Stellaris

Stellaris

Ultimate Automation 3.14
RegiZero  [developer] Oct 6, 2020 @ 1:33pm
Adjustments and ideas that should be considered
If you have an idea to add something new or to make some adjustments, comment below and it will be considered.
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Showing 1-15 of 127 comments
XiyueYM Oct 8, 2020 @ 6:25pm 
@RegiZero, my friends and I love this mod, but there no localisation for chinese, I'm able to make one for this mod, can you add it to your mod please?
RegiZero  [developer] Oct 9, 2020 @ 3:16am 
Originally posted by Austen:
@RegiZero, my friends and I love this mod, but there no localisation for chinese, I'm able to make one for this mod, can you add it to your mod please?

@Austen Yea sure, but as you mentioned, I'll need your help with that :D. How would you like to proceed in terms of communication, preferred is discord for me. Thanks!
Last edited by RegiZero; Oct 9, 2020 @ 4:55am
Bat Oct 9, 2020 @ 8:40am 
Perhaps an option for science ships to start automatically doing anomalies?
RegiZero  [developer] Oct 9, 2020 @ 9:28am 
Originally posted by Bat:
Perhaps an option for science ships to start automatically doing anomalies?

@Bat I don't think that is necessary as all you have to do currently is press research XD but if you think it's a must then I'll give it a shot.
BearishMouse Oct 11, 2020 @ 4:24am 
If you could automate repeatable research options for late game that would be very useful. Having to pick out new research every 15 seconds gets old fast.
RegiZero  [developer] Oct 11, 2020 @ 6:34am 
Originally posted by BearishMouse:
If you could automate repeatable research options for late game that would be very useful. Having to pick out new research every 15 seconds gets old fast.

@BearishMouse I'll see if that is possible and try to make it happen :) thanks.
XiyueYM Oct 11, 2020 @ 8:06am 
Originally posted by RegiZero:
Originally posted by Austen:
@RegiZero, my friends and I love this mod, but there no localisation for chinese, I'm able to make one for this mod, can you add it to your mod please?

@Austen Yea sure, but as you mentioned, I'll need your help with that :D. How would you like to proceed in terms of communication, preferred is discord for me. Thanks!
I can use discord, add steam friend first?
NeinDao Oct 12, 2020 @ 1:52pm 
If you only choose a dristrict to be build like Food, energy etc and no building automation is picked it would be nice if it built support structures for the choosen district
like picking energy district and then the auto build also build energy production support buildings
if it isent already like this, then ignore this xD
RegiZero  [developer] Oct 12, 2020 @ 2:13pm 
Originally posted by Farsight:
If you only choose a dristrict to be build like Food, energy etc and no building automation is picked it would be nice if it built support structures for the choosen district
like picking energy district and then the auto build also build energy production support buildings
if it isent already like this, then ignore this xD

@Farsight Naa it's not but I suppose it could be. I'll add that to the list, thanks :).
NeinDao Oct 12, 2020 @ 2:52pm 
if you could make a fix for this bug.
https://i.imgur.com/bCblf3U.png
its a bug that makes the fleet manager think fleets are at full strength when they clearly are not.
RegiZero  [developer] Oct 13, 2020 @ 2:09am 
Originally posted by Farsight:
if you could make a fix for this bug.
https://i.imgur.com/bCblf3U.png
its a bug that makes the fleet manager think fleets are at full strength when they clearly are not.

@Farsight Yea, not sure if that possible as it's probably hard-coded into the game where I can't change it but I'll have a look.
TheFlyingPotato Oct 13, 2020 @ 6:30pm 
If you could automate repeatable research options for late game that would be very useful. Having to pick out new research every 15 seconds gets old fast.

There are already several mods doing this (with different approachs)
Mine (hehe) computes the research needed to research the tech and picks it once you have enough stored research points (the mod decides which tech to research based on the user settings). Closest to vanilla imho
This picks one tech every 3 months (from what I understood) regardless of your actual tech production
This does approximately the same, but the delay is customizable (from what I understood again)
I like the idea behind this one a lot: it's not only for repeatables, but for every researchs (you basically transfer your research points to a dummy country which researches the techs for you). May not be perfect tho (in term of time taken to research it) and it follows AI picking priority which isn't optimal

@RegiZero, I think the last approach would be most interesting for your mod (as you probably want to automate all researchs, not only repeatables?). If you want to just automate repeatables then I think you should take a look at all of them and contact the modder(s), maybe they will accept that you include their mod as is :)

(or maybe you want both automations?)
Last edited by TheFlyingPotato; Oct 13, 2020 @ 6:34pm
RegiZero  [developer] Oct 14, 2020 @ 3:40am 
Originally posted by TheFlyingPotato:
If you could automate repeatable research options for late game that would be very useful. Having to pick out new research every 15 seconds gets old fast.

There are already several mods doing this (with different approachs)
Mine (hehe) computes the research needed to research the tech and picks it once you have enough stored research points (the mod decides which tech to research based on the user settings). Closest to vanilla imho
This picks one tech every 3 months (from what I understood) regardless of your actual tech production
This does approximately the same, but the delay is customizable (from what I understood again)
I like the idea behind this one a lot: it's not only for repeatables, but for every researchs (you basically transfer your research points to a dummy country which researches the techs for you). May not be perfect tho (in term of time taken to research it) and it follows AI picking priority which isn't optimal

@RegiZero, I think the last approach would be most interesting for your mod (as you probably want to automate all researchs, not only repeatables?). If you want to just automate repeatables then I think you should take a look at all of them and contact the modder(s), maybe they will accept that you include their mod as is :)

(or maybe you want both automations?)

@TheFlyingPotato Ohh I guess there is, hmm. You are correct in assuming that I will auto mate all research and/or repeatables. However, It will HAVE to be based on your actual research speed and income otherwise that's a no go in my terms ;P. Thanks!
TheFlyingPotato Oct 14, 2020 @ 4:21am 
Well then for only repeatables the first link is perfect (it uses stored ressearch points which are already scaled by the research speed). Only 2 minor downsides: the users has to specify the game tech/tradition cost multiplier (set at game setup, it may be possible to impement a way to compute it by script, but it's annoying) and specific research speed bonuses like +15% on biology aren't applied for repeatables in biology (no way to implement that, but it's pretty minor at late game anyway)

For all researchs the last link should point you in the right direction for modding it. Haven't looked at the code nor tested it tho.
So I don't know how exactly it works (as researching uses at max 2*production, where 1*production comes from the actual production and 1*production comes from the stored research points).
So ideally you would want to have the dummy country have a research production equal to half yours (the other half being supplied by the transfered stored research points). But you can't do that directly (or you need to hack our way around, which is possible, but quite annoying)
Maybe something like:
- if there is more than 10k stored research point, give a modifier that adds 5k research points production and remove 5k stored research points
(same for like 100k, 50k, 20k, 5k, 2k, 1k, 500, 250, ...)
So basically doing a (very) rough 50% in stored research points and 50% in research points production. While it isn't perfect at start, it should (probably) be somewhat accurate in the long run
Dunno if it's understandable :P
NeinDao Oct 15, 2020 @ 3:56am 
could you make the auto building always build spawning pools, clinics or robot assemblies as the first building depending on the empire typ? dont think you ever would not want one of these at the start of colonization of planets (clinics might be an unlock so ofc it builds it first when you unlock it)
Gestalt empires basically always want this as a starting building as its unlocked from the start for them.

could you also make it so it tries to maintain a healthy balance of housing, crime, amenities on planets? (if the mod already does this then ignore this part of the post ^_^ )
Last edited by NeinDao; Oct 15, 2020 @ 4:04am
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