Stellaris

Stellaris

Automated Trade
173 Comments
MartianLeo 4 Jun @ 6:49pm 
can someone make an updated version?
lyndonguitar 5 May @ 9:45am 
same i miss this mod , it makes the galaxy more alive , like x universe games or distant worlds
Skull One (Shrout) 3 May @ 6:50pm 
I miss this mod
Flaviifalafel☦ 29 Jan @ 12:00pm 
Does it still work?
Liseq 4 Apr, 2023 @ 6:09am 
F
Scorpnet.com 28 Feb, 2023 @ 3:37am 
So, I really wish I would have read the comments before getting this mod. Yes it breaks armies and invasion fleets, unfortunately if you disable the mod, or remove it completely, it completely breaks the game. Game crashes every time after you unpause it. Even disabling the mod in game does not fix the army issue
John Shepherd N7117 2 Oct, 2022 @ 8:56pm 
RIP
Evan 23 Sep, 2022 @ 9:15am 
can we pay you to update ?
Cameron Parris 15 Jan, 2022 @ 8:24am 
RIP
Guardsman Pius 3 Jan, 2022 @ 10:47am 
I love the idea, shame about the lack of updates.
Lufian 12 May, 2021 @ 10:46am 
Hmmm, people not realising this mod is really old
BHL.Kriminel 7 May, 2021 @ 3:13pm 
Yes but i loved it !
So much !
AncientGatekeeper 7 May, 2021 @ 8:17am 
Do you see how old it is....? Of course it is going to break things...
Reginald Van Buren VI 7 May, 2021 @ 6:20am 
breaks ground troops/invasion fleets
Nick The Duck King 16 Mar, 2021 @ 1:08pm 
breaks ground troops
BHL.Kriminel 26 Oct, 2020 @ 10:40am 
PLEASE UPDATE THIS MOD !

WE MISS U
lolic_lol 19 Sep, 2020 @ 2:30pm 
Yes, mod is bugged. It's replaced all troop transport ships by passenger liners.
Anbeeld 27 Jun, 2020 @ 11:05pm 
For those who still play Stellaris 2.1: I created a new AI mod which is based on Glavius's work, but my mod goes much deeper and have a lot of unique features, leading to much better AI.
You can check proof of this and read detailed description here:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2055544110
ronaldkirkuk 30 May, 2020 @ 9:55pm 
yes it still works
Panzerfanlol 27 May, 2020 @ 6:37pm 
yeah does it work still?
Cabalius 10 May, 2020 @ 7:42am 
Does this mod Still work?
lyndonguitar 7 May, 2020 @ 10:26am 
2.6 update would be nice. adds a bit of immersion in the world
MrCombine 28 Apr, 2020 @ 1:46am 
Still works but still should update
Mask of Humble 13 Apr, 2020 @ 6:29pm 
Eve tho I play as Hive Mind, I miss this mod, I always loved seeing the trade ships roam thought my sectors.
MogwaiMan 17 Nov, 2019 @ 1:59am 
please update soon, I'm having all transport ships become passenger liners and I can't do anything with my armies from that point on
Allein 15 Aug, 2019 @ 8:02pm 
2.3?
GROMALOCARIS 21 Apr, 2019 @ 1:51pm 
updat
Freeasabird🕊 23 Mar, 2019 @ 1:57pm 
2.2.6?
ReaperEternal 3 Mar, 2019 @ 9:23pm 
Make 2.2 update!!!
barkertommy43 3 Mar, 2019 @ 2:07pm 
Also having the issue where armies won't merge. I've had to disable the mod for now
MightyJo 12 Feb, 2019 @ 3:19am 
Update please
Tovius 17 Jan, 2019 @ 3:52pm 
2.2 changed the code so add_energy, ext, doesn't work. You need to instead use add_resource = { energy = x }, ext.
Sandcrab 11 Jan, 2019 @ 2:42pm 
@all - Are you getting any benifit from the trade? Mod has errors on my game (2.2.1) where the 'controller = { add_someresource = 'value' }' is throwing the error "accepts only yes or no as values". Don't know if this is due to a change in the 2.1 to 2.2.1 patch coding or what. Tried with just this mod running and had the same results.
Dovenius 10 Dec, 2018 @ 9:28am 
still works but can u update the number
Cantora 17 Nov, 2018 @ 5:08am 
Also having the issue where armies won't merge. I've had to disable the mod for now.
The Big Cheese 29 Sep, 2018 @ 2:52am 
Yeah I am having the same problem as @Dreximus below, the armies are coming out as unmerged trade vessels.

Hope this can be fixed!
Dreximus 13 Sep, 2018 @ 9:34am 
Hey, I just wanted to let you know I came across an error with this mod unfortunately. Some time around mid-game all of my newly recruited armies started coming out as civilian passenger ships with the pattern of the influence trade ships from this mod. I was unable to form fleets with these civilian ships and unable to use them for anything other than to move around. Anyway, when I disabled this mod everything worked fine, but I wanted to let you know because this is one of my favorite mods and I was hoping for a fix. That and I figured you should know.
Socialist_Bismarck 25 Jul, 2018 @ 2:19pm 
I am getting this error message that causes a crash. Is it from your mod?

[pdx_entity.cpp:1164]: cargo_transport_containers_entity has no attach point named part1
AlphaAsh 22 Jul, 2018 @ 8:36am 
Cheers chap, that makes sense. I'll start a new game.
ScepraX  [author] 22 Jul, 2018 @ 8:33am 
@AlphaAsh: The error described will occur if any country in the game doesn't have the designs generated. This will happen when you load this mod with an existing game (not enabled at the start), but will in most cases only mean the Fallen Empires don't use them. Normal countries should update their designs when new technologies are researched. I can't avoid this because of the way the mod is implemented. If PDX makes an effect that allows for manually generating and updating the default designs that would be the only solution.

If this is happening with a new game and the mod was enabled since start than another mod has to be involved that breaks the automatically generated designs of either a default or normal country.
AlphaAsh 20 Jul, 2018 @ 11:35am 
Heya ScepraX,

[18:54:59][effect_impl.cpp:3393]: invalid design for create_ship effect. file: common/scripted_effects/100_scripted_effects_automated_trade.txt line: 225
[18:54:59][effect_impl.cpp:3393]: invalid design for create_ship effect. file: common/scripted_effects/100_scripted_effects_automated_trade.txt line: 225

This error is spamming up the error.log, and has been since you updated for 2.1. No trade ships are appearing. I suspect the IDs of the designs were renamed by some over-eager PDX dev, again.

I'd hoped you'd have had other reports of the issue and it had been dealt with, but my re-testing of the mod shows that's not happened. It makes me wonder if it's an isolated issue or your 22000+ subs hadn't even noticed, or had and didn't bother to tell you. Note, I don't have my extension of the mod activated, so it's not that.
Caesar 9 Jul, 2018 @ 12:29am 
Guzman well depends since u get the trade ships either way since both have them
Socialist_Bismarck 16 Jun, 2018 @ 7:41am 
Do you think instead of the trading hub you could make them go to offworld trading companines? It works better with the name of the building and that way you could set up trade routes for more immersion.
Sophia Ferddinand 7 Jun, 2018 @ 2:41am 
Hi there! Great mod. One question: does your mod will conflict with ISBS - Living Systems?
Mistral_shot 1 Jun, 2018 @ 7:34am 
Thanks for updating!
ScepraX  [author] 31 May, 2018 @ 1:37pm 
Updated for Stellaris v2.1.
TechSY730 29 May, 2018 @ 10:39am 
Gretschory 27 May, 2018 @ 8:19am 
Seems to not work for me. But could be related to a number of other mods which updated recently.
N*rd 26 May, 2018 @ 11:18pm 
@ Sceprax Thank you!
ScepraX  [author] 26 May, 2018 @ 4:23pm 
I'll update the supported Stellaris version in the next week. The changes from the last update have zero impact on the workings of this mod.

@Cray935: Yes, they do take a very long time to perform their trade. The reason being that if I make the performance too good the galaxy view map gets cluttered with trade ship icons. This is an performance optimalization from before I added the option to limit the amount of ships through a policy.