Stellaris

Stellaris

Ultimate Automation 4.1
1,414 Comments
no one but death Nov 8 @ 8:07am 
@RegiZone
Thank you!

Also, regarding the planet automation, I tried taking a crack at this a while ago in the workshop discussion page called "Planetary Automation Improvement" using a mix of wiki modding code and AI. I couldn't get it to work because it seems some of the scripts are outdated but feel free to use anything if it helps :)
RegiZero  [author] Nov 7 @ 2:28pm 
@no one but death Yes, those would also not classify as unemployed I think, or I might have excluded that one cause someone said so some time ago. I'll add it as an option as well I suppose.
RegiZero  [author] Nov 7 @ 2:26pm 
@ALEX I'm planning on adding some planet automation soon cause the vanilla one almost doesn't work haha. Right now though it's basically only auto planet decisions.
RegiZero  [author] Nov 7 @ 2:24pm 
@MasterBot Yes, the buildings are a bit flaky but the main thing being modules always works I believe. I'll try to fix that up at some point but I think I'll add more temples first.
no one but death Nov 7 @ 8:17am 
@defiant and @ RegiZero
I believe there is something similar with Bio-trophies for Rogue Servitor. My pops do not seem to auto resettle to my gaia worlds even though there is ample space.
ALEX Nov 6 @ 5:55am 
is the construction on the planets also automatic?
MasterBot Nov 6 @ 5:28am 
Trade station outfitting is really really lazy at building offworld trading company building for some reason.
RegiZero  [author] Nov 6 @ 4:11am 
@Aldran This was not possible before but I can check if it can be done now.
Aldran Nov 5 @ 2:38pm 
Would it be possible to automate observation stations?
RegiZero  [author] Nov 3 @ 4:17am 
@MasterBot Your fleets shall now eat everything! ~even you haha. No but I personally did not encounter this for a while now, that used to be a bug a long time ago so that's weird. Either way, restarting the automation on that fleet or moving it manually one or two systems should fix it.
RegiZero  [author] Nov 3 @ 4:13am 
@Defiant Apollo Hmm, I believe civilians are considered to be in a job that is of the lowest tier so you're right; 'Auto pop migration' does not consider civilians as unemployed. I suppose you can call this is bug which fix in the next update, thanks!
MasterBot Nov 2 @ 11:45pm 
Have the same issue as Defiant Apollo and my automated fleets not only trying to attack starbases already conquered by my allie but somehow successing 0-0
Defiant Apollo Nov 2 @ 2:22pm 
I have the mod activated and the option 'Auto pop migration' active with 'unemployed pops to free jobs' selected. Several civilians are still on the same planet and apparently not relocating to other planets. Is this intended or is it a bug? maybe it's considering civilians as a job instead of being unemployed. Is there a way to move civilians as well?
RegiZero  [author] Nov 2 @ 3:43am 
@cdcool Can if you want, if (probably) won't crash the game. I'm sure the AI will appreciate the help haha
cdcool Nov 1 @ 9:57am 
@RegiZero
Should I try it
RegiZero  [author] Nov 1 @ 5:34am 
@cdcool Hey! What if I told you... It something you haven't seen yet; I'm sure you can guess haha
cdcool Nov 1 @ 5:15am 
How does this interact with Observer mode?
RegiZero  [author] Nov 1 @ 5:12am 
@MasterBot Uh... Maybe haha
RegiZero  [author] Nov 1 @ 5:11am 
@S3V3R Sometimes they get stuck so maybe that's it. You can fix it by manually moving them a system or two.
MasterBot Nov 1 @ 4:41am 
Adding science kilostructures from Gigas,and ACOT starbases/starbase types,fortification station type and deep space citadels would be great.
S3V3R Oct 28 @ 9:26am 
Any idea why fleets seem to not pursue further conquest of territories you are at war with?
RegiZero  [author] Oct 22 @ 2:35am 
@ALEX The current one is poop so I'll be implementing a new one soon with a lot more auto planet construction, probably for the 4.2 update.
RegiZero  [author] Oct 22 @ 2:35am 
@Everbane Alright, I will probably remove those anyway (though I did already) cause it's multiple choice anyway, thanks.
Everbane Oct 18 @ 12:07pm 
@RegiZero
Encountered a bug in my most recent playthrough. the ruined battleships from gigastructural are auto-upgraded even if you have a biological shipset, resulting in nothing being spawned and the resources wasted.
Thanks for all the work you do on this mod!
RegiZero  [author] Oct 15 @ 2:25pm 
@HaltDieKlappePaul Ah well, I tried to omit as many megastructures as I could that it would be better not to auto upgrade haha. As for the build time, you don't have to worry about that cause that'll be handled for you if you add new megas.

Now, for the starbase outfitting, it's gonna be a bit more to add new options so the easiest way is to just replace one of the existing outfits with your own. I assume you know where it is so if you have NSC on, you should replace an NSC template, if not, the the vanilla one. If you wanna talk about this further, the best way is probably to chat on the discord server (link in the description).
HaltDieKlappePaul Oct 15 @ 1:48pm 
Also, PLEASE remove the upgrades from the O star Matrioskha... we DO NOT need a pouchkin engine or in other words an Ascension Engine. Killed about a year of late game progress btw...
HaltDieKlappePaul Oct 15 @ 12:35pm 
Hey, i wanted to ask if you could add a thread in discussion showing how to make our own starbase outfits for the tool to build and what we have to look out for like in terms of other mods (like how you have different layout for NCS vs Vanilla in the files)

Wanted to ask the same for auto upgrade megas, but that looks easy enough to figure out.
Also, how does it figure out how long/ when it should upgrade and does it take into account buffs that shorten build time? like edicts, traits, technology etc.?
RegiZero  [author] Oct 10 @ 11:05am 
@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 Oct 9 @ 11:50pm 
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://steamcommunity.com/sharedfiles/filedetails/?id=2885122950
Vermillon Qliphoth Oct 9 @ 11:20am 
ACTUAL GOAT !
RegiZero  [author] Oct 8 @ 9:23am 
@Vermillon Qliphoth I think an all out outfitting update is incoming soon, including that haha
Vermillon Qliphoth Oct 8 @ 8:04am 
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 ✯ Oct 6 @ 6:24am 
Thank you for your amazing work, its trully the best mod
RegiZero  [author] Oct 6 @ 3:49am 
Thanks for your donation Sven! :D
RegiZero  [author] Oct 6 @ 2:54am 
@✯ Erny ✯ Sure, I'll try to add that in the next update :)
✯ Erny ✯ Oct 5 @ 8:35pm 
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 Oct 5 @ 2:19pm 
\0/
RegiZero  [author] Oct 5 @ 11:50am 
@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 Oct 3 @ 8:36am 
Oh, I see. Thank you!!
RegiZero  [author] Oct 3 @ 7:40am 
@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 Oct 3 @ 6:17am 
It's a situation where the event is marked as stopped. The red lock mark appears, is it normal?
RegiZero  [author] Oct 3 @ 4:19am 
@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 Oct 3 @ 3:56am 
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  [author] Oct 1 @ 5:32am 
Thank you for the donation Tor, much appreciated!
RegiZero  [author] Sep 29 @ 1:51am 
@Red Skull Most of it should be fine, yeah.
Red Skull Sep 28 @ 1:17pm 
4.1.3 compat?
RegiZero  [author] Sep 26 @ 1:35am 
@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 Sep 25 @ 1:21pm 
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  [author] Sep 23 @ 1:50am 
@Maulin No? They can all auto fleet attack, hence the button for each fleet.
Maulin Sep 22 @ 11:18am 
only one fleet can auto attack at the same time?