Stellaris

Stellaris

AutoBuild (outdated)
 This topic has been pinned, so it's probably important
had  [developer] 8 Feb, 2017 @ 1:22pm
Bugs and suggestions / Баги и предложения
Before write about bugs:
Check FAQ.
Try to reproduce without other mods.
Check that the desired options are selected, enough resources.
Think twice.
Describe the problem in detail, better with screenshots.
Last edited by had; 20 May, 2018 @ 5:30am
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Showing 1-15 of 238 comments
folk 5 Oct, 2016 @ 11:56am 
Suggestions for improvement
Hi!

So I mainly use this mod because it gives me more control over my planets than the sectors do :-)

Here is my wishlist, hope you find it useful!
Most important is #1 to be honest but the others are not prioritized.

1. Autobuild Spaceport

In all my singleplayer games with big maps I always get the "Orbital Mind Control Laser" and after every war I have to rebuild them manually which is sooooo boring :-)

Just use random weapon laser/kinetic/torpedo.

Also sectors now they random build upgrades on the spaceports.
Maybe make 1 edict for planet like "Spaceport Template" and try to copy that planet for all others. And 2nd edict "Ignore Spaceport Template".

2. Autobuild defense stations, platform, Fortress

Make the constructors build them either in every system where you inhabit a planet, or all owned systems.
Maybe prioritize inhabited galaxies, also make it so it only builds if player is above "+x energy" every month?
Just place the station in a random position in the star system.

Sectors do this already so it would not be overpowered.
Not sure how to pick which design to build?

3. Autobuild constructor per X planets

I think per 10-20 planets make one constructor

4. Let me hide planets from Outliner list on right side

Maybe add edict "Hide planet from list" to the planet edict screen.
Just make sure not to hide it from the empire screen hehe :-P

5. Improve happiness for the empire

When I use sectors, using a sector governor improves happiness and lots of other bonuses for all the planets.
These bonuses are lost without having one governor per planet now.
But your "There is no need for sectors" policy still adds +10% ethics divergence.
So we get the penalty, but not bonus from governors because I can't have 1000 governors.

Not sure how to "fix" it.
Maybe 1% empire happiness per leader capacity minus scientist+admiral+general.
But maximum 10% because governor lvl 5 gives 10%?
So for example:
- I can have 21 empire leaders
- I have 6 fleets with admirals
- I have 1 big chunk of troops with 1 general

When I have "There is no need for sectors" turned on, my empire gains 21-6-1% happiness, so 14%, but since max is 10% that is what I get.

Or is that OP?

6. Construction ship design

When I change the ship design for the constructor now they all become inactive. So I have to turn the option off and then on again :-) Not a big deal but sometimes I forget.

7. Construction ship AI

Right now for example in my big game 7 construction ships all go to the same planet to build 1 research station. When the first one arrives the other ones do not turn away, but just stand there.

They are terrible at dodging enemy fleets by the way. Every time there is a war they all die, hehe :-P Maybe autorebuild if mod-controlled constructor dies?

Also you can rename them to like "Autobuild" when you take control?

--

Thank you again I love this mod!
Last edited by folk; 5 Oct, 2016 @ 1:30pm
had  [developer] 21 Oct, 2016 @ 6:51am 
These are all good ideas, but unfortunately the game has no api needed
had  [developer] 21 Oct, 2016 @ 6:53am 
Although the renaming of ships is now possible with the patch 1.3
Maybe some other suggestions, too it is possible to perform
folk 24 Oct, 2016 @ 11:29am 
Rock on man!
had  [developer] 24 Oct, 2016 @ 6:26pm 
While it is impossible to assign a spaceport or spaceport module or stations in the building queue, only set instantly. I don't like it. I will wait new patches. Same for ships.

About Sectors.
You can send to sector completely built planet and turn off rebuild in sectors's settings.
Or use my mod imroved population, "iImproved leaders" module give you as many governors, as many planets you have.

I changed the design of construction and everythink was ok.

Autobuild ships now more advanced in selecting targets.
folk 25 Oct, 2016 @ 1:49am 
Ah, I see, yeah after I wrote the original post here I've made some mods myself and I see now how horrible the Paradox script language is.

Thanks for the pointer to "Improved Population"!

Excellent work on the construction ships, I am looking forward to trying them out in my next game :-)
folk 25 Oct, 2016 @ 3:59am 
Alright!

So I made a small script to autobuild military stations.

1. Do you want to include this (but better version) in your mod autobuild?
2. If the answer is "no", can I make a seperate mod that adds option to your mod menu for this?
3. If I can make seperate mod, we need to make sure they work together with the ship flags

So here are some things I did not fix, I just made it work quick and dirty for now:
1. The construction ship is event locked, waits, then takes minerals and station pops up. It should take minerals first, then wait.
2. The ship doesn't stop even when all owned systems has station
3. I want the distance from planet to be random where it builds the station, now it's just "20"
4. It does not have a priority on systems with planets, maybe it should
5. In systems with colonized planet, it should build station around that planet
6. It does not check monthly cash income if you can really afford it
7. Prices are fixed, there is no way to determine actual price of stations I think. So small=800, medium=1500 and large=2500

What do you think?

namespace = folkbuildstation # Select all countries that are default and not AI event = { id = folkbuildstation.1 title = "build" picture = GFX_evt_star_chart desc = "yes ytes" is_triggered_only = yes immediate = { every_country = { limit = { is_country_type = default is_ai = no } } country_event = { id = folkbuildstation.2 } } option = { name = "Go go gadget build" } } country_event = { id = folkbuildstation.2 hide_window = yes is_triggered_only = yes immediate = { every_owned_fleet = { limit = { is_ship_class = shipclass_constructor not = { has_fleet_flag = autobuild_fleet } } fleet_event = { id = folkbuildstation.3 } } } } fleet_event = { id = folkbuildstation.3 hide_window = yes is_triggered_only = yes trigger = { is_ship_class = shipclass_constructor is_disabled = no is_in_combat = no } immediate = { set_fleet_flag = autobuild_fleet queue_actions = { repeat = { find_closest_system = { trigger = { id = "buildmilstation.0.trigger.1" exists = space_owner space_owner = { is_country = root.owner } nor = { any_ship_in_system = { exists = owner or = { owner = { is_hostile = root.owner } is_ship_class = shipclass_military_station } } } any_planet = { not = { has_planet_flag = autobuild_planet_block } is_surveyed = { who = root.owner status = yes } } root = { nor = { has_fleet_order = upgrade_design_fleet_order has_fleet_order = repair_ship_fleet_order has_fleet_order = return_fleet_order has_fleet_order = evade_hostiles_order has_fleet_order = build_orbital_station_order has_fleet_order = orbit_planet_order has_fleet_order = build_space_station_order has_fleet_order = follow_order has_fleet_order = merge_fleet_order has_fleet_order = aggressive_stance_fleet_order } } } found_system = { effect = { id = "buildmilstation.0.effect.0" if = { limit = { not = { has_star_flag = autobuild_planet_block } } set_timed_star_flag = { flag = autobuild_star_block days = 120 } } } move_to = this } } find_closest_planet = { trigger = { id = "buildmilstation.0.trigger.2" nor = { exists = owner has_planet_flag = autobuild_planet_block } root = { nor = { has_fleet_order = upgrade_design_fleet_order has_fleet_order = repair_ship_fleet_order has_fleet_order = return_fleet_order has_fleet_order = evade_hostiles_order has_fleet_order = build_orbital_station_order has_fleet_order = orbit_planet_order has_fleet_order = build_space_station_order has_fleet_order = follow_order has_fleet_order = merge_fleet_order has_fleet_order = aggressive_stance_fleet_order } } is_surveyed = { who = root.owner status = yes } } found_planet = { effect = { id = "buildmilstation.0.effect.1" if = { limit = { not = { has_planet_flag = autobuild_planet_block } } set_timed_planet_flag = { flag = autobuild_planet_block days = 120 } else = { root = { clear_fleet_actions = root # XXX fleet_event = { id = autobuild.0 } } } } } orbit_planet = this effect = { id = "buildmilstation.0.effect.2" root = { set_event_locked = yes } } wait = { duration = 100 } effect = { id = "buildmilstation.0.effect.3" root = { set_event_locked = no } if = { limit = { root.owner = { minerals > 2500 has_technology = "tech_space_defense_station_3" } } create_fleet = { effect = { set_owner = ROOT.owner create_ship = { name = random random_existing_design = "military_station_large" graphical_culture = root.owner } set_location = { target = prev distance = 20 angle = random } } } root.owner = { add_minerals = -2500 } break = yes } if = { limit = { root.owner = { minerals > 1500 has_technology = "tech_space_defense_station_2" } } create_fleet = { effect = { set_owner = ROOT.owner create_ship = { name = random random_existing_design = "military_station_medium" graphical_culture = root.owner } set_location = { target = prev distance = 20 angle = 90 } } } root.owner = { add_minerals = -1500 } break = yes } if = { limit = { root.owner = { minerals > 800 has_technology = "tech_space_defense_station_1" } } create_fleet = { effect = { set_owner = ROOT.owner create_ship = { name = random random_existing_design = "military_station_small" graphical_culture = root.owner } set_location = { target = prev distance = 20 angle = 90 } } } root.owner = { add_minerals = -800 } break = yes } # We could not build station # so reset flags root = { set_event_locked = no } } } } } } } }
Last edited by folk; 25 Oct, 2016 @ 4:04am
folk 25 Oct, 2016 @ 4:00am 
http://hastebin.com/azoverayel.coffeescript
maybe better to look at, but same code as above
had  [developer] 25 Oct, 2016 @ 9:28am 
Yeah, I'm going to improve builders and they add more options, the construction of fortresses can also be added, why not.

Think about add the restoration of the stations of the wormhole after the destruction, selection of the best resources, ignore the resources (e.g., minerals).

But first I want to add a button to the interface builders. And this is the problem.
folk 25 Oct, 2016 @ 9:32am 
Yes maybe take a look at ISBS, it adds a button for their ship to destroy a planet to the fleet window, I think.
had  [developer] 25 Oct, 2016 @ 9:41am 
I looked, but its implementation for patch 1.2.
1.3 seems to be made better functionality of the buttons.
folk 25 Oct, 2016 @ 1:05pm 
I don't understand what you mean, ISBS doomsday weapon button code is still in the ISBS version for 1.3, but I have not tested it.

Anyway I just remembered one small thing, but you probably noticed already, or someone told you, but I thought if not, I will say it:

Beltharian ore is present on planet tiles now, can you make autobuild beltharian plants? Or replace as special building because you need upgraded planet HQ for it, I think.
had  [developer] 25 Oct, 2016 @ 1:25pm 
Yes, but this can be much easier in 1.3.

Beltharian plants built by on good tiles option.
The Eye 6 Nov, 2016 @ 7:38pm 
Another idea, an expansion on the Auto enslave. (If it is possible that is, I don't know coding) An option to auto enslave unhappy pops say, below 30%, and if possible swap them with happy slaves so they work the mineral/food tiles and the happy one can stop being a slave (for being loyal) and work energy/research. I suggest this because with the ethic diversion on my current game I am having faction after faction poping up, and I have to spend time finding the unhappy pop then enslaving them, moving them and unslaving the other... what ya think?
had  [developer] 6 Nov, 2016 @ 8:01pm 
You can send in slavery those who are unhappy, in some cases, it may be beneficial even in laboratories/power plants.
Swap pops impossible.

I guess I'll add it in the next version, may be also autopurge.
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