Stellaris

Stellaris

Primitive Worlds (Now Deprecated)
193 Comments
Violent Beetle  [author] 27 Sep, 2020 @ 3:51am 
I couldn't make update work but I had a sudden realization on how I can solve my issues, so here it is with the most egregous bugs fixed (I hope)
I have taken out the overwrite for game_start.1 so enjoy your stupid long stalk Sol.
https://sp.zhabite.com/sharedfiles/filedetails/?id=2240847592
Violent Beetle  [author] 25 Sep, 2020 @ 9:12am 
I'm having troubles with the launcher regarding mod upload and considering the state the game is currently in, have little interest in figuring out how to work around them.
hyper_fool_80 25 Sep, 2020 @ 8:05am 
@Violent Beetle Any chance for a Version that Does not overwrite game_start.1?
tilarium 25 Jul, 2020 @ 2:43am 
It blocks several (if not most) origins from working fully. I can attest to all origins that are supposed to spawn other civilizations next to it will not have those extra civs spawn.
kuyan-judith 24 Jul, 2020 @ 6:53pm 
Is it okay if I have a go at updating this mod for 2.7?
Papa Palpy Palpatine 26 May, 2020 @ 1:57am 
Not sure if it's been mentioned before, but each time I uplift a race of primitive robots and choose the hivemind option, they just become Despicable Neutrals and stay that way.
TurtleShroom 22 May, 2020 @ 3:48pm 
You never needed to overwrite ANYTHING. Just make the Primitives spawn by an Event that creates their solar systems.
Violent Beetle  [author] 22 May, 2020 @ 11:22am 
It overwrites game_start.1 to suppress Sol's spawning, yes. This seems to be where all the origin events are put.
I hope to be able to get back into updating the mods eventually.
hyper_fool_80 22 May, 2020 @ 11:13am 
Seems like it is now affecting all base Origins even on Galactic Doorstep is not Spawning the Black Crown.
joshua506 16 May, 2020 @ 8:59pm 
I'll just say this, not to pressure you or anything, but for people who might be wondering and come by: This mod also overrwrites the On The Shoulders Of Giants Origin. The archaeology site never spawns in.
TurtleShroom 13 May, 2020 @ 10:32am 
Okay.
Violent Beetle  [author] 13 May, 2020 @ 10:31am 
Maybe someone else overwritten my overwrite. I'll get back into modding eventually. But I'm taking a break right now.
TurtleShroom 13 May, 2020 @ 10:20am 
I played this Mod in V2.6.3 , and it did not prevent other Origins from spawning. That may have changed in V2.7 .
Violent Beetle  [author] 13 May, 2020 @ 8:58am 
That sounds likely, yes.
tilarium 13 May, 2020 @ 7:44am 
@Violent Beetle One issue I do know of with the mod is that it prevents Common Ground and Hegemony origins from spawning the other empires.
Violent Beetle  [author] 30 Apr, 2020 @ 2:23am 
It probably doesn't work right now and I won't be able to update it at this particular moment.
TurtleShroom 29 Apr, 2020 @ 8:31pm 
Does this Mod still work? Is it still compatible with Gods and Guardians?
Cowardly_chaplain 29 Apr, 2020 @ 8:20pm 
Dear developer! I've been wondering if anybody gasyet complained about the primitive Hive Mind and Machine are most likely to get their solar system very quick, though with no possibility of invading their space or even tresspassing it.
eliemateus 12 Apr, 2020 @ 4:38pm 
can you make scion primitives?
cybrxkhan 27 Mar, 2020 @ 11:20pm 
Just wanted to say this mod is one of my essentials (probably in my top 10 must have mods), so I eagerly await the update!

As an aside, for my own mods, my launcher issue was solved by renaming the old .mod file to "descriptor.mod" and putting it in the mod folder itself (i.e. where the steam workshop thumbnail image is located), and making sure I deleted the line with remote_file_id

That's not the only launcher issue I'm sure, but I just wanted to throw that out there in case it fixes your issues with updating your mod to the current launcher.
Dr Nilsson 🖖 22 Mar, 2020 @ 1:48pm 
Yes, uploading it as a new mod is probably a good choice.
labgnome 21 Mar, 2020 @ 8:04am 
If it's just an issue with the launcher recognizing it (which I've seen with a few mods), I'd suggest just leaving this as the "legacy" version, upload a new version and point everyone that direction. If it's something else with the launcher, then I suppose we will just have to wait.
Violent Beetle  [author] 21 Mar, 2020 @ 12:47am 
I think I know how to fix it, I'm just not sure I can actually update it with the current launcher. You'll have to do without this mod for now, I suppose.
Zane0 20 Mar, 2020 @ 7:42pm 
A number of 2.6 origins are broken with this mod. The modifier doesn't appear on the planet. Doomsday doesn't work for instance.
labgnome 18 Mar, 2020 @ 5:09am 
I mean just the tomb-world and habitat primitives need to be adjusted to have the Post Apocalyptic and Voidborn origins respectively. You might check to see if your planned Syncretic or Mechanist natives are already in the game.
Violent Beetle  [author] 17 Mar, 2020 @ 11:51pm 
Eventually.
labgnome 17 Mar, 2020 @ 6:41pm 
Any plans to update this to be compatible with the new origins system?
Gerishnakov 17 Feb, 2020 @ 3:46pm 
Habitat primitives waaaaay too common.
Krook 29 Jan, 2020 @ 2:43pm 
Tomb world, primitive machines and a dead god. Is that kenshi? XD
Violent Beetle  [author] 6 Jan, 2020 @ 5:05pm 
I got a chance to test it out a bit. Seems like it's a matter of having sensor data. A bit weird, might be a bug.
tilarium 6 Jan, 2020 @ 4:37pm 
I’m running it, just started a new game but I’ll keep an eye out for you and let you know.
Violent Beetle  [author] 6 Jan, 2020 @ 2:43pm 
Hey, anyone still running this mod. Do ages on the modded primitives display normally?
tilarium 30 Dec, 2019 @ 6:13pm 
@Parse Working fine for me as best as I can tell.
Violent Beetle  [author] 26 Dec, 2019 @ 2:55am 
I think it still should since very little changed, but I'm too afraid to touch new launcher to find out.
perl 25 Dec, 2019 @ 3:22pm 
This works with 2.5 right?
Nep-Nep 3 Nov, 2019 @ 4:30am 
Im playing in 2.5 and the mod work well.
Violent Beetle  [author] 3 Nov, 2019 @ 3:49am 
It should, but I'm yet to try it. New launcher scares me
Stranger 2 Nov, 2019 @ 3:15pm 
Does this work with 2.5?
Violent Beetle  [author] 22 Oct, 2019 @ 2:33pm 
Well, that wasn't helpful. I'll try to figure out what could've happened.
Nep-Nep 22 Oct, 2019 @ 2:00pm 
Violent Beetle  [author] 22 Oct, 2019 @ 1:26pm 
Yes, this is what I needed, except after they disappeared.
Nep-Nep 22 Oct, 2019 @ 1:20pm 
Ok I do it ( I never open the console before Sorry)
https://i.imgur.com/OaLbh9x.png https://i.imgur.com/7WN5sxg.png
Violent Beetle  [author] 22 Oct, 2019 @ 12:44pm 
I asked you to open console (You know what console is, right?) and use debugtooltip command, then put your mouse over the planet, so the tooltip would list flags on the planet, so I would know what kind of flags it has.
Violent Beetle  [author] 22 Oct, 2019 @ 10:14am 
You aren't hovering over planet, you hover over your country.
Violent Beetle  [author] 22 Oct, 2019 @ 7:17am 
Hm, so that shouldn't really be connected, you just randomly found generic dig site.

Are you sure it's my mod? Can you use degutooltip and hover over planet and system to see what flags they have?
Violent Beetle  [author] 22 Oct, 2019 @ 1:07am 
This seems like a weird engine bug, I don't know how could I possibly affect it.

What dig site was that?
Nep-Nep 21 Oct, 2019 @ 4:56pm 
Your Mod have a Bug, When one of your Mod primitive species appear in a system and then a Archeological site appear in the same system the primitive civilization disappear.

the primitive civilization (robots)
https://steamuserimages-a.akamaihd.net/ugc/762723985820023310/E753814C14AA5852F5878A34161166D14B5E37A9/

Archeological site appear and the primitive civilization disappear.
https://steamuserimages-a.akamaihd.net/ugc/762723985820023443/DCBA2D332FC99A461E34DEA68CF18560DDD88917/