Stellaris

Stellaris

!!More Trait Picks
74 Comments
Moviematrix101 15 Jun @ 11:54pm 
The hardest part is finding the correct files.

The base file is in your stellaris installation in Common > species_archetypes > 00_species_archetypes.txt

Using the launcher you can show in folder using the three dots and the mod shares the similar structure as base files.

Now starting in the base game files, copy everything starting BIOLOGICAL = { and replace the mod's similar code with the vanilla code. It should work after that.

OR you can be even lazier, just copy and paste the whole vanilla text over the mod's and manually change @robot_max_traits, @machine_max_traits, and @species_max_traits to whatever you want (The mod has the points at 10 , 11 , and 12 respectively.)
Tiny4741 15 Jun @ 5:10pm 
@Moviematrix So, is this broken unless you change a file? If so, how would one go about that?
Moviematrix101 5 May @ 9:40am 
The madmen did it, they changed 00_species_archetypes.

It's a very quick patch, but it's wild they actually changed the code of that file after so many years.
Lothalan 5 May @ 9:27am 
In 4.0 this mod causes pops to have no food upkeep. Pretty weird...
Thorion 22 Feb @ 1:00am 
why do machines (non robot ones) get less picks? like wouldn't they literally be more modifiable? I would set machines to 10, and yall can keep biological species at 10 if you want but IMO It is much easier to give a robot a metal replaceable arm than to decrypt the dna of a living thing on a semi-molecular scale.
Thane-Stus 11 Dec, 2024 @ 8:44am 
@PLMMJ Its not like that for no reason... Its a hold over from the way load orders used to work.
PLMMJ 4 Dec, 2024 @ 6:52am 
Could y'all stop putting exclamation points in front of your mod's name just so it shows up at the top of the list? I beg ya...
Lethalbumhole 2 Nov, 2024 @ 10:05pm 
Just tried now and no issues with about 20-30 mods a few adding quite a bit with little issue of compat. If you have an issue it is probably a conflict with something random. trial and error is your friend.
Moonking99 23 Aug, 2024 @ 4:52am 
needs and update
leeal 27 Feb, 2024 @ 10:24pm 
i mean, it's working for me…
c.holmyard 28 Jun, 2023 @ 1:47am 
Damn. Works but not for custom empires you want to force spawn for the AI to use
Melkorian 21 Jun, 2023 @ 2:42am 
it's not working anymore :(
FallenMK1 16 May, 2023 @ 9:09pm 
Still working as of 3.8.2
Yellow 16 Apr, 2023 @ 1:10pm 
This mod breaks another mod called portraits orphanage.
月羽狐 17 Mar, 2023 @ 3:55am 
Still works in 3.7, good.
Moviematrix101 27 Jan, 2023 @ 5:05pm 
No need, still works!
Argon 27 Jan, 2023 @ 12:56am 
Update?
Asty 7 Dec, 2022 @ 6:08pm 
pog
Moviematrix101 7 Dec, 2022 @ 7:25am 
Yes
Asty 6 Dec, 2022 @ 9:26pm 
does it work?
Moviematrix101 1 Nov, 2022 @ 6:52pm 
Unless there's a change in 3.6 beta, the mod still works fine for current release Stellaris.
Oxy x3 1 Nov, 2022 @ 5:03pm 
No longer works
GoddessGaming1520 31 Oct, 2022 @ 12:39am 
update?
Sikhi Jedi 20 Sep, 2022 @ 6:04pm 
hot
Kitty Sela 20 Sep, 2022 @ 12:13pm 
Works!
Moviematrix101 7 Sep, 2022 @ 9:51pm 
Yes, we'll see when the new species pack drops however.
Arosiris 7 Sep, 2022 @ 6:27pm 
Does this mod work with 3.4?
Moviematrix101 26 Feb, 2022 @ 11:43am 
This mod is fine, it literally only changes 3 lines of code which increase max trait picks and is otherwise the same as before. Either this is a Stellaris change itself or another mod is causing the issue.
Eris [48/50] (36/200) 26 Feb, 2022 @ 10:42am 
Mod might be a little screwy in the current version, as I can add traits like cybernetics via genetic modification.
zulu9812  [author] 12 Jan, 2022 @ 1:14am 
@NotNitehawk
My code already includes "robotic = yes" for machines and robots.
NotNitehawk 11 Jan, 2022 @ 8:02pm 
@zulu9812
As long as the machine and robot archetypes containt the line "robotic = yes" it should work properly.
NotNitehawk 11 Jan, 2022 @ 8:01pm 
@alterstern
I recently fixed mine, look for Ten Trait Picks (Fixed)

The problem is that the Lem update changed how machine and robot archetypes were written, causing them to break.
zulu9812  [author] 29 Dec, 2021 @ 1:23am 
I'm not sure why that would be. This mod is literally one file: species_archetypes, and aquatics are not a new archetype. I don't see how that could be connected to this mod.
Lord_Eol 28 Dec, 2021 @ 10:10pm 
These seems to break the aquatics trait, anybody else having this issue?
Kais 2 Nov, 2021 @ 3:32pm 
Seems all mods having to do with more trait picks screw up lithoids and robot assembly
S3V3R 24 Oct, 2021 @ 4:17am 
When I made a fork of this with 99 trait picks, lithoids broke, and robots stopped having any assembly. Weird.
zulu9812  [author] 18 Sep, 2021 @ 11:46pm 
@Them8: no, it does not.
Them8 17 Sep, 2021 @ 7:17am 
oes this overwrite trait point increases?
Moviematrix101 16 Sep, 2021 @ 6:39am 
Yup yup seems to work. Not sure why 3.1.1 demanded the robot tag to be added but it works just fine now!
zulu9812  [author] 15 Sep, 2021 @ 11:02pm 
I have updated the mod. Would you test if for me?
Moviematrix101 15 Sep, 2021 @ 9:08am 
Stellaris had updated how it handles pops with new tags to machine/robot (with robotic = yes) presapients (uses_modifiers = no). Hopefully we can get a quick patch?
zulu9812  [author] 14 Jun, 2021 @ 2:46am 
It's part of the Infinite mod series, specifically this one https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2475302050
Lord_Eol 14 Jun, 2021 @ 12:25am 
@zulz9812 " although in my games I limit AI gene modding to save performance." .. out of curiosity how .. that another mod?
Gbrille 12 May, 2021 @ 3:56am 
Mod work fine for me under 3.02. However i leave it disabled for now as i do not immediatly need as much picks right now. :)
Moviematrix101 22 Apr, 2021 @ 1:49am 
Mod still seems to work just fine, really it won't break unless paradox adds a whole new species even then it'll just not apply to them.
ShinyNobody 12 Apr, 2021 @ 7:31am 
does this mod still work?
Luzilyo 27 Jan, 2021 @ 8:32am 
yeah, i already expected this but thanks for your confirmation. guess i'll have to start looking through each and every one of my mods individually.
zulu9812  [author] 26 Jan, 2021 @ 11:28pm 
No. This is a very small mod. I don't see how it could have the effect that you described.
Luzilyo 26 Jan, 2021 @ 6:54pm 
I have a small question. I noticed strage behaviour with migration. when i switch migration and population controls on in default rights, and then switch them off for a few select species, i notice that they still don't migrate and even refuse to let me force-migrate them to new planets. my only option is to resettle at least one pop to any specific planet and only then they will start growing there. i know that this mod has pretty much nothing to do with migration, but it's literally the only mod i use that affects species in any way at all, so i figured i'd ask here first. could this issue be caused by this mod?
百特曼 6 Nov, 2020 @ 4:10pm 
2.8ok?