Stellaris

Stellaris

Ultimate Automation 3.14
1,230 Comments
MacLaren 2 hours ago 
@RegiZero You're totally correct, I forgot that was a vanilla option. I don't expect vanilla to actually have stuff I want these days XD
RegiZero  [author] 16 hours ago 
@MacLaren That's already there. On the construction ship panel, click on the "Automatic construction" button and it will start building resource stations. Note: You have to use a separate construction ship for "Auto construct outposts" and "Automatic construction"; do not enable both on the same ship.
MacLaren 23 hours ago 
Is there any chance of getting auto mining/research station building? It'd be cool if I could have my construction ships claim a bunch of systems and go back for the resources later without having to micromanage.
RegiZero  [author] Apr 30 @ 4:08am 
@.zntk They get event locked while building anything. In the megastructure case, it should also pop up with a "Constructing Megastructure..." to indicate that it's building one. Event locked is just a means of making the construction ship busy with building and it should unlock once it's done.
.zntk Apr 29 @ 5:40pm 
This is an excellent mod, thanks for developing it. I’ve run into a single issue, though. Maybe I’m missing something, but when playing with the Frameworld origin and Gigastructural Engineering, the automated Frameworld asteroid harvesting, relay construction, and outpost construction jobs cause the ships to fly to a destination and then become event locked. They stop all actions and remain stuck until I manually disable automation. Do you have any idea what might be causing this or how to prevent the ships from becoming event locked?
RegiZero  [author] Mar 29 @ 5:03pm 
@Hage Maoh Glad you like it. As for the idle suggestion, this is unfortunately not technically possible. I could maybe notify the user that they are idle but apart from that, yeah.
Hage Maoh Mar 29 @ 10:50am 
Great mod - At must have for every play through. The only thing it needs is an option to check for idle Science Ships and force them back to automation after they've automatically gone idle (due to no projects in range, or encountering a hostile ship)
RegiZero  [author] Mar 26 @ 2:27pm 
@Blackouto000 Auto upgrading does take speed modifiers into account, but auto construction does not.
Blackouto000 Mar 26 @ 12:57pm 
Weird, is the Automated Megastructure Construction supposed to be unaffected by construction speed modifiers?
RegiZero  [author] Mar 21 @ 4:09am 
@Killzone Ah. Not at all, a common misconception haha
Killzone Mar 20 @ 6:05pm 
Wow www, I'm dumb. I thought gray meant disabled and yellow mean enabled....lmao. Its working I'm just dumb.
RegiZero  [author] Mar 20 @ 5:15pm 
@Killzone Hmm, do you have the mod last in your load order? Some UI mods might mess with it.
Killzone Mar 20 @ 4:31pm 
The button for auto fleet attack isn't showing up for me. I have the setting enabled and when I select a fleet the button does not show up on the side like its supposed to.
RegiZero  [author] Mar 9 @ 12:39pm 
@V3N0M Yes, it is meant to be used as and when you need armies. As for the espionage operations, it currently in not possible to do it even with workarounds I believe, so unfortunately that's a no go :/
V3N0M Mar 7 @ 1:03pm 
Auto army build spams armies in the early game, long before i need them. I had 45 by the time I figured out where my minerals were going and it slowed my early game expansion a lot. Also could you add an option to automate or autorepeat espionage?
RegiZero  [author] Feb 27 @ 5:50am 
@Feldar Yes, at the moment it can only use your primary species for colonising. However, I may be able to make it check for other ones as well. I'll consider this for the next update, thanks!
Feldar Feb 26 @ 11:51pm 
@RegiZero I think think the autocolonization is only paying attention to the habitability of your primary species.
Captain Huntank Feb 6 @ 11:00am 
understandable, im assuming its the same for Hyper Lanes too, cause i also ensured the arrows made it go to x10 as well
RegiZero  [author] Feb 6 @ 4:38am 
@Feldar Hmm, that is odd. I have tested it and it works... Did you try lowering the threshold in the settings?
Feldar Feb 5 @ 7:21am 
@RegiZero, I had 3 worlds with 70% habitability for like 10 years, and had plenty of resources for most of that time
RegiZero  [author] Feb 5 @ 2:28am 
@Feldar I guess it might be cause you set the required habitability too high or you do not have enough resources to build a colony ship.
RegiZero  [author] Feb 5 @ 2:26am 
@Captain Huntank There is no progress indicator due to technical limitations but it should build one after the required amount of time. If the construction ship leaves without building one then you probably don't have the resources.
Feldar Feb 4 @ 1:16pm 
Auto Colonization doesn't seem like it's actually doing anything for me
Captain Huntank Feb 4 @ 1:15pm 
Quick question: whenever i try to use the auto construct outposts, the construction ship goes to where it can construct the outpost but never actually constructs said outpost
RegiZero  [author] Feb 4 @ 1:27am 
@skng19 I don't think so.
RegiZero  [author] Feb 4 @ 1:26am 
@Vitavincere Yes, I have also finally tested it recently and found this issue so maybe I'll fix it this time for good. It's very hard to get this right for some reason and I still have yet to figure out the problem haha
skng19 Jan 27 @ 4:56pm 
is there a comp mod for startreck nc?
Vitavincere Jan 24 @ 6:20am 
Super thankful for this mod, sir! Makes the wide playstyle much more enjoyable! But I am still having issues with the Auto Fleet Attack portion. The fleets will either decide to somewhere for a split second only to revert back to standing still, or will bounce between two systems. Cheers, anyhow, thanks!
RegiZero  [author] Jan 16 @ 3:55am 
@Stolt This mod is not a "play for me AI" so you still need to use the automation as needed. Sure you can turn on "Enable All" but as you can see, one of those automation will need to be disabled i.e., "Auto recruit armies" once you have enough. As for the "isn't doing anything else", I suggest reading the settings menu description for all automation which explains what it's doing and how to use it. For example, enabling "Auto construct outposts" gives you access to a new button when clicking on a construction ship to construct outposts. This mod tries to be as non invasive as possible with only the automation you want. If anything else, let me know :)
Stolt Jan 15 @ 11:48am 
hey man I tried this mod but all it's doing it's constantly building armies at the start of the game, eating up all minerals. It isn't doing anything else just a heads up
RegiZero  [author] Jan 7 @ 4:46am 
@Canada Chad Damn, thought Auto fleet attack was fixed but guess not haha. As for auto invade, it's probably not what you think, it just puts all your armies into aggressive stance so you still need to run a fleet by them. Although, now that I think about it, it could actually go around and invade planets in controlled systems.
Canada Chad Jan 6 @ 11:34pm 
auto attack seems to randomly go afk unless i turn it off and reposition fleets near enemies. Auto invade doesn't seem to work either. This is the only mod I use so shouldn't be any conflicts
RegiZero  [author] Jan 6 @ 3:25am 
@Anomaly-Friend Yes, most of the automation can be configured and used individually including the one you mentioned.
Anomaly-Friend Jan 5 @ 11:34am 
I'm assuming you can toggle all of these off and only toggle one at a time right? I want my construction units to auto build ONLY Habitat Orbitals so I dont have to click a thousand times. Not interested in the other automations
RegiZero  [author] Jan 5 @ 10:46am 
@Geki Currently no, but it will be added at some point, though, may not be any time soon.
Geki Jan 4 @ 11:09pm 
Can this auto-build my starbases according to a template?
RegiZero  [author] Jan 4 @ 12:46pm 
@everyone The mod has just been updated with some bug fixes and extra features:
- The automation "Auto fleet attack" should not get stuck when there is a system without a hyperlane nearby.
- The automation "Auto construct megastructures" now has Dyson Swarms added!
- A new automation auto planetary decisions has been added to "Auto colony manager".
- General bug fixes.

Next up we'll have auto Arc Furnaces and more decisions added (and maybe more). If any more bugs, let me know!
RegiZero  [author] Dec 16, 2024 @ 4:32am 
@ThisIsMerlin I have tested auto outposts and it works. It's 100 days build time for outposts and much more for megastructures of course, same as doing it manually in game. Are you getting the buttons the same as on the last screenshot of this mod page, and do the construction ships say "event locked" when you hover over them (red icon) once they are in place.
ThisIsMerlin Dec 15, 2024 @ 9:26pm 
@RegiZero thank you. I waited 180 days for them to start acting and used the console to test and make sure I had plenty of resources. they diligently show up to where they are needed but don't build anything. the only mods I have installed are some name lists and the UI Overhaul. again, dumb question, but could those mods be the culprit? thank you!
RegiZero  [author] Dec 15, 2024 @ 3:51am 
@ThisIsMerlin Do you have enough resources? Did you wait long enough (around 180 days if I remember correctly)? I will usually be event locked (red lock) when it's building the outpost, once it's done, if you do not have enough resources it will move on in the hopes of having enough before it gets to the next one (it comes back after).
RegiZero  [author] Dec 15, 2024 @ 3:45am 
@Balabalalde Hmm, OK. Thanks!
ThisIsMerlin Dec 15, 2024 @ 2:12am 
I'm sure this is a really dumb question, but I can't search comments. for some reason when I have build mega structures/outposts enabled, select a construction ship, and click the mod button on the left of the screen; the construction will move to where it is needed but won't actually build anything and is stuck with zero orders. what am I missing? again I'm sure it is super obvious and I apologize in advance
Balabalalde Dec 14, 2024 @ 5:21pm 
+1 for Mic613's issue of the fleets going between two points repeatedly while on auto attack. Otherwise has been working great!
RegiZero  [author] Dec 13, 2024 @ 12:27pm 
@Mic613 To answer your questions:

1. No it does not, it assumes your current colonised planets are all within your preferred habitability.
2. No, it should bombard it regardless. This just means that something is not quite right (aka, a bug). I'll see about fixing that as soon as I can.
Mic613 Dec 12, 2024 @ 4:59am 
Few questions:

_ Do auto pop migration account for habitability?
_ When I use auto fleet attack, it only enter planet orbital then moving to other system rather than bombard it? Or must the planet be fortress world?
Jeor Mormont "the old bear" Dec 10, 2024 @ 2:44am 
i see, ive been complaining to pdx about the spamminess of digsites for years :(
RegiZero  [author] Dec 9, 2024 @ 9:56am 
@Ulyaoth If you mean something like auto construct observation posts then that is also not technically possible :/
RegiZero  [author] Dec 9, 2024 @ 9:54am 
@Jeor Mormont "the old bear" Yes, they require player interaction so unfortunately it is not really possible.
Ulyaoth Dec 9, 2024 @ 8:18am 
Has it been requested to have an auto observation post ability? For those rare occasions with many pre-FTLs.
Jeor Mormont "the old bear" Dec 9, 2024 @ 5:56am 
this is awesome but could we get an option to automatically click through all the intermediate stages of a digsite unless they require player input?