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This Race has been modified to grow hull armour grade material for exoskeleton and skin, with enhanced strength and EM-spectrum wide vision. (super-soldiers)
Neurotoxin Injection
This Race has been modified with a gland that, on command from authorised controllers, releases a deadly Neurotoxin directly into the brain, killing the loyalty-deficient member immediately. (like Nerve-Stapled in principle, but subtly different usage case)
Meta-Omnivorous
This Race doesn't just eat what's on the plate, but can eat the plate and cutlery too; take chunks out the table if really hungry. Useful when dealing with lifeforms engineered for growing metal body-parts.
Fire-Breathing
This Race has tubes into the mouth connected to reserves of fuel and catalyst that, in conjunction with heavy exhalation from the lungs, breathe out fire in a size-dependant stream.
Bioluminescence
This Race gives off passive lighting from chemical reactions.
@Jberk: Something like that is actually planned. Some of the machine traits I want to add are Terraformers, World Eaters, Entertainers, Spy Units and Law Enforcers. Unfortunately something like an evolution of machines isn't planned as that would go way beyond the scope of this mod.
What about:
'Extreme Omnivore'
'Extra Omnivore'
'Absolute Omnivore'
'Unbound Omnivore'
'Super Omnivore'
'Extra-bio Omnivore' (because you can eat all things - beyond traditional biological meats and plants).
Unbound Omnivore sounds the coolest of those options.
"Fore some reasons, this speciess lost it's ability to procreate"
It would be funny negative trait, for chalangefull playthrough. I really would like to see it.
Noted :) But I won't add it in the 1.1 update. Probably 1.2. And it will have something like -80% pop growth + another modifier I have to think about.
You could have any bonus really, from the emotional energy and time freed from not rearing children.
Traits such as unruly, conformists, nomadic and docile are all rather weak.
Also, I feel like your traits bitter and toxic should be reevaluated, as making a species bad for livestock really isn't a drawback most of the time, and thus. You might even consider them positive traits, since other empires won't want to eat you! I propose you make it so they have both debuffs and buffs, as to not make them an obvious pick for a negative trait.
Anyways, I would love a rebalance of the vanilla traits too, perhaps as a submod so people can pick if they want them rebalanced. This is definetly the best trait mod out there, kudos!
I'll think about what you said though