Stellaris

Stellaris

Automatic Repeatables - 2.8.*
139 Comments
zulu9812 26 Jul, 2021 @ 10:23pm 
Is it possible to restrict certain repeatables from being researched? If you research too many shield or armour technologies, you get an overflow error that can cause your ships and starbases to have negative shields/armour.
rob.inconformista 25 May, 2021 @ 11:18pm 
So I have done around 300 hours play testing on 3.0.3 openbeta and the release, this MOD is needed for 3.0. The random auto research PDS feature is a lazy dumb implementation which causes trouble.

The random feature both researches dangerous techs, techs you cannot use AND there's no way to stop tech being researched. So the obvious example is researching synths as a spiritualist who has AI not allowed. The Unbidden can arrive earlier than end game + 50 if Jump Drives is researched, which can be very challenging if your alloys were just sunk into mega construction projects.
Researching droids can disrupt your workforce if you've deliberately used worker bots without happiness and had 100% bio pops as specialists.
There's no opportunity for bee lining, avoiding uncessary research of unused techs or gearing up for war and catching up in times of peace.
EgotisticalElf 8 May, 2021 @ 7:51am 
the other thing i see missing is inclusion of mod repeatables. That would make this one way better considerably.
rob.inconformista 29 Apr, 2021 @ 10:55am 
I just happen to have converted to spiritualist have breach of cloud and it has offered me synths, but I have AI not allowed, so I'll try putting it on auto
TheFlyingPotato  [author] 29 Apr, 2021 @ 7:06am 
I want to check if Stellaris makes you research the dangerous techs. If it does, then it's kinda dumb (when playng spirits with robots, you don't take the dangerous robots techs...)

I kinda want to rewrite some code to have a UI a bit better (UI modding is annoying and not flexible, but it should still be better than the current one) and investigate the slowdowns some users have reported.
But I'm kinda busy at the moment (IR and 2 other big mods I'm working on), so noooooo update date (it might be a separate mod/upload btw)
rob.inconformista 28 Apr, 2021 @ 12:18am 
This is my favourite mod of all from 2.8, in fact the 3.0 auto research feature is the very simplest pick an option at random.
However that may risk "dangerous tech" and it doesn't permit min-maxing by excluding categories you don't need. At times preparing for war, I excluding all the economy repeatables, then as war was ending switched back to cheapest as the battle was won.
For most the 3.0 auto button does the job, however the author's full featured implementation means the work is still useful. I am adding to my "Test 3.0" mod list, so far just 1 mod has caused me trouble and that may have started due to a bad gfx driver update.
Crescidious 25 Apr, 2021 @ 1:17pm 
looks like paradox took a leaf out of your book and put this feature in the game
Grove of Blackweir 17 Apr, 2021 @ 4:52am 
I've used it in 3.0 , it does work
TheFlyingPotato  [author] 17 Apr, 2021 @ 3:19am 
Dunno. But 3.0 has an auto research feature anyway
初雪 17 Apr, 2021 @ 2:56am 
Does it work on 3.0??
Grove of Blackweir 14 Apr, 2021 @ 1:37pm 
Omg I don't know how i've never seen this, thanks so much for clearing that up
TheFlyingPotato  [author] 14 Apr, 2021 @ 10:00am 
@Grove of Blackweir: Glad you like it! If I'm not mistaken, in both cheapest and random, you can select tech to disallow (open the mod menu, there should be 3 option to select if a repeatable should be allowed or not)
Grove of Blackweir 14 Apr, 2021 @ 9:53am 
Heya I've used your mod for over a year now and really appreciate it. I'd love to know if it's possible to exclude research choices in the cheapest version e.g

Research the cheapest of
Shield+
Energy DMG
Energy Speed

Ignore
Building cost reduction
Energy job production

Thank you for your continued work
TheFlyingPotato  [author] 3 Apr, 2021 @ 4:26pm 
@love: Nope. It would require an insaaaaaaane amount of very boring work to do it

@Hello: Hello :P Repeatable added by other mods won't be researched by this one (you will need a compatibility patch for it)
Hello, I Exist 3 Apr, 2021 @ 4:11pm 
does this mod work with modded repeatables? Is it possible to make it auto select non repeatables first?
love2799 31 Mar, 2021 @ 12:27pm 
I hope this mod can work with the non-repeatable techs too
TheFlyingPotato  [author] 18 Mar, 2021 @ 2:38pm 
The mod wouldn't have been that useful if you had to open up the edict each time haha
VectorMane 18 Mar, 2021 @ 2:35pm 
Hmmm, ok, that's the issue here, just wasn't giving it a good look over. Oh well, at least it worked 1 time before I had to wait for more research points.
TheFlyingPotato  [author] 18 Mar, 2021 @ 2:23pm 
Yes that's working as intended: the mod checks monthly if you have enough stored research points (you can check how much you have by clicking on the research in the topbar and hovering ober every category) to research it. If yes, it will research it automatically.
Due to game limitations, it might wait that you have a bit more than necessary so don't worry if you have just enough but nothing happens.

By the way, stored research points get produced by events/anomalies and by NOT researching anything in that category
VectorMane 18 Mar, 2021 @ 10:45am 
@TheFlyingPotato I did have the edict, and I opened the menu through the edict, I picked Cheapest, clicked close, and the edict instantly ends with no research completed.
TheFlyingPotato  [author] 18 Mar, 2021 @ 7:34am 
Hey everyone! I will try to update the mod and add xp for leaders once 3.0
For a compat patch with giga, I'll take a look once they update as well (although 3.0 shouldn't change their repeatable techs I think)

@Wh0sRichard: First question: Do you have the edict? If not, the mod wasn't properly downloaded/installed/enabled (that's a steam/launcher issue)
If you have it and didn't see anything about "SLEX not installed", then it should work. You just need to have enough stored research point and have one of the repeatable be a research option
VectorMane 17 Mar, 2021 @ 2:01pm 
I can not get this to work. It's not researching a single thing. What am I doing wrong, or is this mod broken in the current version?
tithin 13 Mar, 2021 @ 2:49pm 
Echoing a request for a gigastructure compatibility patch.
Schnorf 26 Feb, 2021 @ 4:25am 
This might be one of the best qol mods for stellaris, but in my latest game with high-level Necroid Scientists I have noticed that they do not get any xp for auto-researched techs, only tech manually chosen in the tech tab seems to generate xp for my leaders.
Aus1rathia 2 Feb, 2021 @ 11:03pm 
One more thing: Would you support Gigastructural Engineering?

Apart from the ones that come out by setting each structure's cap as repetitive research, it would be very good to apply only the two that appear basically regardless of the setting.

giga_tech_repeatable_dimensional_storage
giga_tech_repeatable_reduced_mega_building_time

https://imgur.com/a/imTJISz
Vargo 27 Jan, 2021 @ 12:34pm 
I've wanted this mod for years. Thank you for making it!
Aus1rathia 20 Jan, 2021 @ 3:49am 
Thanks for explaining, I'll look at that MOD.
TheFlyingPotato  [author] 20 Jan, 2021 @ 2:16am 
@烟火 Thank you! I added the link to the description :)

@Droiyan7: That would be a loooooot of work as I would need to specify every tech manually (and techs from other mods wouldn't be included). And that would be outside of the scope of the mod (because no longer only repeatables).
If you want to fully automate all the research, there is a mod for that, but from what I could tell, it had some restrictions.
Maybe it can interest you? https://steamproxy.net/sharedfiles/filedetails/?id=2245749942
Aus1rathia 19 Jan, 2021 @ 9:33pm 
I think an option to extend the cheapest to every tech (except only dangerous ones) can be useful sometimes. When none of the research alt needed right now, research the cheapest one to redraw the list ASAP makes sense. Would you care to add such function?
TheFlyingPotato  [author] 14 Jan, 2021 @ 9:08am 
Nice :)
Accribute 14 Jan, 2021 @ 8:35am 
@theflyingpotato Your first suggestion worked, thank you so much!
"- Quit stellaris and the launcher, unsubscribe, (restart steam?), open launcher, close launcher, rebuscribe, wait for downloads to finish (!!!), open launcher and hope it works ^^"
TheFlyingPotato  [author] 14 Jan, 2021 @ 4:54am 
@BaBoFantasy: Thanks! I'll put it in the description :)
SLEX can be put wherever you want (I don't know of any mod overwriting it for now)
TheFlyingPotato  [author] 14 Jan, 2021 @ 4:53am 
@Accribute: It looks like the launcher is doing some weird things, it happens sometimes. I never got it so I can't really tell how to fix it. Here are some possibilities:

- works maybe? Quit stellaris and the launcher, unsubscribe, (restart steam?), open launcher, close launcher, rebuscribe, wait for downloads to finish (!!!), open launcher and hope it works ^^

- if you have a local mod that works (ie gets loaded), put all the files from AR and SLEX (either download them through github https://github.com/calniotrey/stellaris-list-extender and .../automatic-repeatables or from files downloaded by steam in ...SteamGames\steamapps\workshop\content\281990\2054717582 and ...\2089805419) into it.
If not, create a local mod first and do the copy/paste it afterwards.

If it still doesn't work, I would suggest joining either the official stellaris discord or the stellaris modding den discord servers (link in the mod description) to get better help :)
BaBoFantasy 13 Jan, 2021 @ 5:38pm 
Here's BSW 2 compatibility with amazing Automatic Repeatables - 2.8.* !

Mod Load Order
0. SLEX (maybe...?)
1. Automatic Repeatables - 2.8.*
2. BSW 2
3. compatibility patch
Accribute 13 Jan, 2021 @ 2:39pm 
Hi, I'm having some problems getting this to work. I "subscribe" to the mod and SLEX, i enable them in the launcher. However when I get in game the edict doesn't appear in my edict list (honestly you'd never know the mod was added). I was playing with a couple of other mods but if I remove them I get the same issue. I've uninstalled and reinstalled the mods but it's not helped.

Is there anything else i can do to get this working?
Show vagna pls 3 Jan, 2021 @ 3:42pm 
This mod is the best quality of life you will ever get
Blitzred 4 Dec, 2020 @ 6:34am 
@TheFlyingPotato: Thanks for the reply. Never thought I'd want to stop researching either but with this mod I'm not missing months of not setting research while I'm fiddling with something else. And ACOT/Giga took their old power level and just keeps breaking it to the point the 30+ repeatables only take a month or 2 still.

Kind of more of a story telling as well. Kind of like the idea building up, surpassing FE and eventually falling into stagnancy like FE did
TheFlyingPotato  [author] 3 Dec, 2020 @ 11:49am 
@Quandar glad you like it :)

@Blitzred Sorry for the late reply. Yes there is currently no "on/off" button. But you should be able to switch to random/lowest cost and disable every tech from the list (so the mod won't find one). TBH I never considered that a player would want to stop researching lol. Onto the TODO list it goes :P
QuanDar 3 Dec, 2020 @ 11:45am 
What can I say, this mod made me much happier late game :)
Blitzred 24 Nov, 2020 @ 2:44pm 
Been working really well, but is there an option to disable for a bit besides uninstalling? With the ACOT and gigastructures boosting research to insane levels I'm a bit worried about potentionally overflowing shields/armor ect - I think I have more then enough to dominate everything as is
TheFlyingPotato  [author] 16 Nov, 2020 @ 12:14pm 
Do you see the edict? If not, the mod is not installed for some reason (happened before, that's why I ask)
Do you have other mods overwritting the techs? (that would only remove the tech option shuffle)
What exactly isn't working, what picking option do you use?
Make sure to wait to have a bit more stored research point than actually needed (because it underestimates the amount you have, nothing I can do about it) => you need to have a bit more than actually needed, but the correct amount is deduced
stardestroyer 16 Nov, 2020 @ 12:03pm 
Doesn't work for me, playing vanilla tech...
Husk777 15 Nov, 2020 @ 9:45pm 
does anyone have a compatibility patch for the gigastructural repeatables? (hyperdimensional storage and megastructure build speed)
TheFlyingPotato  [author] 6 Nov, 2020 @ 12:13am 
Nope :(
Vinylla 5 Nov, 2020 @ 6:04pm 
Can the random/cheapest options research techs that aren't vanilla/aren't coded directly into the mod?
TheFlyingPotato  [author] 3 Nov, 2020 @ 10:15am 
Good idea! I will need to come up with a way to prevent gaining the experience while manually researching (just counting the number of months since last research was obtained wouldn't work becacuse players can research a tech manually up to 90%, then wait for another repeatable tech to be researched => gaining double xp from the manual tech).
Into the TODO it goes!
Crescidious 3 Nov, 2020 @ 5:11am 
The scientists don't get experience when you let this mod handle repeatables, a possible workaround could be that an event happens in conjunction with this that gives the specific leader the same experience?
TheFlyingPotato  [author] 3 Nov, 2020 @ 2:44am 
@Cryswar There is now a discussion with a (exhaustive I hope) guide for compatibility patch :)
呐,我不是二次元 3 Nov, 2020 @ 12:48am 
This is already a very convenient mod. (≧▽≦) Thank you.
TheFlyingPotato  [author] 3 Nov, 2020 @ 12:35am 
Thank you!
Yes there is sadly no way I can take that into account.
Because if I just code "if the leader has this trait and the technilogy researched is grom this category, then add 15%" then it would add 15% of the total research speed (which is sometimes 150% thanks to materialist and other bonuses) => it would add 22.5% (=15%*150%) of the "normal" research speed
So I would need to know the total research speed (the 150%) which is not possible :(