Stellaris

Stellaris

Species Traits
177 Comments
Tropigo May 28 @ 4:05am 
update ?
ChEI May 31, 2024 @ 1:24am 
The mod is outdated. Some parameters were not renamed until version 3.12.* (leader_age - no longer supported). "Government and State" parameters do not work for "Species Features" (it is displayed in the parameters but does not work in the game).
ChEI May 31, 2024 @ 1:23am 
Мод устарел. Часть параметров не переименовано до версии 3.12.* (leader_age - больше не поддерживается). "Правительственные и государственные" параметры не работают для "Признаки вида" (в параметрах отображается но не работает в игре).
Odoxon Jun 24, 2023 @ 3:31pm 
Is the mod working with "Ethics and Civics Classic"?
[FD] Tomatohead Apr 22, 2023 @ 12:40pm 
Why make a trait mod that can't even work with mods that add additional animated images for species? What's the point even at that point?!
wewwew2 Mar 17, 2023 @ 8:52pm 
Thanks for quick update
Cheffer Dec 30, 2022 @ 5:54am 
winterwolf welcome to the realm of knowing things
Winterwolf Dec 3, 2022 @ 5:44am 
Photosynthesis makes no sense. Why are you consuming more food if you photosynthesize?

If anything you should get a -10% to Energy Production but a -20%-30% to Pop food Upkeep since most of your food is coming from the energy you're synthesizing.
Xefraxciton Sep 13, 2022 @ 1:24am 
Multiplayer compatible?
Mosstone Jul 2, 2022 @ 3:49am 
Half of the traits don't make any sense. Why would having tentacles ruin your trust stat, while having no skeleton turns you into a venerable tank at the cost of slightly less army damage
Copycat80 May 29, 2022 @ 11:58am 
is there a version or option that does not have the species limits?
Arvi May 22, 2022 @ 4:59am 
I was searching steam for hours to to find a new trait mod for 3.4, This never showed up in any search. Did not find it until I went to the paradox site. Steam search sucks!
Winterwolf Sep 15, 2021 @ 10:02pm 
Changelings seems a bit OP. A 25% resource increase -10% Upkeep for a 20% Increased crime and 30% Diplomatic increased cost.

Especially for 1 point feels way too powerful, pretty much a must pick.
Harling Honenhoff Homer  [author] Sep 15, 2021 @ 12:05am 
I do not recognize those traits, am sure that's not in the base game nor this mod, can you specify?
Crunchwrap Supreme Combo Sep 14, 2021 @ 11:32am 
Bloodthirsty & Shroudborn seem to have been removed in this update?
Harling Honenhoff Homer  [author] Sep 14, 2021 @ 9:11am 
If there is any bugs or quarks lying around, please contact me via comment section immediately. Thank you for your time.
Harling Honenhoff Homer  [author] Sep 14, 2021 @ 9:09am 
IMPORTANT ANNOUNCEMENT

Thanking to the new 'Lem' patch, It is now possible to link up the traits not on the portraits and it's separated archtype, but directly to the species subclass itself. (Humanoid, Reptilian, Molluscoid, etc.)

To simply put, there is now no need for the complex system that was hindering the compatibility of the mod for few years now.

This mod is now compatible with all other mods, theoretically.

I already tried it with sins of the prophets mod, which was highly incompatible before. It now works well.

Wish paradox had done it early on, but why not, better late then never.
Mack Daddy Jun 27, 2021 @ 9:56am 
im just kinda baffled how portrait mods would crash it
SokushaMT May 4, 2021 @ 7:10am 
It seems conflict with the Expanded Gestalts: Forgotten Queens which has change the hivemind species
QueenExplosionMurder Apr 19, 2021 @ 11:59am 
Just a heads up, this mod interferes with the sins of the prophets mod by excluding the UNSC empire and other human empires
Harling Honenhoff Homer  [author] Apr 19, 2021 @ 7:20am 
Just fixed the bug. Necroids now appears normally.
Harling Honenhoff Homer  [author] Apr 17, 2021 @ 7:06pm 
I'm pretty much sure that it is the mod making the problem. I'll see to it.
Lemonz Apr 17, 2021 @ 5:28pm 
Not sure if it's this mod or the new patch but Necroids seem to be broken
Harling Honenhoff Homer  [author] Mar 7, 2021 @ 6:31am 
That could be because the mod divides species type in order to assign traits on them. The so called 'species types' like reptiles and mammals on stellaris really ain't divided and only works as a subtype of BIOLOGICAL archtype.

To assign each one, I had to divide all those subtypes manually and give them fitting archtype, like mammals have MAL archtype and reptiles have REP.

Unfortunately, if another mod tries to divide archtypes on similar fashion, the names of archtypes could be identical, leading one to overwrite another. this causes many of it's assets to not load correctly.


To sum it up, If this is the case, there ain't any likely way to use both mods without conflicts. There ain't likely to be easy solution to this. Sorry.

Turning off this mod is advised if such conflict occurs.
Riffick Mar 6, 2021 @ 6:06pm 
This mod seems to conflict with any other that affects the human models/skins for clothes, erasing them entirely. Not entirely sure why it's happening, but I troubleshot for a whole day and found this mod to oddly be the culprit. Specifically it completely erases the UNSC humans from Sins of the Prophets.
Dr Jimothy Jan 25, 2021 @ 2:33pm 
Is there a list of the mods anywhere and also what's the ID system of this mod?
EgoMold Dec 10, 2020 @ 4:34am 
Cool! When are updating to necriods?
Sunconure11 Oct 1, 2020 @ 3:50pm 
It works.
Harling Honenhoff Homer  [author] Oct 1, 2020 @ 4:38am 
As much as I know, there could be only two reason when the localization fails. First is in case of when I failed to follow the grammar properly, which couldn't be a case because the mod does works if it was used alone. Second is when the other mod have a same file name as this mod, which can totally happen since the name of localization text file was quite generic. The fact that this mod must be at the last of loading list to be used correctly supports the second case because latter overwrites the former.

Since I do not know what mods exactly does collide with this one, I changed the name of localization text file to be more specific and complicated enough that no other mod would also used it on chance. I already checked that the mod localization does work fine with my collection of mods. However since I cannot guarantee this remedy to be work, please check whether it now work fine or not regardless of loading order. Thanks for the bug report.
Sunconure11 Sep 28, 2020 @ 6:57pm 
There is a mod that supposedly fixed this issue for a few mods, you might want to look at it.

https://steamcommunity.com/sharedfiles/filedetails/?id=1772526733&searchtext=interplanetary+agriculture
Sunconure11 Sep 28, 2020 @ 6:08pm 
I'm noticing that with some mods installed, not sure which ones, but unless this is at the end of a load order, the traits have no localization. Floating world people has localization for some reason though.
Harling Honenhoff Homer  [author] Aug 16, 2020 @ 12:57am 
This mod basically divide the original 'Biological' type to mammals, reptiles, etc. It's unfortunate but if the option's checksum declared biological only, This mod cannot be used with it because it has already divided. I wish to fix this compatibility issue but the entire mod is based on this division of species types, which make it impossible. Sorry.
patrickevans61 Aug 15, 2020 @ 11:30am 
no clue why but this one is bugging my organic structures origin all i know is it works with out it and cant make an empire with it using organic structures due to it saying i am not biological and i have a bug race so i cant give you any more info sorry
Harling Honenhoff Homer  [author] Jul 15, 2020 @ 4:48am 
Yeah, I thought that livestock modifier effects the enslaved livestocks, not themselves. My bad. It is now fixed.
Words and Philosophy Jul 14, 2020 @ 10:54am 
@Merle Cory
I agree. The author might've mixed it up - having the perk on a predator should mean that the empire with that species as its founding one should get more food from livestock, as they are the predator and therefore eat the prey.
TTV_BoxFoxMerl Jul 7, 2020 @ 9:53am 
so i like the traits you added... but i have an issue with two, Predators and Pray... i feel like +food for livestock should be for pray not the Predator... as Predators are the top of the food chain, and Pray are well delicious
Harling Honenhoff Homer  [author] Jun 27, 2020 @ 5:28am 
As I just mentioned in the mod description, literally every line of my mod description below 5 lines has just vanished. It does not have any effect on mod itself, so no worries.
I do not think anyone does read all that, but since it is now gone, I'll inform you that rewriting that will take quite of a hurdle, and I'm not going to do it all again anytime soon. Already quite busy developing other mods. Sorry for inconvenience.
Harling Honenhoff Homer  [author] Jun 15, 2020 @ 11:56pm 
Thanks! This incompatibility is one of the issues that I am actively trying to solve. I'm searching for ways to make this mod without hardwire-ing portraits to archetypes since, but unfortunately no luck for now. If any progress made, I'll notify in the comments ASAP.
StormtrooperTrish Jun 13, 2020 @ 12:24pm 
Very good, man. I appreciate this feedback. Keep it up!
Harling Honenhoff Homer  [author] Jun 13, 2020 @ 4:41am 
As far as I know, there is no specific line or code in the traits system that can make traits player-specific. Which means the mod can't distinguish player and AI, making realization of that function impossible. There is a code that distinguish AI, but it only checks whether or not the nation is controlled by AI now. Since trait randomize system itself initiates before AI took control (which means, before the start of the game), I think there isn't a way to utilize this.

I could make some kind of event that forbid the usage of modded traits, but this will only remove the traits. I could use some kind of randomizer to overcome this, but this will not be able to imitate original trait systems. (Ex. AI could receive OP traits like 'Extremely Adaptive' for free.)

In short, since there is no simple way to do this, and the possibility is not certain, I wouldn't make this before I come up with an solid idea to bring this to reality.

So I wouldn't promise, but I'll see what I can do.
StormtrooperTrish Jun 12, 2020 @ 5:27pm 
Would you at all consider making a player empire only an option for this mod?
TTtime May 29, 2020 @ 2:11pm 
Oh ok thank you for the explanation! The mod looks great otherwise
Harling Honenhoff Homer  [author] May 29, 2020 @ 8:33am 
That's because portraits are somehow hardwired to species archtypes. This mod rearranges portraits to designate each of them on specific species which they belong. so it will conflict with mods which adds new portraits or modifies the original. This is sadly an issue that can't be fundamentally solved. I'll look into it in order to create some kind of compatibility patch, but I can't ensure anything.
TTtime May 28, 2020 @ 6:52pm 
got a strange conflict with trace's better lithoids where the new lithoid portraits don't appear with this mod active. Not sure how is it even conflicting, I don't see a conflict in the mod manager, but when I turn this off the portraits appear.
Harling Honenhoff Homer  [author] May 23, 2020 @ 8:49pm 
Yes, it applies to AI empires also. AI empires with these traits will spawn, and it also applies to pre-FTL primitives too. Since there is crossbreeding chance enabled, many of these traits could be applied through crossbreed too.
StormtrooperTrish May 23, 2020 @ 12:03pm 
Do these traits get applied to AI empires also? If I were to start a game with this mod enabled, would the AI empires potentially spawn with one of these traits, or is it player-side only?
Harling Honenhoff Homer  [author] May 17, 2020 @ 8:40pm 
Trait modding is one of the easiest parts, and the fact that traits are naturally compatibility-friendly makes it better to start with.

It's just that if you intend to maximize compatibility with implement archtype-specific or advanced traits which linked to various things like events and anomalies, things get tricky fast. Since traits with such modification is hard to test, there is a lot of chance that some kind of bug or error will arise.

Also, compatibility is a issue that you can also see in this mod's comment, that since many of errors arise because I have to override original files rather then making a new one which will do the same. These hurts compatibility a lot.

So in short, basic trait modding are easy, and won't take much of your time. but as soon as you decides to implement advanced traits, it gets far trickier.
That Cute Dragon May 17, 2020 @ 10:50am 
For someone who is experienced with base-level game modding, how would you rate the difficulty of something like this? I've seen and used a lot of trait mods (like this one, which is by far my favorite) and haven't been quite satisfied, so I want to make my own but haven't tried Stellaris modding before.
Meme Therapy Apr 28, 2020 @ 12:05pm 
Thank you! I will of course link back to the brilliant mod that inspired me.
Harling Honenhoff Homer  [author] Apr 26, 2020 @ 9:26pm 
I'll actively try to solve this, but it would not change the basic premise of the mod so the problem would not be completely solved by this. Since many already asked for the non-divided version, I think there could be one conclusion.

So I grant you a permission. Linking my original mod would be all I need. Since I want to keep the concept, and since you already created it, it would be the best way to go.

Thanks for the great work by the way. I really appreciate it.