Stellaris
V_TRAITS 4.0 Beta
252 comentarios
Mr.Esuba 25 SEP a las 20:58 
I also have the same bug as Surwich
Surwich 25 SEP a las 20:47 
Bug report for beta: currently, this mod is making it so my Rogue Servitor machines won't take jobs and just sit there unemployed.
Ginger Minge 11 SEP a las 11:51 
Hope you're doing well friend, looking forward to any future updates, it's definitely a must-have mod. :)
nukestar 6 SEP a las 11:54 
I have added support to this mod to my compatibility patch/modding utility https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3507159448
Zombieslayer1444 29 AGO a las 10:35 
WOOHOO
Xyre  [autor] 21 AGO a las 2:03 
Don't worry the mod will be updated. Today I released the first beta release with more following soon.
Era 20 AGO a las 13:55 
Dont want progress on the update, hope life things are calm for you, and thanks for the mod (even if you never end up updating it)
Zasthy 4 AGO a las 11:02 
Any updates on your progress.
2397325705 18 JUL a las 6:47 
its a long progress:steamhappy:
Zombieslayer1444 9 JUL a las 20:45 
Super excited to see the update and/or beta.
Alexander 9 JUL a las 0:42 
keep it up with that update :)
good work man
pablo gonzalez 6 JUL a las 15:10 
Fair enough and in that case I hope all goes well with your life!
Xyre  [autor] 6 JUL a las 14:54 
Real life stuff keeps getting into the way.
pablo gonzalez 29 JUN a las 11:16 
How far are you in the update?
MasterBot 4 JUN a las 19:18 
Besides some forgotten mods,i'm looking forward to 4.0 update for this mod the most <3
ChrissTheBurnedOne 2 JUN a las 14:30 
understood, best of luck then
Xyre  [autor] 2 JUN a las 13:27 
I have a lot of traits to go over and I'd rather avoid giving any ETA's for a full version.

I have plans for releasing a beta update with most of the traits missing and trying to add most of them over time. But first I'd like to redo the internal architecture of the mod for 4.0. A lot of traits need to be either reworked from the ground up or simply cut due to either redundancies or them simply not working anymore.
ChrissTheBurnedOne 1 JUN a las 16:58 
any eta for update btw?
Xyre  [autor] 31 MAY a las 3:29 
Well it hasn't been updated to 4.0 yet.
w.girl27 30 MAY a las 22:29 
currently broken and spaming the dreaded blank windows of doom for the parasite event realted to trait.
juba 16 MAY a las 15:27 
oh thank you very much :praisesun:
Xyre  [autor] 16 MAY a las 11:13 
Here is a link to the legacy version I set up a while ago https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3442708268
juba 16 MAY a las 10:19 
oh, sorry, I think I expressed myself badly, could you leave a version of this mod 3.14 because in this version many traits are being valued
Xyre  [autor] 16 MAY a las 8:54 
The submods should work retroactively as they don't change much from version to version.
juba 16 MAY a las 8:25 
please leave sub mod 3.14
MasterBot 23 ABR a las 14:46 
I love how my hive ai took more trait points,got malleable branches and killed its food focused economy right at the start of the game xD
mouskiller 17 ABR a las 10:41 
Love this mod. There are fun traits, useful traits, harmful traits, and some are just hilarious. And what's best, it seems to be somewhat balanced.
Abathur 9 ABR a las 18:57 
@Xyre can you make a trait/civic that allows hiveminds to covertly put armies on another empires planet via an espionage operation and when it's time to go to war they rise up and attack the planet? Like genestealers from warhammer 40k.
Nesserino 9 ABR a las 8:37 
Yeah the AI makes 1 single army transport and then never makes any again, causing every war to not end because the AI just bombs planets instead of landing on them, and I double checked by turning off every mod except this one, I'm certain it's because of this mod
Nesserino 9 ABR a las 8:09 
For some reason the AI is only making a single army at a time and I tested every other mod I was using and I'm 99% sure it's this one, have you noticed this?
Essence of magic 6 ABR a las 10:17 
Brilliant as fuck
MasterBot 2 ABR a las 11:19 
Is it intended that hive-minds dont have their equivalent of coop job? Or do i have an incompatibility with another mod? Kind of late to talk about this considering 4.0...
Ultragrunt777 28 MAR a las 19:55 
Do fallen empires get any unique traits?
Zombieslayer1444 20 MAR a las 12:43 
So sorry for the third comment I'd edit them if I could.

Mayflies also benefits heavily from the fact that the death chance system is not affected by lifespan at all.
Zombieslayer1444 20 MAR a las 12:32 
To expand, using mayflies let's you alter your entire council build on the fly, based on your needs for the next couple years. I've been choosing different specialization traits for my scientists based on what tech I feel I need right now. It's so cool.
Zombieslayer1444 20 MAR a las 12:29 
I have been playing this mod for months now, the only mod that ends up in every new playset I make. So much fun. The amount of traits that can completely alter your playstyle is so cool. Super excited you'll be porting to 4.0, I think some of the, will interact with the new, less controllable population system really well. i.e. Brood parasites allowing you to still focus on your primary species without sacrificing too much of the pop growth that comes from letting everyone grow.

Been doing a mayflies run with a imperial empire, might be my favorite trait so far.
MightyShark 19 MAR a las 18:00 
Where is this inline script ->

inline_script = "traits/aquatic_pc_restriction"

that is referenced in the 01_v_generic_traits file ?
MasterBot 15 MAR a las 8:49 
Does explosive birth work only for growth but not assembly,as says the description? If so...could you make it work with assembly too pls? And maybe even increase chance...
я щас убью всех 14 MAR a las 10:10 
UPD: this is not a bug of this mod, something else breaks the distribution of work
At least in biological species
я щас убью всех 13 MAR a las 10:08 
Had the same problem as Cyph, but the population of any species ceases to occupy jobs, except for Rulers
Xyre  [autor] 2 MAR a las 16:53 
Understandable. I guess that the merger hasn't caught up as I did a rework of how the internals of the mod worked.
CometDeer 2 MAR a las 16:33 
Had the same problem as Cyph, and so I went through the strenuous process of sorting through my 80~ mods to first find the first culprit(your mod) and then the second culprit(whatever mod doesn't work with your mod)
And funnily enough it is The Merger of Rules that's causing the problem. It is with both gestalt civ types that every single pop is just completely unable to take any sort of job.

Anyways, since I can evidently only use one of them I think I'll skip on your mod for now, even though I like a lot of the traits in it.
On a side note I did get to play around with enabling a few other mods like one of the restriction patches and UOD, but nothing changed. I did play around with load order, but only a little and before I found out it was TMOR that your mod didn't like.
Xyre  [autor] 2 MAR a las 6:47 
What other trait mods are you using? Merger of Rules could potentially help with some things.
Cyph the Terrible 2 MAR a las 5:58 
I thought it was another mod, as the only changes the modlist had between the playthroughs were two mods updating. Tested that mod solo, didn't have the job issue. Tested modlist with removing this and the peformance submod, the jobs were working as normal with pops filling them. Idk what else to say. I leave V traits and other trait mods at the top part of the load order, with V traits being at the bottom of the traits catagory so it doesn't get overwritten by other trait mods.
Xyre  [autor] 2 MAR a las 5:47 
Must be some other mod interfering with V_Traits. Have you tried changing the load order?
Cyph the Terrible 2 MAR a las 2:37 
Hello, been using this mod for ages and I love the sheer variety and roleplay/story opportunities that this mod offers me. However, since the latest update this mod has had my Machine Intelligence will not work any jobs, no matter what planet, no matter how many unfilled jobs or starred/prioritised jobs. The issue has stopped when I removed this mod and the performance mod.
Xyre  [autor] 28 FEB a las 12:39 
The trait was removed as it required way too much maintenance to keep up, caused a lot of jank and I wasn't entirely satisfied with the way the trait was implemented.
Pink Bubblegum 28 FEB a las 12:03 
Was the grafting trait removed?
Sanguinius 21 FEB a las 7:36 
Yup that was what I saw. Thanks for clarifying
Xyre  [autor] 21 FEB a las 5:57 
The trait isn't available to avians by default. I'd assume that you saw the version from 05_v_adv_biological_traits which is the advanced biological ascention version.