Stellaris

Stellaris

Diagraphers Trait Mod for 3.x
129 Comments
tilarium 30 Sep, 2024 @ 4:02am 
@Figaround Have you actually tried to use the mod? Because I have, and it's fine with 3.13.
Figaround 29 Sep, 2024 @ 10:05pm 
Please update. :cozykcdknight:
Darcbunny 12 May, 2024 @ 2:49pm 
FYI, I have nothing to do with the developers of this mod, I just use it
Darcbunny 12 May, 2024 @ 2:49pm 
ok, thanks for telling me that!
Pyrion 12 May, 2024 @ 12:50pm 
fwiw, the mod blocks out the new traits for synth/machine empires in the machine age dlc, auto-modding and the such, and renders the modularity tradition branch moot as those traits are blocked as well.
Darcbunny 7 May, 2024 @ 6:24pm 
mod works in 3.12 (with the Machine Age DLC) without the mods this page it says it requires, in case anyone was wondering. Don't know why it does without them, but I won't complain.
kuyan-judith  [author] 22 Sep, 2023 @ 5:54pm 
Now updated to 3.9

This mod now requires Repeating Script Templates, due to the workaround I'm currently using for role-locking leaders in 3.8+
Figaround 4 Jun, 2023 @ 11:54pm 
Removing these lines helped:
modifier = {
add = 2
dtraits_species_bad_for_ai = { country = from }
}

Continued without crashing.
Figaround 4 Jun, 2023 @ 3:56pm 
The crash happened again, and at the end of the Error log - the same entry. :wftosad:
Figaround 4 Jun, 2023 @ 12:02pm 
[21:37:41][trigger_impl.cpp:1191]: Script Error: Invalid context switch [prev] from Dessanu Consonance [country], file: in scripted trigger dtraits_species_bad_for_ai at file :cleandino: : common/species_rights/colonization_controls/dtraits_species_controls_colonization.txt line: 60 line: 1, Scope:
type=country
id=50331743
random={ 0 3991148998 }
random_allowed=no
root={
type=species
id=4294967295
random={ 0 3991148998 }
random_allowed=no
from={
type=country
id=50331743
random={ 0 3991148998 }
random_allowed=no
}
}
from={
type=country
id=50331743
random={ 0 3991148998 }
random_allowed=no
}
prev={
type=species
id=4294967295
random={ 0 3991148998 }
random_allowed=no
from={
type=country
id=50331743
random={ 0 3991148998 }
random_allowed=no
}}


Please fix it.
Figaround 4 Jun, 2023 @ 12:02pm 
My game crashed shortly after I destroyed Grey Tempest. Just in case, I'm using A Deadly Tempest .
In the Error log the last entry refers to your mod:
kuyan-judith  [author] 6 May, 2023 @ 10:04pm 
OK, looks like your mod manager dealt with the multiple overwrites of 04_species_traits.txt fine, so I don't know why you got an error saying a trait from there didn't exist?
kuyan-judith  [author] 6 May, 2023 @ 9:55pm 
@Figaround:

Sorry I took so long to get back to you on this.

There are three bugs in the log. I don't know which if any caused the crash. I've fixed two, and the third appears to be the result of your using another mod that also overwrites 04_species_traits.txt
Figaround 9 Apr, 2023 @ 7:44pm 
My game crashed. :cleandino: Looked at error.log, there are a lot of entries mentioning your mod file: upgrade_and_ai_traits.txt line: 409; upgrade_and_ai_traits.txt line: 46; common/traits/000_new_species_traits.txt line: 76 line: 1 line: 1 line: 1 line: 1 line: 1; 000_new_species_traits.txt line: 17 line: 1 line: 1 line: 1 line: 1 line: 1.
Here's a link to those parts of error log [pastebin.com], and here's a link to save, list of mods and crash log folder [drive.google.com].
A big request, to make a fix, so I can continue playing the game. :wftohappy:
kuyan-judith  [author] 7 Apr, 2023 @ 5:50pm 
Ages ago someone asked me to add this to github. Finally got 'round to doing that [github.com]
kuyan-judith  [author] 6 Apr, 2023 @ 1:58am 
Updated to 3.7.4, and fixed some bugs
Figaround 29 Mar, 2023 @ 7:25pm 
Planning to update to 3.7?
kuyan-judith  [author] 17 Feb, 2023 @ 9:59pm 
Update: Bugfix
kahvipensas 14 Jan, 2023 @ 9:29am 
Do you use "ai_use_parent_for_resources_upkeep {energy}" by design, or is that a remnant from previous versions of Stellaris? Since leaders now use unity cost and upkeep, it seems illogical for ai to budget using energy.
kuyan-judith  [author] 25 Dec, 2022 @ 1:50am 
Also, this mod now requires Scripted Trigger Undercoat
kuyan-judith  [author] 25 Dec, 2022 @ 1:35am 
Now updated to 3.6
jowe01 25 Dec, 2022 @ 12:31am 
Compatability patch issue solved (needed to restart launcher). Still, does the mod work fully for 3.6?
jowe01 24 Dec, 2022 @ 8:18pm 
Is this still working for 3.6? And if yes, I think at least some of the compatability patches (I had the issue with the Starnet AI compatibility patch) need updates. They refer still to the previous version of the mod, so even if they work, the Stellaris launcher does not let me activate them because I have not installed the old version of the mod.
aanikron 6 Dec, 2022 @ 12:26pm 
hello :)
kuyan-judith  [author] 10 Oct, 2022 @ 3:08am 
Empires whose main species don't have the Noxious trait will now impose population and migration controls on species with the Noxious trait if their policies allow them to do so.
kuyan-judith  [author] 24 Sep, 2022 @ 6:40pm 
Updated to 3.5
Also added four new traits for robots, since the AI is now capable of being strategic about which species to assemble where; Heat Vulnerability, Cold Vulnerability, and Water Vulnerability reduce robots' habitability on dry, cold, and wet planets respectively to 40%, while Flimsy robots can't work Worker jobs.
Also did a bit of rebalancing and performance improvement.
kuyan-judith  [author] 17 May, 2022 @ 5:01am 
Now updated to 3.4
kuyan-judith  [author] 2 Apr, 2022 @ 5:35am 
Updated compatibility patches
kuyan-judith  [author] 16 Mar, 2022 @ 5:53am 
Fixed several traits having the wrong opposites, several tooltips lacking localizations, and a bug with organic pop assembly. Hopefully whatever was causing the crash was related to the stuff I had to thoroughly rework for 3.3?
Spud 16 Mar, 2022 @ 4:30am 
I'm so glad to have this mod back! And it would seem that the crashes have stopped anyway!
kuyan-judith  [author] 14 Mar, 2022 @ 4:27am 
Updated to 3.3

And I haven't been able to replicate the crash people are reporting, everything works fine for me.
xXsLaYeRXx1412 19 Feb, 2022 @ 4:51pm 
crashes same time as others, also it effected my building slots weird
kuyan-judith  [author] 7 Feb, 2022 @ 5:09am 
Updated: when using in a language other than English, text from this mod will now appear in English rather than just showing the localization key.
LOLDiamond 1 Feb, 2022 @ 10:23am 
Same here, crashes after I found a new colony
Darkly 22 Jan, 2022 @ 11:13am 
It's a shame this mod is broken. I cannot start a game with this mod installed without the game crashing at around 2204 CE, just like all of the others below me have stated
shercross 22 Jan, 2022 @ 5:05am 
I was having the same problem, for me it was usually within a minute of my first colony. Had to disable this mod to fix it.
Spud 13 Jan, 2022 @ 3:39pm 
I'm currently getting crashes to desktop with this mod, but only when in game. Creating empires is fine but when I load up a save or start a new game it's only a few minutes before it crashes. I can't find any one thing in particular that's causing them, they just seem to come out of nowhere, but turning the mod off fixes them and loading the mod just by itself with SLEX still gets crashes
kuyan-judith  [author] 9 Jan, 2022 @ 12:28am 
Update: bugfix
kuyan-judith  [author] 12 Dec, 2021 @ 12:06am 
Fixed the bug where Thermophile boosted consumer goods instead of alloys.
kuyan-judith  [author] 11 Dec, 2021 @ 11:02pm 
Compatibility patches updated to 3.2.2.

The compatibility patch with Ethics and Civics Alternative is now correctly linked to Ethics and Civics Alternative Redux.
[LM] Sleepless 7 Dec, 2021 @ 10:26pm 
Looks like a small bug with Thermophile. It's buffing consumer goods instead of alloys. Extreme Thermophile looks fine.
kuyan-judith  [author] 4 Dec, 2021 @ 10:40pm 
Now updated to 3.2.2

Also made some other changes; species class traits are not longer a thing, and I no longer need to overwrite predefined empires; instead some traits are particularly common for some species classes.
ivanmrzv91 24 Nov, 2021 @ 11:03am 
Hello.
Could you, pleae, rename files in "common/species_classes" catalog, so they would not replace basegame ones? As far, as i see, placing your mod low enough in the list won't make this change demaging, but it will make easier to use it, should Paradox add another species type, like recent aquatics. (Couldn't use it for two days, custom empire, made without any mods, refused to work properly, untill i renamed those files myself)
kuyan-judith  [author] 13 Nov, 2021 @ 7:46pm 
Starnet and Planetary Diversity compatibility patches now also updated to 3.1.2
kuyan-judith  [author] 13 Nov, 2021 @ 6:03pm 
Fixed.
Inny 12 Nov, 2021 @ 12:57am 
can_be_sold_on_slave_market game rule is missing its clone soldiers check.
vanilla rule ends with:
NOR = {
# Since they can't reproduce, they die out too fast for anyone to want to buy them.
has_trait = trait_clone_soldier_infertile
has_trait = trait_clone_soldier_infertile_full_potential
}
kuyan-judith  [author] 11 Nov, 2021 @ 11:43pm 
Finally updated to 3.1.2, sorry that took so long. This should fix the various bugs people reported below.

I've removed the trait "Parasitoid" and the origin "Ex Vitro" for being too similar to "Necrophage" and "Clone Soldiers" respectively. The "Sterile" trait is still available via advanced gene-modding.
Inny 27 Oct, 2021 @ 3:02pm 
Use the existing triggers instead.
has_plantoids = yes will work with whatever name they give to the pack.
Zalpha 27 Oct, 2021 @ 2:23pm 
Oh, they switched "local_has_dlc = "Plantoids" to "local_has_dlc = "Plantoids Species Pack", which has broken lots of plantoid related mods.
^ A comment I saw that explain this issue I was having with this mod.
SnesFirnin 12 Oct, 2021 @ 7:20pm 
I'm having the same issue as NotATroll71106, artificers, scrap miners, a good portion of the 'unique' jobs. The plantoids are also still broken. It is preventing quite a few of the newer traits from showing up with the most recent update.