Stellaris
Automated Trade
173 comentarios
MartianLeo 4 JUN a las 18:49 
can someone make an updated version?
lyndonguitar 5 MAY a las 9:45 
same i miss this mod , it makes the galaxy more alive , like x universe games or distant worlds
Skull One (Shrout) 3 MAY a las 18:50 
I miss this mod
Flaviifalafel☦ 29 ENE a las 12:00 
Does it still work?
Liseq 4 ABR 2023 a las 6:09 
F
Scorpnet.com 28 FEB 2023 a las 3:37 
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 a las 20:56 
RIP
Evan 23 SEP 2022 a las 9:15 
can we pay you to update ?
Cameron Parris 15 ENE 2022 a las 8:24 
RIP
Guardsman Pius 3 ENE 2022 a las 10:47 
I love the idea, shame about the lack of updates.
Lufian 12 MAY 2021 a las 10:46 
Hmmm, people not realising this mod is really old
BHL.Kriminel 7 MAY 2021 a las 15:13 
Yes but i loved it !
So much !
AncientGatekeeper 7 MAY 2021 a las 8:17 
Do you see how old it is....? Of course it is going to break things...
Reginald Van Buren VI 7 MAY 2021 a las 6:20 
breaks ground troops/invasion fleets
Nick The Duck King 16 MAR 2021 a las 13:08 
breaks ground troops
BHL.Kriminel 26 OCT 2020 a las 10:40 
PLEASE UPDATE THIS MOD !

WE MISS U
lolic_lol 19 SEP 2020 a las 14:30 
Yes, mod is bugged. It's replaced all troop transport ships by passenger liners.
Anbeeld 27 JUN 2020 a las 23:05 
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 a las 21:55 
yes it still works
Panzerfanlol 27 MAY 2020 a las 18:37 
yeah does it work still?
Cabalius 10 MAY 2020 a las 7:42 
Does this mod Still work?
lyndonguitar 7 MAY 2020 a las 10:26 
2.6 update would be nice. adds a bit of immersion in the world
MrCombine 28 ABR 2020 a las 1:46 
Still works but still should update
Mask of Humble 13 ABR 2020 a las 18:29 
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 a las 1:59 
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 AGO 2019 a las 20:02 
2.3?
GROMALOCARIS 21 ABR 2019 a las 13:51 
updat
Freeasabird🕊 23 MAR 2019 a las 13:57 
2.2.6?
ReaperEternal 3 MAR 2019 a las 21:23 
Make 2.2 update!!!
barkertommy43 3 MAR 2019 a las 14:07 
Also having the issue where armies won't merge. I've had to disable the mod for now
MightyJo 12 FEB 2019 a las 3:19 
Update please
Tovius 17 ENE 2019 a las 15:52 
2.2 changed the code so add_energy, ext, doesn't work. You need to instead use add_resource = { energy = x }, ext.
Sandcrab 11 ENE 2019 a las 14:42 
@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 DIC 2018 a las 9:28 
still works but can u update the number
Cantora 17 NOV 2018 a las 5:08 
Also having the issue where armies won't merge. I've had to disable the mod for now.
The Big Cheese 29 SEP 2018 a las 2:52 
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 a las 9:34 
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 a las 14:19 
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 a las 8:36 
Cheers chap, that makes sense. I'll start a new game.
ScepraX  [autor] 22 JUL 2018 a las 8:33 
@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 a las 11:35 
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 a las 0:29 
Guzman well depends since u get the trade ships either way since both have them
Socialist_Bismarck 16 JUN 2018 a las 7:41 
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 a las 2:41 
Hi there! Great mod. One question: does your mod will conflict with ISBS - Living Systems?
Mistral_shot 1 JUN 2018 a las 7:34 
Thanks for updating!
ScepraX  [autor] 31 MAY 2018 a las 13:37 
Updated for Stellaris v2.1.
TechSY730 29 MAY 2018 a las 10:39 
Gretschory 27 MAY 2018 a las 8:19 
Seems to not work for me. But could be related to a number of other mods which updated recently.
N*rd 26 MAY 2018 a las 23:18 
@ Sceprax Thank you!
ScepraX  [autor] 26 MAY 2018 a las 16:23 
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.