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Rapporter et problem med oversettelse
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.
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)
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.
Research the cheapest of
Shield+
Energy DMG
Energy Speed
Ignore
Building cost reduction
Energy job production
Thank you for your continued work
@Hello: Hello :P Repeatable added by other mods won't be researched by this one (you will need a compatibility patch for it)
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
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
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
@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
"- Quit stellaris and the launcher, unsubscribe, (restart steam?), open launcher, close launcher, rebuscribe, wait for downloads to finish (!!!), open launcher and hope it works ^^"
SLEX can be put wherever you want (I don't know of any mod overwriting it for now)
- 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 :)
Mod Load Order
0. SLEX (maybe...?)
1. Automatic Repeatables - 2.8.*
2. BSW 2
3. compatibility patch
Is there anything else i can do to get this working?
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
@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
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
Into the TODO it goes!