Stellaris

Stellaris

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Auto Upgrade Buildings
 
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Dec 9, 2016 @ 12:00pm
Oct 28 @ 8:45am
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Auto Upgrade Buildings

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Description
Updated to 1.8.*:

MULTIPLAYER COMPATIBLE

This mod WILL:
Upgrade buildings automatically when you get the appropriate tech.
Only upgrade buildings if you have over a set amount of minerals.
Only upgrade buildings that POPs are using.
Recheck planets every six months for new upgrades.
Work in sectors.
Work in multiplayer.

This mod WILL NOT:
Place buildings for you.
Decide what kind of science building you want.



To use this mod, you must:

1. Activate the 'Auto Upgrade Buildings' edict.
2. Activate a mineral threshold edict.

The choices are 5000, 2500, 1000, and 500 minerals. If you exceed that point your buildings will start upgrading within about six months, taking from your mineral resources. Buildings only upgrade if a POP is using the building. Buildings will only upgrade if you have the technology. Building availability for upgrade is rechecked with a mean time to happen of six months, when a new POP finishes growing, and when you upgrade a building yourself.

If you build basic science labs, you'll need to upgrade to engineering/physics/biolab before it starts upgrading.

Multiplayer compatible (assuming everyone has the mod).

Compatible with Star Trek: New Horizons.
Popular Discussions View All (3)
5
Oct 11 @ 8:50am
Buildable Ancient Buildings Patch
Bob11
3
Oct 13 @ 1:39pm
MOD suggestions & feedback
Yandersen
0
Oct 28 @ 2:29am
Bugs
Viper
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38 Comments
H4shX Nov 11 @ 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 @ 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 @ 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 @ 5:21am 
Weird. I'll have to delete the compatability for Ancient Buildings. Thanks for pointing that out.
Kash Ka Oct 7 @ 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 @ 7:58am 
@ Slaskie: The mod 'Autobuild' has a working option for auto-building robot pops.
Bob11 Oct 2 @ 7:56am 
Is it possible to add support for Buildable Ancient Buildings?

http://steamcommunity.com/sharedfiles/filedetails/?id=972423198
BenWang Sep 27 @ 9:22pm 
This mod is a life saver for late game.....
Sayle  [author] Sep 23 @ 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 @ 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 :(