Stellaris

Stellaris

Nature Traits Mod
124 Comments
Hann3o  [author] Jun 24 @ 11:05am 
thank you will add that next time I get to update :)
taxel Jun 20 @ 2:19am 
If you just add the tags "organic positive" to all traits they should be available from the random option of the event.
taxel Jun 20 @ 1:55am 
@Hann3o How are the tags coming along?
juba May 15 @ 10:08am 
Could you make a version 3.14? I'm noticing that some components are missing in some lines.
Hann3o  [author] May 9 @ 3:18am 
Alrighty, I guess it is because of the new tags system for traits. Gotta see if the devs have something for that in the dev diary to make it work
Cyph the Terrible May 9 @ 2:51am 
I became a lab rat and did a test run with this mod as a Evolutionary Predator hive. I managed to get the situation to finish 4 times, two times i picked molloscoid (my species class), once i picked random, then once i picked reptillian (gained from anomaly). Either the game rng is... not being happy with me (very possible, considering my rng), the vanilla traits have a HIGHER weight for the situation, or that the Nature traits don't kick in. These are my findings, probably not much help but I figure any info is good info.
Hann3o  [author] May 9 @ 12:55am 
@Cyph the Terrible havent tested that yet :)
Cyph the Terrible May 9 @ 12:27am 
I apologize if this seems to be a dumb question but would this mod, alongside Necroid and Toxoid trait mods of yours, would their traits be randomly picked by the Evolutionary Predator Situation Origin? And would they work for the new Hive civic Shared Genetics?
Hann3o  [author] Feb 5 @ 2:22pm 
Slowly updating the mod and rewriting the traits :coromon_blush:
Bellatrix Sep 23, 2024 @ 3:25am 
I feel like this could do with a bump in trait picks, even just one more.
Also, the traits Specialized Diet and Inefficient Metabolism both show "Pop Food Upkeep: 15%" twice for me
Hann3o  [author] Aug 23, 2024 @ 7:45am 
Ui Overhaul should work for empire creation. For species modding you need a mod that enlarges that UI
WilkuRs Aug 23, 2024 @ 6:36am 
Do you know the mod that makes it fit in the UI? I using UI Overhaul
Hann3o  [author] Jul 29, 2024 @ 6:49am 
@Terrorxide probably a misscalculation on my end :)
Terrorxide Jul 17, 2024 @ 10:43am 
Hi there. Just noticed that the Heavy Lifter trait is pretty much a better version of the "very strong" vanilla trait with the same cost (3).Though, in the list of your traits, the "heavy lifter" trait costs 4. Did something went wrong on my end?
Hann3o  [author] Jul 14, 2024 @ 2:06pm 
@Kabaka Mod is working in machine age without problems :) I guess there is a different mod conflict in your modlist. This mod doesnt touch any vanilla files or changes them, thus very unlikely there is a conflict.
Kabaka Jul 14, 2024 @ 1:44pm 
This is currently one of the best mods for me regarding traits. Unfortunately my game currently crashes when i put it in my mod list - I guess because it isn't updated. Please continue with your great work sir! Can't wait to have it patched for the machine update. It's really an essential mod for me to make interesting enemy empires.
LNSS Jul 12, 2024 @ 8:55pm 
Some traits suggestions (maybe they exist but I didn't find them): Tentacles, Mold (Fungoids Only, for those fungoid portraits that look like mold growing on mammalians).
Terrorxide Jul 8, 2024 @ 1:04pm 
Brilliant. That's exactly the pack of flavour i love to see in mods. So, do i consider species without any of those traits as not atypical?
Hann3o  [author] Jul 8, 2024 @ 3:36am 
@LNSS Thank you:) And both WIP, cyborg ones especially. But can't tell you when ready, since busy with work/college rn
LNSS Jul 7, 2024 @ 2:24pm 
BTW will you have a machine/cyborg traits mod? Now my machine empires look a bit bland compared to the organic ones trait-wise.
LNSS Jul 5, 2024 @ 12:44pm 
This is what species traits should be, not ambiguous relative stuff like vanilla "agrarian".
Hann3o  [author] May 21, 2024 @ 10:33am 
@[FD] Tomatohead Thank you that is very kind of you :) I m just a lausy hobby modder, no big stuff. Glad you enjoy it though:steamthumbsup:
[FD] Tomatohead May 18, 2024 @ 9:15am 
Hann3o you are a genius. Thank you so much for your contribution to the stellaris mod community!
Veniji Nightprowler Apr 9, 2024 @ 8:36pm 
@Hann3o You're welcome. Also fair enough, don't worry. :3
Hann3o  [author] Apr 9, 2024 @ 12:43am 
@Ben Nightprowler sounds good will see what I can do. But no promises, busy with work and college :)
Hann3o  [author] Apr 9, 2024 @ 12:37am 
@Ben Nightprowler Thanks my guy. Fixed :)
Veniji Nightprowler Apr 8, 2024 @ 6:02pm 
Also, trait suggestion: The smelly trait. Basically just a negative trait that decreases happiness for other species living on the same planet while not benefiting the "smelly" species. Kinda like the noxious trait.
Veniji Nightprowler Apr 8, 2024 @ 5:51pm 
Tiny bug, but for every trait affecting food upkeep, such as specialized diet, it only affects leader food upkeep. Leader food upkeep only effects one type of empire, that being a hivemind with the autonomous drones civic. Use this line of code here to fix this issue:
planet_pops_food_upkeep_mult
Hann3o  [author] Apr 8, 2024 @ 7:53am 
@Mawootad Thank you, fixed :)
Mawootad Apr 7, 2024 @ 8:02pm 
As far as I can tell the trade value traits don't work. They should probably be using pop_job_trade_mult instead of trade_value_mult.
Hann3o  [author] Feb 26, 2024 @ 5:58am 
@Mallard is Fruit Thanks G, was not intended, just my lausy modding knowledge :)))
Mallard is Fruit Feb 26, 2024 @ 5:54am 
Not sure you intended, but every negative trait have 'species_possible_remove = {can_remove_beneficial_genetic_traits = yes}' line which does not allows removing it without taking biological ascension perk. AFAIK, this line is only used in positive traits in vanilla.
Hann3o  [author] Feb 3, 2024 @ 5:28am 
@Guesswho Yeah no worries, feel free to modify what you want :) Thx
Guesswho Feb 3, 2024 @ 5:22am 
nice to know you arent against people modifying things.
might just do that for some multiplayer games.
again, i love the descriptions and the species locked traits.
the descriptions are very fun and the species locked traits are super interesting.
Hann3o  [author] Feb 3, 2024 @ 5:19am 
@Guesswho Yes, helps with combining things. If you dont like certain traits, you can remove them :)
Guesswho Feb 3, 2024 @ 5:01am 
is this intended to be used with a mod that increases trait picks?
Guesswho Feb 3, 2024 @ 4:57am 
Just had a quick look through these traits.

ive got to say that the traits that are locked to certain species are usually the most interesting and balanced, the rest are often redundant, extremely expensive and unbalanced or just not interesting.

love the description and i love most of the traits locked to certain species.
Hann3o  [author] Jan 30, 2024 @ 12:55pm 
@snailionaire You wouldve to find it in the code and delete its entry :)
Braskan, the Void's Tear Jan 25, 2024 @ 6:51pm 
Thank you
Hann3o  [author] Jan 25, 2024 @ 1:21pm 
I see what you mean, but as stated, it is not as OP as it seems. Also, the mod is not made for hardcore balanced games and probably has loopholes for people minmaxing the traits :)
Rage000 Jan 25, 2024 @ 1:11pm 
army warfare is on the bottom of the goals for the game. at least for now. That is a lot of positive bonuses for traits
Hann3o  [author] Jan 25, 2024 @ 12:52pm 
Thats not that OP as it looks :)
Army Damage is really low in values in the trait value matrix from paradox:)
Rage000 Jan 25, 2024 @ 12:02pm 
I was able to pick traits that drove my races starting army (before any research) to be
+165% Army damage
+35% Army Morale
+65% Army Collateral damage
+20% Army Morale damage
+100 Army Starting experience
-30% Army upkeep.

Traits: Continental preference, Hive mind, Iron Fist, Ambusher, Strong, Big Mouth, Slow Learners
Civics: Devouring Swarm, Strength of Legions

that much Army Damage to start with even before tech seems OP , Is this intended?
Hann3o  [author] Jan 16, 2024 @ 2:34pm 
@Oliver Yeah Ik they hard capped the Leader Level to 10, which sucks. I will see if there is a different modifier that makes it more worth it.
Oliver Jan 16, 2024 @ 10:06am 
Really cool mod, great for RP, but all the leader level cap bonuses are useless since 3.8.
Hann3o  [author] Jan 16, 2024 @ 3:18am 
@Sparble Thanks G :)
Sparble Jan 16, 2024 @ 3:11am 
Great mod!
Hann3o  [author] Jan 12, 2024 @ 1:45pm 
#Updated chinese localisation thanks to @Darkborderman#
Hann3o  [author] Jan 2, 2024 @ 2:07am 
@Cyph the Terrible You are good :) Thanks for the feedback. I do have a folder full of trait icons for machine empires but I lack the time these days to put them into a mod - since the trait script takes some bit ^^. Maybe someday :)
Cyph the Terrible Jan 2, 2024 @ 12:37am 
This mod has quickly become my favourite trait mod for organic empires! So many roleplay worthy traits to choose and decide on. I hope I don't come off as rude, but would there perhaps be any plans for a similar mod for machines? If not, thats fine since this mod is already helping me with my empire and hive creations.