ENDLESS™ Space 2

ENDLESS™ Space 2

Endless Traits
74 Comments
deepakg27 18 Jan @ 5:24pm 
I think there is issue with the mod, after making a custom faction based on this mod , colonisation is taking just one turn, with just this mod active. hence probably there is issue with the mod and compatibility. Regards.
Tedd 23 May, 2024 @ 2:20pm 
Is anyone aware if this is still working?
Fligglebleh  [author] 1 Aug, 2022 @ 3:42pm 
FYI to all: I cannot devote the time to add content or update this mod any further.
I hope it works indefinitely, but if it doesn't I apologize in advance. Good luck.
[Khorne] Shits'N'Giggles 3 Dec, 2020 @ 5:06pm 
@rorrim mod you click first is the first mod to load, and the last mod you click is the last one to load. the mod you load last will overwrite (if applicable) all other mods. so you must click this mod before the custom one
Rorrim Eluc 28 Jan, 2020 @ 8:00pm 
Well I'm sorry for bothering you. I guess my understanding of the way the load order works with this game is wrong. By having Endless Traits set as #1 and Sandbox set as #2 it gets rid of the trait cap like I want. I don't particularly get why it is the way it is but I was under the impression that you activated mods in descending order of importance. Seems like that's not the case though? Seems to load the higher # mods and then counting down I guess? Weird.
Dycantos aka Dyno Nuggies 28 Jan, 2020 @ 7:18pm 
*could you
Dycantos aka Dyno Nuggies 28 Jan, 2020 @ 7:17pm 
There are mods that create traits with no cost could create a mod that removes the cost of traits instead of increasing the cap
Rorrim Eluc 28 Jan, 2020 @ 7:00pm 
If your mod sets a trait max of 30 (maximum 30 traits on a custom faction regardless of the amount of points used or left over) why isn't that being overwritten by the sandbox mod which gets rid of the cap altogether? Considering it's #1 in my load order I'd figure that it's changes would take priority but it's only with your mod out of the 2 to 4 other trait mods that I use that causes the trait count limit to appear again. Or are you saying a limit of 30 traits is already a lot? In which case, I suppose it's even then restrictive of how I want to dick around.
Travis  [author] 28 Jan, 2020 @ 4:20pm 
Hi Rorrim,
Due to the fact that the mod sets a (massively) higher trait count limit than the vanilla game, the only way to remove that limit would be to use another mod that sets an even higher limit (so high as to be effectively limitless), prioritizing that mod over this one. This is because a mod that removes the limit would only be overwritten by any mod that sets a limit (non-null values always overwrite null values, regardless of mod priority).
Rorrim Eluc 27 Jan, 2020 @ 7:47pm 
I get that it's for balancing purposes but is there a way you could get rid of the trait limit? Not the points but the amount of traits you can have itself. I'd like to use the things that this mod adds with the sandbox mod for dicking around purposes but if I use this mod it forces the trait limit that the sandbox mod gets rid of. Or if you don't want to get rid of it entirely, is it possible to add a trait that increases the trait cap? So I'm not stuck choosing at most 30 traits and instead I can pick up however many I want/can afford?
Dycantos aka Dyno Nuggies 19 Sep, 2019 @ 4:56pm 
It might affect multiplayer but otherwise I think it's just the 2nd expansion in particular that messes with Traits.
Borealis 14 Sep, 2019 @ 2:05am 
Are these updates only relevant for owners of all 3 expansion? As i dont seem to have any trouble with this mod whatsoever? But i do not own the third expansion. And seeing that so many people have trouble with this, it seems odd.
Dycantos aka Dyno Nuggies 13 Sep, 2019 @ 9:19pm 
Any chance of this getting updated for the latest patch
Travis  [author] 16 Aug, 2019 @ 8:13am 
Yes, the latest update has broken a lot of mods that add new traits. Am trying to work on a fix, but it may be a while, and may require another update/fix from Amplitude. Sorry for the inconvenience.
OfficialDelcos 14 Aug, 2019 @ 5:14pm 
Seems to not be isolated to traits from this mod either, any mod that added traits, like IGNS, has the same problem. Endless Moons seems to throw errors now too.
OfficialDelcos 14 Aug, 2019 @ 5:13pm 
So, for some reason, since the latest update of the game, this mod throws errors when trying to launch a game with an empire using any of the traits modified/added by this mod. Can give diagnostics file if needed.
Travis  [author] 14 Aug, 2019 @ 5:12am 
I don't see how that would be possible, but we'll take a look. It's more likely due to the update Endless Space just got recently.
Foxxy Renamon 14 Aug, 2019 @ 1:49am 
So this mod just deleted the custom races I had previously made?
Neo 4 Jun, 2019 @ 10:03am 
okay then 1 thing, when i host the game and my friend join the game he can't see the traits and also the game automaticly disable the mod for him, why ?
Travis  [author] 3 Jun, 2019 @ 5:09pm 
Neo, for mods to work in multiplayer, all players must have the same mods activated, and in the same priority order. As long as that is followed, then yes this mod will work in multiplayer.
Neo 3 Jun, 2019 @ 12:52pm 
in multiplayer does this mod work ?
Gunner7894 8 Feb, 2019 @ 2:44pm 
hey having trouble with mp on this mod any ideas
Travis  [author] 30 Jan, 2019 @ 1:26pm 
Thanks for the feedback Muffin, we'll do some testing and see what may be going on with multiplayer.
LuceilaSol 28 Jan, 2019 @ 9:28pm 
i dont know if this mod is meant to have multiplayer, when i try to play this mod with a friend only the host can use their custom race with this mod
nasojjr 14 Jan, 2019 @ 3:35pm 
No worries at all. Appreciate you letting me know.
Fligglebleh  [author] 14 Jan, 2019 @ 11:54am 
Thank you for the feedback, nasojjr, but this is not an Endless Traits issue. This is an ES2 issue that is not hero-friendly regarding traits and we cannot do anything about it on our end. Apologies. :steamsad:
nasojjr 13 Jan, 2019 @ 4:36pm 
New to this mod but there appears to be a glitch in relation to adding a hero to a custom faction. Adding a hero breaks the empire summary in-game. Empire traits won't update, and colonization and faction contentment never change. The order traits are selected seems to be relevant as well; I can pick some traits, add a hero, pick some more traits, and only the traits picked before adding the hero will show in game. Although the traits themselves do actually seem to work.
Travis  [author] 16 Sep, 2018 @ 1:44pm 
So I have found one bug. For some reason, I can't get Behemoths to transform into Juggernauts. This doesn't appear to be related to the Endless Traits mod, so maybe another Amplitude fix is still needed? 😕
Call Me Hyper 13 Sep, 2018 @ 3:54am 
sounds good
Travis  [author] 12 Sep, 2018 @ 7:07pm 
After another large update/patch from Amplitude, and thorough testing by me, none of the previous problems or bugs appear to be present any longer. Yay! You should now be able to play the game freely, including using this mod, even with a previously saved game. (and we can resume working on your suggestions) 😄
If anyone still notices any problems with this mod, please let us know.
Travis  [author] 2 Sep, 2018 @ 9:01am 
There was a significant patch that fixed a lot of bugs, but I haven't been able to take a good look at it yet. I'll look at it tomorrow, to see what was fixed or what may still require more work. Hopefully we'll be able to get this mod playable again. 🤞
Call Me Hyper 22 Aug, 2018 @ 10:09am 
i hope you will be able to update this mod soon, because it keeps the game intresting.
Titanic Gothic Tits 4 Aug, 2018 @ 8:57pm 
That is good to know, updates like these especially expansions can break the game. I hope that these things will fix itself in due time. Thanks for replying on such a vague comment. It is much appreciated.
Travis  [author] 4 Aug, 2018 @ 1:59pm 
After some investigation, it appears the Supremacy update & expansion has introduced a lot of bugs, in general. Many traits, modules, and other things are missing their descriptions. Weapon turret models don't load on many ships, causing the game to sit indefinitely at the loading screen if you try to watch a battle with affected ships. The player's turn status gets stuck at "In Talks", causing the game to sit indefintely at "Pending" when you try to end your turn. These are just some of the problems I've found, and none appear to be related to the Endless Traits mod, but instead appear to be bugs introduced to the game engine in the recent update. There may be nothing we can do until Amplitude patches these bugs, but we'll keep investigating anyway.
Travis  [author] 4 Aug, 2018 @ 10:38am 
I noticed the problem with Supremacy while playing last night, so yes I am talking to my team about it. We'll get something out to fix it soon. Thanks for posting!
Titanic Gothic Tits 3 Aug, 2018 @ 10:32pm 
Needs an update after the Supremacy update, somethings arent working as it should.
NECRON 30 Jul, 2018 @ 5:51am 
its working now thank you !
Travis  [author] 29 Jul, 2018 @ 11:31am 
I re-uploaded the mod, so let's see if that fixes it. You may have to unsubscribe, close Steam, delete the workshop cache, start Steam again, and re-subscribe.
NECRON 29 Jul, 2018 @ 8:14am 
ok now im sure its from this mod when you fixed the crash problem with update 0.7 it created another problem, i hope you can find the bug and fix it because now i can't see your mod.
NECRON 29 Jul, 2018 @ 4:21am 
i can't see your mod in the mod list i think its a bug because im subcribed to your mod.
Travis  [author] 27 Jul, 2018 @ 7:39pm 
Update v0.7 - The crashing from v0.6 has been fixed, and the features of that version restored. Some balancing changes have also been added.
NECRON 27 Jul, 2018 @ 2:18pm 
thank you for your reply and i think if you ask a developer to help you he will accept.
Fligglebleh  [author] 27 Jul, 2018 @ 2:02pm 
As far as adding an additional population slot to what is already there, eg. 4 or 5 slots instead of 3, that remains to be seen. It is possible, but it may also be beyond any public user's capabilities as it may be part of the game engine since it is an intregal part of the HUD, so it is possible that a dev would have to assist or we would have to wait until a patch is released to allow such flexibility for mods.
It would take a lot of research and reverse-engineering of the files to determine the process without any developer help, assuming it's within our powers, and all of this is volunteer work charitably donated to the community, so it would be a long time before such a thing would be even decided upon let alone implemented.
It's always possible, but it doesn't mean it's likely.
NECRON 27 Jul, 2018 @ 1:49pm 
great but will you do it ?
Fligglebleh  [author] 27 Jul, 2018 @ 11:47am 
It is always possible.
NECRON 27 Jul, 2018 @ 11:45am 
ok but you didn't reply to my question is it possible in a futur update to have more slot for population bonuses.
Fligglebleh  [author] 27 Jul, 2018 @ 10:43am 
@NECRON /OptiCuntz\
Thank you for your ideas.
I have started a discussion in the Discussions tab for this specific purpose, go ahead and list everything you'd like there. We would prefer to keep the public comments section here to be more general.
NECRON 27 Jul, 2018 @ 6:45am 
there is the last traits for today i could find more but i don't want to overwhelm you with more.

Extreme farmers
cost: 10 or 15
+3 food on hot and cold
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Born to kill
cost: 15
+100 damage done to attackers during ground battles
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Crazy foremen
cost: 20
+300% FIDSI on undepleted planets
+2 depletion points per turns on planets
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Religious events supports industry and military
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Genius
science events supports industry and pacifist
NECRON 27 Jul, 2018 @ 6:17am 
here are some trait ideas, i have found a name only for the last one if you want you can change it

cost: 15
+4 science on cold
+2 brume on cold
+2 industry on cold
-2 happiness on hot
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make another trait which is a copy of the first but you replace cold by hot and hot by cold.
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cost: 10
+2 influence on population
+1 influence on temparate
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Adept miners
cost: 15 or 20 you decide
+1 ressources on strategic ressources deposit
+1 industry per strategic ressources deposit

for now its all i have im gonna search some more.
NECRON 27 Jul, 2018 @ 5:43am 
sorry i should have specified i want to know if you can make more slot for the population bonuses, adding each unique planet as a planet type to choose is already done by another mod i have it and finally im gonna search for some population trait i have already some idea but i need to find the right cost and to balance them.