Stellaris

Stellaris

Void Dwellers for Machines
10 Comments
Mathmagician 4 Apr @ 5:57pm 
This mod now breaks the fleeting/enduring/venerable traits due to game updates changing how leader lifespan is applied
Rewasder 28 Oct, 2023 @ 8:41am 
The problem with the modification is rather simple, really, just go at the void dweller trait and remove:

species_possible_add = {
has_trait = trait_pc_habitat_preference
}

This way it doesn't ask for the habitability.
This, however, might make it so that all organics can get it, not sure how that works.
Agress0r  [author] 7 Oct, 2023 @ 3:05am 
@Selmephren Unfortunately, you can't take and rewrite ONLY ONE TRAIT out of a bunch of others in this file because any leader or pop traits don't have the LIOS rule.

And about trait_pc_habitat_preference, I'll take a look and fix it, thanks for telling me about it.
Selmephren 6 Oct, 2023 @ 11:55am 
Please make sure to do targeted overwrites to help with compatibility. If just the one trait in each of the files is changed you don't need to have everything else in there also.
Selmephren 6 Oct, 2023 @ 11:44am 
Might need to add MACHINE to the allowed_archetypes in the trait_pc_habitat_preference section in 01_species_traits_habitability.txt as when I go to modify my machine race the habitat preference is gone and I don't qualify for the void dweller trait anymore.
Palestina Libre 28 Sep, 2023 @ 4:13pm 
Amazing! Thank you very much for this mod
ajacksonian 20 Sep, 2023 @ 7:36am 
I've always wondered why you couldn't start with a habitat based machine empire. I mean if some experiment went wrong on the home world... well, oops! Heck with a Rogue Servitor you could want to save the surviving biologicals as your primary duty! With space on board being limited you really have no choice but to quickly expand.
Rewasder 12 Sep, 2023 @ 7:12am 
thanks!
Agress0r  [author] 12 Sep, 2023 @ 7:09am 
Added, after updating the mod forgot to update the English localization and this was only Russian.
Rewasder 12 Sep, 2023 @ 6:58am 
english?