Stellaris

Stellaris

Plentiful Traditions 4.x
3,837 Comments
雾之湖の冰精 7 Jul @ 5:01pm 
Hi, here is a feature request... would it possible to ban traditions for AI? AI will apply terraforming tradition and terraforming every planets, My CPU cannot afford hundreds/thousands of colonies... So I want to ban this for AI, or maybe there is another mod can restrict this?
Stellaris_chewie57 5 Jul @ 8:38am 
Bug - when i terraform to Hive world and click on district specialization, it results in game crash. Same for forced "planet_class pc_hive".
DrvnkHades 3 Jul @ 5:50pm 
Confirming broken hive world with district specialization crash for me
Antlantas 2 Jul @ 11:20pm 
FYI it seems like there is some localization or something up with the Genetic Cyborgs Tradition. The Adoption effect and Integrated Modules effects are not listed in the tooltip.
Gh0stP3nguin 1 Jul @ 10:19am 
I have testet every Mod in my Load Order, it is definitly this Mod that is causing the Problem with Machine, Nanite and Hive Worlds where it deletes your District specialisations and you crash to desktop upon selecting new ones
Hoping for a fix soon, since this mod is one of my favorites
Firestarter 30 Jun @ 5:25pm 
its broken rn, you cant use machine worlds, nanite worlds and hive worlds. when you look at the planet and chose the specialization option it crashes to desktop.
Dizz 29 Jun @ 7:57pm 
Can confirm it's broken in Stellaris version 4.0.21.

I got a new building (Pillar of Affliction) from the Mutagenesis tree and it's not even showing up to build on any planets.

edit: Nevermind, I found it under the agriculture districts specialization slots you have to pay to unlock for the planet (it's not a regular building slot like where a resource silo would go to). Everything else I tested also works, like the bonuses the traditions give, as well as ascension slots.

So I was wrong. This mod is fully functional in Stellaris v4.0.21 (the last update as of 2025-06-29).

Giving an award to the mod creator, because this mod is simply amazing in traditions options! :praisesun:
Ranger 27 Jun @ 4:19pm 
Still broken as of 6/27/25
alexandertyrell2 27 Jun @ 1:43pm 
Installed the Mod today and there is no change in game. The traditions and ascension is still vanilla.
ClockWorkOrange 27 Jun @ 9:56am 
Does anyone know how to solve machine world & hive district problem?
SSRB - Papermoon 27 Jun @ 6:12am 
yeah this mod crashes when you try to change district specialization for machine worlds. i turned on this mod in the middle of the game and it get rids of my district specialisations and when i try to change it it crashed the game.
TiberiumKnight 26 Jun @ 11:55pm 
I have narrowed my issue to either Plentiful traditions 4.x or the Extra Perks that go with it. Something within one of those two mods is preventing Raiding Bombardment from stealing pops. I am unsure if it is specifically with Nihilistic Acquisition or not, but I have only used it with that Perk so far.
Winter 23 Jun @ 12:24pm 
I am having a issue where the game crashes with districts type are clicked on with machine worlds might be causing the game thing to happen with districts with some gigastructors stuff not for sure though will have to have more of a run with out it
SirBlargsALot 20 Jun @ 2:19pm 
Can confirm machine worlds are still broken as of 6/20/25
kkyy 15 Jun @ 7:38am 
This MOD has lifted the restrictions on cloning warehouses and robot assembly plants, and AI has used all building slots to build robot assembly plants
Exakan 15 Jun @ 4:19am 
Hello, please fix the district issues as soon as possible. It destroys origins that use the mentioned districts, for example the machine origin & my modded origins.
Warhunter 14 Jun @ 1:38am 
I can also confrim that mashine worlds do not work for me. District spezilisation crashes the game. And the starting districts are also not generated
Hokin 13 Jun @ 9:50am 
[district_type.cpp:371]: District type is missing zone slots. This will lead to a crash:
- district_hive_1
- district_hive_2
- district_hive_3
- district_nexus_1
- district_nexus_2
- district_nexus_3
al081a 13 Jun @ 9:36am 
Same crush wtith hive wordls, crush when trying to open district
Devidose 12 Jun @ 8:42pm 
Thirding the Machine World district issue. Wondered why my Resource Consolidation capital lost a lot of jobs over a few months at first, then noticed the districts had lost both their specialisations and any previous buildings that had been built. Attempting to rebuild any specialisation would cause a CTD.
Deusion90 12 Jun @ 5:11pm 
Right now Machine Worlds are broken with this mod. Can't have the machine specialization districts. Crashing game the moment you try to click on it. Can confirm what sissy said.
boby0r 12 Jun @ 3:03pm 
Expanding of Lebensraum doesn't work for empires with Void Dwellers origin.
♂sissy♂ 11 Jun @ 10:05am 
when you terraform a planet, for example, in machine world, and trying to choose type of district, game crashes(pls fix( or meaby its paradox bug
Lava 11 Jun @ 3:25am 
mod is great but most of the buildings added by this mod do not work
Reddichpflanzer 6 Jun @ 12:24pm 
Anybody knows how I could mod this mod for more perk slots? There was a mod but this one is too old.
Vulture7734 4 Jun @ 6:12pm 
true but since skimmed through the discussions, they don't seem to be active at all and thought this might get more traction. i can delete them if they are too cluttered.
bascott83 4 Jun @ 6:05pm 
you could have wrote that all out in the Discussions section.
Vulture7734 4 Jun @ 6:02pm 
Sorry for spamming but the comment section only allows for 1000 characters.
Vulture7734 4 Jun @ 6:01pm 
Industry:
Planetary Eruption can be used multiple times on the same Planet, making it an Influence sink, as it seemingly increases the output you get the more you click it. not 100% sure. But using it on a Ring Segment spawns a planet there which is funny.
Creative Accounting Edict works even for species that don't use Consumer Goods, which makes it useless for them.

Transformation:
Change through obsolescence says Access to edicts to convert Nergy, Minerals and Food but only gives an edict that's called Local transformationdecision - OFF (or ON) which doesn't seems to do anything.

Endurance:
The glance into the abyss gives the Fertilizer Array but the Spaceport Module says: mod_station_gatherers_food_produces_mult: +10%
Vulture7734 4 Jun @ 6:01pm 
Affinity:
No Adaption effect.
Finisher says Jobs are increased by 1 but apparently increases them by 300 but only once. So when building Civilian Industries on a new planet: it goes from 350 to 650 but adding another doesn't go to 1150 but 850. Seems to only work once for every district and only for the first Industry you build. Also seems to work for the first City District; using Hive Mind just gives another foundry category which can't be filled. It's all sort of weird.
Tolerance says înfluence
Tower of Affinity doesn't work. You can build it, but the 500 Culture Workers can't be filled and the building itself says: job_culture_worker_effect_desc

Experimentalism:
Repeated Enquiries has mod_shipclass_research_station_build_cost_mult: -15%
Trial and Error Leader Level Cap doesn't work. 10 is still max.
Experimental Weapons Facility and University of Wisdom have no Drone Workers.
Vulture7734 4 Jun @ 6:01pm 
Looking through Malice Finisher i noticed that it gives a Spaceport Module and there i saw that things like Craftwork Headquarters are also Spaceport Modules, there was just no indication for it.
Construct Amplifier apparently adds new traits, but when biological species get it through robots without becoming machines, it's pretty much useless as it's not available for them in Template Modification.

Aspiration:
Persuasion says Market Fee decreased by -5% and at the bottom Market Fee -5% again but only decreases it by -5% total. The Unity bit seems to do nothing or is poorly worded as i couldn't see a difference.
Vulture7734 4 Jun @ 6:00pm 
Biogenisis:
Playing Machine gives 1 Organic Species Modification Point

Faith:
No Adoption Effect.

Mysticism:
Adoption effect should give Cosmic Ray Shields but it's the same as Robotics, 0 research, missing icon and no effect.
Finisher has no effect besides Ascension Perk.
(Hive Mind) Obelisk of Frugality only give 5 Jobs, while the other Obelisks give 500.
(Machine) Encrypted Designs gives mod_shipclass_research_station_build_cost_mult: 33%

Order:
Inner Workings gives Craftwork Headquarters which like the other Techs does nothing and has no Icon.

Malice:
Can be used by Machines and Hive Minds even though they don't have access to Neural Implants and thus can't use the Advanced Slave Processing Facility.
Vulture7734 4 Jun @ 6:00pm 
Also many Buldings such as Experimental Weapons Facility from Experimentalism needing Energy Districts or Pillar of Affliction from Mutagenesis needing Agriculture District should be better communicated since i thought they were unable to be build.

Robotics: (Hive Mind)
Regularity Blueprints has no effect.
Jazarian Clockworks adds the Research for Automatic Spare-Parts Industry just shows a missing icon, 0 research and no effect.
Finisher Construct Amplifier doesn't even come up with research_all.
In General, you can take this tradition even without going/being robotic/cybernetic from the get go which makes me think thats why it's all wonky as hell.

Robotics: (Machine)
Finisher now gives Construct Amplifier and has an Icon but no effect and 0 research.

Robotics: (Democracy)
Finisher Modification Points only work when finishing Synthetic Yield Situation from the Synthetics Tradition first.
The rest is the same as Machine.
Vulture7734 4 Jun @ 6:00pm 
hey, is there a reason why this mod overrides mods like Galaxy Shapes: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2895850700 ?

when it's above your mod in the load order, the shapes don't appear until i use it's bigger galaxies like 1250 systems.

some other things i noticed: (everything was tested using only this mod, Hive Mind, Democracy and Machine Intelligence)

You can go both Robotics and Biogenesis which i think is an Oversight. Especially since when going for Synthetics while already having stuff like Biogenesis, you get organic modification points which are useless to machines.

Also you should add stuff for the Evolutionary Predators origin, since they can't take advantage from Modding Points and should instead get a modifier to their unique Adaptive Evolution Situation.
Aflack 3 Jun @ 5:31pm 
Where be the 3.14 Version? or does this still work in that version?
General Bear 1 Jun @ 6:06pm 
Put it on the botton of the load list, that fixes the UI problem.
Seamus 31 May @ 6:20pm 
wait i think its broken cuz im using the ui thingy
Seamus 31 May @ 6:19pm 
how do i scroll down the traditions menu?
Saranea 31 May @ 12:23pm 
Experimentalism: Trial and error - the leader level cap doesn't work
Kavvan Shrike 31 May @ 3:07am 
university of wisdom doesn't convert stuff at all anymore, it's just a planet unique building now....with ALOT of science jobs, that's normal.
Kofferu 31 May @ 2:22am 
Advanced research complex dont get upgraded into Universty of Wisdom from Experimentalism tree
Abominus [GER]  [author] 30 May @ 11:55am 
@TW3ET
Ah, there it was from. I was wondering... Changed it, thanks.
Marxus 30 May @ 11:01am 
I think it's that the script lacks the following line: "base_cap_amount = 1", when comparing it to robot assembly plants...
Marxus 30 May @ 10:54am 
All clone vats disappeared. Is there a way to fix tham from the common scripts?
four unnamed buildings appearing in the planet building menu
[ExG]Mebius 29 May @ 8:20pm 
destroy_trigger = {
exists = owner
NOT = {
owner = { has_active_tradition = tr_plentiful_mutagenesis_adopt_machine }
}
OR = {
AND = {
owner = { is_ai = yes }
free_district_slots = 0
free_building_slots = 0
free_housing <= 0
free_jobs <= 0
}
}
}
}
}


tip: two extra } were here, resulting in four unnamed buildings appearing in the planet building menu
TW3ET 29 May @ 8:17pm 
There's a few extra brackets on lines 77 and 78 of the plentiful_traditions_buildings_assembly file, its causing glitch buildings to appear as options, thanks for all the work you do!
Abominus [GER]  [author] 29 May @ 2:32pm 
Update, forgot to upload it,sorry.
Kavvan Shrike 29 May @ 3:44am 
ignore my previous instructions on planet_limit = 1 thing the reason i suspect it was removed was new tech to increase clone vat limits beyond 1 so that fix is insufficient, insert this instead:
planet_limit = {
base = 1
modifier = {
exists = owner
owner = {
has_tradition = tr_cloning_finish
}
has_upgraded_capital = yes
add = 1
}
modifier = {
exists = owner
owner = {
has_tradition = tr_cloning_finish
}
has_major_upgraded_capital = yes
add = 1
}
modifier = {
exists = owner
owner = {
has_tradition = tr_cloning_finish
}
has_fully_upgraded_capital = yes
add = 1
}
}
核动力科研驴 28 May @ 2:25am 
Hey, could you re-upload the old version mod for 3.14? The 4.0 version has too many mods that just won’t run, so I'm thinking about going back to 3.14.