Stellaris

Stellaris

Extended Toxoids
21 Comments
mute  [author] May 18 @ 6:16pm 
As mentioned on my other Extended Species Mods, I am discontinuing the individual mods in favor of a (built from the ground up) merger: Galactic Diversity

Not all mods have been integrated yet, and some features maybe never will, but this is the place where, if anything, everything will be from now on.
Ciaphas Cain Apr 13 @ 12:39am 
abandoned/ceased development?
MechaShadowV2 Oct 12, 2024 @ 12:06am 
so since pollution is bad for a non toxid species (unfortunately i didn't pay enough attention at first to realize it adds pollution to the game) how do i get rid of said pollution? there should be a building or something that reduces pollution. or some way to get rid of it.
wilnadon Sep 4, 2024 @ 7:53am 
Question: Is there a way to make toxic worlds habitable to Toxoids without the need to terraform them? Perhaps even giving them a toxic world preference would be really cool thematically.
Neemoo Jan 14, 2024 @ 11:05am 
More toxic appearences to the game?
CTH2004 Jul 17, 2023 @ 9:04pm 
Quick question(s):

Could you describe more on what the different pollutions do? Which traits provide pollution immunity?

Also, how about 2 traits, one makes pollution non-deadly, but keeps all other effects. The other removes all negative effects. No bonus, no drawback. Maybe even a third one that makes pollution effect those pops even worse?
mute  [author] Jul 17, 2023 @ 1:38pm 
Update! New Traits: Poisonous, Detoxifier, Destructive, Natural Chemists and Addicts.

Let me know if there are any issues with this update!
ghosterino Jul 13, 2023 @ 4:04am 
Wow! You have made Toxoids 150% more interesting! How does the pollution stack work?
Materialoss Apr 3, 2023 @ 8:17pm 
Can you do that? when i choose “enginerred evolution”, i can use toxic spores like vanilla game can use plants and rock traits?
Mushroomancer Mar 1, 2023 @ 11:27am 
Alright, thank you <3 I'm looking to use these with Stellaris Evolved, so as long as your mods don't mess with pop categories or species rights we should be clear as crystal
mute  [author] Mar 1, 2023 @ 2:50am 
None of them overwrite vanilla files, if that's what you're asking
Mushroomancer Feb 28, 2023 @ 3:23pm 
Or Pop Categories?
Mushroomancer Feb 28, 2023 @ 3:22pm 
None of your Extended Species mods touch Pop Jobs or Species Rights, correct?
Lucky The Atomic Fonk Dec 27, 2022 @ 7:32pm 
Ressources -> Resources in Profligate tooltip

Neat mod :3
Gearmech Dec 21, 2022 @ 7:31am 
I'm wondering if the robot pops are supposed to have a trait that works like the Toxoid trait since they have a trait that produces pollution on the planet?
mute  [author] Dec 20, 2022 @ 2:47am 
I am not really sure if I get what you're asking?
Gearmech Dec 18, 2022 @ 5:22pm 
Is there supposed to be a mechanical counterpart for the Toxoid trait, since there are traits for traits that would be useful for?
ThePionier Dec 4, 2022 @ 12:48am 
Good morning!
It seems that there are problems with the localization files for the German language.
Balathustrius Dec 2, 2022 @ 1:50pm 
Awesome work Mute, I really appreciate the effort you've put into these. New art is looking fantastic as well!
mute  [author] Dec 2, 2022 @ 2:32am 
Only the habitability part worked correctly. Just an oversight on my part, everything should work as intended now. The modifiers shouldn't show at all. Except for habitability which only shows the Pollution part, but I double checked this time, it does get cancelled out.
Balathustrius Dec 1, 2022 @ 9:19pm 
The Toxoid trait does not seem to actually counter the malus of pollution. At least, when examining a farmer pop (for example), adding up my positive and negative modifiers (including the pollution malus) yields the shown value. Could this perhaps be a mod conflict? Any information I could provide that might help?