Stellaris

Stellaris

Traits Unlimited
Machi  [developer] 15 May, 2016 @ 5:53am
Bug Reports
Please report any bugs you've found in this thread so I can get on fixing them!
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Showing 1-12 of 12 comments
Whats happening in my game? I get a crash, but I am not sure if its your mod or one of the other mods I am playing with, sadly I can not disable them and test that same save.

Log tells:

[17:36:01][effect_impl.cpp:9693]: modify_species( file: events/machi_events.txt line: 967) effect is referencing inexistent trait: "random"
[17:36:01][effect_impl.cpp:9693]: modify_species( file: events/machi_events.txt line: 971) effect is referencing inexistent trait: "random"
Machi  [developer] 15 May, 2016 @ 11:22am 
The issue above has been resolved in the latest version!
Deagroth 15 May, 2016 @ 11:14pm 
This mod is incompabtible with the Playable Robots mod as when both are active the campaign start even for this to remove the AI's extra traits triggers, but the event to make your race synthetic or organic never does.
Machi  [developer] 16 May, 2016 @ 2:00am 
I've updated the mod so it can fire the Playable Robots event as well, it should work now!
Deagroth 16 May, 2016 @ 2:22am 
Thank you! It is working perfectly.
Mistlynx 16 May, 2016 @ 7:28am 
It no longer allows me to use my modded race unless I have the mod enabled same with your other unlimited mod. All my other custom races show up but not the ones I have used this mod on.
Machi  [developer] 16 May, 2016 @ 8:43am 
You have to have the mod enabled at all times if you want to play with an empire that uses more trait points, Paradox has removed the ability to play with empires that have too many traits in the last hotfix.
Avalanche 16 May, 2016 @ 9:10pm 
@Machi, I was using your mod along with others and it was working great, i had all the traits and it asked to take them away from the AI, which i believe worked, but my science vessel found an anomoly and it found this monolith and i had a choice of 160 Engineering Research points or to show it off to the public.

What this did was give 3 pops a new ethic, it gave them Xenophile, i guess they loved the art of this monolith, anyway, when these pops got that new ethic, it took away all the traits, but 2 of them.

I don't remember the event name, but it was the first time i had encountered it, your mod worked fine before that event, so any event that gives your pops any new traits or eithics, it removes the ones that you can't possibly have and leaves you with traits that you can have with 2 points...

Good mod, it worked like a charm until this event, so i am guessing other similar ones will cause this problem.
Yoko Taro >= GOD 17 May, 2016 @ 8:49am 
Lithari's problem also appear to me.
After playing for 15 min all the extra traits will be "gone", and I will get 2 random traits which I never pick for my whole population.
Machi  [developer] 18 May, 2016 @ 12:28pm 
The issue mentioned above should be fixed.

@Lithari
Are you sure the traits got removed once you got the event? Because the event doesn't actually modify any traits. Is it possible that it removed the traits earlier but you just didn't notice?
SgtCinnamon 24 Jul, 2016 @ 7:22pm 
A problem that i've noticed is that all of the non empire races. Like the ones that start off with sticks and stones, as well as mutated species all take pretty much every trait they can which causes some imbalances. This is if i've said yes to removing the extra traits that other races have.
Keno 27 Nov, 2016 @ 7:06pm 
When I select no for the AI to not have extra traits the AI will still have them.
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