Stellaris

Stellaris

Diagraphers Trait Mod
80 Comments
kuyan-judith  [author] 3 Jun, 2022 @ 5:57pm 
This mod is outdated, current version is here . It does include my trait upgrade mechanic.
baronjutter 3 Jun, 2022 @ 11:03am 
Does this mod also include your trait upgrade mechanics?
JohnSlade 23 Nov, 2021 @ 10:07pm 
I encountered a problem where my pops where unable to do technician jobs, I started filtering my mods and it stopped when I got rid of yours. Something to look into.
Precipice 15 May, 2021 @ 12:07am 
@kuyan-Judith yes
kuyan-judith  [author] 13 May, 2021 @ 2:06am 
@Blazingeagle: Are you using the Necrophage purge type?
kuyan-judith  [author] 13 May, 2021 @ 2:05am 
@Zoey: You mean, when your pops finished growing, they always changed to the primary species rather than to the secondary species? That wouldn't be because of your being a devouring swarm, I'll see if I can figure out why it is.
Precipice 10 May, 2021 @ 10:48pm 
im having an issue if i combine this with other trait mods and parasitoid, when i purge other pops i dont gain pops. is there a fix for this?
Zoey The Hexed DM 30 Apr, 2021 @ 11:15am 
Hi! i've been recently trying to use your mod but i had made a devouring swarm and attempted to use the Polymorphic origin but i never grew any of my secondary species. i think that origin should be disallowed along side that civic, and likely others like it. unless i did something wrong.
kuyan-judith  [author] 17 Apr, 2021 @ 1:53am 
Update for 3.0.1 here[/url.
kuyan-judith  [author] 20 Mar, 2021 @ 12:24am 
Update:
AI will now try to give species with Gaia or Relic World preference traits that improve habitability, as suggested by Volcary.

Fixed several traits which were supposed to have positive costs having negative ones instead.

Randomized countries' starting ethics and authorities now will tend to be influenced by their traits, for example Aggressive species will tend to be militarist and Thrifty species will tend to have Megacorp governments. Aside from the "natural [ethic]" traits, which will guarantee a matching governing ethic, most ethics-effecting traits have a 25% chance to trigger a pre-game-start ethics shift in a randomized country.
kuyan-judith  [author] 2 Mar, 2021 @ 12:50am 
Fixed the problem Pizza reported with trait names. Thanks Pizza.
Also fixed the bug where the Starnet patch broke jobs.
papa nurgle's pizza 1 Mar, 2021 @ 11:21pm 
I'm having an issue with all of the size traits (Huge through Tiny). Here is what shows up when I mouse over the Huge trait in empire creation:

Huge
Members of this species are breathtakingly enormous.

Pop Food Upkeep: +80%
: +100%
: -20%
: +80%
: +60%
Worker Pop Resource Output: +20%
: +80 years%


I have the mod's dependencies active & loaded before this mod, and it's not a problem with my UI being too small. Anyone know a solution?
kuyan-judith  [author] 27 Feb, 2021 @ 9:24pm 
Updated!

* Added more traits
* In accordance with various peoples' advice, reduce the impact of population growth traits
* tweaked AI weights a bit
* fixed the bug where Tiny was its own opposite
* traits which effect ethics attraction in vanilla (e.g. Strong increases attraction to militarism) now say so in their descriptions
CondorAndy 23 Feb, 2021 @ 11:51am 
I uninstalled the mod once and now for some reason it won't work again. None of the additional traits and no portrait specific traits either. Even tried just using SLEX and this mod with no other mods enabled. Still no change. Anyone got a fix?
Amberbeads可爱 19 Feb, 2021 @ 12:49pm 
The "tiny" trait for some reason is incompatible with itself for me
"Tiny Incompatible with current trait: Tiny"
FiddleSticks96 17 Feb, 2021 @ 11:18am 
The required plantoid trait takes up 1 trait point and 1 trait slot. This is really something you should change, since the trait is mandatory. The other phenotype specific traits are 0 cost and do not take up a slot.

I also noticed that the Survivor trait (gained from the Post-Apocalyptic origin) hasn't been doubled in its effects (+10 leader life, +70% tomb world habitability). Is that intentional or just missed?
Dr Jimothy 14 Feb, 2021 @ 6:05pm 
I was using the compatibility patch. I've switched planetary diversity back on and swapped out the more picks mod for seperate ethics, civic and trait increasing mods.
kuyan-judith  [author] 11 Feb, 2021 @ 10:56pm 
@gingitis123: Hmm. Were you using the compatibility patch with Planetary Diversity? If so, I should check that for bugs. If not, I still have no idea what the problem would be; the incompatibility ought to just show up as some of the species class traits only working on vanilla planet classes.

As for More Picks; could you post a link to that? There are many, many mods with variants on that name.
Dr Jimothy 10 Feb, 2021 @ 2:04pm 
Kuyan I found the mod that was causing it I think I've turned off both Planetary Diversity and the More Picks (Civics, Traits, Ethics) mods and my game isn't crashing anymore.
kuyan-judith  [author] 10 Feb, 2021 @ 1:59am 
I tested it again just now and it worked totally fine? And I realized I forgot to list SLEX as a required item but even when I tested without that it (as expected) worked fine aside from no pops starting out rooted.
Could you tell me what's in the error log and what other mods if any you were using?
Hade 8 Feb, 2021 @ 4:59pm 
Broken, causes game to freeze. Only leader traits showing up.
kuyan-judith  [author] 6 Feb, 2021 @ 1:52pm 
@gingitis: This mod does overwrite vanilla files to alter traits, but it also overwrites vanilla files to make some of the new traits work. What other mods are you using at the same time, and what do your error logs say?
Dr Jimothy 6 Feb, 2021 @ 10:28am 
Is there a separate mod that just adds the additional traits, origins and other fun without altering the base traits? I'm being ruthlessly subjected to crash after crash and I'm guessing this mod alters the traits by messing with the vanilla files and so want to prevent crashes with mods that don't overwrite anything.
The Cake Is A Spy 5 Feb, 2021 @ 7:19pm 
Fair, I've seen alloy traits in the past be tied to thermophiles/chemical resistance (the idea being that not caring about heavy metal poisoning lets you skip those pesky safety things and be more productive). I think Dexterous or something tied to creativity (in the consumer sense) works for +CG. + Pop assembly is kinda tricky, I agree, it'd probably be something brain-related...a natural intuition for machine logic or somesuch. If you want to go super pun-y you could call it Object Oriented :P.
kuyan-judith  [author] 5 Feb, 2021 @ 6:39pm 
Hmm. The reason I haven't separated the Consumer Goods, Alloys, and Pop Assembly traits already is that I can't think of good ways to flavor the isolated +Alloys and +Pop Assembly traits (assuming Dextrous should keep +Consumer goods, which I think makes more sense than having it keep one of the other two?).
I also have that complaint about culture derived traits, glad to know avoiding those was appreciated. And now you've suggested it, I can think of some concepts for advanced traits to add next time I make a major update to this mod.
The Cake Is A Spy 5 Feb, 2021 @ 4:52pm 
Side note: I'd love to see some more Bio-ascension traits, particularly funky ones rather than straight +output. Also, I really like that you stuck to things that would be biological in nature, one complaint I have with many trait mods is they put culture-derived traits in too.
The Cake Is A Spy 5 Feb, 2021 @ 4:52pm 
Dexterous/Extremely Dexterous are a bit better, I just think the bonus is A) a bit too comprehensive, and a bit too high. Alloy+CG tech benefits are small, +20% to each, so +30% is a massive boon. I'd split CG/Alloys into their own traits and drop the benefit to 20% (or even 15%). The +Pop assembly is just another form of pop growth, so I'd remove that/make it a separate trait. I do like having a +Pop assembly organic trait, as there is some incentive to not go full synth.

With those changes, I think those traits would still be S+ tier from a min-max perspective, but not completely out of line with normal Stellaris. Many of the others seem fine (and again, I can't really judge the fancy ones without a playthrough...pop swapping types might be cool, or might be a pain in the butt).

I'll try dropping the bonuses and see how it plays.
The Cake Is A Spy 5 Feb, 2021 @ 4:52pm 
Looking at the basic traits (the more complex ones like Rooted Adults are difficult to judge without playing them), I would say that the Dexterous line and most +pop-growth related ones are OP.

In general, Pop Growth is the single most powerful modifier in the game, and there are very few ways to boost it. Tech gives +20% at most (ignoring Gene Clinics...which are not worth it), so something that gives +40% is massively powerful. While I like doubling the effect of many traits (since they are fairly quickly eclipsed by tech bonuses), I don't think Pop growth should be. It is that strong. Also, any negative trait that *gives* pop growth should probably only be a small amount (5% or so), since it is not only giving you the strongest boost in the game, but also trait points.
kuyan-judith  [author] 5 Feb, 2021 @ 2:57pm 
@The Cake Is A Spy: This is primarily for RP. I would prefer to make it balanced but am not good at assessing balance, so I'd appreciate advice there. Which traits do you think are OP, and by how much? With pop growth I've based point costs on the vanilla Rapid Breeders trait, but with doubled effect as with everything, plus with traits that give doubled again effect for double the cost.

With the specialist maluses for Huge- the idea was that since their manipulator appendages are bigger it's harder for them to do detail work, so there's a similar malus to what Clumsy gives.
The Cake Is A Spy 5 Feb, 2021 @ 1:00pm 
Quick question: Is this more for RP, or is it meant to be balanced? From glancing at the traits, I feel like the +pop growth is a bit...much (I can easily get +80% at start). Also, I would probably split +consumer goods and +alloys off.

Also, why does Big/Huge have specialist maluses? I feel like something at that scale could easily use that size for a boon, making really big batches of alloy, for instance.
kuyan-judith  [author] 3 Feb, 2021 @ 12:47am 
@Nomadic: Okay, here's the compatibility patch with Starnet.
kuyan-judith  [author] 31 Jan, 2021 @ 3:21am 
@A Shiny Noob: If an empire has 2 species with Valuable Secretions, pops of each species will the 0.4 trade value. Unless one of the species is being purged, being assimilated, or has Basic Subsistence living standards; then that species will still produce that trade value but the other one might not.

In general, each pop with Valuable secretions gives +0.4 trade value so long as there exists any other pop which:
1) doesn't have the same secretion, i.e. either doesn't have the Valuable Secretions trait or isn't the same species.
2) has sufficiently high living standards, i.e. not Basic Subsistence, None, Servitude, or one of the assimilation living standards.
3) either has the same owner as the first pop, or their owners have a commercial pact, or the first pop's owner has a branch office in the second pop's country.
A Shiny Noob 31 Jan, 2021 @ 2:09am 
Does anyone know what would happen if you had two species with Valuable Secretions in the same empire? Would the trait stack?
kuyan-judith  [author] 30 Jan, 2021 @ 4:57pm 
Sorry. I must have fixed it in the wrong copy of the file or something. Should be fixed properly now.
Dellar 30 Jan, 2021 @ 12:13pm 
@kuyan-judith sedentary and slow are still incompatible. I changed it manually but it seems a recent update broke it again
Dellar 26 Jan, 2021 @ 12:23am 
@kuyan-judith I have it on a minimum and out of 5 primitives, 3 had the trait. Also I have noticed the tiny trait spawns for random empires/primitives/enclaves/fallen empires a lot. Again, just my feedback.
kuyan-judith  [author] 25 Jan, 2021 @ 4:02pm 
@Dellar: Hmm. I just had a look with max primitives in a huge galaxy and a mod to make primitives observable, and only 1 of the 38 primitive countries had that trait. What's so annoying about it?
Dellar 25 Jan, 2021 @ 2:05am 
@kuyan-judith I would like to suggest to make the hive mind trait not spawnable for random empires. It's just really annoying having all my primitive empires with that trait, it just spawns too much and it doesn't seem to have a good way of editing it away with console commands.
kuyan-judith  [author] 24 Jan, 2021 @ 3:11pm 
"As an aside, it seems that megacorps are always classified as a "Hive Plutocracy", even if it doesn't have the hive minds trait." oops! fixed.
Nomadic 24 Jan, 2021 @ 6:19am 
A compatibility patch would be awesome! But don't fret over it if it's to frustrating to make.

As an aside, it seems that megacorps are always classified as a "Hive Plutocracy", even if it doesn't have the hive minds trait. I took a cheeky look into the Multihive Governments file and it looks like you haven't specified that the multi-hive trait is required for this gov type specifically (I checked yesterday so if you've already fixed it since then, sorry).
kuyan-judith  [author] 24 Jan, 2021 @ 4:04am 
At the extreme, a hardy but non-adaptive person's immune system will keep them pretty healthy even if they eat mostly rotten raw meat, but they can't handle UV light or temperatures that aren't exactly right, and a slightly wrong day-night cycle will fuck up their hormones and cause severe mental health problems.

At the extreme, an adaptive, sensitive person can live comfortably in the arctic or in a volcano, in fresh water or in salt water, in air so thin its almost vacuum and under intese UV light. But they'll die of one disease or another pretty quickly if they don't keep their environment meticulously clean.

Poisons is a grey area; generally vulnerability to industrial waste makes you sensitive while vulnerability to the wrong balance of natural compounds makes you non-adaptive, but of course "industrial waste" and "natural poison" overlap and things that make you vulnerable lots of stuff in one category probably also make you vulnerable to stuff in the other.
kuyan-judith  [author] 24 Jan, 2021 @ 3:55am 
@Dellar: oops, put "sedentary" instead of "sessile". Fixed.

And the difference between hardy sensitive and adaptable/non-adaptable is: adaptive/non-adaptive is about how well you handle natural environments that aren't the one you evolved for , whereas hardy/sensitive is about how well you handle artificial environments that weren't designed for you (remembering that even a bronze-age city is an artificial environment)

It's pretty similar but I think not more so than "intelligent" vs "ingenious", "docile" vs "conformist", or "unruly" vs "quarrelsome".
Dellar 24 Jan, 2021 @ 3:11am 
@kuyan-judith I also wanted to know if you could help me understand the difference between Hardy/Sensitive - Adaptable/Non-Adaptable
Dellar 24 Jan, 2021 @ 2:49am 
@kuyan-judith Slow and Sedentary are incompatible. Maybe an oversight? I don't see why they should be.
kuyan-judith  [author] 23 Jan, 2021 @ 5:27pm 
@Nomadic: there's nothing inherently making this mod incompatible with AI mods; from what I've seen those generally don't touch AI gene-modding in particular, perhaps because vanilla gene-modding AI is so simple people don't realize the hardcoded AI can do trait modding in a more complicated way than "add random positive traits".

To see if it's incompatible with a particular other mod, you can check if they overwrite any of the same objects (I list the objects this mod overwrites in the discussion). It's incompatible with Starnet in particular because this mod and Starnet both overwrite job and pop_category files. This mod does that to make some of the new traits work while Starnet does it to adjust the factors pops use to decide what jobs to take.

Would you like me to make a compatibility patch?
Nomadic 23 Jan, 2021 @ 7:42am 
I'd assume this isn't compatible with AI mods like starnet, is this correct?
kuyan-judith  [author] 23 Jan, 2021 @ 5:41am 
Or if anyone here speaks Chinese and English well enough to translate and wants to have a go at translating this mod, that would be good.
kuyan-judith  [author] 23 Jan, 2021 @ 5:33am 
@Maritisa: OK, I've uploaded the AI-and-upgrader only mod now.
kuyan-judith  [author] 23 Jan, 2021 @ 5:11am 
@北山南风: Not currently. I could ask in the Stellaris Modding Den if anyone there wants to translate it but I have no idea how likely it is that anyone will and would guess the odds are against? Failing that I guess I could try Google Translate.
柏森Paksaan 23 Jan, 2021 @ 4:30am 
Does it have Chinese Version?:)