Stellaris

Stellaris

Evolution Traits - 1.1.7 [OUTDATED]
 This topic has been pinned, so it's probably important
Neko  [developer] 27 Jul, 2021 @ 8:59am
Troubleshooting & Bugs
If you encounter any problems with this mod please post them here. :)
Last edited by Neko; 27 Jul, 2021 @ 9:00am
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Showing 1-15 of 42 comments
AlienFromBeyond 17 Aug, 2021 @ 11:41am 
Herd Guides and Swarm Coordinators have no job category, which means they don't benefit from any generic job output increases like from stability or Prosperous Unification.

Oracle governor trait has -0 crime, looks like you meant to use planet_crime_mult instead of planet_crime_add given the value of -0.5.

Not a bug, but an issue to mention, if your crime on a planet is due to unemployment and you have Empathic, the game will oscillate constantly between having a Social Worker job, losing the crime from unemployment and thus the job, and regaining the crime from the job loss and the job showing up again.
Neko  [developer] 17 Aug, 2021 @ 12:51pm 
@AlienFromBeyond Thanks for reporting. I'll look into those soon :)
T.K. 19 Aug, 2021 @ 12:34pm 
I've ran into a game breaking (well, more of game ruining bug) where I've had 8 different empires end up killing themselves with robots, specifically the world harvester ones. They just... keep making robots that harvest their worlds. Capital planets were interesting as sometimes it would be harvested, other times not. I feel the AI shouldn't have access to that trait since it keeps, well, killing itself.
Neko  [developer] 20 Aug, 2021 @ 11:48am 
@T.K.: Hmm that's strange as homeworlds should be spared from harvesting. Could it be possible that the machine empires had migration pacts with each other? That's something I hadn't thought of. Maybe I can make harvesting empires unable to have normal diplomacy or something like that.
T.K. 20 Aug, 2021 @ 3:35pm 
Wasn't machine Empires, they were organics that created/migration treatied robots (not exactly sure where they got them). Though most were modded ones via the Fatherlands mods (randomly pops from a slighted faction branch off to make their own colony, so it might not count as the same home world flag). But while that definitely might be an issue, it's not the only one as the Ketling's spawned in, and world harvested themselves out of existence.

Other major mods I have installed are Gigastructures, A mod that gives extra trait points and picks, Galaxius, and Fatherlands (and the sub mod Rogue Colonies). Most don't add any new traits, as far as I'm aware, and those that do have specific conditions to acquire them.
The B0tler Did It 30 Aug, 2021 @ 3:20pm 
Hey, this mod has been excellent and really impressed with the mods! I've had issues using "photosynthetic", however; it appears to not actually replace the "consumption" resource as my species still requires "food" instead of "energy", which is especially an issue since strangely the rest of the start works (start with extra power plants instead of farms to feed my people). Any guess what could be causing this? Heavily modded playthrough so will post extensive list if asked, though unsure what could've done this since Lithovore works just fine.

Thanks for the assistance in advance!
apples 2 Sep, 2021 @ 12:06am 
Living standards no longer increase/decrease pop happiness for some reason.
Minaplo 21 Sep, 2021 @ 3:06am 
Hello! Love the mod, it adds a lot of flavour.

I have an issue where species with the Empathic trait add the Social Worker job at 20 pops but refuse to work the job. I can prioritise it, even shut down other jobs, but they refuse to work it.
Neko  [developer] 21 Sep, 2021 @ 10:17am 
@Minaplo: Thanks for the hint. The social worker job made some problems before too. I'll definitely look into it. :)
LOLDiamond 6 Oct, 2021 @ 11:48pm 
This is a small bug, but it seems hibernation and aestivating have eachother's features, meaning that aestivating gives cold habitability and hibernation gives dry habitability :D
Neko  [developer] 7 Oct, 2021 @ 12:10pm 
Aestivating species sleep during sommer/warmer times and hibernating species do the same during winter/colder times. So I don't see a mistake here? Why would a species that sleeps during warm periods get a habitability bonus for warm/dry planets and vice versa?
Consider a cold planet and a species with warm climate preference. During warm seasons they feel alright, during cold seasons they feel bad. If they could hibernate in cold periods on average they would feel better. So hibernating should provide hab bonus for cold climates since it makes cold more bearable by skipping the worst parts of it
Neko  [developer] 7 Oct, 2021 @ 1:28pm 
Hibernating species don't hibernate because it makes them feel better. They do because they wouldn't survive in cold seasons. As far as I'm aware hibernating species would NOT hibernate if it never got cold so such an species would strive in an environment with only short or no cold season at all.
Neko  [developer] 7 Oct, 2021 @ 1:32pm 
To add to this, "Cold" and "Hot" planets in Stellaris represent some kind of extreme. They are (nearly) all year either cold or hot with only little seasonal changes. That's why a hibernating species would have a hard time living on a cold world for example as auch a world is always cold. They are not suited for such an environment. Wet planets, like continental, are basically the middle here and have seasonal changes and thats why hibernating/aestivating species have no habitability modifier for that planet type.
Last edited by Neko; 7 Oct, 2021 @ 1:34pm
The way you describe it hibernating trait would not give an advantage in warm climate, but a disadvantage in cold climate, which makes sense in real world, but would mae it pointless in stellaris since cold planets are already all but uninhabitable for non-cold-preference species
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