon with support for the archeotech buildings and a few generic improvements.
Inerael May 26, 2023 @ 8:11am 
hey, amazing mod thanks . I was wondering if this mod need update or is safe to use ?
Dylan Dawn  [author] May 13, 2023 @ 7:30am 
@Evilenzo: It needs some updates, but I kind of forgot about that one also.
сильный мува May 13, 2023 @ 5:22am 
@Dylan Dawn: I've already checked your gitlab repo and there's a merge request with russian lang which I wanted to translate created a year ago. Why didn't you use it? It seems legit. If it needs update I can do that
Dylan Dawn  [author] May 13, 2023 @ 5:09am 
@Evilenzo I only speak german/english well enough to create an accurate translation. You can submit a PR to the Gitlab Repo for other languages and I will merge it.
сильный мува May 13, 2023 @ 2:49am 
@Dylan Dawn: Oh well, I see you already have translation to Chinese. I can help you with some other translations
сильный мува May 13, 2023 @ 2:47am 
@Dylan Dawn: Yeah, I was wrong. Didn't have much experience in game so... Btw, would you mind to add some translations to your mod? I think you can get language of user either by game or steam api. I can help you with translating to my language. It kinda distracts you sometimes when you see an English text when the game is fully translated to your native lang
Dylan Dawn  [author] May 11, 2023 @ 9:39am 
@Evilenzo: Also please post a screenshot of a world in question in issue reports, I strongly suspect from your comment that you might be misunderstanding how to create a strong economy. In general clerk jobs are not the best job to have unless you go for a super trade-centric empire and even then its questionable.
Dylan Dawn  [author] May 11, 2023 @ 9:38am 
@Evilenzo: There is no point in building a building IF there are no workers to work it. Pre-building to many buildings/district is actually detrimental because they have upkeep and increase empire size.
сильный мува May 11, 2023 @ 9:06am 
@Dylan Dawn : Well, I see there is " Build as much economy as possible" in the description. But it seems like it is not that agressive as I think. If I want strong economy I build like lots of buildings where clerks are working (don't know how to translate this building name). And it seems like this mod doesn't do that when there are free squares for buildings and a lot of resources
Dylan Dawn  [author] May 11, 2023 @ 8:09am 
@Тяговик Бархач : Also it won't build as long as there are to many free jobs, as that would be pointless. (Disabling jobs won't work as Paradox's free_jobs trigger does consider disabled jobs sadly, I have a workaround for that in progress but it's not ready yet and requires me to check every job individually which has been quite a chore). I hope to get a very large update within the next week, but can't promise a date yet. This will also include support for the archeotech buildings.
But for now I've been able to play a couple of test empires during the last weeks without any major issues.
Dylan Dawn  [author] May 11, 2023 @ 8:05am 
@Тяговик Бархач: If you set mixed focus it will try to balance the economy. You should also set "reasonable" goal values in the edict menu to help guide it. Also it will never build for example a building that consumes minerals upkeep if your mineral economy is below the minimum threshold (same for other resources) to avoid collapsing the economy (unless you set minimum income to disabled).
сильный мува May 6, 2023 @ 4:52pm 
And yeah, sector had resources. Sector itself had over 4k, and all sectors storage had over 10k. Maybe automation here works not as agressive as I want or idk. But if you say it works let me give this mod one more chance
сильный мува May 6, 2023 @ 4:48pm 
@Dylan Dawn: it's the only mod I installed. Only things it does are removing bad squares and building city areas and theatres for urban planet type. And yeah, planet automation are off for all planets, all planets had enough free squares. I thought the problem might be in food and mass produced goods deficit cause I'm playing using economy policy where it gives you 0.25 goods for every volume of production. So I disabled checks for goods and food. No useful buildings at all for any type of planet
Dylan Dawn  [author] May 6, 2023 @ 7:24am 
@Тяговик Бархач: Works just fine in 3.7, probably some mod conflicts on your end or misconfiguration.
сильный мува May 6, 2023 @ 3:24am 
Broken for 3.7. Doesn't build anything useful even when sector has over 10k resources
Nyarlathotep Apr 17, 2023 @ 8:43am 
This mod does not seem to handle habitats very well.
CrimsonCrips Apr 12, 2023 @ 1:21pm 
Does this also auto-construct modded structures/buildings or is it only dealing with vanilla?
Dylan Dawn  [author] Mar 22, 2023 @ 11:22pm 
@Dude_Ranvier: It should still work fine without an update, but it will take a look this weekend. Probably won't have time before that.
Dylan Dawn  [author] Mar 22, 2023 @ 11:19pm 
@dack: The edict never stays on, its just a trigger to get the menu to open. It ending is perfectly fine. Did you add resources to the sector pool (sector menu)?
dack Mar 22, 2023 @ 5:52pm 
@warka I pause the game, click the edict. Open the menu, change monthly minimum incomes to 1(should it be more?). And as soon as i close the menu, it tells me ""the edict "improve planet and sector automation" has ended". All the planet automation is turned off, i set the sector governor settings, but it just sits around doing nothing
Dude_Ranvier Mar 21, 2023 @ 4:09pm 
Primitives update?
Warka Mar 20, 2023 @ 8:06pm 
@dack that edict should open a menu, try pausing the game when you use it.
dack Mar 20, 2023 @ 5:25pm 
Hi, i've disabled all Planet automation. I keep going into Edicts to turn it on, and it instantly turns off ""the edict "improve planet and sector automation" has ended". What am i doing wrong?
Dylan Dawn  [author] Feb 24, 2023 @ 5:05pm 
@Haki: AI does not use it, AI empire automation is completely distinct from sector/planet automation.
Dylan Dawn  [author] Feb 24, 2023 @ 5:04pm 
@Henri: It sounds like your worlds are not designated correctly, or you economy is unbalanced or you selected the mixed sector type.
Henri Black Feb 24, 2023 @ 3:19pm 
So, turns out the manager *is* handling sectors... it's just building the wrong ones.

My Forge world built all generator districts.
Haki Feb 22, 2023 @ 4:48am 
I'm sorry if this is answered somewhere else but I couldn't find an answer. Does the AI take make use of this mod? Would be a nice addition if they don't!
Henri Black Feb 18, 2023 @ 10:03pm 
The manager doesn't seem to be handling districts on any of my worlds...