Stellaris

Stellaris

V_TRAITS Performance Patch
21 則留言
Xyre  [作者] 2024 年 11 月 28 日 下午 4:52 
That trait is locked from random picks by default.
Dsilexic 2024 年 11 月 27 日 上午 11:58 
Does this affect the Parasite Host trait? That one has been causing a lot of trouble in my games.
Freakshow 2024 年 7 月 4 日 下午 8:35 
thank you, this helps a lot!
Xyre  [作者] 2024 年 7 月 4 日 下午 8:13 
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 2024 年 7 月 4 日 下午 4:41 
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 2023 年 7 月 20 日 上午 9:34 
Ahhhh i see thanks
Xyre  [作者] 2023 年 7 月 20 日 上午 9:10 
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 2023 年 7 月 20 日 上午 7:50 
The mod dont work good = the aliens empires in all my games have your mod traits even with this mod active
Xyre  [作者] 2023 年 6 月 16 日 上午 5:22 
It is a very simple mod. It should work no matter what version it is.
??? 2023 年 6 月 15 日 下午 5:51 
Does this work with 3.8?
Xyre  [作者] 2023 年 4 月 5 日 下午 8:34 
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 2023 年 4 月 5 日 下午 8:10 
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  [作者] 2023 年 3 月 12 日 上午 7:45 
'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 2023 年 3 月 11 日 下午 6:12 
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  [作者] 2023 年 1 月 13 日 上午 9:11 
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 2023 年 1 月 13 日 上午 8:01 
would you make a version where this is already included with the base mod?
Hellbot 2022 年 12 月 4 日 下午 7:03 
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  [作者] 2022 年 12 月 4 日 上午 6:05 
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 2022 年 12 月 4 日 上午 4:44 
Does this still allow most of the traits to spawn?
Xyre  [作者] 2022 年 11 月 2 日 上午 11:52 
I'm glad it did.
Them8 2022 年 11 月 2 日 上午 11:10 
this helped!