Stellaris

Stellaris

V_TRAITS Performance Patch
21 Comments
Xyre  [author] 28 Nov, 2024 @ 4:52pm 
That trait is locked from random picks by default.
Dsilexic 27 Nov, 2024 @ 11:58am 
Does this affect the Parasite Host trait? That one has been causing a lot of trouble in my games.
Freakshow 4 Jul, 2024 @ 8:35pm 
thank you, this helps a lot!
Xyre  [author] 4 Jul, 2024 @ 8:13pm 
As a general rule of thumb:
If the trait has an effect which is triggered when a specific conditions are met
If the trait has a per X effect (in which X means pop/district/blocker/ect.)
If the trait has "each pop working as" effect

Optionally you could just go into the mod files and search inline_script = "traits/no_randomized". It is the line that determines if the trait gets affected by the mod or not. For the most part the traits have basically the same name as they have in the game.
Freakshow 4 Jul, 2024 @ 4:41pm 
hey, would there be a good way to determine what traits use the randomization so i can cut them out for performance boost in multiplayer?
Grendain 20 Jul, 2023 @ 9:34am 
Ahhhh i see thanks
Xyre  [author] 20 Jul, 2023 @ 9:10am 
It doesn't affect all traits just specific ones. The mods turns off the random selection on start and AI genetic modification of traits that use triggered modifiers. The traits that don't use them are not affected.
Grendain 20 Jul, 2023 @ 7:50am 
The mod dont work good = the aliens empires in all my games have your mod traits even with this mod active
Xyre  [author] 16 Jun, 2023 @ 5:22am 
It is a very simple mod. It should work no matter what version it is.
??? 15 Jun, 2023 @ 5:51pm 
Does this work with 3.8?
Xyre  [author] 5 Apr, 2023 @ 8:34pm 
The patch affects two things:
1. What traits can be used by randomised species on galaxy generation.
2. What traits the AI can add via gene modding.
If you started the game the first point won't have any effect but the second will.

This is only a patch to the main mod. As the main mod contains most of the code using only the patch would result in the mod not working at all. The way traits work, their localisation and icons are all in the main mod.
Figaround 5 Apr, 2023 @ 8:10pm 
I started the game with mods, including your V_TRAITS mod. It's already 2276 in the game. If I add and include the V_TRAITS Performance Patch mod - won't this cause a glitch or problem in the game? And will it affect anything?

Another question, I can completely remove the entry for one trait in the V_TRAITS mod, it's causing problems, it won't cause new problems and the trait will just disappear in species that have it?
Xyre  [author] 12 Mar, 2023 @ 7:45am 
'Ere ya go.

randomized = no
species_potential_add = {
exists = from
from = {
is_ai = no
}
}

"randomized = no" Prevents the trait from being picked up from the random list by the AI at game start.
"species_potential_add " prevents the AI from picking it after the game start.
Put it in any trait and it should work.
Totally not Skynet 11 Mar, 2023 @ 6:12pm 
Is there anywhere I can find the code that prevents AI from picking these traits? RPPs method causes players to be unable to gene mod either, so im hoping to copy over some code. With your permission.
Xyre  [author] 13 Jan, 2023 @ 9:11am 
Not really. Having two nearly identical versions of the mod would probably end up with a lot of errors, when working on them simultaneously.
kinngrimm 13 Jan, 2023 @ 8:01am 
would you make a version where this is already included with the base mod?
Hellbot 4 Dec, 2022 @ 7:03pm 
50% is still plenty enough, I was mostly worried about the galaxy's species being just as samey as it is without it.... sorry
Xyre  [author] 4 Dec, 2022 @ 6:05am 
As there are quite a few traits that make use of triggered modifiers a lot of those traits aren't able to be spawned About 50%. As a rule of thumb any trait with a "per pop" effect is affected.
Hellbot 4 Dec, 2022 @ 4:44am 
Does this still allow most of the traits to spawn?
Xyre  [author] 2 Nov, 2022 @ 11:52am 
I'm glad it did.
Them8 2 Nov, 2022 @ 11:10am 
this helped!