Stellaris

Stellaris

Additional Traits
1,154 Comments
Granhyt  [author] 30 Jun @ 8:44am 
@Senpaii : We try our best to be balanced, but vanilla changes and changes here means it's not always perfect. I'm always listening to feedback and often adjust when people report than one trait is too powerful or too weak for its cost.
You can find the complete list of traits here : steam://openurl/https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/681576508/3288067088115980313/
Senpaii 29 Jun @ 3:14pm 
Does this mods make species too op?
Granhyt  [author] 16 Jun @ 2:17pm 
@LukaBoy : I am able to play the mod without problem in 4.0.x. What is the problem you are encountering ?
Thank you in advance. :)
LukaBoy 13 Jun @ 12:21pm 
It seems like 4.0 has crashed the mod.
Granhyt  [author] 31 May @ 2:38pm 
@joschmo7 : Thank you for your kind words and your suggestions. Funnily enough, Psionics used to be a trait giving you the Psionic tech at game start. Things have changed ... quite a bit since these early days.
It's been a while I haven't played as Psionics so I'm not sure what you mean about the Shroud rigin, and I wouldn't be sure to how to lock the traditions trees, but I like the idea of Lower Psionics and Basic Cybernetics. I'll try to have a look and see how it could be realized.
joschmo7 31 May @ 7:26am 
Very cool! I love the variety. If I can personally add a suggestion, I think it would be cool to add some cybernetic/psionic-based traits as well. For example, the option to have Psionic without having to pick the fuckass Shroud origin would be cool, and being able to have cybernetic from the get would make sense for a lot of RP purposes. Maybe having the Psionic/Cybernetic traits proper would lock you into their tradition trees, whereas you could have two toned-down versions (eg. "Rudimentary Cybernetics" and "Latent Psionic") that would provide smaller buffs but wouldn't necessarily lock you into those trees.

Great mod, five stars.
Granhyt  [author] 30 May @ 8:41am 
@月羽狐 : All credits go to Anold_GH for providing the big mahority of the translation. :)
月羽狐 29 May @ 8:07pm 
Thank you so much for including a simp-chinese localisation! I really appreciate it!
REDbeard 24 May @ 6:18pm 
lol
Granhyt  [author] 24 May @ 10:47am 
After testing, shipyards gives +0.4% hull points per day to ships, so a 0 hp ship would be 100% in 250 (except obviously, 0 means kaboom).

The Living Ships trait heals ships hulls (but no armor) as if they were in a shipyard, permanently (doesn't seem to apply in battle but unclear, someone showed me a DEFINE and it seems all healing outside of combat is 5* healing in combat. Still, 1250 days to heal a ship, in a battle, doesn't seem that big).

Except Living Ships is at 0.5%, so even better than shipyards. Only 200 days to heal the ship.
After these tests and considering the speed of healing, I AM SLIGHTLY NERFING THE TRAIT, from 0.5 to 0.4, which is still pretty good for a cost 1 trait.

Go visit shipyards to heal your armor and double your hull healing, or just use shields and no armor.

Thank you Redbeard for sending me on this goose chase. :)
Granhyt  [author] 23 May @ 12:27pm 
According to the code, it's 0,5%, and on the empire creation screen, it says "Daily Hull Regeneration : +0,5%.

I would think it's just a misnommer, but ingame it shows as +90% daily hull regen, while basic ships have +40% daily armor regen (and hull regen).

I'll ask to other people, I'm a bit confused and unsure if it's normal or if it changed.
REDbeard 23 May @ 3:01am 
Hey bud, the Living Ships trait is showing up in my empire's modifier list as giving +50% to daily hull regen. I'm hoping the glitch/error is with the text and not the effect of the trait lol
Granhyt  [author] 18 May @ 4:44am 
Unless something went really weird, and as far as I know it hasn't, the "empire-wide" traits (like Aggressive or Living Ships, for example) will apply on the first day of the new year. The mod checks if your empire dominant species has new traits or lost some, and adjust the empire modifiers according to it.
Lava 17 May @ 3:34pm 
Thats awesome, thank you :)
Granhyt  [author] 17 May @ 5:00am 
@Lava : It has been tested by GhostFox and it does work.
On a code perspective, there is no special tag to block traits away from being applied by Evolutionary Predators. Eat all you want. :)
Lava 16 May @ 8:38am 
will these traits get automatically applied in evolutionary predators?
Granhyt  [author] 10 May @ 4:51am 
Ascetic isn't blocking the others unity traits, and that was by design. Especially since it's a pretty costly trait, so taking it and Traditional would cost 4 points ... interesting but means neglicting many non-unity bonuses.
I think it is fine, but it's a recent trait, compared to many others, so all I can really say about balance is that nobody complained yet. ^^"
Granhyt  [author] 10 May @ 4:47am 
Maybe I'll have to add a bit of text in the description and not rely on the automatic/paradox provided descriptions, it's a good point. I'll keep that in mind.

In my experience, the unity traits were rather strong, compared to traits like Rooted/Pionners which are fun but don't have much impact over a game. But not as impactful as pop growth bonus/malus, for sure.
Anyway, I'm far from playing meta, so I am probably missing massive things. Like the robotic Swarm trait,

And part of me want to put the "unity to all jobs" even on the vanilla traits. But some bureaucrats jobs provide more bonus than plan unity, and for those non-unity ressources, the vanilla traits will boost the production.
I guess it will need for the player to consider more carefully which trait to take.
TheTimeCreator 10 May @ 3:09am 
Hi, wow thanks for checking, i did some testing and it really works on managers and stewards. I was a little confused for a moment becouse it was addding a "efficiency" work force. I thought it was something diffrent, my fault.

Alright so bureaucracy 10% bonus from Impassioned stacking with 10% bonus from Ascentic
For example i have 360 work force (from buildings) and i have one of the these traits so it gives me + 36 work (efficiency) force, if i have both it gives me + 62 work force.

I mean, i dont think + 10% for all unity workers is that overpowered. Maybe dont let it stack ?
Before it was + 10% for all unity outputs (jobs), it wasnt OP either. ¯\_(ツ)_/¯

I would just change description, so that everybody would know what job gets the bonus ( or/if all of them), just byro jobs ? maybe all Administrators workers ?
Granhyt  [author] 9 May @ 12:02pm 
Ok, I have the explanation by looking at the job definition, actually.
Manager, steward, preacher, numistic priest, unifier, culture worker, death priest, low tech bureaucrat, memorialist, haruspex, are all bureaucrats.
Mortal initiate are considered as bureaucrats too, but defined as a specific job. In theory it should work too.

I may do Melancholic/Passionate as "all jobs unity" having a (slightly lowered) bonus, and the others traits boosting only bureaucrats look-alike like the vanilla trait.

Any thoughts on this proposition ?
Granhyt  [author] 9 May @ 11:53am 
Ok so I can make it work to give a bonus to all unity jobs (there is others possibilities but that seems to be the closest from the 3.14 version of the mod).
But in vanilla, they did bureaucrats only for presapients and traditional.

I'll keep only bureaucrats for now, put the small update and think over it.
Just keep the bonus as vanilla ? Do a full unity bonus ?
In the case where all unity jobs are buffed, should the numbers go smaller, to compensate ? Or keep the numbers the same ?
Granhyt  [author] 9 May @ 10:49am 
@WeirdSkull : I did not think to check, to be honest. There was no special tag, so I took it as granted for all traits.

@GhostFox : Thank you for confirming it works. :)

@Link : You're welcome !

@TimeCreator : I'll have to check for Passionate and the like, the traits giving unity, Traditional is a vanilla trait, but maybe the others jobs can and should give unity too (in theory it would be in the spirit of Passionate, but I'm not sure it's doable anymore).
It currently use the "bureaucrat_jobs_bonus_workforce_mult" modifier, instead of bonus unity since as far as I know, bonus ressource doesn't exist .... oh, there may be a way.

I'll have a look and in any case, I have a small update to add in the coming hours (because of vanilla override, I have to add the last few hotfixes to a few vanilla traits).
TheTimeCreator 9 May @ 2:05am 
Thank you for this amazing mod and for your work :) ! A have a one (maybe stupid) question, its about "bureaucrat jobs" category. Sooo .... traits like "Impassioned" and "Traditional" do not work on Managers/Stewards/Mortal initiates ? Becouse in game tooltip says its only Bureaucrats/Synapse Dronmes/Coordinators.
Link3000XD 8 May @ 2:12pm 
thx!
Ghost Fox 8 May @ 12:23pm 
They absolutely can. (I've had it happen.)
WeirdSkull 8 May @ 10:47am 
Not sure if you can confirm this or my bad if you already got asked this, but can people get those traits through the adaptive evolution situation ? (evolutionary predator origin)
Granhyt  [author] 8 May @ 9:26am 
@Loveless : Thank you. Glad to be helping you. :)
@Link : I wanted to remove the link but forgot (had a few troubles to upload the mod, lost my edited description). I'm not even sure Relytor mods still exists, and with the recent changes, compatibility is doubtful. Most other mods don't change stuff which AT changes, so you should be good no matter the load order.
@Skittles : Thank you very much. <3
Skittles 6 May @ 4:23pm 
you are so amazing gran, ty ty TY for so fast updating this to 4.0!!!
Link3000XD 6 May @ 2:42pm 
hmm that sprobably already known but: the link under compabilities doesnt work.
do i have to watch out for the load order?
Loveless1987 6 May @ 5:47am 
I admire and applaud how quickly you guys got this update done. You see, the more trait points mod I'm using still works, but I have nothing to use it with. Until now.
Granhyt  [author] 6 May @ 4:24am 
Thank you very much Shirafischer. <3

To give more details about the compatibilities issues, all of the "production" bonuses got renamed, so "food bonus" becames "pop working on food bonus", and so on.
There was other things, but it is the most important one.
Granhyt  [author] 6 May @ 4:22am 
@Zenox_omega : Many, many compatibilities issues. If you want to finish a 3.14 game, please use this archive : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3476322263
ZENOX_OMEGA 5 May @ 7:26pm 
any compatibility issues with 3.14. not updating yet
Shirafischer 5 May @ 6:53am 
love this
Granhyt  [author] 5 May @ 2:47am 
4.0 update done !

@Donkey : I haven't been able to reproduce your problem. Is your game language english or another language ?
Donkey 21 Apr @ 9:30am 
In the game I think I am seeing the code name that you used to make the mod instead of just the trait name. For example, I should see Free Sprits, but it appears "trait_additraits_free_spirits"
Skittles 10 Apr @ 7:19pm 
you are amazing, thank you for answering and take your time <3 no hurry.
Granhyt  [author] 10 Apr @ 11:51am 
Considering the size of the new update and the mod, I'll update it quickly but it may take a few days depending on circumstances. No promises but I'll do my best.
Granhyt  [author] 10 Apr @ 11:50am 
It will be updated and I am currently trying to find a new name for "Rooted", since Sedentary is already taken and Rooted will be used by the new dlc, according to the latest devblog. ^^
Skittles 9 Apr @ 12:23pm 
i just wanna find out if this mod will be working on getting updated to 4.0 WHEN it releases, so i know if i should come back or not <3 i'm just curious if can use this amazing mod later or not <3
Granhyt  [author] 28 Feb @ 1:36pm 
I am unsure I'll be able to help you, but I think the usual solution is to delete the mod and let the game download it anew. Checking file integrity can sometimes help.
Matt 27 Feb @ 1:23pm 
I opened my game today and it says that this mod is not present on disc, except it is still downloaded, when I clicked the show in folder button it directs me to the right location and all the files there are identical to my friends game where it works fine, any ides what could have caused this?
Granhyt  [author] 16 Feb @ 1:23am 
It seems I didn't save my file properly, or was so sure I removed the - than I didn't in reality. I did some tests to be sure it worked correctly, changing the values a lot.
Thank you for noticing it, I'm uploading the correction now.
Shadow Fox 15 Feb @ 7:18pm 
Sorry for the delayed reply, but I think something still isn't working right with Fluffy. In the empire creation menu the trait lists as -10% amenities production and in game it's only giving a 15% boost rather than 35%.

Looking at the file, you have the base Fluffy trait multiplier set to
modifier = {
pop_job_amenities_mult = -0.10
}

Removing the - fixes the issue, so at least it's a simple fix.
Granhyt  [author] 13 Feb @ 11:13am 
Fluffy has been fixed, and slightly improved to give +35% amenities prod when the population is from your dominant species (by default, the one you created your empire with).

For some reason the "mature_galaxy" and "advanced_galaxy" command don't work for me, which prevents me to test "amenities producing Fluffy pop from the non dominant species". They are supposed to produce +10%. If they produce +35% too, we have a problem.

Hopefully someone will be able to test it, I don't have time to sink in a new Stellaris game these days. Maybe in a month or two. :)

Have a great day everyone !
Granhyt  [author] 7 Feb @ 2:17pm 
Understood. I'll try to test it again when I have time for it. These recent weeks I'm more busy than usual. Hopefully it won't last too long.
Thank you for your feedback.
Shadow Fox 5 Feb @ 3:53am 
I don't think the bonus for the Fluffy trait being on your majority species is working. My entire empire is 100% a hive mind species with Fluffy, but it's only showing +10% amenities in the tooltip, and looking at the drones themselves they're only producing +10% more than the base value so it isn't just a tooltip error.
Gameer4life 9 Jan @ 12:49am 
ah okay, dang I have a primary race that I always play as founder so I'm going to avoid this trait in the future.
Granhyt  [author] 7 Jan @ 8:43am 
Thank you for tthe kind word.

In theory, Fluffy works this way :
"Amenities prod : +10% : If they are the majority species, this bonus goes to 30% : Cost : -3"
So if you found an empire of flufiness, you get +30%.
If you conquer/annex/secondary species a group of fluffy creatures, you get only +10% and making them charismatic would be an upgrade (but you need a good razor).

In practice ... I think it works but I haven't tested it in a few patches, so the modifier could break and I wouldn't notice. ^^"
Gameer4life 6 Jan @ 9:46pm 
Hey I'm thankful for your mod and I use it traits alot as I always gentically alter all my races to be more humanoid ones I get from mods. However one trait that's confusing to me is Fluffy. It cost more than charistmic but give half as much.