Stellaris

Stellaris

Extended Toxoids
21 kommentarer
mute  [ophavsmand] 18. maj kl. 18:16 
As mentioned on my other Extended Species Mods, I am discontinuing the individual mods in favor of a (built from the ground up) merger: Galactic Diversity

Not all mods have been integrated yet, and some features maybe never will, but this is the place where, if anything, everything will be from now on.
Ciaphas Cain 13. apr. kl. 0:39 
abandoned/ceased development?
MechaShadowV2 12. okt. 2024 kl. 0:06 
so since pollution is bad for a non toxid species (unfortunately i didn't pay enough attention at first to realize it adds pollution to the game) how do i get rid of said pollution? there should be a building or something that reduces pollution. or some way to get rid of it.
wilnadon 4. sep. 2024 kl. 7:53 
Question: Is there a way to make toxic worlds habitable to Toxoids without the need to terraform them? Perhaps even giving them a toxic world preference would be really cool thematically.
Neemoo 14. jan. 2024 kl. 11:05 
More toxic appearences to the game?
CTH2004 17. juli 2023 kl. 21:04 
Quick question(s):

Could you describe more on what the different pollutions do? Which traits provide pollution immunity?

Also, how about 2 traits, one makes pollution non-deadly, but keeps all other effects. The other removes all negative effects. No bonus, no drawback. Maybe even a third one that makes pollution effect those pops even worse?
mute  [ophavsmand] 17. juli 2023 kl. 13:38 
Update! New Traits: Poisonous, Detoxifier, Destructive, Natural Chemists and Addicts.

Let me know if there are any issues with this update!
ghosterino 13. juli 2023 kl. 4:04 
Wow! You have made Toxoids 150% more interesting! How does the pollution stack work?
Materialoss 3. apr. 2023 kl. 20:17 
Can you do that? when i choose “enginerred evolution”, i can use toxic spores like vanilla game can use plants and rock traits?
Mushroomancer 1. mar. 2023 kl. 11:27 
Alright, thank you <3 I'm looking to use these with Stellaris Evolved, so as long as your mods don't mess with pop categories or species rights we should be clear as crystal
mute  [ophavsmand] 1. mar. 2023 kl. 2:50 
None of them overwrite vanilla files, if that's what you're asking
Mushroomancer 28. feb. 2023 kl. 15:23 
Or Pop Categories?
Mushroomancer 28. feb. 2023 kl. 15:22 
None of your Extended Species mods touch Pop Jobs or Species Rights, correct?
Lucky The Atomic Fonk 27. dec. 2022 kl. 19:32 
Ressources -> Resources in Profligate tooltip

Neat mod :3
Gearmech 21. dec. 2022 kl. 7:31 
I'm wondering if the robot pops are supposed to have a trait that works like the Toxoid trait since they have a trait that produces pollution on the planet?
mute  [ophavsmand] 20. dec. 2022 kl. 2:47 
I am not really sure if I get what you're asking?
Gearmech 18. dec. 2022 kl. 17:22 
Is there supposed to be a mechanical counterpart for the Toxoid trait, since there are traits for traits that would be useful for?
ThePionier 4. dec. 2022 kl. 0:48 
Good morning!
It seems that there are problems with the localization files for the German language.
Balathustrius 2. dec. 2022 kl. 13:50 
Awesome work Mute, I really appreciate the effort you've put into these. New art is looking fantastic as well!
mute  [ophavsmand] 2. dec. 2022 kl. 2:32 
Only the habitability part worked correctly. Just an oversight on my part, everything should work as intended now. The modifiers shouldn't show at all. Except for habitability which only shows the Pollution part, but I double checked this time, it does get cancelled out.
Balathustrius 1. dec. 2022 kl. 21:19 
The Toxoid trait does not seem to actually counter the malus of pollution. At least, when examining a farmer pop (for example), adding up my positive and negative modifiers (including the pollution malus) yields the shown value. Could this perhaps be a mod conflict? Any information I could provide that might help?