Stellaris

Stellaris

Gwen's Simple Traits 1.6.1
46 Comments
CrazyDave May 18, 2018 @ 5:01pm 
That's along time to not update a mod lol
Hakon_Blum Oct 26, 2017 @ 5:48am 
please update all gwens mods please
Exende Aug 6, 2017 @ 1:49pm 
http://steamcommunity.com/sharedfiles/filedetails/?id=1102720511 <-- whenever I use your mod there are just way too many traits and it just overflows, any chance of a scroll bar or something like it?
Skill Less Aug 6, 2017 @ 1:40pm 
i think it is not necassary to overwrite the opinions file, just make a "clone" of the opinions (custom opionions file) and just apply for your own traits ;)
jason.de.superb Jun 9, 2017 @ 5:12pm 
For non-steam user, please?:steamhappy:
Evil Bob the Almighty Jun 9, 2017 @ 7:41am 
she'll update and fix things when her computer returns from the shop
legion248 Jun 6, 2017 @ 12:00pm 
Oh and unscruplous eaters 5 grants benifits not penalties.
legion248 Jun 6, 2017 @ 11:13am 
With all these traits now enabled for gene moding could we perhaps get some icon differention? On the species creation scree you at least have a discriptor in addtion to the icon. Gene mod window just the icon. At minimum color codeing more postive, negative, and mixed. Perhaps Blue,red, and yellow respectivly?
Nozeminer Jun 5, 2017 @ 12:50pm 
If it isn't too much to ask, would you probably be so kind and localize this mod (and perhaps your other ones too) by copying the english files and renaming them into the other languages?
I'd really like to play with them but since i don't use the english version i am just getting an underscore_text instead of the actual names and descriptions. :/
Idrinth Jun 5, 2017 @ 10:05am 
really looking forward to mess up a species even more, thanks Gwen :) let's see if I can get growth rate even lower than -80% now :D
Picklesoup Jun 5, 2017 @ 10:01am 
Thanks a ton! That helps a lot.
GwenBlanketSpecter  [author] Jun 5, 2017 @ 9:59am 
as son as steam updates on your end it will work for modding.
GwenBlanketSpecter  [author] Jun 5, 2017 @ 9:57am 
I'll make it all gene moddable shortly. Since folks are requesting it enough. I used to have it turned off because of a previous request.
Picklesoup Jun 5, 2017 @ 8:40am 
Any chance of having this work with gene modding? I can't add or remove your traits from gene modding, which kinda kills a lot of its usefulness. I'm not too concerned with the traits taking up a lot of space, since the CoFH genemod UI mod solves that issue.
GwenBlanketSpecter  [author] Jun 2, 2017 @ 3:26pm 
6/2/2017
fixed other species happiness traits to be more impactful given I didn't realize they changed how the modifier works. they are noew 1 to 3 and -1 to -3. and provide bonuses in increments of 5.
Xixaltr May 25, 2017 @ 5:13pm 
@GwenBlanketKnight

Thanks for the heads up and the great mod. ;)
GwenBlanketSpecter  [author] May 25, 2017 @ 9:08am 
alright. I'll look through this weekend and apply your suggestion. I'll hopefully have icons for most of the traits at that point and push it all out as the same update. Trying to get al my mods in working condition then go through for balance and other patch stuff.
Mirisme May 25, 2017 @ 8:38am 
Or only mid level and highest level. IMHO genemodding is about creating the best or the worst species.
GwenBlanketSpecter  [author] May 25, 2017 @ 4:18am 
what if I just made the lower levels gene moddable? that would reduce the screen fill to 80 tops when including the negatives.
Mirisme May 25, 2017 @ 3:23am 
Would it be possible to have both version? If it's not too much of a hassle.
GwenBlanketSpecter  [author] May 24, 2017 @ 8:32pm 
I did that to keep the gene window from being flooded as per requests on the old version of the mod for me to do that. Not sure what a good compromise is.
Mirisme May 24, 2017 @ 7:28pm 
Is it normal that traits cannot be added by genemodding?
GwenBlanketSpecter  [author] May 24, 2017 @ 5:14am 
just means I derped and forgot to add a - to the second set of modifiers. my apologies. should be fixed now
GwenBlanketSpecter  [author] May 24, 2017 @ 5:11am 
easy enough to solve. let me go see whats up.
moogiemode May 23, 2017 @ 9:27pm 
is it just me or are the divided/united mindset not what they should be? they both give the exact same..trait? for example united mindset 3 gives 22% unity output and 37% governing ethics attraction, while divided mindset 3 gives those same exact stats
GwenBlanketSpecter  [author] May 23, 2017 @ 5:37pm 
GwenBlanketSpecter  [author] May 23, 2017 @ 9:56am 
someone reported an issue with the genetic engineering scree and said it may be this mod. I"m not seeing anything. Anyone else seeing anything?
Idrinth May 23, 2017 @ 5:51am 
Due to rounding it won't change anything within the base game's result, would only affect the higher tiers in any case.
I do consider your numbers pretty well balanced, even in the more extreme areas, so this isn't a complaint in any case. :)

Did play around a bit with a copy of your spreadsheet, most traits(including none-linear ones) you have are very close to
=IF(E8>0,ROUNDUP(E8*0.975^(2*E8)),-1*ROUNDDOWN(-1*E8*1.1^(-2*E8)))

https://docs.google.com/spreadsheets/d/1_I-u1gFZSneeHYKRlCyDWUt7O0nHBqbpKI9M290MdjE/
GwenBlanketSpecter  [author] May 23, 2017 @ 4:35am 
hmmm that is an interesting formula. I tend ot liek doign things mathematically. I patterned what I have off the way the base game seems to do it. And its very linear.
Idrinth May 23, 2017 @ 4:07am 
It's fine I think, there is no drawback for me with having npcs pick those traits. On the other hand my current game with -80% growth and -40% habitability is also pretty fun ;) [multiple trait mods]

What could be done is making your points for the extreme traits not behave as linear as they do now, so instead of Habitability -25% for -5 Points, -6 Points would make sense since that is the point where you lose another planettype to settle on initially.
Can go through the list and have a look at more of those points, but all in all I think something like the following would fit better to the scaling of the percentages:
Bonus: CEIL(level*0.95^level)
Malus: FLOOR(level*1.05^level)

(level=DesiredEffect/1PointVersion, so if 5% is worth 1 point, 20% is level 4 and 2.5% is level 0.5)
GwenBlanketSpecter  [author] May 23, 2017 @ 3:08am 
They way I figured was give a range so folks can decide themselves how much to invest. How lop sided or min maxed they wanted to be. Just not sure if that is the best way to handle it.
Idrinth May 23, 2017 @ 2:15am 
As requested some feedback :P I love the options it provides and they seem pretty balanced. Having so many options especially reduces the duplicates in a maxed out vanilla galaxy and makes species feel a bit more different.

Wouldn't mind reducing the extremes tbh, anything bigger than 5 or less than -5 is not likely something I'm going to consider - it would dominate the species makeup too much. But that's personal taste.
GwenBlanketSpecter  [author] May 22, 2017 @ 9:34am 
GwenBlanketSpecter  [author] May 22, 2017 @ 8:36am 
I haven't had issues in the past. Given consumer goods is a totally new value I expect some glitchiness. After I re release my next mod today i'll set those traits to unobtainable for now so as to not ruin an existing save games. Leave them in but make them unselectable. That is how I usually handle things.
legion248 May 22, 2017 @ 7:24am 
I didn't test super extensivly it could just be display weridness like when fleetpower rollover occurs. Either way proably something to avoid, given how badly stellaris handles values outside of expected ranges.
GwenBlanketSpecter  [author] May 22, 2017 @ 6:28am 
hmmm in the base game its possible to get consumer goods down to -98%. expanding on that leading to a gain instead of capping is interesting. most things just don't go below 0. never expected consumer good reduction to not follow suit, might need to remove the positive versions of the trait.
GwenBlanketSpecter  [author] May 21, 2017 @ 3:09pm 
the text isn't reading right for opinion modifiers but they work for now. Did a hard edit of opinions.txt to get them working right.
GwenBlanketSpecter  [author] May 21, 2017 @ 12:50pm 
welp I'll see what i can do about that right now. thanks for reporting.
legion248 May 21, 2017 @ 12:36pm 
Consentious eaters 1 incorrectly costs 4 points. consentious eaters 3-5 has 1% food consumption bonus. Unscruplous eaters 3 and 4 simarly bugged. Unscrouplous 5 appears to have no mods. All versions of Engageing and repulsive have identical modifiers. Repulsive 4 appers as (Repulsive4). Divided mindset has bonuses rather then penalties.

Addtionaly incresed conservancey 3 plus other modifers can yeild negative consumer goods costs leading to gaining minerals from pops exsisting.
GwenBlanketSpecter  [author] May 21, 2017 @ 6:24am 
https://steamcommunity.com/sharedfiles/filedetails/?id=930129288 zero cost traits is now also updated. please check it out
GwenBlanketSpecter  [author] May 21, 2017 @ 5:16am 
Was talking to someoen and they feel I should scale back to no more than 3 of each trait for being two min maxy and unwieldy. Thoughts?
GwenBlanketSpecter  [author] May 20, 2017 @ 9:38am 
just pushed out a small update with some more traits.
GwenBlanketSpecter  [author] May 19, 2017 @ 5:50pm 
Indeed. I can't really play the game without my own mods installed. I really appreciate added flexibility. Still have to update my other trait mods. I think the total i used to have was around 500 with all the mods installed. Will probably be much more than that as I update them.
Hellfire May 19, 2017 @ 5:45pm 
I wish Stellaris interface could keep up with these so many traits...
GwenBlanketSpecter  [author] May 19, 2017 @ 5:32pm 
Please spread the word so everyone can find out its updated and that I'm back.
davidb11 May 19, 2017 @ 5:30pm 
Yay! One of my favorite mods is finally updated for Stellaris!