Stellaris

Stellaris

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[OBSOLETE] Smart Modification - Traits by Tile [2.1]
   
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8 Nov, 2017 @ 2:27am
28 May, 2018 @ 1:45am
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[OBSOLETE] Smart Modification - Traits by Tile [2.1]

Description
Obsolete as of 2.2

Version 2.1.*

Ever found genetic engineering to be a bit of a faff? Managing 4-5 different species working different tiles is time-consuming and awkward. Enter Smart Modification!

Smart Modification
This mod adds traits to genetic modification and robomodding that, once applied, are intelligently replaced by the appropriate bonus trait for whatever building the pop is working produces:
  • Minerals:
    'Industrious' or 'Power Drills'
  • Energy:
    'Thrifty' or 'Superconductive'
  • Food:
    'Agrarian' or 'Harvesters'
  • Research:
    'Intelligent' or 'Logic Engines'
  • Unity:
    ‘Traditional’ or 'Propaganda Bots'
If the pop isn't working a recognised building, then the trait is removed and the cost of applying it is refunded. This makes it trivial to create a range of different species and robot types to optimise production, even when modding planets full of existing pops.

Smart Habitability
Once you've got access to advanced traits, you can use the new Smart Habitability trait. A 0-point trait that can be applied in addition to any others, it automatically modifies any pops with basic habitabilities (e.g. not Tomb World) to have the correct habitability for their current planet, for free.

Now, all you need is a single 'Smart Modification' template + advanced templates for Science/Minerals/Energy/Food with Smart Habitability. That's a huge saving over having 4 templates for each planet type!

Make the pops you want, easily!

FAQ:
CAN THE AI USE THIS?
I haven't checked but nothing's stopping them. The AI doesn't really need it as it has the patience for shuffling modified pops between planets already.

DOES IT ASSIGN TRAITS FOR MODDED-IN BUILDINGS? / CAN YOU MAKE IT?
Currently vanilla buildings only. Any pop working a modded-in building will just have its modding cost refunded.

Expanding to support other mods is possible, but I don't want to do a lot of boring busywork. If you send me a properly formatted list of modded buildings for each resource (as below) I can add support for them. Template:
# UNITY
has_building = building_sacred_nexus
has_building = building_holotemple
# MINERALS
has_building = building_hab_astro_mining_facility
has_building = building_ancient_factory

WHAT IS THE 'LIMITED' ROBOMODDING TRAIT FOR?
As the +Minerals, +Food etc. traits cost 1, but the +Research traits cost 2, robomodding isn't quite as simple as biomodding. The 'Limited' trait will add any appropriate 1-point trait; the non-'Limited' version will add any appropriate trait and refund any excess . If there was a single 2-cost trait, you'd need to wait until you got the Synthetic Age perk to begin robomodding.

My other mods:
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78 Comments
creatorcharlie 24 Mar, 2020 @ 8:58pm 
Damn, I didnt know I needed this until I discovered I didnt have it. Shame there is not a way to get this working.
Norr 6 Mar, 2019 @ 10:19am 
Maybe find a way to target pops with a specific job or within a specific stratum? It would still be very micro-y, but then you can at least get all current miners of a species to mine better, etc.
Toaster  [author] 26 Dec, 2018 @ 1:18pm 
Not quite sure how I'd do this for 2.2. Pops shift between jobs so often and you have so many subspecies with xenocompatibility that it'd take far too many projects to manage.

Feels like maybe replacing it with an Edict or Special Project that handles the Smart Habitability part would make sense. Maybe manages the Smart Modification too? I mean, to some extent just adding a trait called 'Bioengineered' that costs 2, has all the benefits of Intelligent/Industrious etc. simultaneously, but adds a Society research upkeep would work? If that can be done?
Vilcoyote 22 Dec, 2018 @ 12:15pm 
any news for a conversion to 2.2? it's really a good mod
ShadowDragon_79 29 Sep, 2018 @ 11:18pm 
I think "smart habitability" _shouldn't_ be free...

But interesting mod otherwise :) .
Nic 1990 29 Aug, 2018 @ 8:37pm 
Good luck
Toaster  [author] 22 Aug, 2018 @ 4:29pm 
Yeah it might take me another few days to have the free time to do this. I'm 1 month out from handing in my PhD thesis, and that's taking priority...
Vae 21 Aug, 2018 @ 9:58pm 
this is the version i'm currently using.
https://mega.nz/#!0pV2HAba!O9S5GxxSXWbl-nw3qyeo_KKE3YuD2HA9sQluKmGsDqE

I think you can just extract the 2 files to C:\Users\(account name)\Documents\Paradox Interactive\Stellaris\mod

also i have very little experience with modding so i advise backing up your save before trying it. I don't think the mod can damage a save but best to play it safe.
Vae 21 Aug, 2018 @ 9:44pm 
The way i got it working was to use the launcher to make a new mod folder then i copied the unzipped files from the original mod into the folder. I then modified the smartmod scripted triggers in the new folder. Remmber to disable the old version of the mod or it's likely to overwrite the changes. I wasn't able to make any changes without using the launcher to create a new mod. When the I tried to edit the original files directly the game never registered the changes.
requiemofreason 21 Aug, 2018 @ 1:43pm 
Update: Overwriting with a separate mod did not work, but pasting the file over the file from this mod DID work. This obviously isn't a stable solution, as it will be overwritten again as soon as Steam checks for workshop updates.