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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.
And still reqre more improvements.
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.
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.
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?
Started new game with this mod - from first day me and my friend got total food deficency - our species got "Norman Normal" trait which adds +1 food consumption for any organic, which making game barely playable. Fix it, thanks
99% functional. Some additional traits and mechanics will be added a little bit later.
Updated to V.4.0.22
Give it a month or so and somebody will come up with big bugfix that make robo pop assembly back or so, you know how it is with stellaris updates, new update, all mods broken, mods fixed, new update, everything broken and here's dlc for 9999,99 dollars that will change core game mechanics and break everything again.
I cant work with shit like this.
Only Robo traits left. Then I need to go another round of error proof re-reading and check on some Boigen features.
>Exceptionally strong, worth more trait points and better stats= "yeah so they're just really strong yk, good workers n shit"
Just thought that was funny, cool mod tho
The first thing about traits mods - none of them truly compatible with each other, the very design of PDX doesn't allow particial traits override. So, you can ignore already existing ones or fully replace them. Trait mods usually exist in parallel and simply do not touch each other.
This way my mod should be compatible with all trait mods which opt to ignore vanilla traits.
Secondly, I'm planning to move many trait's parts into individual inlines which is reusable remote code strings located OUTSIDE trait's files which has so many override issues.
Third. Right now, After 4.0 update this mod is useless and will be useless till updated to 4.0.
@BasicallyClueless I've suspected such. I'm planing to improve texts. Also, I'm open to suggestions.
For Prolbo, glad to see you still willing to put this mod out right before 4.0, and deciding to still make sure there is a 4.0 version too.