Stellaris
Improved Planet and Sector Automation
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Actualización: 22 DIC 2019 a las 10:48

Changelog for 0.4.5
- refactored various conditions into scripted triggers for cleaner code and performance improvement
- removed old colony automation features
- added biological evolution clone vats building
- fixed machine and hive worlds not building districts (due to *_uncapped districts naming)

Actualización: 19 DIC 2019 a las 4:27

Changelog for 0.4.4
- fixed research requirements being calculated only in minerals for gestalt empires, not consumer goods for regular empires

Actualización: 18 DIC 2019 a las 7:12

Changelog for 0.4.3
- added missing energy requirements to machine empire uplink nodes
- fixed regression in condition manage alloys and consumer goods, causing them to misbehave if limits are set
- now hiding base-game sector focus types
- added experimental WIP mixed focus type

Actualización: 6 DIC 2019 a las 15:50

Changelog for 0.4.2
- fixed regression in condition for necessities, most notably causing issues with building city/hive/nexus districts, housing buildings and various other buildings

Actualización: 15 NOV 2019 a las 16:39

Changelog for 0.4.1
- removed old strict planet types
- added and fixed support for various colony types added in recent patches col_ecu_*, col_mac_*, col_hiv_*, col_habitat_*, col_ring_*
- added and fixed allow/disallow conditions based on colony types
- respect foundry, refinery and industrial worlds preferences (not building factories on foundry worlds anymore, not building forges on industrial worlds, etc.)
- enabled policy "IPA: Manage Consumer Goods" by default for new games

Actualización: 15 NOV 2019 a las 14:41

Changelog for 0.4.0
- updated version compatibility for Stellaris 2.5.0 - 2.5.1

Actualización: 19 JUL 2019 a las 13:47

Changelog for 0.3.2
- improved support for ignore upkeep for necessities flag
- fixed unity buildings (monuments, hive nodes, uplink nodes) having wrong default priority
- fixed growth buildings (clinics, robot assembly planets, spawning pools) having wrong default priority
- added consumer goods income requirement to clinics and hospitals
- fixed wrong rare crystals income requirement for civilian industries (building_factory_1)

Actualización: 15 JUN 2019 a las 17:09

Changelog for 0.3.1
- fixed localisation for strategic resources
- fixed strategic resource management not available for gestalt
- reduced prebuild by lowering several free_jobs condition to <= 0
- fixed Energy/Minerals/Strategic conditions for Foundry/Factory/Research/Strategic
- fixed district priority modifiers
- added missing habitat districts and designations(mining,energy,research,leisure)

Actualización: 14 JUN 2019 a las 19:31

Changelog for 0.3.0
- major rewrite of the conditions system
- optimized prebuild to build new jobs and housing much later (generally only when reaching 0)
- added various policies to control minimum and desired incomes for all resources (energy, minerals, food, consumer goods, alloys, strategic resources)
- added support for natural strategic resources (those without mineral requirements from planetary features as those are massive economy boosters)
- partial support for ringworlds and habitats special districts

Actualización: 12 JUN 2019 a las 2:34

Changelog for 0.2.4
- added build conditions for unity buildings and their upgrades and resource income requirements