Stellaris

Stellaris

29 ratings
Another Species Traits Mod
   
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File Size
Posted
Updated
3.458 MB
2 May @ 9:30am
23 Oct @ 10:06am
10 Change Notes ( view )

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Another Species Traits Mod

Description
Diversification and restructuring of species traits. Addition of logical counterparts and interesting variations.

What this mod about?
This mods aims to diversify and expand Species Traits while also keeping some semblance of balance. Adds bunch of new counterparts, trade-off variants, corrects some descriptions, etc.
  • All existing Species Traits sorted, repacked, restructured and codewise unified.
  • +14 new traits for regular Robots
  • +24 new mundate traits for Organics.
  • +8 new reworked Synth traits.
  • +8 new Cyborg traits.
  • +1 new Bioascention trait.

Which files are affected?
All species trait files are null, mixed trait files are overwriten, species traits exluded from those files. Species traits sorted and repacked in orderly manner. Some scripted triggers are replaced (pop mod requirements, some job requirements). Rules about genomodding and specialist/ruler jobs.

Author's word
After many years of hard tedious work it's finally complete! Im free from my shackles! (Not really).

What's next
Fixes, polishing, xeno traits, some trait related events.
Improvements of mod compatibility: moving trait's stats, opposites and requirements into individual inlines/scripted triggers.

Latest updates:
  • 2025.10.23. another pass on scripted triggers, bunch of minor fixes and optimizations, added planetary decision to apply/remove "Avian Infrastructure", added "Crafty" and "Fragile & Brittle" phenotype traits
  • 2025.10.05. updated to account new traits and changes, slithly improved ascention tooltips
  • 2025.09.23. quick update to 4.1, fixed double efficiency of psionic agenda
  • for more updates see "Update Log"

Warnings Section:
  • Absolutely non achivement compatible

  • Incompatible with "Scripted Trigger Undercoat" and other massive all-encompassing *fixes* and various overhaul-overrides - please do not report bugs if you have such mods enabled
36 Comments
Prolbo  [author] 23 Oct @ 10:12am 
So, trigers took another pass. I hope new custom tooltips would be helpfull and easy to read and understand.
Added way to add AND remove Avian Infrastracture - you would really think that being able of 3D mobility would build cities the same way lowly eath crawlers would?
Bunch of minor oversights and fixes.
Added 2 new species locked traits: Crafty - cheap trait for humanoids, mamalians and birds, and Fragile n Brittle - lithoid unique trait.
Prolbo  [author] 5 Oct @ 12:55pm 
Took a little bit longer.
And still reqre more improvements.
Red Skull 27 Sep @ 11:09am 
No worries! great mod with cool concepts
Prolbo  [author] 27 Sep @ 8:58am 
ok, it's already on TODO list, maybe I'll be able to update it tomorrow
Red Skull 27 Sep @ 8:28am 
@Prolbo I seem to have some issue with getting duplicates of vanilla traits, i have no mods that edit or change anything
Prolbo  [author] 9 Sep @ 11:33am 
Okay. Thats new. From the begining of the end I've noticed that after 4.0 many triggers doesnt work as intended and often I've seen that PDXes fixed this or that, so assunptions was made... But now triggers somehow does not work on my main PC. Some very specific triggers and honestly has no idea why it does that. On my notebook I've discovered bunch of differences and acted to fix the issue.
Mystyfoot 3 Sep @ 11:10am 
Got it.
Prolbo  [author] 2 Sep @ 12:07pm 
Not required.

The thing is you was playing on "extra easy" because PDX cut off basic pop upkeep for the sake of new upkeep system but never impletented this new system and wouldnt implement it untill next update. I just fixed their oversite. On the other hand, PDX never bothered to balance base income/upkeep in 4.0 while increasing starting Pops from 28 to ~48 which might be bad.
Mystyfoot 2 Sep @ 11:20am 
Well, first of all we struggled through it, so it's managable and offering some challenge at beggining, which is fun, but not so replayable :D
Second of all - we were using beside your species traits:
1) Guilli's planet modifiers
2) Guilli's technologies
3) Reworked Advanced Ascension
4) few UI and translation mods

I might give you full list if i shall, but all important ones are mentioned.
Prolbo  [author] 2 Sep @ 6:43am 
The issue.
Just checked it once more. Data integrity 100%. No mods excluding UIOD.
There is NO BASIC UPKEEP for Pops. Meanig that meatbugs do not eat food, rockman does not crunch minerals and clunkers do not stick their chargers into power grid. Which in turn means that all your Pops exist for free starting from 4.0.23

@Mystyfoot Can you please verify that there is no other species trait or economy altering mods in play? Which may have fixed issue on their own? And if those in play, can you name them please, so I can add exception on my side?