Stellaris

Stellaris

Ultimate Automation 4.0
1,352 Comments
RegiZero  [author] Aug 26 @ 9:55am 
@Radar It should upgrade from the selected level to max level (if you have the tech of course).
Radar Aug 26 @ 9:13am 
the starbase upgrades, how do they work? I feel like it upgrades to the selected level and stops. It seems backwards. Am I missing something?
The_Bane_Company Aug 26 @ 7:34am 
looking forward to trying this out! thanks for the work!
capsela Aug 24 @ 5:46pm 
Great mod, makes the game much playable. If only hoi4 had this.
RegiZero  [author] Aug 24 @ 4:42am 
@Everbane Nope, it is as generic as possible at the moment so it fits all, with the main focus being the modules. There are just too many options with buildings so they are just there to be replaced if someone has something better. Besides, the current modules are most common and spammed the most; buildings, not so much I think.
Everbane Aug 23 @ 11:20am 
does the starbase outfitting have nanites, cordyceptics, and fruitful partnerships buildings built in?
RegiZero  [author] Aug 23 @ 6:22am 
@Brayflex Sure, I can add alternatives to buildings and modules that are not available to Biogenesis/Wilderness empires. I'll consider to do this in the next update most likely whenever 4.1 comes around cause I already spent way too much time on modding haha
Brayflex Aug 22 @ 6:41pm 
Would you have or be able to add in layouts for biogenesis / wilderness factions Regi? We don't have, for example, hydroponics bays, which leaves some loadouts empty. Same with, and I could be wrong due to my tech, recruitment offices.
RegiZero  [author] Aug 22 @ 10:23am 
@Verence I don't think so but I can check for you just in case, if they do, I'll let you know haha
RegiZero  [author] Aug 22 @ 9:55am 
Thanks again for the donation Some!
Verence Aug 22 @ 12:58am 
I wonder if the game's modding capabilities support the "look at that district on the other planet and try to copy it here" interaction that automatically copies all modded buildings. This would've been so great.
RegiZero  [author] Aug 21 @ 9:19am 
@Brayflex Giga is not included in any auto outfit starbases options, only NSC. As for vanilla, I have listed what the loadout more or less looks like below. This is the same across all starbase levels just cut down based on module and building slots available.

Auto Shipyard - Max Shipyard modules and Fleet Academy, Hydroponics Bay, Resource Silo/Recruitment Office buildings.

Auto Anchorage - Max anchorage modules and Naval Logistics Office, Hydroponics Bay, Resource Silo/Recruitment Office buildings.

Auto Energy - Max Solar Panel Network modules and Recruitment Office, Hydroponics Bay, Resource Silo buildings.

Auto Astromining - Max Astrominig Bay modules and Astromining Hub, Hydroponics Bay, Resource Silo/Recruitment Office buildings.

Auto Trade - Max trade hub modules and Recruitment Office, Hydroponics Bay, Resource Silo buildings.

Auto Mixed - Mixes all of the above apart from Shipyard and Astromining stuff.
Brayflex Aug 21 @ 5:54am 
@RegiZero Hey good morning my friend! I'm curious on vanilla and Giga loadouts if it's not too burdensome!
RegiZero  [author] Aug 21 @ 4:30am 
@Everbane I'll see what can be done but not sure when that would be yet. Thanks for the suggestions :)
RegiZero  [author] Aug 21 @ 4:29am 
@Brayflex Which loadout are you interested in though, the vanilla or NSC ones?
Brayflex Aug 20 @ 6:50pm 
That's a great idea Everbane!
Everbane Aug 20 @ 5:57pm 
was playing with the new outfit starbase system, and noticed some options that could be added.
fortress - spam guns and hangars - for chokepoints, maybe even build platforms
vivarium - spam vivariums - maybe include void lures if possible
hatchery - fill with hatcheries or beastports - also with void lures
Brayflex Aug 20 @ 5:56pm 
Hi Regi, would you be able to tell us what the default loadout per starbase setting is, or where I can find it in the mod directory? I'm just curious what's on offer there :) @RegiZero:love_seagull:
RegiZero  [author] Aug 19 @ 11:59am 
@everyone The mod has just been updated with some improvements and additions:
- The automation "Auto upgrade megastructures" has been updated to the latest GIGA, ACOT, and NSC megastructures! This also accounts for bio compatible ones.
- A new automation has been added "Auto Outfit Starbases" which automatically builds starbase modules and buildings based on the option chosen in the menu. The menu can be accessed from a new starbase button on the left side of the screen as usual! This is also NSC compatible (this took ages btw haha).
- General bug fixes.

As always, if there are any issues or something is not right, let me know!
RegiZero  [author] Aug 16 @ 3:06am 
@Laminator No, in this mod you get the automatic construction of arc furnaces and habitats.
Laminator Aug 15 @ 2:37pm 
I think i remember this mod giving number of deposits for arc furnaces/habitats when hovering over a system on the star map but its stopped working in the last week or so. Would it be possible to add back in? Sorry if i've got the wrong mod.

Big fan of your work! You make nanite ascension playable!
RegiZero  [author] Aug 14 @ 7:52am 
@elvathelion You must be talking about the vanilla one as I can currently in process of creating more colony automation. The one I currently have released is a few for wilderness haha
elvathelion Aug 13 @ 2:44pm 
As the premier, full featured automation mod for Stellaris, how does your mod interact with other mods like this:

Hybrid Colony Designations
https://steamcommunity.com/sharedfiles/filedetails/?id=3515440781

I use it, and your colony automation does work but tends to spam "Mixed Industry" all at once - I presume that's due to the custom Colony Designation miscommunication or something?

The HBC mod author states: "Does not support automated build queues*. I have not written an AI build plan for these designations. This is doable, but not currently on the project map. For now, only use this mod if you intend to manually set your build queues."

So, this is something he has to do from his end then?
RegiZero  [author] Aug 12 @ 3:55am 
@napamathguy Unfortunately modding does not let you modify science ship automation.
napamathguy Aug 11 @ 10:47am 
Any chance you can get some science ship automation in there? It's annoying to see an automated science ship go halfway across the galaxy to perform a task when there's another ship already there.
RegiZero  [author] Aug 6 @ 12:36pm 
@elvathelion What is this 3.014 you speak of haha. It is with some automation but not all. I can give you the 3.14 version if you want, just pop me up on the discord server in description.
elvathelion Aug 6 @ 8:36am 
Hey, I rolled back to 3.014, is this backwards compatible? (doubts) :steamfacepalm:
napamathguy Aug 1 @ 4:04pm 
I see (now) that they're sticking around a megastructure build site.
RegiZero  [author] Aug 1 @ 2:51pm 
@napamathguy Nah, you're good. Just wait for them to build it ;)
napamathguy Aug 1 @ 2:20pm 
Blast. I finally reached Hyper Relays and put a dozen ships on construction detail (even renamed the ships).

Their Outliner images turned red with a lock. And they just sat there.

I think I'm having mod conflicts. :steamfacepalm:
RegiZero  [author] Aug 1 @ 2:05am 
@napamathguy It should not conflict with any planet view UI mods, although, it might conflict with some more general UI mods so it's best to just put this mod at the bottom. You should see a button similar to the one for construction ships and fleets (shown in screenshots for this mod).
napamathguy Jul 31 @ 1:23pm 
please we need...

Ahem. Wrong account. :-)

Can you do a screenshot of where to find the button on the left side of the screen when you're in planet view? It's probably a mod conflict (I'm using Bettter Planet View (BPV)), but just wanted to check. I do see the automate colony growth as a new option in the planet automation.
RegiZero  [author] Jul 31 @ 7:05am 
@MALLAH @𖤐БƐƦƧƐƦҠ𖤐 @Lone Am I going crazy or did you all say the same thing haha. This is already in vanilla planet automation. Is there something missing from it or what's up?
RegiZero  [author] Jul 31 @ 7:01am 
@Dracken I will look into it and fix it if indeed broken, thanks!
RegiZero  [author] Jul 31 @ 7:00am 
@Dr. Quackers M.D. This is already in the mod to auto recruit leaders but only some; and so there are plans to add more in the next update :)
RegiZero  [author] Jul 31 @ 6:51am 
@BUBlitzo Auto building upgrading on this mod was made obsolete once vanilla added it so there is nothing I can do about it not doing what it should haha
RegiZero  [author] Jul 31 @ 6:49am 
@winasc Sorry, I was away for a couple of weeks. As for auto pop migration, your pops are still employed so it wouldn't migrate them.
Lone Jul 30 @ 8:53pm 
please we need a planetary automation, i want to set the mat production rate and focus on expansion and becoming a devouring swarm.
𖤐БƐƦƧƐƦҠ𖤐 Jul 18 @ 4:12pm 
please we need a planetary automation, i want to set the mat production rate and focus on expansion and becoming a devouring swarm.
MALLAH Jul 16 @ 9:24am 
please we need a planetary automation, i want to set the mat production rate and focus on expansion and becoming a devouring swarm.
Dracken Jul 14 @ 10:03pm 
Hi!
I love this mod and want to thank you very much for working so hard on it. Honestly I cant imagine playing without it now lol.

I was giving Gigastructures 4.0 a try and notice that when I try to autobuild gateways or even outposts the construction ships get stuck now. I'm wondering if its a compatibility thing or if there's a simple fix I'm missing.

Thanks for all your work on the mod!
Dr. Quackers M.D. Jul 13 @ 9:44am 
leaders die allot i feel like most of my game is replacing leaders, replaces science ship captain, replacing governers, replacing generals, replace counselors. Does this mod manage my leaders for me as that is all i want?
Wrathsfury Jul 12 @ 10:18am 
Great mod, it makes the game amazing:steamhappy:
Dizz Jul 11 @ 7:31pm 
@RegiZero Thank you for looking into it.

The mod is incredible even if one single component is having issues. Take my award! :praisesun:
BUBlitzo Jul 9 @ 12:37pm 
I cant get it to do it so im not sure if it can but is it able to auto upgrade buildings when it can as for some reason the vannila wont do it.
winasc Jul 9 @ 3:54am 
Hello! Thanks to your work, I’m really enjoying the game.
I was wondering—when using the Hive Mind, even with the auto pop migration feature enabled, the Maintenance Drones don’t seem to migrate.
In your version of the game, does this feature work correctly?

Thank you very much!
RegiZero  [author] Jul 1 @ 2:26am 
@Dizz Hmm, OK. I'll fix that up in the next update in a few weeks; thanks for letting me know!
Dizz Jun 30 @ 6:49pm 
Mostly works and is nice. Automatic megastructure upgrading doesn't seem to work at all in v4.0.21 though. I do have some mods running but nothing megastructure-related. Oh well it's still very handy.
RegiZero  [author] Jun 30 @ 4:15am 
@Kayo Sure, I have the 3.14 version of the mod if you want it, I can pass it to you on discord (link in the mod description), or we can figure out something else if you don't have it.
Kayo Jun 29 @ 4:27pm 
Is it possible to revert to a 3.14 version?