Stellaris

Stellaris

V_TRAITS
244 Comments
2397325705 18 Jul @ 6:47am 
its a long progress:steamhappy:
Zombieslayer1444 9 Jul @ 8:45pm 
Super excited to see the update and/or beta.
Alexander 9 Jul @ 12:42am 
keep it up with that update :)
good work man
pablo gonzalez 6 Jul @ 3:10pm 
Fair enough and in that case I hope all goes well with your life!
Xyre  [author] 6 Jul @ 2:54pm 
Real life stuff keeps getting into the way.
pablo gonzalez 29 Jun @ 11:16am 
How far are you in the update?
MasterBot 4 Jun @ 7:18pm 
Besides some forgotten mods,i'm looking forward to 4.0 update for this mod the most <3
ChrissTheBurnedOne 2 Jun @ 2:30pm 
understood, best of luck then
Xyre  [author] 2 Jun @ 1:27pm 
I have a lot of traits to go over and I'd rather avoid giving any ETA's for a full version.

I have plans for releasing a beta update with most of the traits missing and trying to add most of them over time. But first I'd like to redo the internal architecture of the mod for 4.0. A lot of traits need to be either reworked from the ground up or simply cut due to either redundancies or them simply not working anymore.
ChrissTheBurnedOne 1 Jun @ 4:58pm 
any eta for update btw?
Xyre  [author] 31 May @ 3:29am 
Well it hasn't been updated to 4.0 yet.
w.girl27 30 May @ 10:29pm 
currently broken and spaming the dreaded blank windows of doom for the parasite event realted to trait.
juba 16 May @ 3:27pm 
oh thank you very much :praisesun:
Xyre  [author] 16 May @ 11:13am 
Here is a link to the legacy version I set up a while ago https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3442708268
juba 16 May @ 10:19am 
oh, sorry, I think I expressed myself badly, could you leave a version of this mod 3.14 because in this version many traits are being valued
Xyre  [author] 16 May @ 8:54am 
The submods should work retroactively as they don't change much from version to version.
juba 16 May @ 8:25am 
please leave sub mod 3.14
MasterBot 23 Apr @ 2:46pm 
I love how my hive ai took more trait points,got malleable branches and killed its food focused economy right at the start of the game xD
mouskiller 17 Apr @ 10:41am 
Love this mod. There are fun traits, useful traits, harmful traits, and some are just hilarious. And what's best, it seems to be somewhat balanced.
Hivelord 9 Apr @ 6:57pm 
@Xyre can you make a trait/civic that allows hiveminds to covertly put armies on another empires planet via an espionage operation and when it's time to go to war they rise up and attack the planet? Like genestealers from warhammer 40k.
Nesserino Scissors 9 Apr @ 8:37am 
Yeah the AI makes 1 single army transport and then never makes any again, causing every war to not end because the AI just bombs planets instead of landing on them, and I double checked by turning off every mod except this one, I'm certain it's because of this mod
Nesserino Scissors 9 Apr @ 8:09am 
For some reason the AI is only making a single army at a time and I tested every other mod I was using and I'm 99% sure it's this one, have you noticed this?
Essence of magic 6 Apr @ 10:17am 
Brilliant as fuck
MasterBot 2 Apr @ 11:19am 
Is it intended that hive-minds dont have their equivalent of coop job? Or do i have an incompatibility with another mod? Kind of late to talk about this considering 4.0...
Ultragrunt777 28 Mar @ 7:55pm 
Do fallen empires get any unique traits?
Zombieslayer1444 20 Mar @ 12:43pm 
So sorry for the third comment I'd edit them if I could.

Mayflies also benefits heavily from the fact that the death chance system is not affected by lifespan at all.
Zombieslayer1444 20 Mar @ 12:32pm 
To expand, using mayflies let's you alter your entire council build on the fly, based on your needs for the next couple years. I've been choosing different specialization traits for my scientists based on what tech I feel I need right now. It's so cool.
Zombieslayer1444 20 Mar @ 12:29pm 
I have been playing this mod for months now, the only mod that ends up in every new playset I make. So much fun. The amount of traits that can completely alter your playstyle is so cool. Super excited you'll be porting to 4.0, I think some of the, will interact with the new, less controllable population system really well. i.e. Brood parasites allowing you to still focus on your primary species without sacrificing too much of the pop growth that comes from letting everyone grow.

Been doing a mayflies run with a imperial empire, might be my favorite trait so far.
MightyShark 19 Mar @ 6:00pm 
Where is this inline script ->

inline_script = "traits/aquatic_pc_restriction"

that is referenced in the 01_v_generic_traits file ?
MasterBot 15 Mar @ 8:49am 
Does explosive birth work only for growth but not assembly,as says the description? If so...could you make it work with assembly too pls? And maybe even increase chance...
я щас убью всех 14 Mar @ 10:10am 
UPD: this is not a bug of this mod, something else breaks the distribution of work
At least in biological species
я щас убью всех 13 Mar @ 10:08am 
Had the same problem as Cyph, but the population of any species ceases to occupy jobs, except for Rulers
Xyre  [author] 2 Mar @ 4:53pm 
Understandable. I guess that the merger hasn't caught up as I did a rework of how the internals of the mod worked.
CometDeer 2 Mar @ 4:33pm 
Had the same problem as Cyph, and so I went through the strenuous process of sorting through my 80~ mods to first find the first culprit(your mod) and then the second culprit(whatever mod doesn't work with your mod)
And funnily enough it is The Merger of Rules that's causing the problem. It is with both gestalt civ types that every single pop is just completely unable to take any sort of job.

Anyways, since I can evidently only use one of them I think I'll skip on your mod for now, even though I like a lot of the traits in it.
On a side note I did get to play around with enabling a few other mods like one of the restriction patches and UOD, but nothing changed. I did play around with load order, but only a little and before I found out it was TMOR that your mod didn't like.
Xyre  [author] 2 Mar @ 6:47am 
What other trait mods are you using? Merger of Rules could potentially help with some things.
Cyph the Terrible 2 Mar @ 5:58am 
I thought it was another mod, as the only changes the modlist had between the playthroughs were two mods updating. Tested that mod solo, didn't have the job issue. Tested modlist with removing this and the peformance submod, the jobs were working as normal with pops filling them. Idk what else to say. I leave V traits and other trait mods at the top part of the load order, with V traits being at the bottom of the traits catagory so it doesn't get overwritten by other trait mods.
Xyre  [author] 2 Mar @ 5:47am 
Must be some other mod interfering with V_Traits. Have you tried changing the load order?
Cyph the Terrible 2 Mar @ 2:37am 
Hello, been using this mod for ages and I love the sheer variety and roleplay/story opportunities that this mod offers me. However, since the latest update this mod has had my Machine Intelligence will not work any jobs, no matter what planet, no matter how many unfilled jobs or starred/prioritised jobs. The issue has stopped when I removed this mod and the performance mod.
Xyre  [author] 28 Feb @ 12:39pm 
The trait was removed as it required way too much maintenance to keep up, caused a lot of jank and I wasn't entirely satisfied with the way the trait was implemented.
Pink Bubblegum 28 Feb @ 12:03pm 
Was the grafting trait removed?
P Diddy 21 Feb @ 7:36am 
Yup that was what I saw. Thanks for clarifying
Xyre  [author] 21 Feb @ 5:57am 
The trait isn't available to avians by default. I'd assume that you saw the version from 05_v_adv_biological_traits which is the advanced biological ascention version.
P Diddy 21 Feb @ 4:26am 
I'm not entirely sure if this is just intentional or not but biological immortality doesn't work with avian species for me. I am using a custom portrait mod so that might be the issue but I tried using it with a default avian portrait too. Looking into the restrictions for species classes in the files and it seems to say avians are an accepted species class?
Xyre  [author] 8 Feb @ 1:26pm 
Well most of those traits aren't available to the AI to pick or add after game start by default. As of now I'm reworking some traits and removing some other ones I'm not entirely satisfied with.
MasterBot 6 Feb @ 9:23pm 
Weak immune system,difficult reproduction,delayed implantation,ring shaped brain(worst offender),eroding,cryobiont(if blockers gave habitability or organic assembly it wouldnt be a problem)alpha and beta symbionts cos ai cant pair them(maybe it can work as a virus giving the opposite to another species on the planet,but even then if there's only 1 species its a problem),social parasites.
So basically all which disable pop growth/assembly under some conditions,and which disables jobs/strata's.
Didnt test raging and irresponsible much but i bet 1% is a bit much esp for unique leaders.
Xyre  [author] 6 Feb @ 3:41pm 
Could you say what traits are causing problems?
MasterBot 5 Feb @ 11:20pm 
It is hillarious when it happens,but maybe some backbreaking traits shouldnt be available to the AI... :D
kjujp 7 Jan @ 7:55am 
Ok
Xyre  [author] 6 Jan @ 12:54pm 
Just checked and yeah. For some reason if they are enslaved they can't do either consort or harem jobs. It will be fixed next update.
Xyre  [author] 4 Jan @ 3:05pm 
Happy new year to you too!
As of now the line should be in the mod.