Stellaris

Stellaris

Ultimate Automation 4.1
1,394 Comments
RegiZero  [author] 22 Oct @ 2:35am 
@ALEX The current one is poop so I'll be implementing a new one soon with a lot more auto planet construction, probably for the 4.2 update.
RegiZero  [author] 22 Oct @ 2:35am 
@Everbane Alright, I will probably remove those anyway (though I did already) cause it's multiple choice anyway, thanks.
ALEX 22 Oct @ 1:46am 
The automatic construction on the planets does not work for me.
Everbane 18 Oct @ 12:07pm 
@RegiZero
Encountered a bug in my most recent playthrough. the ruined battleships from gigastructural are auto-upgraded even if you have a biological shipset, resulting in nothing being spawned and the resources wasted.
Thanks for all the work you do on this mod!
RegiZero  [author] 15 Oct @ 2:25pm 
@HaltDieKlappePaul Ah well, I tried to omit as many megastructures as I could that it would be better not to auto upgrade haha. As for the build time, you don't have to worry about that cause that'll be handled for you if you add new megas.

Now, for the starbase outfitting, it's gonna be a bit more to add new options so the easiest way is to just replace one of the existing outfits with your own. I assume you know where it is so if you have NSC on, you should replace an NSC template, if not, the the vanilla one. If you wanna talk about this further, the best way is probably to chat on the discord server (link in the description).
HaltDieKlappePaul 15 Oct @ 1:48pm 
Also, PLEASE remove the upgrades from the O star Matrioskha... we DO NOT need a pouchkin engine or in other words an Ascension Engine. Killed about a year of late game progress btw...
HaltDieKlappePaul 15 Oct @ 12:35pm 
Hey, i wanted to ask if you could add a thread in discussion showing how to make our own starbase outfits for the tool to build and what we have to look out for like in terms of other mods (like how you have different layout for NCS vs Vanilla in the files)

Wanted to ask the same for auto upgrade megas, but that looks easy enough to figure out.
Also, how does it figure out how long/ when it should upgrade and does it take into account buffs that shorten build time? like edicts, traits, technology etc.?
RegiZero  [author] 10 Oct @ 11:05am 
@Rahl81 So much work haha. Sure thing though, I can add all that at some point, but the time remaining will probably be a bit later cause that will have to be UI.
Rahl81 9 Oct @ 11:50pm 
Hi, and thank you for your amazing mod!
I wanted to ask you a few things:

The recruitment of Leaders stops when the Leader Cap is reached, right? Is there a way to prevent that from happening?

Could you add the ability to recruit Leaders for individual planets, not just for sectors? (That would be very useful, since I love assigning one leader to each planet.)

This is something I’ve already mentioned in the past — the automatic megastructure construction time isn’t the same as when I do it manually (the automatic system takes much longer). Also, could you make it show the remaining time?

Thanks!

PS: My traslation into Italian: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2885122950
Vermillon Qliphoth 9 Oct @ 11:20am 
ACTUAL GOAT !
RegiZero  [author] 8 Oct @ 9:23am 
@Vermillon Qliphoth I think an all out outfitting update is incoming soon, including that haha
Vermillon Qliphoth 8 Oct @ 8:04am 
love the mod could we get something for nanites starbase outfits if possible one that works with astro and one that dosent that would be a god send .
✯ Erny ✯ 6 Oct @ 6:24am 
Thank you for your amazing work, its trully the best mod
RegiZero  [author] 6 Oct @ 3:49am 
Thanks for your donation Sven! :D
RegiZero  [author] 6 Oct @ 2:54am 
@✯ Erny ✯ Sure, I'll try to add that in the next update :)
✯ Erny ✯ 5 Oct @ 8:35pm 
question, for automation for decisions for planet, is it posible so i can automate the sea expansion and master of nature in each planet? cause it becomes a bit trouble some doing each constantly
giimer 5 Oct @ 2:19pm 
\0/
RegiZero  [author] 5 Oct @ 11:50am 
@everyone The mod has just been updated to 4.1 with some additions:
- The automation "Auto recruit leaders" now has auto recruiting of sector and science ship leaders!
- The automation "Auto recruit armies" now has options to either recruit above the planet (default) or on the planet as a landed assault army.
- The automation "Auto pop migration" now has an option "Any pops apart from main to Synaptic Lathe".
- General bug fixes.

If you find any bugs or something is not right, let me know!
zoqxlsals 3 Oct @ 8:36am 
Oh, I see. Thank you!!
RegiZero  [author] 3 Oct @ 7:40am 
@zoqxlsals Yes, if the red lock mark appears, that means it is building. Just be aware that it might fail in the end if you don't have enough resources.
zoqxlsals 3 Oct @ 6:17am 
It's a situation where the event is marked as stopped. The red lock mark appears, is it normal?
RegiZero  [author] 3 Oct @ 4:19am 
@zoqxlsals Yeah, so it's working haha. You have to wait for it to build (180 days I think) and then it will pop up as long as you have resources.
zoqxlsals 3 Oct @ 3:56am 
Outpost automatic construction function is not working
No action is taken after the construction vessel is moved to the position where it will be built
I turned on this mode and tried it, but it didn't work
RegiZero  [author] 1 Oct @ 5:32am 
Thank you for the donation Tor, much appreciated!
RegiZero  [author] 29 Sep @ 1:51am 
@Red Skull Most of it should be fine, yeah.
Red Skull 28 Sep @ 1:17pm 
4.1.3 compat?
RegiZero  [author] 26 Sep @ 1:35am 
@Maulin Hmm, sometimes it gets stuck so maybe that's it. In that case you have to move it manually one or two systems and then it'll work again. Also, remember that it will not attack any fleets with greater fleet power than yours.
Maulin 25 Sep @ 1:21pm 
There is a button for all of them, but only one of the three auto-attack fleet attacks at the same time for me. Do you have any idea why it might have happened?
RegiZero  [author] 23 Sep @ 1:50am 
@Maulin No? They can all auto fleet attack, hence the button for each fleet.
Maulin 22 Sep @ 11:18am 
only one fleet can auto attack at the same time?
RegiZero  [author] 19 Sep @ 3:33pm 
@linersad Possibly... I didn't get the chance to test it yet. I'll see what's up as soon as I can, thanks.
linersad 19 Sep @ 2:37pm 
auto pop to synaptic lathe doesnt work?
RegiZero  [author] 9 Sep @ 1:58am 
@Everbane Sure, I'll see if that's possible and put that on the list if so; I'll put it into one of the future updates.
Everbane 8 Sep @ 2:12pm 
Would u consider automating branch offices for megacorps and automating espionage so that bodysnatchers keep stealing people until they have the 4k necessary to prepare an invasion without all the micromanaging?
giimer 8 Sep @ 3:59am 
2RegiZero happiness \0/
RegiZero  [author] 8 Sep @ 2:08am 
@giimer Hmm, that's a bit more of a niche feature of megastructures so unless there will be more like that then I don't know if I'll be adding that anytime soon.
RegiZero  [author] 8 Sep @ 2:03am 
@Glowbomb12 Glad you like it! The reason building upgrades are not in the mod anymore is due to vanilla adding it into the game some time ago. If the vanilla one is no good then maybe I can add this in the future, maybe haha.
giimer 7 Sep @ 6:19pm 
Is there a patch for gigastructure projects? Orchids, crystalline mega-drills, planetary mass dismantlers and other structures?
This modification allows automatic completion of the mentioned megastructures, but it does not allow automatic installation on all suitable planets.
Glowbomb12 7 Sep @ 6:02am 
Lovely mod! I now dont have to manually slap down hyper relays everywhere. Would there be any chance of having colony/planet buildings automatically get upgraded whenever they are able to? It would definitely fit in line with the features of this mod.
Моня 6 Sep @ 3:00am 
Thanks for this mod! I hope they add automation of the agent network, otherwise it's hard to steal DNA from different empires every time on evolution hunters to advance the evolution incident.
RegiZero  [author] 30 Aug @ 3:37am 
@仙人卡尔 Yeah, sometimes it gets stuck so you have to move it manually one or two systems and then it'll work again. Also, remember that it will not attack any fleets with greater fleet power than yours.
仙人卡尔 29 Aug @ 8:59am 
auto fleet attack not working properly,the auto fleet stops after several move/attack,while there are many targets can be attacked
RegiZero  [author] 26 Aug @ 9:55am 
@Radar It should upgrade from the selected level to max level (if you have the tech of course).
Radar 26 Aug @ 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 26 Aug @ 7:34am 
looking forward to trying this out! thanks for the work!
capsela 24 Aug @ 5:46pm 
Great mod, makes the game much playable. If only hoi4 had this.
RegiZero  [author] 24 Aug @ 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 23 Aug @ 11:20am 
does the starbase outfitting have nanites, cordyceptics, and fruitful partnerships buildings built in?
RegiZero  [author] 23 Aug @ 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 22 Aug @ 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.