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I use a mod that adds a few new races into the game, including their ships, portraits, cities, systems, traits, technologies, ect. It sets up the technologies so that each race has a spefic set of "specialty" technologies, that can only be researched by a species with that race's trait.
https://i.imgur.com/VUCziT1.png
the traitpoints get added just fine with my games.
what is bugging me the most is that i cant see what trait im picking when im modding my species. even a color coding would be nice at this point. since you already grouped them maybe changing the color of the icons per group.
also the small window to pick traits from is making it hard to use the mod in game i think these two changes should get priority to get the mod functioning as intended.
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Added the "modification = no" and "randomized = no" tags to the dummy category traits, made them mutually exclusive to their respective traits, and reduced their cost to 0 points. Having the yellow 0 instead of the red 99 looks better in my opinion, and adding the two flags prevents the AI from choosing them. The mutual exclusion reduces clutter in the trait selection screen (Thanks to AliensFromBeyond for this suggestion!).
Fixed a typo for the Expansion: Starbase Cost trait (Changed the modifier text from "Starbase Cost" to "Starbase Influence Cost")
I should get notifications for it from now on.
As for genemodding, adding the "modification = no" flag prevents that. There's also a "randomized = no" flag that I added to prevent randomized empires from taking the vanilla traits.
One downside to this, is that it prevents the vanilla premade empires from showing up on the new game menu, but that's easily fixed by creating an override that removes their starting traits (and later, I will add traits from this mod to them).
I have all of these changes done, and will be uploading momentarily. From what I can tell, it works perfectly as intended and with no issues.
As for "initial = no" won't this let you genemod them in afterwards, letting you stack more of certain stats such as say Strong or +minerals%?
I didn't realize that flag existed until now when I looked in the vanilla traits file. Otherwise I would have used that from the start. :V
There is indeed an issue, the Post-Apocalyptic civic is no longer granting the Survivor trait to your species which gives them the Tomb World Habitability to be able to survive on your own homeworld. I suspect this breaks Life-Seeded as well.