Stellaris

Stellaris

!!More Trait Picks
74 Comments
Moviematrix101 Jun 15 @ 11:54pm 
The hardest part is finding the correct files.

The base file is in your stellaris installation in Common > species_archetypes > 00_species_archetypes.txt

Using the launcher you can show in folder using the three dots and the mod shares the similar structure as base files.

Now starting in the base game files, copy everything starting BIOLOGICAL = { and replace the mod's similar code with the vanilla code. It should work after that.

OR you can be even lazier, just copy and paste the whole vanilla text over the mod's and manually change @robot_max_traits, @machine_max_traits, and @species_max_traits to whatever you want (The mod has the points at 10 , 11 , and 12 respectively.)
Tiny4741 Jun 15 @ 5:10pm 
@Moviematrix So, is this broken unless you change a file? If so, how would one go about that?
Moviematrix101 May 5 @ 9:40am 
The madmen did it, they changed 00_species_archetypes.

It's a very quick patch, but it's wild they actually changed the code of that file after so many years.
Lothalan May 5 @ 9:27am 
In 4.0 this mod causes pops to have no food upkeep. Pretty weird...
Thorion Feb 22 @ 1:00am 
why do machines (non robot ones) get less picks? like wouldn't they literally be more modifiable? I would set machines to 10, and yall can keep biological species at 10 if you want but IMO It is much easier to give a robot a metal replaceable arm than to decrypt the dna of a living thing on a semi-molecular scale.
Thane-Stus Dec 11, 2024 @ 8:44am 
@PLMMJ Its not like that for no reason... Its a hold over from the way load orders used to work.
PLMMJ Dec 4, 2024 @ 6:52am 
Could y'all stop putting exclamation points in front of your mod's name just so it shows up at the top of the list? I beg ya...
Lethalbumhole Nov 2, 2024 @ 10:05pm 
Just tried now and no issues with about 20-30 mods a few adding quite a bit with little issue of compat. If you have an issue it is probably a conflict with something random. trial and error is your friend.
Moonking99 Aug 23, 2024 @ 4:52am 
needs and update
leeal Feb 27, 2024 @ 10:24pm 
i mean, it's working for me…
c.holmyard Jun 28, 2023 @ 1:47am 
Damn. Works but not for custom empires you want to force spawn for the AI to use
Melkorian Jun 21, 2023 @ 2:42am 
it's not working anymore :(
FallenMK1 May 16, 2023 @ 9:09pm 
Still working as of 3.8.2
Yellow Apr 16, 2023 @ 1:10pm 
This mod breaks another mod called portraits orphanage.
月羽狐 Mar 17, 2023 @ 3:55am 
Still works in 3.7, good.
Moviematrix101 Jan 27, 2023 @ 5:05pm 
No need, still works!
Argon Jan 27, 2023 @ 12:56am 
Update?
Asty Dec 7, 2022 @ 6:08pm 
pog
Moviematrix101 Dec 7, 2022 @ 7:25am 
Yes
Asty Dec 6, 2022 @ 9:26pm 
does it work?
Moviematrix101 Nov 1, 2022 @ 6:52pm 
Unless there's a change in 3.6 beta, the mod still works fine for current release Stellaris.
Oxy x3 Nov 1, 2022 @ 5:03pm 
No longer works
GoddessGaming1520 Oct 31, 2022 @ 12:39am 
update?
Sikhi Jedi Sep 20, 2022 @ 6:04pm 
hot
Kitty Sela Sep 20, 2022 @ 12:13pm 
Works!
Moviematrix101 Sep 7, 2022 @ 9:51pm 
Yes, we'll see when the new species pack drops however.
Arosiris Sep 7, 2022 @ 6:27pm 
Does this mod work with 3.4?
Moviematrix101 Feb 26, 2022 @ 11:43am 
This mod is fine, it literally only changes 3 lines of code which increase max trait picks and is otherwise the same as before. Either this is a Stellaris change itself or another mod is causing the issue.
Eris [48/50] (36/200) Feb 26, 2022 @ 10:42am 
Mod might be a little screwy in the current version, as I can add traits like cybernetics via genetic modification.
zulu9812  [author] Jan 12, 2022 @ 1:14am 
@NotNitehawk
My code already includes "robotic = yes" for machines and robots.
NotNitehawk Jan 11, 2022 @ 8:02pm 
@zulu9812
As long as the machine and robot archetypes containt the line "robotic = yes" it should work properly.
NotNitehawk Jan 11, 2022 @ 8:01pm 
@alterstern
I recently fixed mine, look for Ten Trait Picks (Fixed)

The problem is that the Lem update changed how machine and robot archetypes were written, causing them to break.
zulu9812  [author] Dec 29, 2021 @ 1:23am 
I'm not sure why that would be. This mod is literally one file: species_archetypes, and aquatics are not a new archetype. I don't see how that could be connected to this mod.
Lord_Eol Dec 28, 2021 @ 10:10pm 
These seems to break the aquatics trait, anybody else having this issue?
Kais Nov 2, 2021 @ 3:32pm 
Seems all mods having to do with more trait picks screw up lithoids and robot assembly
S3V3R Oct 24, 2021 @ 4:17am 
When I made a fork of this with 99 trait picks, lithoids broke, and robots stopped having any assembly. Weird.
zulu9812  [author] Sep 18, 2021 @ 11:46pm 
@Them8: no, it does not.
Them8 Sep 17, 2021 @ 7:17am 
oes this overwrite trait point increases?
Moviematrix101 Sep 16, 2021 @ 6:39am 
Yup yup seems to work. Not sure why 3.1.1 demanded the robot tag to be added but it works just fine now!
zulu9812  [author] Sep 15, 2021 @ 11:02pm 
I have updated the mod. Would you test if for me?
Moviematrix101 Sep 15, 2021 @ 9:08am 
Stellaris had updated how it handles pops with new tags to machine/robot (with robotic = yes) presapients (uses_modifiers = no). Hopefully we can get a quick patch?
zulu9812  [author] Jun 14, 2021 @ 2:46am 
It's part of the Infinite mod series, specifically this one https://steamcommunity.com/sharedfiles/filedetails/?id=2475302050
Lord_Eol Jun 14, 2021 @ 12:25am 
@zulz9812 " although in my games I limit AI gene modding to save performance." .. out of curiosity how .. that another mod?
Gbrille May 12, 2021 @ 3:56am 
Mod work fine for me under 3.02. However i leave it disabled for now as i do not immediatly need as much picks right now. :)
Moviematrix101 Apr 22, 2021 @ 1:49am 
Mod still seems to work just fine, really it won't break unless paradox adds a whole new species even then it'll just not apply to them.
ShinyNobody Apr 12, 2021 @ 7:31am 
does this mod still work?
Luzilyo Jan 27, 2021 @ 8:32am 
yeah, i already expected this but thanks for your confirmation. guess i'll have to start looking through each and every one of my mods individually.
zulu9812  [author] Jan 26, 2021 @ 11:28pm 
No. This is a very small mod. I don't see how it could have the effect that you described.
Luzilyo Jan 26, 2021 @ 6:54pm 
I have a small question. I noticed strage behaviour with migration. when i switch migration and population controls on in default rights, and then switch them off for a few select species, i notice that they still don't migrate and even refuse to let me force-migrate them to new planets. my only option is to resettle at least one pop to any specific planet and only then they will start growing there. i know that this mod has pretty much nothing to do with migration, but it's literally the only mod i use that affects species in any way at all, so i figured i'd ask here first. could this issue be caused by this mod?
百特曼 Nov 6, 2020 @ 4:10pm 
2.8ok?