Stellaris

Stellaris

more traits, even more picks
15 Comments
Suurin_ 6 Mar, 2022 @ 11:02am 
@Xelan
Your mod must be scripted different from the others I've tested against. You're correct though, I mistyped the variable here. In any case I was able to correct another mod using a similar correction that was having this problem and am using that one now.

"robotic=yes" added to "00_species_archetypes.txt" under both the Robot and Machine species.
Renamed a file to "00_defines2.txt" (can't remember previous name). I am glad to hear your mod is working now, though.
Xelan  [author] 6 Mar, 2022 @ 12:32am 
@zR Zircon: I get that, but:
1. The variable is actually "robotic = yes"
2. It's there in line 15 of "00_species_archetypes.txt"
3. It works. Just tested robot and machine assembly, as well as trait points/picks.
So if this is not not working for someone, it's not the fault of this mod, but some other mod in the load order. If a mod changes how certain species types work it can also practically disable this mod, even if this mod is the last to load.
As I already have everything open and confirmed 3.3 compatibility I'll also update the supported version. Just a change in numbers, but at least it's one mod less the launcher whines about.
Suurin_ 5 Mar, 2022 @ 12:38pm 
Xelan, they are not talking about not being able to select 15 trait points, it's that there is a missing variable in your mod "is_robot = yes" that, after game start, prevents Robots from being assembled.
Xelan  [author] 27 Jan, 2022 @ 8:59am 
I just tested robots with just my mod enabled and nothing else and I have 15 trait picks available, as I should have using this mod.
If it's not working for you, it's propably another mod that somehow interferes with this one.
napamathguy 26 Jan, 2022 @ 6:12pm 
From what I found online, it's something like this:
"Also you can just update yourself by adding "is_robot = yes" to species archetype"

It's something that has been hitting a LOT of trait mods in 3.2 (or whatever update it was that hit a couple of months ago).
Xelan  [author] 26 Jan, 2022 @ 11:06am 
@napamathguy: I'm not aware of a bug with robots, haven't played with robots in a long time though. If you want to really test it on your end you have to disable all other mods, otherwise some other moid you might not be suspecting might interfere in some ways.
napamathguy 25 Jan, 2022 @ 6:46pm 
I've got this mod last in order for traits points/picks (I've disabled all others that are obviously that).

If my understanding of the load-order is correct, that means that there's a missing "robots = yes" (???) somewhere in the trait points/picks section.
Xelan  [author] 27 Dec, 2021 @ 6:14am 
sorry it took so long, should be working now though.
Xelan  [author] 11 Dec, 2021 @ 6:49am 
@AndrisImmortal: Thanks for the info, I'm currently on a prolonged Stellaris break, so I didn't notice. Will look into it asap.
AndrisImmortal 11 Dec, 2021 @ 5:06am 
This Mod does not work currently on 3.2.2
The legacy version does, but prevents robot pop assembl
minecon2 7 Oct, 2021 @ 1:45am 
Found it! Another mod that adds more traits and stuff, turns out it also adds more trait picks. Somehow the two combined to create this ridiculous high number.
Xelan  [author] 6 Oct, 2021 @ 6:12am 
@Werwolf-ss:
Depends on the rest of your load order. This mod only changes one file (00_species_archetypes.txt) and assuming you have no other mod that changes this file, you can place this mod where ever you want.

@minecon2:
This mods sets the maximum trait picks of machines to 15. If you have 42 you have some other mod that overwrites this one. Look for a file named "00_species_archetypes.txt" in your mods and then place this mod below the other. That will break other changes made by that mod with that file though.
minecon2 6 Oct, 2021 @ 2:41am 
Not sure if it's with this mod, but I've making a machine empire and it has 42 trait picks. This normal?
WolvesofZiu 4 Oct, 2021 @ 7:25pm 
Does this have a certain load order?
Crazy Old Texan 21 Sep, 2021 @ 11:24am 
Thanks for the update.