Stellaris

Stellaris

Choosable Repeatables [3.1]
22 Comments
WindFly 24 Jun, 2023 @ 8:25am 
Current version would brings out outdated techs to your pool, try using Automated Repeatables for better experience
kinngrimm 6 Nov, 2022 @ 1:49pm 
love the mod, but needs some updates
sam 28 Jul, 2022 @ 10:36am 
It *sort of* works with 3.4. It researches as intended, however, it appears to research things which no longer exist:

Society:
- Administrative Capacity: with mod it says it increases "Admin capacity" instead of unity. Not sure if tooltip is wrong or mod changes effects. I'm assuming that "admin cap" is an outdated mechanic, but there are no references in the game to it (I started with 3.4)
- Proclaimation Broadcasts: I don't think this is a real tech (anymore). But with the mod, it shows up as an option. It says it increases "edict duration", but I think all edicts now last until canceled so not sure what it does.

Not sure about Psionics tree.
Jetharius 25 Jun, 2022 @ 7:37pm 
Seems to work with 3.4.4 other than the admin cap tech, either doesn't work or the tooltip is wrong.
bayWHZ 24 May, 2022 @ 8:32am 
@Rokario Can you confirm if this mod is still working for 3.4?
Rokario 20 May, 2022 @ 6:35pm 
My man. I've gotten plenty of QOL mods over the years, but none of them, and I really mean none of them, have had as impactful of an experience for me as this mod has.

I mean goddamn, the only real thing that gets on my nerve sometimes about late game or overmodded stellaris is having to deal with the rng and constant micro for research. Once you have over 7k tech a month, it becomes unfeasible to always tell my guys what to research. It's like a punishment for being on top of my game tech-wise. I only wish paradox made the existing research mechanic better by including the icon of the researched tech in the little science notification so I wouldn't have to click to see what just got researched. But oh well, I'm sure that's like 4 major reworks away anyways lmao.

Once again, thanks for this mod. You have no idea how much fun you've made late game and overmodded stellaris for me.
kinngrimm 2 Dec, 2021 @ 5:13am 
pls update
TheEventHorizon 30 Nov, 2021 @ 2:35pm 
3.2?
kinngrimm 14 Oct, 2021 @ 8:56am 
Sooo i am bad with names *sigh*, any chance you could also put in the pictograms of the technologies
? If not that then maybe their disription as a mouse over pop up.
Anyways great mod and keep em coming :)
Zargachi 29 Sep, 2021 @ 9:05pm 
could you put something like a button to make the auto-research to focus cheaper researchs first? i play with mods mods that add lots of researchs and i'm suffering the case that, the auto-research researched so much that i have mega structore before mk3 armor, this is really awnful, it is focusing repeatables before common ones too
TheFlyingPotato  [author] 15 Sep, 2021 @ 1:50pm 
Updated for 3.1
TheFlyingPotato  [author] 21 May, 2021 @ 2:12pm 
Updated!
Fixed a typo which hid 2 repeatables.
Fixed a typo messing up polish localisation.
Added keyboard + and - to work in the "select weight" window
Added enter (same as escape now) shortcut to work properly in the "select weight" window
Prevented an inoffensive error from being logged
TheFlyingPotato  [author] 21 May, 2021 @ 1:41pm 
@AlienFromBeyond Good catch! Thanks! I somehow wrote 5 instead of 6 in one place :(

@bondboy8 When they notify me, sure!
AlienFromBeyond 21 May, 2021 @ 1:31pm 
You're missing Cell Revitalization (Leader Lifespan) in Society.
TruBlu 20 May, 2021 @ 7:07pm 
So basically:
This mod makes the game prioritize sertain tech when on auto-research. I feel like this might become a vanilla feature
bondboy8 19 May, 2021 @ 9:42pm 
as modders add compatibility, could we get a list of compatible mods?
FrozenParagon 19 May, 2021 @ 9:48am 
do you have any idea how much time i've spent in repeatables trying to disable/merge/reduce priority?! too much. too much godamn time. I shall use this mod
TheFlyingPotato  [author] 17 May, 2021 @ 4:28pm 
Hehe glad you like it!
rayden_solo 17 May, 2021 @ 10:12am 
I just love the way TheFlyingPotato writes their mods' descriptions
TheFlyingPotato  [author] 16 May, 2021 @ 2:50am 
@Guluere and Black Goat: Thanks :)

@Sjru If other menu managers want to add a button for it, they are welcome to do so. The main benefit of DMM is that I don't have to ask the creator to add it: I just have to add some code in CR
Other menu managers require their mod to add code on their side to have a button linking to my mod (dunno if it makes sense)
Sjru 🐲 15 May, 2021 @ 8:47pm 
Does it only workj with dynamic mod menu or you plan to have it access in other menu managers?
Guluere 15 May, 2021 @ 7:24am 
Very useful, when you have lots of mods, loading the right repeatable becomes a fight against time and luck.