Stellaris

Stellaris

Plentiful Traditions 4.x - Extra Perks
866 Comments
Theta-6 Sep 28 @ 11:07am 
Does this Mod Still Conflict with NSC due to The Removal of The Order Tree?
Abominus [GER]  [author] Sep 21 @ 1:46pm 
Added another perk (Gateways).
Abominus [GER]  [author] Aug 21 @ 7:44am 
Update, I think I found the problem with the slaves.
Wolfbiscuits Jul 7 @ 11:06am 
There seems to be a problem with slaves with this mod. I'm playing unmodded with only Plentiful Traditions and this Extra Perks addon.

They will have slave citizenship but not slave stratum. This means there are slaves with the elite stratum that are absolutely useless since they will not demote to a lower stratum.

https://imgur.com/a/MZew3IH
InvIzIble Jun 24 @ 1:43am 
PT cause Crash even without patch now (when trying to specialize districts at machine/hive/restored ringworld)
Deglorath Jun 10 @ 7:58pm 
Is the "Patch for Plentiful Perks and Pl-Di" still needed? Because it seems to be causing a CTD now.
Spanish Inquisition Jun 6 @ 11:20am 
how do i get my perks to look like the photo you use to show off the mod like the singular photo that can be scrolled up and down on
Abominus [GER]  [author] May 29 @ 2:43pm 
Another update
Kalec May 22 @ 12:55pm 
So with the latest patch Wilderness is now able to get the Behemoth Fury perk but for some reason this mod blocks that. Only once i disabled this mod specifically was i able to get Behemoth Fury to show up with the Wilderness origin
Tappi May 18 @ 5:49am 
The biological ascencion perk still expects the "genetics" tree to be completed to be picked, but as that was replaced with mutation, purity and cloning, it can't be selected at the moment
Miasmatic May 13 @ 2:27pm 
I am afraid to annoy with this question but is there any chance you could provide a legacy version for 3.14 of your Traditions mods please?

Denn... Bruder ich brauch den Lebensraum... Bitte.
Timmah May 13 @ 8:58am 
Bug: Expanding Lebnstaum cannot be taken with Voidborn/Voidforged start
Abominus [GER]  [author] May 12 @ 1:25pm 
Update, sorry, was my fault. Should work now as intended.
TW3ET May 12 @ 8:56am 
Fairly sure there was a formatting error in the code, one of my options for my first ascension perk was just the word modifier, with no image or accompanying text
Kavvan Shrike May 12 @ 1:16am 
some of the base game ascensions got massive buffs in this patch, not sure if it's just you doing localization but alot of the updated ascension perks appear to look like they do the old stuff once your mod is on e.g Eternal Vigilance now generates defence platforms every 6 months in the base game, updated Interstellar Dominion has -50% empire size from systems. With this mod on these buffs seem to be reverted(again idk if it's a localization overwrite you're doing in which case the new buffs aren't *visible*"
BlackLuck May 11 @ 6:16pm 
YAY! and Im sorry if I was critical in the other thread a few days ago; you have been very busy updating in the meantime and I recognize the tremendous effort you are putting in.
Demognomicon May 11 @ 5:45pm 
@Abominus [GER] Dpes this still need the PD patch (which is not updated obv)
Abominus [GER]  [author] May 11 @ 4:38pm 
Update.
Shadow-Fox May 10 @ 11:28am 
Kaputt...
Abominus [GER]  [author] May 8 @ 3:19pm 
Yes, but first the main mod.
aabaaaabaaa May 7 @ 1:33am 
Hi you want to Update this mod too?
Inny Mar 2 @ 7:45am 
Hello, can you please add a unique scripted variable to your mods (especially traditions and perks)? As of now I have no possibility to detect it they're present.
Like @plentiful_perks_mod = 1
Thanks!
[Legends] redholm Feb 14 @ 6:16am 
UknowitsE It is now it's own mod that you can find in the description of this mod. Plentiful Order. At least it should be right?
UknowitsE Feb 13 @ 1:36pm 
the perk for Order didnt come up, is it gone? the one that gave extra slots for starports.
Abominus [GER]  [author] Dec 10, 2024 @ 3:46pm 
Update
Added "country_resource_max_minor_artifacts_add = 2000" to ap_plentiful_traditions_discovery
Edgar Allen's Hoe Dec 7, 2024 @ 1:27pm 
@Abominus [GER]. I havent played this game in like 2-3 years and you still keep this mod up to date. This is one of my MUST have mods when I play this game. Thank you so much for doing this and continuing to support the project.
Xilo The Odd Nov 24, 2024 @ 8:42pm 
make any headway on being able to take multiple ascension paths? i noticed in our current game, after taking cybernetics and doing the stuff to get genetic cybrogs and completing it, the genetic ascension perk vanishes from the list. so seems some of the flags are working jsut not as intended.
Abominus [GER]  [author] Nov 24, 2024 @ 2:56am 
@Walker

Yes, I edited it.
Walker Nov 23, 2024 @ 8:34pm 
this still does not say updated on my game even though you updated it a week ago....did you ever get the all 3 accession paths fixed?
Abominus [GER]  [author] Nov 15, 2024 @ 2:36pm 
@Redholm
Yeah, sorry, you now have to download another mod to have those nice starbase modules etc. :-)
[Legends] redholm Nov 15, 2024 @ 2:34pm 
Ah. Your comment went trough. I'll download the other mod for Justice
Skill Issue Nov 15, 2024 @ 2:28pm 
bruh muh justice perk :(((
[Legends] redholm Nov 15, 2024 @ 2:23pm 
Damn. I see Justice got changed. I started my game to see my starbases a bit weaker. Guess there are always other mods for that.
Abominus [GER]  [author] Nov 15, 2024 @ 2:21pm 
You ladies drive me crazy... If you still want to play it, AS IT IS INTENDED!!! you now have to download another mod (link in the description). Without it, you only have the really really boring "normal" spacestation gui and only max 4 stations.

So stopp crying, I still hate you.

Love <3 :D
TrollofReason Nov 9, 2024 @ 11:54am 
There really should be some warning about incompatibilities. If you run NSC, you have to edit mod files or Starports are without any modules or buildings despite the upgrade. It can completely ruin your run in the vital early game, depending on map topography or game start settings. If you're too close to an advanced start AI that doesn't like you, or you just start either in or next to a nebula with hidden dangers, not being able to replace/build new ships for years can be fatal thru no fault of skill.

Losing like that isn't fun. Again, there needs to be a warning for NSC, at least, as it's one of the most common & wide-reaching overhauls in the game right now.

Thankfully, using info from other players, I've made a guide on how to edit the offending mod file utilizing baked-in functionalities for PC, at least.
huangnorway Nov 5, 2024 @ 8:31pm 
Problem vanished unexpectedly. Anyway, thanks for your work.
Dragsa Nov 3, 2024 @ 2:46am 
Nice Mod, even if it is not really understandable why it has to mess around with starbase slots.
Lord-Siver Nov 1, 2024 @ 11:30am 
danke fürs update :D
Abominus [GER]  [author] Nov 1, 2024 @ 2:09am 
No problemo.

I tested it yesterday and it's still a fun game to play :-).
bascott83 Oct 31, 2024 @ 4:19pm 
Thank you for the Update.
PinkRabbit Oct 31, 2024 @ 8:48am 
@Abominus [GER], thank you so much for update !!!
Abominus [GER]  [author] Oct 31, 2024 @ 8:07am 
Update...
bascott83 Oct 31, 2024 @ 7:13am 
Looking forward to a Update of this mod.
Lord-Siver Oct 31, 2024 @ 2:36am 
sadly the mod bugs out starbases as they get stuck in the shipyard tab from the start. I tried the solutions told in the comments nothing worked yet for me.
AnotherEve Oct 26, 2024 @ 11:55pm 
Sometimes you need to delete the file interface/starbase_view.gui to solve UI problems.
Redhistorian Oct 8, 2024 @ 3:25pm 
For anyone looking for a quick fix for the starbase issue for this mod, I cloned this mod locally on my PC and did some trial and error for an hour or so to get it to work. I made 2 changes that appeared to fix the issue.

1. Deleted 00_starbase_levels found in the starbase levels folder
2. Removed the two lines at the top of 00_static_modifiers changing starbase module and building capacity by -2 and -5 respectively

I created a save that I ran up to 2200 to test the changes and did not notice any glaring issues. The AI starbases were mostly hangars and anchorages, but I think that is what they normally do anyways. For reference, the main game changing mods I use are NSC, extra civics, and Plentiful Traditions.

I cannot make any promises that this does not break anything else, but if you really want to use it without the starbase issue, this might work for you like it does for me.
Figaround Sep 29, 2024 @ 8:33pm 
Heck this is a long standing problem, why are you surreptitiously (not in the description and doesn't follow from the purpose of the mod) changing the design of outposts? I accede to the request not to do this. :cozykcdknight:
Bellatrix Sep 17, 2024 @ 3:24am 
I'm so confused, why does this decrease starbase modules and buildings in one file (00_static_modifiers.txt) then increase them by the same amount in another? (00_starbases.txt)
It looks like the intention is for the stats to not change, but instead the result is that it breaks and results in slotless starbases.
Deleting both these stat modifiers fixes the issue.
Bellatrix Sep 17, 2024 @ 3:08am 
I think this mod needs to trim out the modifiers it gives to outposts and starbases. It's clearly just a major source of conflicts, and it makes no sense as this is an *ascension perk mod* so it has no justification to affect the baseline stats of anything.

Plus, I wasted an hour trying to find out which mod was causing me to have no starbase modules only to find that it was this thing which had no business messing with that stat; it's really hard to diagnose conflicts when mods don't stay within their advertised scope.
Ghaladh Sep 9, 2024 @ 9:50am 
I second the person who highlighted the fact that Projekt Lebensraum isn't available for the Voidborne and Void Dwellers origin. In spite of that, playing without this mod is unthinkable to me! Thanks Abominus for all of the work you put into this mod.