Stellaris

Stellaris

z Expanded Traits, Civics, Pops, and More
1,085 Comments
𝄡TheDevilsKnock𝄡 Jun 4 @ 6:00am 
Hey, just letting you know this mod disables the new feature in the patch that shows kilostructure info (like arc welders, habitats and dyson swarms). Took me a while to narrow it down to just this mod but even when just this mod and your required sub mod are loaded, it disables the feature.
Myphicbowser Jun 1 @ 5:49pm 
Hey Tovius, so I tried another mod "Sensible Multiple Ascension" or something like that, and while testing I discovered it was your mod once again. Is there anything we can do about that on our end? Or is there something you could do? I hate to keep bugging you, I just want to have multiple ascension paths and ALSO include your mod
Tovius  [author] Jun 1 @ 5:17pm 
Yeah, I removed them in the last comp patch. They had become more trouble to maintain than I thought they were worth.
lidku716 Jun 1 @ 4:21pm 
Were the species identifier traits (Mammal, Molluscoid, Reptile, etc.) removed from this mod? If so, all of my custom Empires made with this mod have become broken :/
Myphicbowser May 30 @ 5:10pm 
Hey Tovius, I hate to bother you, but do you think you could add compatibility with the "All Ascension Paths" mod by Draconas? Something in this mod disables the ability to select another ascension perk, and me and a friend couldn't figure out why either, I don't think it even adds that many Ascension perks if any at all right?
Tovius  [author] May 27 @ 8:43pm 
It has recently come to my attention that releasing vassals as a Master Computer generates a subject with no authority or civics. Nothing I tried would fix it, and I fear that something hard coded is preventing me.

As such, I have removed the ability for Master Computer to release vassals for the time being. (tooltip will be updated next time this mod is updated). I apologize for the inconvenience.
JKingJ May 25 @ 3:23pm 
@Tovius headsup. @Nanao-kun was right.
Whatever Inny did on the recent ! The Merger of Rules update fixed the unemployed robots issue for me.
Nanao-kun May 25 @ 11:47am 
Hm, in that case the most likely large mod culprits are "Sartek District and Economy Merger Add-on" and "The Merger of Rules" since they both include your mod as part of their merged values and probably haven't been updated for the 3.12 version of this mod. And after doing some testing it is Merger of Rules. I'll comment over there that your mod is updated so they can fix the issues.
Tovius  [author] May 25 @ 11:09am 
@Hangfish
Next patch will have built-in compatibility with A deadly tempest. When that happens, load my mod after.
Tovius  [author] May 25 @ 10:59am 
When I tested it our on my end with only this mod and the sub mod active, robot's take worker jobs normally on a new game, so it is likely a mod incompatibility. What other mods are you using?
Hangfish May 25 @ 4:22am 
In general "A deadly tempest" seams to tweak a whole lot of candidate options, so I would call it incompatible by default, I am currently tweaking it to work in the irony mod manager. Can send you the files afterwards if you want them for added support, Tovius.
Hangfish May 25 @ 4:19am 
A tips for everyone, and if you want to add it to the compatibility section Tovius, but this mod is sort of incompatible but also compatible with the "A deadly tempest" mod, as long as you load this mod after A deadly tempest. As it overwrites the terraform candidates compatibility with your changes to to the "World Shaper" ascension perk.
Nanao-kun May 25 @ 1:42am 
I'm seeing the same issue as JKingJ with the submod also installed. It works in my existing playthrough with Synthetic Workers researched but in my new game they just stay unemployed.
Tovius  [author] May 24 @ 9:12pm 
I don't see it on my end, it might be a mod conflict.
Just to cover all of my bases: are you using the required sub mod?
JKingJ May 24 @ 8:43pm 
@Tovius experiencing a weird bug where my robots refuse to work.
They remain unemployed and refuse to do basic jobs.
Until I unlock the droids tech (then they will do specialist jobs).
Not sure if its an incompatibility or just this mod, but it goes away when I disable this mod.
Hangfish May 24 @ 2:28pm 
Fair enough! Wasn't sure from reading the change log, cheers!
Tovius  [author] May 24 @ 2:11pm 
That is a bug, not intentional. Fix will be uploaded soon.
Hangfish May 24 @ 1:53pm 
What is the reason for just deleting the "builing_augmentation_center" and the bazaars version of this? I can't seem to finish the cybernetic creed situation because of this. Is there another intended path with this mod installed?
Southheim May 24 @ 12:04pm 
i cry
Tovius  [author] May 24 @ 11:39am 
This is my biggest and more complicated mods. It is likely to break mods that touch civics, ethics, or jobs, at a minimum.
Nanao-kun May 24 @ 10:12am 
Really glad to see this back.
Southheim May 24 @ 10:01am 
How is compatibility with this? If I pop it into my 170+ modlist what are the chances it'll break horribly?
Emperor Ovaltine May 23 @ 8:03pm 
Thanks!
Tovius  [author] May 23 @ 8:01pm 
It should be fixed.
Emperor Ovaltine May 23 @ 7:12pm 
Now my planets decisions list has errors in it. I think a } was forgotten in the files somewhere. Or is new game only update?
Tovius  [author] May 23 @ 2:46pm 
Mod updated for 3.12. Please let me know if I missed anything so I can fix it.
Tovius  [author] May 22 @ 9:20pm 
I just finished the placeholder Cooperative and Private advanced authorities, and now I just need to update the event files and perform a final bug test. Baring game-breaking bugs or life keeping me busy, I should hopefully have the mod updated by Friday.
Tovius  [author] May 21 @ 4:15pm 
Reminder to never under any circumstances use outdated mods.
Tovius  [author] May 20 @ 9:28am 
I'll probably throw together a simple conversion for Synth and Cybernetic versions of Cooperative and Private authorities for the comp patch, but I'll want to go back later and make more fleshed out and unique versions. If you have any suggestions, now's the time.
Tovius  [author] May 20 @ 9:26am 
No, it requires my own mod (listed on the sidebar)
It is currently not updated for 3.12, though, so you will need to wait until that happens.
Lordlony May 19 @ 11:29pm 
Does this need scripted trigger undercoat ?
Kyle May 19 @ 7:51pm 
@ Tovius I've seen other mods make traits that don't take up a trait point or a trait pick. They were also made to be mutually exclusive. I personally love the traits but hate they don't apply to modded species types. If you implemented that trait system you can add whichever trait you like to whatever portrait.

Just a thought.
Tovius  [author] May 19 @ 10:56am 
I like them too, but they've become a bit unwieldy, and break more often than I would like, so I made the sad decision to get rid of the required traits. Many have been either reworked into regular species traits are merged into existing species traits (or both)
Rhorbarius May 19 @ 8:05am 
That does sound sad but it sounds like you did what had to be done and I don’t blame you at all. I’d probably have made the same decision
Rhorbarius May 18 @ 9:06pm 
I personally love the species category traits. They're flavorful and sensible. The only real problem is when a species portrait pack isn't compatible, but it's a pretty minor problem; I usually have to use the console to add Mammalian to some extra portrait packs. I understand the apprehension to keeping them though. An avian synthetic makes a bit more sense than a mammalian synthetic, but I think it's generally okay to keep them. Same with Lithoid synthetics. But since not everything in Stellaris makes perfect sense, personally I just handwave it.

What I'd really love is some new cybernetic (or cyber compatible) traits. Machine Age added fewer than I would have liked. I especially like lifespan-extending stuff.
Kavvan Shrike May 13 @ 12:16pm 
just unrestrict those species traits for machine/synth/cyborg portraits, hard to decide what should be a species trait anymore when it might have added those traits via cybernetic implants
RutraNickers May 9 @ 8:50am 
Since the synthetic and the cybernetic portraits exists on other archetypes, I feel like you don't have to give specific traits to the new classes. As far as I know, your pops will still transform if you pick a portrait with cyber-stuff support to it regardless of where you've picked it.

What I would ask about though, is to make the traits require just the archetype traits instead of the archetype itself, so that way it would be faster and easier to make patches and updates.
Tovius  [author] May 9 @ 8:44am 
The archetype traits would be broken up into new species traits, so different portraits would still have different flavors.
kahvipensas May 9 @ 1:43am 
I'm still one of those people who love species groups having an effect besides just being cosmetic. But also, as before, if maintaining that makes things difficult I also understand retiring the feature. I haven't played the newest DLC yet or even done any proper mod/code wrangling in Irony, so I don't have any insight on how the new features work in the code.
Tovius  [author] May 8 @ 9:55am 
@Ezekiel
The thing is, the new archetypes start out as normal species. They just have special portraits as you ascend synthetically or cybernetically.
Ezekiel May 8 @ 3:17am 
I'm of the opinion that being cybernetic or synthetic is more important than whatever body type you had before that. But I'll put the full ideas in Suggestions.
Nanao-kun May 7 @ 12:35pm 
Any chance for a version that doesn't touch existing civics? Or is that unlikely.
Tovius  [author] May 7 @ 7:52am 
It will be a few days before I get to updating this mod, but I wanted to talk about this now. Machine Age is going to add Syth and Cybernetic portrait groups, which each contain a mix of different species groups (humanoids, reptilians, ext). It will be hard to figure out a unique trait for them, and I am once again wondering if I should retire that feature. I wanted to give you time to discusses it first before I came to a final decision.
Tovius  [author] May 4 @ 11:44am 
Download the required sub mod.
Your mod vanishes the "Damn the Consequences" edict when you play the Overtuned origin.
half god Apr 24 @ 1:01pm 
Okay, thanks for respond
Tovius  [author] Apr 24 @ 12:21pm 
Because that would mean I would have to edit every building.
half god Apr 24 @ 9:50am 
Hi, I want to know why not every buildings have splited cost to food/minerals with PlantOrganic/Bioarchitecture Civic?
Svijj Apr 20 @ 11:13pm 
@Tovius Alright, thanks!
Tovius  [author] Apr 20 @ 7:51pm 
I am aware. It will be fixed in the next update.