Stellaris

Stellaris

Auto Upgrade Buildings [2.1]
61 Comments
Elv原则 Jul 23, 2023 @ 2:09am 
Any similar mode for 3.8 that compatible with building from mod?
Peter34 Dec 14, 2018 @ 7:30pm 
Ditto.
Catnapping Princess Dec 13, 2018 @ 5:46pm 
was amazing while it was required, you did a good job and i can't thank you enough
good work, good night, and good luck! :catpaw::lgbt::tr_neko_slavya:
Peter34 Nov 25, 2018 @ 7:06pm 
This mod works fine for 2.1.x, and won't be needed once 2.2 comes out.
Peter34 Nov 25, 2018 @ 7:06pm 
This mod works fine for 2.1.x, and won't be needed once 2.2 comes out.
Officer Frost, baton enthusiast Nov 25, 2018 @ 8:20am 
update?
Mask of Humble Jul 19, 2018 @ 1:52am 
Any Chance to get auto Blocker Clear?
Xelan Jul 6, 2018 @ 6:46am 
ah nice and thanks for the quick answer :)
Sayle  [author] Jul 6, 2018 @ 3:15am 
@Xelan The patch notes haven't mentioned any changes to building upgrade paths, which is all this mod actually needs to work. However I have taken the opportunity to upgrade the Star Trek New Horizons component, if you're a fan of that mod.
Xelan Jul 6, 2018 @ 1:41am 
does this still work with 2.1? Haven't seen an update here for a while :/
wrightc214 May 23, 2018 @ 1:42pm 
@Sayle
In my limited time in the txt files, I noticed a flag for marking systems as bottleneck. The AI used it to decide what buildings to place on a space station. Auto-Upgrading defensive platforms in bottleneck systems would alleviate some of my wasted time at the expense of yours.
Riley4376 Mar 8, 2018 @ 5:46pm 
Appreciate your work Sayle. Thank you for the response! :)
Sayle  [author] Mar 8, 2018 @ 12:25am 
@Riley4376 The thing that comes to mind is that stations are expensive to upgrade, increases upkeep, and often you want to specialise them against a specific enemy. Furthermore, I'm not sure how to do that, and it's a bit outside the scope of this mod.
Riley4376 Mar 7, 2018 @ 9:12pm 
Hi Sayle I absolutely love your mod. Quick question and I apologize if I missed this; have you thought about or is there a way to automatically do a periodic update for space station upgrades? I know in the long games it can get tedious to upgrade especially when you get a new tech and are able to upgrade your stations defensive capabilities. Appreciate your time and dedication. Thanks!
Sayle  [author] Mar 2, 2018 @ 10:29am 
@SquidNeko Yes. Quite sure.
SquidNeko Mar 2, 2018 @ 10:19am 
Oh. I never activated that. You sure both are needed?
Sayle  [author] Mar 2, 2018 @ 10:18am 
@SquidNeko you need to activate both.
SquidNeko Mar 2, 2018 @ 10:11am 
The Edict called Automated Building Upgrading is not working. Its the one without Mineral Limit.
Peter34 Feb 22, 2018 @ 10:31am 
Thanks for upgading this mod so quickly!
kellynorty Dec 31, 2017 @ 5:49pm 
Thanks !!!
Peter34 Dec 18, 2017 @ 5:35am 
The effect is coming from somewhere, and I’m trying to track it down.
Sayle  [author] Dec 18, 2017 @ 4:13am 
@Peter34 this mod doesn't destroy any buildings at all, and if it does it's very much unintended behaviour. I'm not sure how that would be happening.
Peter34 Dec 17, 2017 @ 6:42pm 
Does this mod auto-destroy all tier-1 Unity buildings (Uplink Node, etc) once all 7 Tradition Tress are completed?

I'm using the Endgame Unity mod, which means that Unity continues to be valuable for me even after completing all 7 Trees, but I also get this auto-destroy behaviour of all tier 1 Unity buildings, and maybe tier 2 ones too, at least for Machine Empires. The maker of Endgame Unity claims it's not vanilla game behaviour, so I'm wondering if it's caused by this mod. If it is, can it please be made into a one-time event, rather than an on-going check?
H4shX Nov 11, 2017 @ 3:51pm 
@Sayle - I find your Utility / Tool can help alot with the Micromanagement issues found in Stellaris. Is it possible for us at SRT to see and have permission to use your Mod and include it as part of our Union Project. :) Or can we discuss how we can make your Mod work with our Project.
Sayle  [author] Oct 11, 2017 @ 8:51am 
Added comptability for Star Trek New Horizons. No need to watch over those arcologies, dilithium mines, and planetary shields anymore!
Bob11 Oct 7, 2017 @ 5:33am 
Ohhh, wait whatnow? Shite. Sorry about that. I never thought it'd delete a building if there wasnt an available upgrade...
Sayle  [author] Oct 7, 2017 @ 5:21am 
Weird. I'll have to delete the compatability for Ancient Buildings. Thanks for pointing that out.
Kash Ka Oct 7, 2017 @ 4:49am 
Autobuilding doesn't deactivate once updated. It also tries to build tier 6 research buildings, or something like that, once tier 5 have been researched. This result in the building being deleted. Which is a MASSIVE pain in arse. It also does this for betharian power generators.
Bob11 Oct 2, 2017 @ 7:58am 
@ Slaskie: The mod 'Autobuild' has a working option for auto-building robot pops.
Bob11 Oct 2, 2017 @ 7:56am 
Is it possible to add support for Buildable Ancient Buildings?

http://steamcommunity.com/sharedfiles/filedetails/?id=972423198
BenWang Sep 27, 2017 @ 9:22pm 
This mod is a life saver for late game.....
Sayle  [author] Sep 23, 2017 @ 6:45am 
@Slaskie unfortunately I don't think that particular function is accessible to modders - the only thing we could do would be to spawn robots for a set mineral cost an average of every X months on a planet.
Slaskie Sep 23, 2017 @ 6:36am 
Hey! This might be asking too much, but: Is there any way you can expand this or make another mod that automates buildding robot pops ? MY dream would be to select the pop type and then make it automatically build pops whenever i have over X minerals (like with the upgrades here).. I Really hate building pops :(
Freely Aug 17, 2017 @ 12:09pm 
Hmm... must be another mod update that has stopped it working :(
Sayle  [author] Aug 17, 2017 @ 11:48am 
@Freely Works for me.
Freely Aug 17, 2017 @ 11:18am 
The mod does not seem to work anymore... it did not too long ago but sadly not now.
FoxyFox Jun 17, 2017 @ 7:13pm 
will this mod work with AlphaMod and Stellaris+Evolved or other mods adding buildings?
saintdoc Jun 15, 2017 @ 4:53pm 
please update!! :steamsad:
Sayle  [author] May 29, 2017 @ 8:01am 
@Yandersen incidentally out of your suggestions, the auto-check of everything whern the policy is first selected has a great deal of merit. If it's possible (I'd have to experiment), that should definitely be implemented.
Sayle  [author] May 29, 2017 @ 7:59am 
@Yandersen thank you for picking that out - when the mod next updates I'll be sure to fix that. As is I doubt it's causing any real issues.
The superior version is pretty good, but sort of starts to micromanage your whole empire and at a glance seems to use a lot of global flags which will not support multiplayer compatibility. This mod uses country flags, which sidesteps that issue.
As for your suggestions, when I come back to Stellaris and update this mod, I will probably implement them. As is, however, I'm unclear on how to call the current science values to use for determining science lab upgrades, and if a player has more advanced technology in one branch it can skew in any case.
Yandersen May 29, 2017 @ 7:05am 
Looked at files, found little bug:
common\on_actions\autoupgrade_onaction.txt:
on_pop_birth = {
events = {
autoupgrade.1
autoupgrade.2
}
}
As u see there is a call to unexisting (probably deleted) "autoupgrade.1" event.

Is author still alive? Or did he gave up on this mode because there is a superior version here ?
I like the idea of having this simplified version "Auto Upgrade Buildings", but hope the support continues...
Fierhorn79 May 10, 2017 @ 1:29pm 
Hoping for an update soon. Love your mod
Sayle  [author] May 6, 2017 @ 3:46pm 
@Team player it doesn't overwrite files, so it should be compatible.
ICEunicorn May 6, 2017 @ 2:38pm 
Will you mod compatible with other autobuild mods?
Sayle  [author] Apr 22, 2017 @ 3:03am 
@VoidInsanity I can't seem to reproduce your problem. Keep in mind that it takes about six months for a planet to be checked on average. An easy way to jumpstart that is to upgrade one building, at which point the event checks the whole planet to see if any buildings are eligible (have a POP on them, are upgradeable). However, you are correct that the 500 mineral threshold doesn't seem to work at all.
VoidInsanity Apr 21, 2017 @ 3:07pm 
Also the 500 option doesn't seem to be working at all. I got 1K to upgrade power plants though
VoidInsanity Apr 21, 2017 @ 2:48pm 
I think I found the problem. The edicts don't seem to work unless you activate it after getting a new technology. So if I have it active then get farms II it won't upgrade the farms until I disable and enable it again.

So instead of having to check up on my planets, I have to keep checking up on the edict.
Sayle  [author] Apr 21, 2017 @ 9:57am 
Not sure why that was, but replacing it with my personal copy seemed to fix it.
VoidInsanity Apr 20, 2017 @ 7:00am 
What replica said, same issues here.
Replica Apr 20, 2017 @ 4:42am 
Same, I think?

I have never once seen this mod actually do anything.
None of my buildings, sector or no sector, have ever upgraded automatically, regardless of what settings I've given in the edicts list.