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Releases: stellaris-mods/autonomous-assembler

20171207-r1

07 Dec 18:10
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  • Bump to 1.9.x.
  • Add humanoid entities, untested.

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1155987128

20171101-r1

01 Nov 21:21
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  • Update for NSC7.1.
  • Add script to generate spaceport module effects for 3rd party addons.

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1155987128

20171028-r1

28 Oct 11:49
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  • Update renegade spaceport support.
  • Dont build military stations in systems where we own an existing station marker with the Military card in slot 1 or 2.

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1155987128

20171023-r1

23 Oct 10:53
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  • Fix missing l10n string in braz_por as detected by my sl10nverify script.
  • I never knew there were modifiers/ruler traits/governor traits/planet edicts/etc that reduced the cost of building spaceport modules. Check for those that exist in vanilla Stellaris and apply the discount as appropriate.
  • Dont check has_access_fleet in a planet scope. Doh. This fixes spaceport module construction, which has been completely broken since last release.
  • Military module in slot 2 will no longer build NSCs battle fortress unless you have the tech.

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1155987128

20171020-r1

20 Oct 19:50
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  • Fix scope for military station creation and gate the NSC XL station behind the correct tech.
  • Let's not rely on ass_id for our accounting, because it's not set until the first operation. Fixes that the free ship at game start didn't get AssReserves set.
  • Support custom refund values for 3rd party station types for the station marker.
  • If we can't find a safe haven to dock at, simply find any owned planet.
  • Prevent error when removing the fake spaceport modules.
  • Rewrite to remove most days=foo ship scope events, because they're not reliable if we are destroyed or our scope is invalid (FTL).
  • Check for any hostile fleets before we target a planet for spaceport module construction.
  • Add initial support for my upcoming Autonomous Colonizer.
  • Make sure we don't remove the ass_halt_operations flag after 3 months if a player first halted operations, then used the 'set course for colony' project.
  • Add support for NSCs customs office module.

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1155987128

20171015-r2

15 Oct 15:43
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  • Minor update for 3rd party addon compatibility.
  • More documentation and support for 3rd party plugins.

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1155987128

20171015-r1

15 Oct 00:57
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  • Add support for custom station components for the Station Marker.
  • Make sure we refund if we fail to construct a spaceport module
  • Separate more spaceport module construction stuff properly. 3rd party addons can now add support.
  • Enable influence cost for orbital_mind_control_laser.
  • Redo the accounting to support operation costs in minerals, energy, and influence.
  • Make sure we don't build mining/research stations on Special Resource nodes that we haven't researched
  • AI should never research the station marker tech.
  • Sometimes, constructors are not considered 'in orbit' while building a station, so check for any within a small distance of our target as well.

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1155987128

20171011-r2

11 Oct 10:10
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  • Set a proper fleet name when moving to construct spaceport modules, and make sure that if we dont get a module slot from renegade/alphamod, pick one ourselves.
  • Add SDA support.
  • Make sure we dont assume alphamodplus/renegade set a free module slot. In case of errors or whatever, set one ourselves.

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1155987128

20171011-r1

10 Oct 23:09
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  • Add a message if you upgrade or build a ship with the Spaceport Modules card, and no planets have the edict on.
  • First pass at a Spaceport Module expansion card.

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1155987128

20171010-r1

10 Oct 12:08
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  • Add a new advanced section type to the assembler ship, gated behind new tier 3 tech.
  • Abort all current operations if we enter a war.
  • Check if there is any other construction ship in orbit before we assign a target mining/research planet, and also verify the same conditions when we arrive at our target orbit.
  • Add our own version of mandate.120, guardian.3200, guardian.1070, and pirate.3 so that vanilla events still unfold like they should.

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1155987128