Stellaris

Stellaris

Supernova's Lithoid Trait Pack
54 Comments
Evil Lyn  [author] 12 Oct, 2024 @ 8:13pm 
Theres not reasons it shouldn't be. I've been using it all this time
Ciaphas Cain 12 Oct, 2024 @ 10:15am 
Still working guys?
Evil Lyn  [author] 30 Mar, 2022 @ 10:16am 
Updated for 3.3.*!

Everything SHOULD be in working order.

Enjoy my lovelies <3
Mythcrafter 23 Nov, 2021 @ 3:03am 
just a heads up i cant see the diamond constructs, obsidian constructs are instead posted twice. Love the mod:steamthumbsup:
Marrow 4 Sep, 2021 @ 11:46pm 
Oh no no no as a world eater that won't be necessary. I just have to make sure I'm big enough to get declared the crisis before they start fighting each other.
Evil Lyn  [author] 4 Sep, 2021 @ 10:54pm 
Just make sure to take perks that make you less liked! That will help greatly. Also Harm relations against all the biggest powers would do wodners
Marrow 4 Sep, 2021 @ 5:31pm 
That's fine I don't think it's going to matter too much anyway. This is going to be fun flavour for a terravore run, where it's me versus all the overpowered rock people of the galaxy. I hope they federate against me but looking at those bigly trust growth caps it seems unlikely.
Evil Lyn  [author] 4 Sep, 2021 @ 10:18am 
Hey @marrow! Hoenstly, I have no idea, I think it will likely affect your empire yeah, will make shhips insanely powerful and expensive or garbage but cheap and easy to mass produce. It works like a check, I think it happen once per in game year, checking to see if there is that species in your empire or not. I dont play lithoids very often, so I havent had the chance to see if it works that way! Sorry xP
Marrow 4 Sep, 2021 @ 9:54am 
This sounds super cool as a way to spawn a bunch of unique rock people in the galaxy.. for reasons.

Before I download this mod I just wanna check something: how does a species trait effect empire wide modifiers like ship build speed? If a single one of their pops migrates into my empire am I suddenly screwed now when it comes to war?
OldEnt  [author] 21 Jul, 2020 @ 4:53am 
What traits are you using (list all of them).
Birdan 20 Jul, 2020 @ 11:34pm 
I am not 100 percent sure if it is this mod causing it but I have no other mods that affect lithoids or armys. I can not create any armys whatsover. all planets have no defence, when I recruit the army won't appear.
TTtime 31 May, 2020 @ 8:23pm 
maybe even drop the exp gain a bit because 200% is kinda high and as it is the leaders really don't have any drawbacks. By the way I hope I'm not overstepping here I'm just throwing some ideas out. It's your guys' mod and I'm appreciative of any work that goes into it!
TTtime 31 May, 2020 @ 8:21pm 
not gonna lie +10 is very fair considering everything else 'especially' the pop growth, it can't be higher while the pop growth is so massive, maybe with some penalties. I think a pop resource production penalty would be VERY good with the pop growth bonus, even a big penalty like 50%, maybe even more. It fits the weakling swarm theme. I also think you can take out the leader upkeep buff specifically because the life penalty negates the life bonus for being lithoid and you just end up with 'regular' leaders with 200% exp gain and 50% less upkeep. In fact the life penalty could even be bigger if you wanted to! But that probably depends on your goal.. like if the leaders should be short lived compared to other lithoids or compared to everyone.
Evil Lyn  [author] 31 May, 2020 @ 6:33pm 
I actually quite like the idea, but I feel it would start getting unbalanced as the pop growth speed it already kind of broken. I'll add an increase to navy and fleet cap for just a little bit, let me know what you think
TTtime 31 May, 2020 @ 1:41pm 
What are your thoughts on adding navy cap to shale constructs to match the weak/cheap fleets and also giving a resource output penalty to match the shortlived/mass produced pops?
TTtime 31 May, 2020 @ 1:23pm 
correction, waited a little bit and it popped up as an empire modifier!
TTtime 31 May, 2020 @ 1:08pm 
that's a negative ghost rider, I didn't get any changes :(
Evil Lyn  [author] 31 May, 2020 @ 4:41am 
Okay, so with any uck, everyhting should be working. Ent had the correct version and I didnt, so hopefull everything should be working as intended now!
Evil Lyn  [author] 31 May, 2020 @ 3:20am 
Ive no actually played in months. Ive asked ent to look into it cause its not working on my end and I dont know whats wrong
TTtime 31 May, 2020 @ 3:17am 
btw i'm on 2.7.1
Evil Lyn  [author] 31 May, 2020 @ 2:03am 
I'll look into it now
TTtime 31 May, 2020 @ 1:28am 
not sure if conflict, not getting the shale construct ship adjustments. tested with mod at bottom of load order and I see no conflicts with a mod manager
Evil Lyn  [author] 28 May, 2020 @ 5:00am 
But its a mess and I have no artistic talent -__-
TTtime 28 May, 2020 @ 12:35am 
nah I liked it a lot. Flavor text like that brings mods up to a new level because it gives traits character beyond just numbers or stats, same with the little graphic for the trait. I'm sure there are players who don't care for it and that's fine but I know I'm not the only one who likes it or mods like those that add namelists wouldn't exist.
Evil Lyn  [author] 28 May, 2020 @ 12:27am 
@TTtime Im glad xD

Its not too interesting though, it's just random little scribbles xP
TTtime 27 May, 2020 @ 11:39pm 
correction! scrolling down on diamond constructs then looking elsewhere caused it.
TTtime 27 May, 2020 @ 11:24pm 
I did! took out the united traits mod since I had a problem with some of their traits not showing up and now I can see all the delicious flavor text of these traits. Can't wait to read em all and try em!
TTtime 27 May, 2020 @ 8:11pm 
I'm not seeing the flavor text on most of the traits (all cept diamond). Do I have a mod conflict?
Evil Lyn  [author] 10 May, 2020 @ 5:54am 
That is frustrating. Ill have another look into it
SEVEN GOON SESH 10 May, 2020 @ 5:46am 
Colony modifier still doesn't work last I checked it ~2 weeks ago.
OldEnt  [author] 13 Apr, 2020 @ 11:53am 
This mod uses widely popular (54k users) Additional Traits framework which is free to use if you give credit. It is explicitly stated in the mod files where their code is used. We might have to update mod page to make it clear.
Evil Lyn  [author] 13 Apr, 2020 @ 2:40am 
Mod has been updated. The colony modifier should work now. I havent tested it cause Im preoccupied with other things right now.
Evil Lyn  [author] 13 Apr, 2020 @ 2:36am 
@helpitAbomination, thats weird cause Im using htat framework, and the ship stats and army stats are working perfectly for me.

I need to look into the +3 pops on colonising as below, but everything so far is working on my end. I'll update to make sure its current
HellpitAbomination 12 Apr, 2020 @ 4:16pm 
For the issues with the Caste traits, you might be able to figure something out by looking at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=681576508 - it's a trait mod that seems to succesfully manage to apply empire-wide effects based on traits and it seems to do that through events, so looking at how it does that might be helpful? Hope that's of some help, the caste traits definitely seem like they could make for interesting variations in playthroughs!
SEVEN GOON SESH 5 Apr, 2020 @ 10:53pm 
From what I can tell a lot of ship modifiers and such do not work on the traits. You might want to redistribute the modifiers across several things. Such as civics and origins.

Dumping it all into traits messes with the coding too much it seems now.

Perhaps expanding this mod to cover traits, origins, and additional civic is better? Currently the traits seem too hard to reach for and carry brutal debuffs on some of them which fail to justify the heavy buy-in cost.

Evil Lyn  [author] 29 Mar, 2020 @ 2:33am 
@Myxine. THank you for notifying me! I'll fix it tonight :)
SEVEN GOON SESH 29 Mar, 2020 @ 12:04am 
Shale Construct passive (3+ pops on colony development) doesn't work.
Evil Lyn  [author] 10 Feb, 2020 @ 9:20pm 
THE MOD IS NOW IN A WORKABLE CONDITION.

We are working on making it way smoother, but it should be in a playable condition now!
OldEnt  [author] 4 Feb, 2020 @ 6:18pm 
Some of the modifiers apply to a country, not pop. There is a way around it but it might take some time. :)
Evil Lyn  [author] 2 Feb, 2020 @ 11:36pm 
Update: I cant really fix this right now as I do not have the experience or patience to deal with civics, and doing an uncommon thing with dependancies. So if I can get someone to help within the next week, I'll try get their help to do what I am asking for, otherwise, I'll be overhauling this, and it will unfortunately have less flavour than I planned.

Fingers crossed!
Evil Lyn  [author] 1 Feb, 2020 @ 6:44pm 
yeah Ive figuresd out the issue, and Im going to make an effort to try fix it. Ill likely have to make some civics for some of these, so they can go along with it. Ill be doing some rebalancing too. So it'll be a while, but I'll comment here when Im done
{!} 1 Feb, 2020 @ 5:53pm 
I have the Same problem, any progress on the issue? It's not working for me either
Evil Lyn  [author] 17 Jan, 2020 @ 10:19pm 
Hmm. I was having no issues last I played them.

I'll have a look into it asap, ty for lettign me know
Vessalius 17 Jan, 2020 @ 9:50pm 
I don´t seem to be getting these effects ingame, i made a diamond lithoid race and all my ships seem to be the same as the base (i plazed with a friend and he confirmed our ship build speeds and hull points were the same). Any suggestions?
Evil Lyn  [author] 9 Dec, 2019 @ 6:23pm 
@Szarrukin

That an issue with steam workshop not downloading files properly.

Unsub from the proplem mod/s, Delete the mod/s from the workshop folder in steam apps, and delete mods_registry.json. Then resubscribe.

I hate how fickle the downloads and uninstalls can be with workshop xD
Szarrukin 9 Dec, 2019 @ 2:54pm 
I got a "something looks wrong with the files" error in launcher and this mod cannot be enabled. Unsubscribe and subscribe again didn't helped.
Evil Lyn  [author] 18 Nov, 2019 @ 4:42pm 
Also: Ayy another warframe player. THough it seems you've played a bit more than me xD

Maybe I need to catch up!
Cephalon Sithalo 18 Nov, 2019 @ 4:18pm 
30% is good enough and I got to learn it wasnt actually a bug i needed to watch out for :3

I really like this. The idea of different kinds of Lithoids is a really good one. Good work :LotusFlower:
Evil Lyn  [author] 18 Nov, 2019 @ 4:11pm 
Ah. Okay, so I wasnt sure how the value worked. Originally I thought it mght have been different from other values and was a static change, so I figured a flat +10 cwould work well. BUt then it turned out it was a percentile multiplier!

SO THAT DIDNT WORK OUT

and I figured +30% would be good enough
Cephalon Sithalo 18 Nov, 2019 @ 4:07pm 
I know its just the image and I know how it feels to be unbothered to change them (I still have images of the ol tile system up afterall)

Was just asking if it was really a "bug" or just an accidental left over from some test code. Cause those are 2 different things so was curious is all.