Stellaris

Stellaris

Svafa's Expanded Species Traits
591 Comments
Ghost Fox (ΘΔ) May 8 @ 10:32pm 
I've finally given up on it, since the pop-system changes broke so much of it.
Nyx (She/Her) May 8 @ 10:01pm 
Anyone know if this one is dead-dead in pheonix?
Mosstone Nov 23, 2023 @ 3:32pm 
Finally, you can recreate stardew valley with the Lithovore trait
SAM May 17, 2023 @ 1:24pm 
update Galactic Paragons 3.8.2??
Baltimoron Sep 28, 2022 @ 2:28pm 
Dead mod is dead.
Ruggedgolem Sep 28, 2022 @ 2:23pm 
Considering this mod hasn't been updated in 2 years, I do believe that this has been dropped.
Baronfuming Sep 23, 2022 @ 6:13pm 
I agree with Orion13. All the 0-cost traits are picked by AI nations through genemodding. I love the traits that this mod adds, but I have no choice but to disable this for the time being. I hope you're doing okay, Svafa. :Blessing: Maybe this mod can be updated and 0-cost traits changed in the future?
Orion13 Aug 25, 2022 @ 9:20am 
I found a glitch in my latest play through where the biological nations that unlock the gene modification tech will select all of the yellow special environmental traits on their pops. Literally every spices that migrates from another nation will appear with these traits, given enough time, and you can only fix it in game by actively modifying your pops.

Don't know if its a conflict with other mods, but I suspect its due to the game updating.
Fetfrumos96 Dec 12, 2021 @ 1:21pm 
Please, is it possible to fix your mod, the mod does not want to work correctly in the new version 3.2
TheCrowQueen Nov 23, 2021 @ 7:40pm 
PLZ UPDATE
Rolhn Oct 22, 2021 @ 8:15am 
Update when?
Retheri Aug 30, 2021 @ 6:50am 
For those asking for update, despite the dated version this mod works surprisingly well, events are fired and effects are applied correctly. During my test I haven't found any malfunctions yet, I think it is safe to conclude that this mod is still compatible with 3.0. If you have found something not working, please leave it in the comment section, I'll consider an update if I could replicate.
Retheri Aug 29, 2021 @ 3:00am 
For now it loads into the game, I'll do a more thorough check on the detailed functions later. If this is truly abandoned I might consider taking it over.
GoblinEngineer Aug 18, 2021 @ 7:17am 
No, but I have found a decent replacement if anyone's interested. No, it's traits aren't the same, but they seem to follow a similar style.
https://steamcommunity.com/sharedfiles/filedetails/?id=2558626782
Gregor MacGregor May 28, 2021 @ 9:56am 
anyone know of a patch or update that someone else made for this?
GoblinEngineer May 25, 2021 @ 10:31pm 
Well guys, I think it's safe to say it's been abandoned.
Beast-Storm May 10, 2021 @ 2:50am 
When can we expect an update?
Apr 19, 2021 @ 5:43am 
Has this mod been abandoned?
inactive acc Mar 27, 2021 @ 5:31pm 
What needs updating? Lithoids etc.?
Dr Jimothy Jan 20, 2021 @ 11:59am 
Well well well if it ain't a mod more than deserving of an update...
Muddy shoes Dec 21, 2020 @ 2:27pm 
May we please enjoy this mod in 2.8, pretty please?
Roboctopus Dec 17, 2020 @ 12:11pm 
Quarrelsome is already the name of a trait. Does the new one replace the old?
SAM Dec 14, 2020 @ 7:57am 
spanish PLissss :steamsad::steamsad:
[FURRD] Silentwolves059 Dec 2, 2020 @ 7:25am 
update please all the traits from this mod are missing
IFG. Nov 16, 2020 @ 11:06am 
works with version 2.8?
Nyx (She/Her) Nov 14, 2020 @ 3:37pm 
a l o t of the traits in this apply via empire modifiers; thus, they work even if you have but a single pop of that trait in the empire.
GOAT4444 Nov 2, 2020 @ 6:55am 
@doctordynamo not entirely sure, but like 95% sure it's when the species with the trait is the leader of the fleet.
SmileyF[A]ce Nov 1, 2020 @ 7:55am 
will there be an update for 2.8 ?
doctordynamo Aug 10, 2020 @ 7:59am 
How is the electroreceptors trait applies? Does it mean you have extra sensor range if you just have the species in your population, only if it's your starting population, or only if that species is the leader of a fleet or science ship?
GodofConquest95 Jun 29, 2020 @ 2:44pm 
Mod does work. Do what Sephylon suggested. That worked for me. Also go through the steps I listed that I took as well.
w4js Jun 17, 2020 @ 8:53am 
well,it doesn't work.
Sephylon Jun 13, 2020 @ 3:12am 
@godofcon yes mod works in 2.7.2 uninstall and reinstall the mod when the launcher is open. sometimes mods doesnt update properly with the new launcher
GodofConquest95 Jun 12, 2020 @ 6:39pm 
Is this mod updated to work on version 2.7.2? The launcher lists this mod to only work with version 2.5. I have tried launching the game, with only this mod activated, multiple times. I have uninstalled and reinstalled this mod between each attempt. I have also removed the mods_registry.json file after each reinstall to fix the missing archive file error. Despite my efforts, the species creation menu will not show any traits beyond vanilla.
Chris_Woods May 30, 2020 @ 2:13am 
Hey! This is a great mod and much thanks for all your hard work!

Have you considered updating your description? Many of the links point to abandoned files, and at first I thought this mod was also abandoned. I'm happy to see it's still going strong, but it is a bit confusing to suggest a patch that hasn't updated since 2018.
AngleWyrm May 16, 2020 @ 2:43am 
I uninstalled Stellaris, the launcher, and all of their folders, then reinstalled Stellaris & launcher. This cured the "missing descriptor file" issue for me, so evidently the launcher's reports are not necessarily accurate.
Arakhor May 16, 2020 @ 2:17am 
Try deleting the mods_registry.json file in the <documents>/Stellaris folder.
Svafa  [author] May 16, 2020 @ 1:56am 
Well, I managed to reproduce the missing descriptor file error. For every Stellaris mod I have. So, doing a clean install to see if that fixes things.
Svafa  [author] May 16, 2020 @ 1:02am 
Sorry, been out for a bit. I tried uploading it again after checking to make sure the descriptor file was present. It's still the 2.6 version, but is it at least loading?
AngleWyrm May 14, 2020 @ 11:52pm 
Launcher declared "This mod is missing the descriptor file. Please contact the author," and over-rides the enable/disable switch auto-disabling the mod.
Retheri May 11, 2020 @ 2:41am 
I have to point out that the mod itself has nothing wrong. If you copy it into another mod's directory it runs perfectly. Maybe you should check the upload configuration.
Retheri May 11, 2020 @ 2:32am 
Dude, as well written as this mod is, the current version has a rather glaring flaw: it does not load.
Danks Apr 27, 2020 @ 11:52am 
I'm getting a warning that the archive file is missing. The mod seems to still work but the descriptions are missing and you see the file names of the traits instead of their in-game titles.
JanusKyon Apr 22, 2020 @ 9:28am 
Parasitic is at the moment the only orange trait that has a cost of -1. I think this is a mistake because in the pictures it has a cost of 0
JanusKyon Apr 22, 2020 @ 8:46am 
I translated your mod into german. Are you interested ?
Svafa  [author] Apr 20, 2020 @ 2:20pm 
Let me know if you run into any issues. I tested it out a bit earlier today and didn't find any issues, but that doesn't mean they don't exist. ><
QOMRADEQUEER Apr 20, 2020 @ 2:03pm 
♥♥♥♥♥♥♥♥♥. I didn't expect this to be at the top of my favourites when sorting for most recently updated. Sometimes the gods are kind.

Thank you for updating one of my favourite trait mods!
catfish cultist Apr 1, 2020 @ 4:45pm 
this mod worked for me when i unsubscribed and resubscribed
Svafa  [author] Mar 30, 2020 @ 7:47am 
I am, have been tracking down a couple errors people were having. After some experimenting, I think I found the issue, so I'm working on an update to push.
Pramathyus Mar 28, 2020 @ 9:23am 
Are you planning on update this wonderful mod?
Baligdur Mar 22, 2020 @ 6:30pm 
Traits from mod don't show up on the list.