Stellaris

Stellaris

Repeatable Genetics And Robomodding
 This topic has been pinned, so it's probably important
wooley2000  [developer] 9 Nov, 2018 @ 4:16am
Bugs and Suggestions
Please post any bugs or suggestions here.
Last edited by wooley2000; 14 Nov, 2018 @ 11:45am
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Showing 1-7 of 7 comments
Hlalakar 13 May, 2020 @ 8:55pm 
Could you make it possible to select the number of trait picks you can start with, from default to 99? I like to play with an unlimited trait picks mod but I suspect it uses 00_species_archetypes.txt because this mod overrides it in regards to number of picks.
wooley2000  [developer] 14 May, 2020 @ 2:06am 
If u put the other mod first before repeatable genetics it should override the 00_species_archetypes.txt from this mod. In the load order.
Last edited by wooley2000; 14 May, 2020 @ 2:06am
Hlalakar 16 May, 2020 @ 3:57am 
thanks
NotNitehawk 11 Apr, 2022 @ 9:18am 
Remove the Species Archetypes file, it's completely unneeded for this type of mod and it causes incompatibilities with any mod that changes species archetypes. i.e. mods that increase trait picks.
NotNitehawk 11 Apr, 2022 @ 9:21am 
Also, as far as I can tell, you added duplicates of vanilla techs in your mod. Unless absolutely necessary, you should try to avoid touching and/or duplicating vanilla files/traits/techs/etc to minimize the chance of incompatibilities with other mods and potentially game-breaking bugs, like how your mod currently breaks robot pop growth.
wooley2000  [developer] 21 Apr, 2022 @ 5:06am 
@NotNitehawk Sorry I am not developing this mod anymore so anything that gets changed with new races and stuff will break this mod. It is only left up here for posterity;)
NotNitehawk 22 Apr, 2022 @ 7:41am 
Yo, I reuploaded and fixed some of the broken things with this mod.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2798063785
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