Releases: stellaris-mods/autonomous-assembler
Releases · stellaris-mods/autonomous-assembler
20171207-r1
- Bump to 1.9.x.
- Add humanoid entities, untested.
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1155987128
20171101-r1
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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