Smart Modification – Traits by Tile

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Author: Toaster

Last revision: 28 May, 2018 at 08:45 UTC (4)

File size: 18.43 KB

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Description:

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.

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Revisions:

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