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[OBSOLETE] Smart Modification - Traits by Tile [2.1]
   
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2017년 11월 8일 오전 2시 27분
2018년 5월 28일 오전 1시 45분
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[OBSOLETE] Smart Modification - Traits by Tile [2.1]

설명
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:
If you like this, you might also like:
댓글 78
creatorcharlie 2020년 3월 24일 오후 8시 58분 
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 2019년 3월 6일 오전 10시 19분 
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  [작성자] 2018년 12월 26일 오후 1시 18분 
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 2018년 12월 22일 오후 12시 15분 
any news for a conversion to 2.2? it's really a good mod
ShadowDragon_79 2018년 9월 29일 오후 11시 18분 
I think "smart habitability" _shouldn't_ be free...

But interesting mod otherwise :) .
Nic 1990 2018년 8월 29일 오후 8시 37분 
Good luck
Toaster  [작성자] 2018년 8월 22일 오후 4시 29분 
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 2018년 8월 21일 오후 9시 58분 
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 2018년 8월 21일 오후 9시 44분 
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 2018년 8월 21일 오후 1시 43분 
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.