Stellaris

Stellaris

Another Species Traits Mod
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?
Mystyfoot 2 Sep @ 3:38am 
FYI
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
Prolbo  [author] 31 Aug @ 6:42am 
Cause PDX agian does things in halves I'm doing my own take on basic pop upkeep.
Prolbo  [author] 15 Aug @ 11:41am 
Okay. Now it is official. I hate 4.0+ trait system. Im sick of it and how it ruins so many things which was so easy before.

99% functional. Some additional traits and mechanics will be added a little bit later.

Updated to V.4.0.22
Hulls 22 Jun @ 12:29pm 
holy shit sounds like a fucking nightmare, I like new stuff to play with but for fucks sake if it keeps breaking all the other stuff i like then whats the point? Numerous shipsets fucked because they didn't think to have the default setting be mechanical, so many potraits mods nuked because they changed where it needs to be to even popup in game. Every fourth update breaks fundamentals for mods at this point
✙ÇŘŪŚÃĐĘŖ 10 Jun @ 5:28am 
Well update 4.0.x was about cuttiung lags, and that is defintely a way to do it, i guess.
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.
Prolbo  [author] 9 Jun @ 9:02pm 
Another fun fact about Stellaris 4.0.x. All your robo pop assembly bonuses are useless unless you have something like +90%~+110%, then it can be doubled by the chanse. Otherwise shit got rounded down to 0 and you effectively has 0 pop assembly bonus. Lol.
✙ÇŘŪŚÃĐĘŖ 8 Jun @ 2:15pm 
Sounds fun
Prolbo  [author] 5 Jun @ 9:08am 
Organics do not eat food, clankers do not plug their poles into chrger ports... What the heck PDX?

I cant work with shit like this.
Prolbo  [author] 3 Jun @ 12:06pm 
Well, that's funny, despite claiming that they fixed this, robots still declining if you give them negative traits. Basically makes it impossible to playtest robots.
Prolbo  [author] 31 May @ 11:15pm 
Oh! Its going great! Like chewing on resin! Sometimes I feel like Im going crosseyed while re-reding the traits and new stuff nonsence! Also, I fear that with this new system some fancy job-features will become pumpkins - pop groups simply does not allow such modifiers - and I will need to replace them with boring %efficiency.

Only Robo traits left. Then I need to go another round of error proof re-reading and check on some Boigen features.
Hulls 31 May @ 10:16am 
Hows progress coming along for your various Mods?
Prolbo  [author] 10 May @ 1:25am 
While mod may work on 4.0 - new traits located in new files and will be unaffected - I can not recomment to run it right now. I'm planing to update it after leader traits mod and then fork 3.14 versions of those.
Them8 9 May @ 3:56pm 
does this work right with the gene eater civic? Good if so but understandable if not.
TotallyAccurate 6 May @ 3:50am 
>Very Strong= "almost physics-defying strength"
>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
ye 5 May @ 3:49am 
right
Prolbo  [author] 5 May @ 3:45am 
That depends... on many factors.

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.
ye 5 May @ 2:54am 
will this break other trait mods?
doctheoc 4 May @ 9:25pm 
SSS
Dragonknight951 4 May @ 8:42am 
I realize it will break them,I I don't think it's possible for such sweeping overhauls to not break at least some, which is why I specified my hope they aren't left behind by it. That the authors can update them and keep it going because there are a lot of really good ones I would be sad to lose.
岚览兰 4 May @ 6:45am 
妙哇
Prolbo  [author] 3 May @ 11:54pm 
@BroncoXeno2035 I'll say more. It's more like 90% of all trait mods. Only traits wich provide absurd bonuses to armies or liders will be spared.

@BasicallyClueless I've suspected such. I'm planing to improve texts. Also, I'm open to suggestions.
BasicallyClueless 3 May @ 11:38pm 
Really enjoy the mod, although there's some really bad spelling/grammar/(translation?) errors across the board for all the tooltips, any chance for a localization pass later?
BroncoXeno2035 3 May @ 5:49pm 
Dragonknight951 All trait packs that involves job resource modifiers are at least 50/50 to just be broken by 4.0, so unless the authors update.

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.
Dragonknight951 3 May @ 11:00am 
Good to hear, it'd suck for a brand new mod to slip between the cracks like that.
Prolbo  [author] 3 May @ 10:56am 
I have no plans to abandon this project. I'm stil planing to finish all functional parts, polish balance, improve texts and add few more traits. Howewer, it seems like my traits mods will need a little bit of revamp after update. And, probably, split versions for 3.14.
Dragonknight951 3 May @ 10:45am 
Wow talk about some timing. I really, genuinely hope the soon-to-be update that overhauls this kind of stuff doesn't leave this, nor any other good trait pack, behind. All that effort doesn't deserve to get lost so soon after finally bearing fruit. Congrats on making it to the front 'most popular' display thing.