Stellaris

Stellaris

Some Overpowered Traits
122 Comments
Nomad 12 Jul @ 11:18pm 
This mod needs updating for the latest version, it does not work at the moment...
Hann3o  [author] 6 Jul @ 8:40am 
mod is open to be fixed etc. if someone wants to, I m not modding rn sry
jimster686 5 Jul @ 3:59pm 
Mod that no one needs ? Come on, your mod is great ! Waiting for your next update ;-)
MasterChef 3 Jul @ 5:47am 
Not sure why but my game always crashes even when this is the only mod active, i start the game but the moment i unpause it crashes, or 4 times out 5 it crashes on loading.
=L33T 720= 28 Jun @ 1:36am 
if someone here asks, yes, most of the mod still working with 3.14, but not all traits work properly (the ones without description are the malfunctioning)
Jr. Democracy Officer 15 Jun @ 9:30pm 
The amenities usage trait doesn't seem to work. Amenities are still being used at normal 100% rate instead of fully reduced by -100%.
Lcx2409 7 Jun @ 10:14am 
Hey is possible an upload for a 3.14 version? I have tried to modify it, but i have failed
Daisuke 1 Jun @ 4:44am 
This mod sadly still as an issue i've had with it since before 4.0, the bug is if any of the traits are picked, there will always be unemployed leader pops, any time they demote, more will be promoted to take their place which ends up wasting at least 50 pops on doing absolutely nothing.
Hann3o  [author] 20 May @ 12:21am 
Mixed up is the new trait system with the updatre of the base game, now it is loaded by cost and alphabet
Lovely_Gab 19 May @ 3:28pm 
Hi, could you explain to me if there's a specific load order for your trait mods? They all appear mixed up for me, and I've already tried several different orders without success. Can you help me? 🥹
ton10p 10 May @ 7:09pm 
i find that having too many traits that reduce damage intake results in making you have to choose between the traits that do that which ultimately reduces the amount of army health traits i can pick,

ideally reduce the number of damage reducing gene mods or add more health increasing gene mods, as i add mostly health based army mods.

i do love what you changed so far and love the trait mods.
Hann3o  [author] 8 May @ 8:52am 
@Ikenowski Go to your steamapps, workshop, stellaris folder and search for 3172780032, that is the mod ID. Then you just need to copy and change in the script in an own mod any modifier with "workforce" and logistical_growth... back to the old modifiers.
Ikenowski 7 May @ 12:53pm 
Any chance you have a legacy version compatible with 3.14?
Hate? 7 May @ 10:45am 
thank you very much <3
Hann3o  [author] 7 May @ 7:50am 
Updated
Hann3o  [author] 7 May @ 7:27am 
@Locomotor79 That is a different mod btw. Traits cant make you loose a shipyard
Loveless1987 7 May @ 6:15am 
Hello, I'm here to cheer on updating the modifiers for this mod. Some of them still work, but not all. I really like this mod and would like to keep using it.
Road66 7 May @ 2:41am 
perfect , no perect
Road66 7 May @ 2:38am 
with your genial mod , at starting a new game , each research = 30/40 months , without 80/90 months. please update your super mod . stellaris game need a high speed research and your mod is perect for this.
Locomotor79 6 May @ 12:42pm 
but i really like the mod it works partially but when you use it you loose alot off stuff
like shipyard defensive base at the sun and your 3frigate's and both science and constructor
aswhell it destroys the technoly choosing
Hann3o  [author] 6 May @ 7:50am 
@Locomotor79 yes, I need to edit the modifiers, because with 4 version they reworked that.
Locomotor79 6 May @ 6:26am 
though i get the icons in the traits list
Locomotor79 6 May @ 6:25am 
i think your mod is overwriting sertain thing's ingame like starting sector whe dont have a spaceport no builder no discoverer and choosing tech is compleetly broken
Hann3o  [author] 6 May @ 1:25am 
@ton10p noted
Hann3o  [author] 6 May @ 1:16am 
Ye ye:)
marsmelon24 5 May @ 3:28pm 
every mod has to be recoded to work on 4.0 so wait for a while
Fangvyr 5 May @ 10:34am 
I can't get it to show up in game with the 4.0 update, even if I disable every other mod.
ton10p 1 May @ 2:57pm 
please remove the -200% damage taken or replace it with -50% on both biological and robotic traits for indestructible army's as its too disruptive to game play. (idea is to be overpowered not unplayable by not taking damage)
Niwdog 16 Apr @ 5:31pm 
Time to make the Viltrumite Empire.
Le pp baguette De wewe 6 Apr @ 3:06pm 
Daddy?
Hann3o  [author] 23 Mar @ 12:59pm 
@bodhi.agnew08 no worries :)
bodhi.agnew08 23 Mar @ 11:00am 
sorry for wasting your time! it was actually ASB and another mod
bodhi.agnew08 23 Mar @ 7:33am 
Ok, worth asking just to make sure
Hann3o  [author] 23 Mar @ 2:42am 
@bodhi.agnew08 Must be some other mod
bodhi.agnew08 22 Mar @ 10:15pm 
It might be incompatible mod, but when I apply one of these traits to an ai empire, they seem to not research anything
Roland 20 Feb @ 11:40am 
Nice work buddy! I like lot thanks!:steamthumbsup:
Yiazmat 15 Feb @ 2:09am 
@Nade For having tested i can say Yes but is better to start a new game
Nade 14 Feb @ 4:08am 
save compatible?
Hann3o  [author] 12 Feb @ 6:16am 
@Roland Glad mate, enjoy :)
Roland 12 Feb @ 2:24am 
Looks Spiff! I will take it out for a spin! Thanks Buddy!
Azerah 27 Jan @ 9:50pm 
Hello, could you add a trait that reduce crime as well ? And thank you for this mod
Fakey 20 Jan @ 5:05pm 
Does the Bio trait prevent cyberization and synthetic ascension? I feel like the traits make it so the augmentation centers make it impossible to provide them the traits to complete the situation.
just a person ? 17 Dec, 2024 @ 9:34am 
hmm I dont know why when robot pop was build and I add overpower trait into it, the robot never build with those trait.
Charon- 14 Sep, 2024 @ 11:19pm 
thanks for the swift answer, I guess, this must be the reason. Quite sad, but with the amount of mods, I use, try and error is not an option. But your mod is very fun, keep up the good work, maybe some traits for the enhanced production (alloys, consumer goods etc.) in the future?
Hann3o  [author] 13 Sep, 2024 @ 4:14am 
@Charon- Probably a bug from another mod, the Ultimate Miner trait only gives you more minerals from jobs. Doesnt touch Rulers in anyway in the code.
Charon- 13 Sep, 2024 @ 4:09am 
I have aproblem with the mod: When I choose "ultimate miners", i get 4 extra ruler pops, who do not downgrade, no matter what i do. They stay unemployed as rulers, even when I aquire more ruler jobs. There are always 4, and they appear only, when ultimate miners is chosen (the machine variante does not spawn these pops). I have tested every trait, it is definitely the miner trait. Has anybody encountered a similar problem?
n6363 12 Aug, 2024 @ 8:51am 
Why no trait that sets increase habitability for machines :(
Is there a plan to solve this issue?

It's unfair that It's only implemented in biology.
DJ_Anuz 30 Jul, 2024 @ 4:33pm 
@Travis I just modified the the mod myself to make the biological trait work with machines and hiveminds.
Hann3o  [author] 28 Jul, 2024 @ 10:47am 
@Emoni you are welcome ^^
Sherbiato 27 Jul, 2024 @ 12:08am 
I love you