Stellaris

Stellaris

Base Traits DX
28 Comments
Oxygen Nov 6, 2019 @ 5:22pm 
Hello are you ever going to update this to work with the lithoids dlc. When i play with them no traits show up...
MethMechanic™ Jun 8, 2019 @ 5:43pm 
It is your mod you can do what you want with it.
Leniovias  [author] Jun 8, 2019 @ 5:36pm 
Yes, very soon, didn't get to it yet. Though there shouldn't be any changes since the traits did not get touched, afaik. You can still use the mod as is, I'll just have to tweak a number.
I do wonder though, should I re-upload it as new version? (For 2.3 specifically)
MethMechanic™ Jun 8, 2019 @ 4:54pm 
Are you going to update the mod?
Leniovias  [author] Apr 23, 2019 @ 2:38am 
@GenStone Sadly there isn't a clear fix for that, because both mods modify the same file. The only way to really use it is to use the workaround to get rid of the file.
GenStone Apr 20, 2019 @ 8:53pm 
So I'm running an ethics addition mod and we narrowed this mod down to the reason we can't see the new ethics, I noticed you posted a workaround, but is there any chance you will fix that any time soon?
Leniovias  [author] Mar 17, 2019 @ 3:10am 
@LumberingTroll That's... odd, and shouldn't happen. I have no idea why or how, and I have never seen it happen myself
LumberingTroll Mar 16, 2019 @ 1:24am 
Not sure why, but when I start a new game, none of my pops have jobs assigned.
Leniovias  [author] Feb 23, 2019 @ 5:19pm 
Hmm... I've taken the weights like they were in the base game and just added the new traits, so I'm actually clueless. I might take a look into it soon as I'll be busy the next few days, but I'll see what I can do. (I can certainly adjust the weighting for the different tiers, that's for sure)
Grenade Salad Feb 23, 2019 @ 4:06pm 
Alright, from my current game, we've noticed a new problem. My friend is playing an Assimilator, and it's not weighting traits properly for deciding which pops should go in which jobs. He's ending up with cyborgs designed for menial labor taking up research jobs. My speculation is that it's some collision of the weighting for machine and biological pops, or just that the weighting for the traits in is screwy/unset. Any thoughts?
Leniovias  [author] Feb 17, 2019 @ 4:05pm 
@White Haven
I swear I've fixed that one as well... but I found the error and fixed it.

@edey5000
You're welcome, glad you like it! And I *think* it should work for Machine empires already, if not feel free to open up a discussion thread!
Grenade Salad Feb 17, 2019 @ 8:31am 
trait_robot_custom_made was overlooked and is still all underscored up. The rest looks cleared up.
edey5000 Feb 16, 2019 @ 4:00pm 
Do you intend to do this for Machine Empires? Thank you btw its just what I'm looking for
Allein Feb 16, 2019 @ 2:37pm 
Human: Stupid TX
Leniovias  [author] Feb 16, 2019 @ 12:54pm 
@White Haven Update is out, these things should be fixed. Please let me know if they still occur.
Grenade Salad Feb 16, 2019 @ 12:00pm 
Another issue - The max version of Fleeting causes the leader recruitment system to flip out and only offer leaders with -1 age that can't be recruited.
Grenade Salad Feb 16, 2019 @ 10:56am 
Two issues with the current version. First, all variants of Natural Sociologists cost 1 point, all the way up to TX. Second, a bunch of the robot traits all have code-names rather than their proper ones (underscores_all_over_the_place).
SpectraStar Feb 15, 2019 @ 3:08pm 
i've felt that i've seen this mod before. It in my eyes before I even checked it out myself looks very bueatiful.
Leniovias  [author] Feb 13, 2019 @ 10:59am 
@lastofthelight That's exactly what I meant though xD The default trait names these AI's used to have do not exist any more, that's why they don't have it. But I updated the mod and this issue is fixed now. I've added a screenshot displaying the prescripted AI in the selection screen.

If it still doesn't show up for you, then there has to be a different issue. In that case, please let me know in the bugs thread!
lastofthelight Feb 13, 2019 @ 8:48am 
I mean, no traits of any sort (even the default normal vanilla stellaris ones) show up on prescripted AI empires in the empire selection screen anymore. Sorry.
Leniovias  [author] Feb 13, 2019 @ 2:08am 
AI factions should have the traits too. I might have to test this later.

Default races do not have the traits because their normal traits have fixed names which do not exist in the mod any more, so this is fairly "normal". I'll check if there is a way to modify this.
Majora Feb 12, 2019 @ 9:21pm 
Will Ai factions have more traits too, or will this mod give player an advantage?
lastofthelight Feb 12, 2019 @ 7:07pm 
Currently, when I enable this, no default races have traits. I'm not sure why, it may be an incompatibility issue, but I'm not sure how to diagnose it.
Leniovias  [author] Feb 11, 2019 @ 12:47pm 
!! MOD UPDATED !! It should now work with other trait mods that use long descriptions.
Leniovias  [author] Feb 11, 2019 @ 1:21am 
Hey! Could you send me a more detailed info in the Bugs thread, please? A screenshot would also be helpful. Then I'll look into it. Thank you!
. Feb 10, 2019 @ 11:32pm 
Hi, can you make it more compatible with creation interface? It seems that your editing cancels their scroll for trait creation.
Leniovias  [author] Feb 10, 2019 @ 3:08pm 
Thank you! ^^ It's probably because of the added disadvantage options that weren't there before. I just wish I had proper icons for it :/
DrBLOOD95 Feb 10, 2019 @ 2:41pm 
Simple and very useful. I remember a mod like that with tier 2 traits saying "Very" and tier 3 "Immense", but there weren't as many options as in your mod. ^^