Stellaris

Stellaris

Godly Traits Redux 4.0
126 Comments
Dotakiin  [author] 14 Jun @ 5:46am 
There were penalties to try and make them work similar to the original mod, where higher strata pops had larger bonuses. I've now removed the penalties entirely though, since there is no such thing as too OP for a mod like this.
46Sora 14 Jun @ 2:53am 
I think it might be just a display bug?
46Sora 14 Jun @ 1:53am 
Is it supposed to be that godly species and neffalim give -50/-100% (respectively) job efficiency for specialists and -25%/-150% workers which means they produce less resources per pop?
beahmont 9 Jun @ 2:15pm 
I'm still having issues with the event script to give the leaders their demigod or godly traits not firing or not working when fired.
Ced 5 Jun @ 12:06am 
No chance of AI getting them by choice, only way is if you force spawn an empire that has them.
Helljumper27 4 Jun @ 11:19pm 
can ai use this? is there a chance the ai in a game will pick one of these?
Dotakiin  [author] 4 Jun @ 2:42pm 
@jasonft It turned out to be an easy regex fix, so leaders should have the traits now.
Dotakiin  [author] 4 Jun @ 2:28pm 
They removed the command this mod used to add the traits. I should have it fixed in the next couple hours.
jasonft 4 Jun @ 9:27am 
Possible change in last patch affecting your mod - Leaders in Recruit pool no longer showing Godly (Admiral in this case). Leaders I already had unaffected. Thought you should be made aware.
Dotakiin  [author] 4 Jun @ 5:01am 
From the latest patch notes:
"Fix Robot species with negative traits costs sum declining"
Iirc, all positive multipliers are additive and negative are multiplicative.
jasonft 29 May @ 9:58am 
I mean their % bonuses. I forget the actual numbers, but if they both hypothetically gave +75% to something does putting them together get you +75% or +150%?
Dotakiin  [author] 29 May @ 5:11am 
The civic increases the trait picks, giving you the room to spend your trait points.
jasonft 29 May @ 2:53am 
If you have both the racial pick and the civic do the bonuses stack if you want epic overkill?
Dotakiin  [author] 27 May @ 8:47pm 
There is a known issue in vanilla stellaris with robot pop growth that is likely causing these issues. The point traits are just empty traits with a negative cost, with the 4 point here as an example:
trait_4_point = {
icon = "gfx/interface/icons/traits/trait_4_extra.dds"
cost = -4
initial = yes
modification = yes
randomized = no
advanced_trait = no
allowed_archetypes = { BIOLOGICAL LITHOID PLANTOID ROBOT MACHINE }
ai_weight = {
weight = 0
}
}

Through a bit of testing, it looks like this occurs when there are too many unspent trait points, so stick with the one that gives you just enough points until it gets patched.
jasonft 27 May @ 8:25pm 
I eventually realized this, yes. Curious that point boosters from other mods worked fine.

That first week of 4 I was incredibly frustrated until I went down the list of mods turning them off one at a time.
ShadowVoyd 27 May @ 7:56pm 
Extra civics points selections don't work from this mod for some reason. playing the latest version
jasonft 27 May @ 5:32pm 
Trying to track down which specific thing causes a glitch, bear with me.

Used +32 points and Deus Machina race pick for my Machine Gestalt as a test. I start with declining population on my homeworld.

Used Machina civic no problem. Normal start.

Used Deus Machina race pick without +32 points. Normal start.

Used Deus Machina race pick with +16 points. Declining start.

If this plays out like it did back when 4.0 first came out I eventually die out no matter what I do. Back then nothing I did let me grow my population. Thought you should be made aware. Used to play using this mod all the time but I left the game for a while only to come back just in time for the cluster-crunch that was the week of the initial release of 4.

Keep up the good work.
DJ BONER 25 May @ 5:14am 
Version for 3.14?
Dotakiin  [author] 24 May @ 1:15pm 
It should apply to all leaders of the species.
Dizze 24 May @ 8:59am 
It says for some of the Traits "This Leader - Lifespan: Immortal"
Does that mean only the Ruler or all leaders are immortal?
Thank you bro
Dotakiin  [author] 23 May @ 7:30pm 
Yeah, I removed the civic point refund. I can add it back if there is demand for it.
thryllth 23 May @ 7:18pm 
Are the extra trait pick civics intended to no longer give a civic back on game start?
Dotakiin  [author] 23 May @ 2:22pm 
All of the traits have always had 0 AI weight, so the AI should not take them.
Nihilism 23 May @ 8:23am 
does the AI have access to these traits?
Dotakiin  [author] 23 May @ 7:18am 
@Syn Yes. The original mod had bonuses that reduced for lower class pops, and I couldn't find the bonus for just the highest tier. I instead gave them a general bonus to all tiers at the highest level, which is then reduced for the lower tiers.
Syn 22 May @ 11:18am 
Is it intentional for there to be a job efficiency penalty for Specialists(50%) and Workers(25%)?
Frostie 21 May @ 3:19pm 
@dotakiin Fair enough. I was just going by what was posted in the modding discord as the replacements for the values~ Didn't really look into the nuance. Thanks for letting me know and for the update!
Dotakiin  [author] 21 May @ 2:54pm 
@Frostie, I used the modifier logistic_growth_mult instead, as that is what the growth traits in 4.0 use now.
Dotakiin  [author] 21 May @ 2:53pm 
Updated to 4.0, let me know if you find any bugs.
bascott83 19 May @ 7:12am 
looking forward to a update to 4.0
Frostie 18 May @ 7:02pm 
If the only thing that is really broken is the pop_growth_speed multipliers, you can quickly fix those by changing them to "founder_species_growth_mult" instead
XavierMace 13 May @ 7:43am 
The extra point traits still work. A good chunk of the others don't work do to the changes in pops. IE none of the pop growth modifiers work because 4.0 changed the variable name for pop growth.
victoriousdread07 (private) 10 May @ 11:48am 
@El Jefe Do the extra points not work?
El Jefe Generalisimo 8 May @ 1:50am 
i can attest these traits dont work. but i only use everlasting and ancient species which add immortality and those work fine.
Dotakiin  [author] 7 May @ 6:33pm 
I haven;t played it or done any tests, I would expect a number of the traits to not work with the new manpower system.
GANK 7 May @ 4:23pm 
Can it be used now?
Ced 6 May @ 9:24am 
What's wrong with the performance? Are you referring to the pop thing?
El Jefe Generalisimo 6 May @ 9:24am 
sounds good
Dotakiin  [author] 6 May @ 9:14am 
I will be waiting to play the new update until the performance is improved. I can take a look at updating it further at that point.
El Jefe Generalisimo 6 May @ 5:26am 
this needs an update
El Jefe Generalisimo 1 Mar @ 3:48am 
will this be updated for 4.0 ? the update may break some of the traits
Ced 3 Dec, 2024 @ 6:45pm 
This still works fine you know.
Love Life or Die 3 Dec, 2024 @ 5:14pm 
we prey for godly traits
bascott83 1 Nov, 2024 @ 12:15am 
looking forward to a updated version to 3.14
Walker 28 Oct, 2024 @ 1:16pm 
update please and thank you....if you are able
BaggySmiles 9 Oct, 2024 @ 8:37am 
update plz
Door To Door Hentai Saleswoman 25 Sep, 2024 @ 12:53am 
The "extra points" civics aren't working, they're not giving another civic point when taken
Skarbrand the Exiled 11 Sep, 2024 @ 6:25am 
please update it man
Ced 12 Aug, 2024 @ 8:52pm 
Will do, thanks!
Thrice 12 Aug, 2024 @ 6:20pm 
Whoever is saying its broken, check your other mods. Im using this fine in 3.12