Stellaris

Stellaris

Ultimate Automation 4.0
1.376 kommentarer
zoqxlsals 3. okt. kl. 8:36 
Oh, I see. Thank you!!
RegiZero  [ophavsmand] 3. okt. kl. 7:40 
@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. okt. kl. 6:17 
It's a situation where the event is marked as stopped. The red lock mark appears, is it normal?
RegiZero  [ophavsmand] 3. okt. kl. 4:19 
@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. okt. kl. 3:56 
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  [ophavsmand] 1. okt. kl. 5:32 
Thank you for the donation Tor, much appreciated!
RegiZero  [ophavsmand] 29. sep. kl. 1:51 
@Red Skull Most of it should be fine, yeah.
Red Skull 28. sep. kl. 13:17 
4.1.3 compat?
RegiZero  [ophavsmand] 26. sep. kl. 1:35 
@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. kl. 13:21 
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  [ophavsmand] 23. sep. kl. 1:50 
@Maulin No? They can all auto fleet attack, hence the button for each fleet.
Maulin 22. sep. kl. 11:18 
only one fleet can auto attack at the same time?
RegiZero  [ophavsmand] 19. sep. kl. 15:33 
@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. kl. 14:37 
auto pop to synaptic lathe doesnt work?
RegiZero  [ophavsmand] 9. sep. kl. 1:58 
@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. kl. 14:12 
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. kl. 3:59 
2RegiZero happiness \0/
RegiZero  [ophavsmand] 8. sep. kl. 2:08 
@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  [ophavsmand] 8. sep. kl. 2:03 
@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. kl. 18:19 
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. kl. 6:02 
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. kl. 3:00 
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  [ophavsmand] 30. aug. kl. 3:37 
@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. kl. 8:59 
auto fleet attack not working properly,the auto fleet stops after several move/attack,while there are many targets can be attacked
RegiZero  [ophavsmand] 26. aug. kl. 9:55 
@Radar It should upgrade from the selected level to max level (if you have the tech of course).
Radar 26. aug. kl. 9:13 
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. kl. 7:34 
looking forward to trying this out! thanks for the work!
capsela 24. aug. kl. 17:46 
Great mod, makes the game much playable. If only hoi4 had this.
RegiZero  [ophavsmand] 24. aug. kl. 4:42 
@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. kl. 11:20 
does the starbase outfitting have nanites, cordyceptics, and fruitful partnerships buildings built in?
RegiZero  [ophavsmand] 23. aug. kl. 6:22 
@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. kl. 18:41 
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.
RegiZero  [ophavsmand] 22. aug. kl. 10:23 
@Verence I don't think so but I can check for you just in case, if they do, I'll let you know haha
RegiZero  [ophavsmand] 22. aug. kl. 9:55 
Thanks again for the donation Some!
Verence 22. aug. kl. 0:58 
I wonder if the game's modding capabilities support the "look at that district on the other planet and try to copy it here" interaction that automatically copies all modded buildings. This would've been so great.
RegiZero  [ophavsmand] 21. aug. kl. 9:19 
@Brayflex Giga is not included in any auto outfit starbases options, only NSC. As for vanilla, I have listed what the loadout more or less looks like below. This is the same across all starbase levels just cut down based on module and building slots available.

Auto Shipyard - Max Shipyard modules and Fleet Academy, Hydroponics Bay, Resource Silo/Recruitment Office buildings.

Auto Anchorage - Max anchorage modules and Naval Logistics Office, Hydroponics Bay, Resource Silo/Recruitment Office buildings.

Auto Energy - Max Solar Panel Network modules and Recruitment Office, Hydroponics Bay, Resource Silo buildings.

Auto Astromining - Max Astrominig Bay modules and Astromining Hub, Hydroponics Bay, Resource Silo/Recruitment Office buildings.

Auto Trade - Max trade hub modules and Recruitment Office, Hydroponics Bay, Resource Silo buildings.

Auto Mixed - Mixes all of the above apart from Shipyard and Astromining stuff.
Brayflex 21. aug. kl. 5:54 
@RegiZero Hey good morning my friend! I'm curious on vanilla and Giga loadouts if it's not too burdensome!
RegiZero  [ophavsmand] 21. aug. kl. 4:30 
@Everbane I'll see what can be done but not sure when that would be yet. Thanks for the suggestions :)
RegiZero  [ophavsmand] 21. aug. kl. 4:29 
@Brayflex Which loadout are you interested in though, the vanilla or NSC ones?
Brayflex 20. aug. kl. 18:50 
That's a great idea Everbane!
Everbane 20. aug. kl. 17:57 
was playing with the new outfit starbase system, and noticed some options that could be added.
fortress - spam guns and hangars - for chokepoints, maybe even build platforms
vivarium - spam vivariums - maybe include void lures if possible
hatchery - fill with hatcheries or beastports - also with void lures
Brayflex 20. aug. kl. 17:56 
Hi Regi, would you be able to tell us what the default loadout per starbase setting is, or where I can find it in the mod directory? I'm just curious what's on offer there :) @RegiZero:love_seagull:
RegiZero  [ophavsmand] 19. aug. kl. 11:59 
@everyone The mod has just been updated with some improvements and additions:
- The automation "Auto upgrade megastructures" has been updated to the latest GIGA, ACOT, and NSC megastructures! This also accounts for bio compatible ones.
- A new automation has been added "Auto Outfit Starbases" which automatically builds starbase modules and buildings based on the option chosen in the menu. The menu can be accessed from a new starbase button on the left side of the screen as usual! This is also NSC compatible (this took ages btw haha).
- General bug fixes.

As always, if there are any issues or something is not right, let me know!
RegiZero  [ophavsmand] 16. aug. kl. 3:06 
@Laminator No, in this mod you get the automatic construction of arc furnaces and habitats.
Laminator 15. aug. kl. 14:37 
I think i remember this mod giving number of deposits for arc furnaces/habitats when hovering over a system on the star map but its stopped working in the last week or so. Would it be possible to add back in? Sorry if i've got the wrong mod.

Big fan of your work! You make nanite ascension playable!
RegiZero  [ophavsmand] 14. aug. kl. 7:52 
@elvathelion You must be talking about the vanilla one as I can currently in process of creating more colony automation. The one I currently have released is a few for wilderness haha
elvathelion 13. aug. kl. 14:44 
As the premier, full featured automation mod for Stellaris, how does your mod interact with other mods like this:

Hybrid Colony Designations
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3515440781

I use it, and your colony automation does work but tends to spam "Mixed Industry" all at once - I presume that's due to the custom Colony Designation miscommunication or something?

The HBC mod author states: "Does not support automated build queues*. I have not written an AI build plan for these designations. This is doable, but not currently on the project map. For now, only use this mod if you intend to manually set your build queues."

So, this is something he has to do from his end then?
RegiZero  [ophavsmand] 12. aug. kl. 3:55 
@napamathguy Unfortunately modding does not let you modify science ship automation.
napamathguy 11. aug. kl. 10:47 
Any chance you can get some science ship automation in there? It's annoying to see an automated science ship go halfway across the galaxy to perform a task when there's another ship already there.
RegiZero  [ophavsmand] 6. aug. kl. 12:36 
@elvathelion What is this 3.014 you speak of haha. It is with some automation but not all. I can give you the 3.14 version if you want, just pop me up on the discord server in description.