Stellaris

Stellaris

Just Traits
42 Comments
Freeasabird🕊 7 Mar, 2020 @ 1:41am 
Hate to be a pain but, any idea when people can expect an update? O_o
Bernos  [author] 19 Nov, 2019 @ 8:18pm 
Its on my todo list for sure @Grendain not abandoned just kind of a "when I get to it" thing. Since I got to put life first and all. Unless I get another modder to work with its a bit of an undertaking to update.
Grendain 19 Nov, 2019 @ 7:50am 
Pls update this soo good mod :(
Them8 26 Oct, 2019 @ 3:55pm 
looking forward to it
Bernos  [author] 26 Oct, 2019 @ 1:25pm 
Oh you know what. It probably wont include the lithoid traits @Them8 My bad. Guess that gives me more reason to work on the update for this mod.
Them8 26 Oct, 2019 @ 1:02pm 
all the other trait mods are broken or updated for lithoids
Bernos  [author] 26 Oct, 2019 @ 11:53am 
I believe it should. I don't see why it wouldn't @Them8
Them8 26 Oct, 2019 @ 10:20am 
does this work with the lithoids?
Bernos  [author] 25 Jun, 2019 @ 9:35pm 
Good point. I’ll put some thought into that one.
Hydra 24 Jun, 2019 @ 8:45pm 
Synthetic evolution, then you research the traits
Bernos  [author] 24 Jun, 2019 @ 8:30pm 
@hyrdra Not a bad idea. Not sure how I might go about implementing evolutionary mastery traits since those litterally need an ascension perk to get, but I'll play with the idea since I think it sounds fun. Good suggestions all around.
Hydra 24 Jun, 2019 @ 8:09pm 
Weaker traits but they combine traits like 5% research output and 10% leader experience gain and maybe a few end game traits that match the Evolutionary mastery traits
Bernos  [author] 24 Jun, 2019 @ 6:04pm 
@hydra I was working on some, however, I became a bit concerned about their strength this pass. Currently robo's are busted (since they aren't effected by the huge hab nerf) and I'm nervous with giving them any more power via trait options.

@hydra and @everyone How would you feel about robo traits that are weaker than bio traits? Would you prefer these or just wait for a nerf patch for them so I can give them more fun/ bigger traits?
Hydra 23 Jun, 2019 @ 8:09pm 
Will there be more robo traits in the 2.3 update?
Bernos  [author] 20 Jun, 2019 @ 8:48pm 
@voidfaire Wraithforme I really appreciate that. Its nice to know people enjoy my work and it makes me want to keep making them. However I've come to realize I'm a soon(tm) developer when working mostly on my own on things so my apologize for slowish updates.

@Everyone

Things are in the works for 2.3. Got a few traits im fleshing out before release.
Bernos  [author] 9 Jun, 2019 @ 1:12am 
@(Turban) and @Voidfaire Wraithforme this works on 2.3 still even if it says it hasn't been updated. There is literally nothing I would change in an update for 2.3 currently I just want to throw some new features in for the next version before the update and leave this version available for people who want to play on 2.2.
BingBadaCOOM 8 Jun, 2019 @ 9:59am 
This working on 2.3?
Bernos  [author] 29 May, 2019 @ 5:14pm 
With 2.3 on the horizon I believe I may make a new mod page for the 2.3 version with a new slew of updates to this mod. I will link the more up to date version in the description of this mod.
Bernos  [author] 23 May, 2019 @ 12:53pm 
Also if you have the time please do rate the mod so others can see it / not see it if you like it or dislike it!
Bernos  [author] 23 May, 2019 @ 1:17am 
Next up on the list of things to do is clean up the code and get the German language support set up.
Bernos  [author] 23 May, 2019 @ 1:11am 
Pushing a part 2 update out for Robots. Only three traits removed, but some traits can only be taken on empire creation (so they can only be taken with starting race robots).
Bernos  [author] 23 May, 2019 @ 12:59am 
Ok mod is live. This should be the only time I remove content from my mod as the rest of these traits I find to be at least balance-able for every type of empire. Going forward we will only see reworks and complete new traits.
Bernos  [author] 23 May, 2019 @ 12:39am 
Ok pushing out a huge patch tonight that you might want to read the notes over. I ended up removing a lot of detriment traits as they were impossible to balance with slave empires. I have plans to add more traits eventually as well, but for now I wan't to make sure this mod is in a very balanced state before I move forward. It is recommended that you finish any saved game before updating to this next patch if possible. I am unsure what will happen if you have one of the removed traits in an old game (if anything it might give you a bit of a buff as it will remove the existance of the detriment trait).
Bernos  [author] 7 May, 2019 @ 2:02pm 
Pushed a small updated today in prep for a bigger update coming soon with my semester at university coming to an end. This time around I am adding a fix to some traits to make them not work with hive minds and a small buff to swarm after the last nerf that you can read about in the update log.
Bernos  [author] 1 May, 2019 @ 1:39pm 
@rustamgm4x I think i know why you are getting that error, but it should work despite it. I disabled the thing that causes that error, I just didn't do it properly you might say. I play with that mod and all the traditions definitly work with my mod. I'll try to clean up the code after finals season is over at my university.
Figaround 1 May, 2019 @ 4:16am 
Please make compatible with mod " Expanded Stellaris Traditions ", gfx\interface\icons\modifiers\mod_country_rivalry_influence_gain.dds (here ParadoxosModManager shows conflict).
Bernos  [author] 21 Apr, 2019 @ 10:45pm 
Ok first rework done for swarm. It is a lot more balanced now that you can't remove it (earlier you can just pump out pops then remove it to get a crazy research boost) and the detriment to research is much worse. But early game military rushes with determined exterminator should now be a blast to swarm your foes into submission.

I apologize for the slower updates. Had a bit more to do these last few weekends than expected. More updates to come.
Bernos  [author] 21 Apr, 2019 @ 10:14pm 
Going to be pushing a few updates while I tweak a reworked trait. Will post patch notes when I get it right.
Bernos  [author] 11 Apr, 2019 @ 10:02am 
@berlinVincent Wonderful! I sent you a friend request to add you as a developer and so we can speak a bit easier.
BerlinVincent 11 Apr, 2019 @ 8:43am 
@bernos I'd like to translate to german for you
Bernos  [author] 9 Apr, 2019 @ 10:44pm 
You're welcome! I hope you enjoy it @Space_Lettuce_OG!
Space_Lettuce_OG 9 Apr, 2019 @ 9:04pm 
Hmmm, interesting! I never knew that!
Well, cool stuff, I'll give this a download then!
Thanks for the work and effort :)
Bernos  [author] 9 Apr, 2019 @ 5:05pm 
@space_lettuce_OG thats not to say some of the traits don't give empire wide buffs. About half of the traits in both mods give empire wide buffs or drawbacks
Bernos  [author] 9 Apr, 2019 @ 5:04pm 
Additional traits and expanded traits cause empire wide buffs. I read the code and asked them specifically. Migration doesn't give you the buffs nor does it give other empires the buff. They are not population based so you could litterally only have one member of your species and get all the buffs. Thats why I made this mod.
Space_Lettuce_OG 9 Apr, 2019 @ 2:51pm 
Traits cause empire-wide buffs?
Are you sure?
I thought it was just a buff for a build production if a certain species pop is working it, or a fleet if a certain species is the admiral.....
Bernos  [author] 9 Apr, 2019 @ 10:28am 
Rather than continue creating traits this week I think I will be focusing on reworks to make sure everything is balanced before I move forward. Currently the detriments are a little to strong for subservient/ master empires so I will be reworking a lot of them in the coming week. I also noticed a few bugs left over from forking off of Additional mods especially in robots that I will also be stamping out.

Over all this experience has been a blast for me and I'm happy to see that atleast a couple people are using it! I hope I can continue to make this mod better for you all!
Bernos  [author] 8 Apr, 2019 @ 6:12am 
As a reminder I'm looking for a co developer to help with coding, art, or language if you might be interested in trying your hand in modding Stellaris.
Bernos  [author] 7 Apr, 2019 @ 7:55pm 
Ok hopefully I am done with nit picky patches for the night after this last one. Hope you enjoy Just Traits and I look forward to making more content for you to work with!
Bernos  [author] 7 Apr, 2019 @ 6:18pm 
@Cridain I got a couple of them typed up now for a preview and if you check in within a couple of days I should have them all typed out. You can find the full list in the discussion section for this mod.
Bernos  [author] 7 Apr, 2019 @ 5:56pm 
Oh I could try to post a list in a discussion. Would just take a while to type them all up and thought it would be faster for people to just read them in game. But you are right i should make a list and once I get it done it will be easier to update. I'll try to get it done by tomorrow since its getting late here.

On another note I'm sending out a bug fix patch in a second here for mob mentality. The more interesting half of the trait was left off for some reason and I got it working now.
Cirdain 7 Apr, 2019 @ 5:49pm 
Any chance of you listing out the traits and what they do? I like having more choice but I also like knowing what I'm getting into, haha. Either way, thanks for the mod! Looking forward to more robot traits, you're right they need some attention.
Bernos  [author] 7 Apr, 2019 @ 3:46pm 
I'll try to get an update out by the end of the weak with atleast 5 more traits. Going to try and keep adding to this at about that rate until I run out of interesting combinations to work with. Next patch will probably focus on robots since they need a bit of love with their small trait count.