Stellaris

Stellaris

Auto pause on fleet idle
22 Comments
ArtyTheBoog 10 Aug, 2023 @ 9:36pm 
Not achievement compatible
wancar 10 Sep, 2022 @ 12:44pm 
This mod is SO dependable!! More than 1 year using this because now I cannot play without it. Except when playing with ACHIEVEMENTS, cause I dunno if it's cheev friendly.
Someone tried?
wancar 27 Apr, 2021 @ 1:49pm 
Thanks @HarryFromMarydelDE
tsw_mik 22 Apr, 2021 @ 9:15am 
Thanks fodazd, this is an excellent mod.
I find it very useful for science and construction ships, but not always for military fleets.
Since you're not planning to develop this mod I took your code and created a version, where the auto-pause is disabled for military fleets.
If anyone is interested it's available here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2464019408
HarryFromMarydelDE 20 Apr, 2021 @ 4:45pm 
I am using it on 3.0.2 without issues.
wancar 18 Apr, 2021 @ 8:04am 
Yeah, this mod is really useful, is there a possibility that it can be updated to Dick? Thanks a lot in advance!
EasyName12345 16 Apr, 2021 @ 7:40pm 
Is this going to be updated for 3.0? I believe this mod isn't compatible with the current patch.
IOException 22 Dec, 2020 @ 3:14pm 
This rocks and it works for 2.8! How do I see your code?
Nefertiti 6 Apr, 2018 @ 2:19am 
OK, I understand. I'm going to try it. Thank you~
fodazd  [author] 6 Apr, 2018 @ 2:07am 
No, I currently have no plans to add additional features to this mod, but if you want you can reuse my code to make your own mod.
Nefertiti 6 Apr, 2018 @ 12:49am 
Do you have plans to add new features for this mod? If anything, I have some ideas, such as: When technology is completed, When the tradition can be unlocked, When an enemy fleet appears in the same galaxy, When there is a new transaction request, When the transaction expires, At the beginning of each month (I think it will It helps in the annual archiving and construction of the early games. Of course, in my imagination, this function can be closed at any time.) Damn, I seem to play this game as Civilization: D
Nefertiti 25 Mar, 2018 @ 5:20am 
God I've been looking for a similar mod because I want to make the building as efficient as possible. This is my favorite mod. Thank you very much! \^o^/
macelharen 18 Mar, 2018 @ 11:14pm 
mmm...initial with science? hmmm...you might be right.
fodazd  [author] 18 Mar, 2018 @ 11:53am 
The popup will show up for bombardment, since a fleet counts as "idle" while bombarding. It didn't show up for wormhole travel for me, except for the inital exploration by the science ship, and I don't know how to make that go away.
macelharen 18 Mar, 2018 @ 10:14am 
kind of surprised as hell how few subscribers this has. it's REALLY handy.
macelharen 18 Mar, 2018 @ 10:13am 
anyway to avoid the popup pause at arrival during (a) bombardment (b) wormhole travel?
macelharen 13 Mar, 2018 @ 6:06pm 
i like this mod because i think it takes away the main reason i keep my fleets/civilian lists at the top.
fodazd  [author] 13 Mar, 2018 @ 8:32am 
It will trigger, but only once, like I described.
Rohzdear 13 Mar, 2018 @ 8:07am 
Interesting mechanic. Certainly to useful in late-game when micromanagement becomes more tedious. Just to clarify, this won't trigger with "docked" ships orbiting a space-station/planet, yes?
macelharen 13 Mar, 2018 @ 1:15am 
cool. subscribed. thx
fodazd  [author] 12 Mar, 2018 @ 2:53pm 
If you are ok with the fleet being idle, you just click away the event without giving any new orders. It won't raise the event again until the fleet has been given orders and then becomes idle again.
macelharen 12 Mar, 2018 @ 12:55pm 
hmmmm...now, my only problem with this is that i'd need an exclusion modifier for when i'm holding on a gate, waiting for reinforcement echelons to show up before i jump