Stellaris

Stellaris

Primitive Worlds for 3.x
85 Comments
chicken leg 23 Nov, 2024 @ 4:12pm 
im stomping my feet and smoke is coming out of my ears due to the fact this hasnt been updated
Mortarch Of Blood 19 Oct, 2024 @ 10:36am 
Any chance of an update?
borsk 18 Sep, 2023 @ 12:14am 
Paradox's implementation of hive mind primitives is just bad, and machine primitives just don't exist at all. I really miss this mod. Could you update it to work in the new versions, please?
borsk 12 Mar, 2023 @ 10:44am 
Regardless of what happens next, I just want to say this was a fun ride. I enjoyed this mod while it lasted, so thank you for making it!
kuyan-judith  [author] 9 Mar, 2023 @ 10:19pm 
@Inny: Thanks Inny, but with Paradox making their own versions of Hive, Void Dweller, and Post-Apocalyptic primitives I might just fold machine primitives into Origins of Civilization.
Inny 8 Mar, 2023 @ 4:15pm 
I'm sending you good waves for the incoming 3.7 update as it will certainly require a lot of work. :)
borsk 10 Dec, 2022 @ 12:08pm 
Thanks for fixing bugs and keeping this mod up to date! I would like to report another minor habitat-related issue: right after you negotiate habitat transfer, the habitat contains a research district, but that district disappears after a month tick. I suspect that that's not intended
kuyan-judith  [author] 7 Dec, 2022 @ 11:04pm 
Now updated to 3.6
💖⎛⎝Silver Knight⎠⎞ 4 Oct, 2022 @ 3:13am 
Thanks for keeping it up to date
kuyan-judith  [author] 21 Sep, 2022 @ 9:20pm 
Fixed the habitat capitals issue.
Also updated to 3.5
borsk 22 Aug, 2022 @ 11:43am 
I would like to report a bug: when you negotiate habitat transfer with void dweller primitives, the habitat gets a regular capital rather than a habitat capital
kuyan-judith  [author] 6 Aug, 2022 @ 4:57pm 
@borsk: Good point. Habitat primitives will now have the Void Dwellers trait.
Qillin 13 Jul, 2022 @ 6:07am 
O_O this looks like a amazing mod
borsk 8 Jun, 2022 @ 12:26am 
This is an absolutely amazing mod, I'm loving it! One minor bug I noticed is that void dweller primitives have habitat preference, but don't have the void dweller trait
Chimney Imp 7 Jun, 2022 @ 4:35pm 
I just got a primitive planet to nuke itself rather than submit to me , this is an amazing mod.
Big Sneezy 4 Jun, 2022 @ 8:44am 
Good to know, I'll correct my merge then :)
kuyan-judith  [author] 4 Jun, 2022 @ 4:32am 
@dostillevi: Not intentional! I think the information on the wiki about overwriting solar system initializers must have been wrong. Thanks for telling me and I'll fix it when I have time.
MsL229 4 Jun, 2022 @ 2:15am 
Thank you a lot!
Big Sneezy 3 Jun, 2022 @ 8:55pm 
To clarify, I have Origins of Civilization lower than Primitive Worlds when this is happening.
Big Sneezy 3 Jun, 2022 @ 8:53pm 
Is it intended that Primitive Worlds has priority over Origins of Civilization in system initializers? For example, vbp_machine_generic_2 has primitive worlds taking priority over Origins of Civilization. The same holds true for all system initializers touched by both mods.
kuyan-judith  [author] 3 Jun, 2022 @ 5:51pm 
@MsL229: This mod and Rapid Evolution can go in any order. Origins of Civilization should go after this mod in load order.
MsL229 3 Jun, 2022 @ 7:28am 
Oh, sorry, meant Rapid Evolution and Primitive Worlds, apologies for lack of clarity xd
kuyan-judith  [author] 29 May, 2022 @ 6:26pm 
@MsL229: I'm not familiar with "Evolution and Origins" and couldn't find it via search, but my understanding is that, contrary to the guide you linked to, the appropriate load order for Stellaris is generally given by these rules:
1) Patches should always be loaded after whatever they patch. But the launcher does this automatically anyway.
2) if mod A has inbuilt compatibility for mod B but not vice versa, mod A should be loaded after mod B.
3) in all other cases, either load order has no effect (if the mods don't overwrite any of the same files or you're using an appropriate compatibility patch) or any possible load order will cause problems (if they do overwrite some of the same files and you aren't using an appropriate compatibility patch).
MsL229 29 May, 2022 @ 11:59am 
Hello! Have an important question to ask- in a mod list where would I put this mod alongside with Evolution and Origins?
Basing on this list:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2290164696
3crow 24 May, 2022 @ 6:15pm 
Really appreciate the reupload. Looking forward to trying this out!
Paladin Leeroy 22 May, 2022 @ 7:24pm 
Thanks for updating!
kuyan-judith  [author] 17 May, 2022 @ 5:39am 
@Matt: Fixed. Thanks for telling me.
Mathew_01 17 May, 2022 @ 3:43am 
I have primitives spawning as Get.Specis.Name , instead of an actual species name. Only seen it on primitive hives or machines.
kuyan-judith  [author] 13 May, 2022 @ 10:52pm 
@Jack_Hazardous: sorry, not implemented. I think I'd need to be more familiar with gods and guardians to make a compatibility patch.
kuyan-judith  [author] 13 May, 2022 @ 10:51pm 
Now updated to 3.4
Hazardous 13 May, 2022 @ 12:28pm 
Was compatibility ever added with gods and guardians? I remember them conflicting a few years ago
kuyan-judith  [author] 27 Apr, 2022 @ 12:48am 
Fixed issue where players would automatically gain ownership of primitive worlds.
=EXO= Hardwick 31 Mar, 2022 @ 8:20am 
For me it causes an eventwindow error (no valid options) in vbp_hive.241 but that may be due to interaction with other mods.
kuyan-judith  [author] 4 Mar, 2022 @ 6:44pm 
Updated to 3.3 (i.e. made Earth slightly smaller to match 3.3; otherwise everything relevant is the same)
Brokkhouse 23 Feb, 2022 @ 7:17am 
Hi, thank you for a great mod. Is this compatible with 3.3.1?
kuyan-judith  [author] 7 Feb, 2022 @ 5:11am 
Updated: when using in a language other than English, text from this mod will now appear in English rather than just showing the localization key.
kuyan-judith  [author] 1 Feb, 2022 @ 1:57am 
@Hefty Iron Bar: space habitats but no FTL
Hefty Iron Bar 31 Jan, 2022 @ 4:35am 
Void dweller primitives?!!
How can void dwellers be primitives?
Lord_Daemonar 27 Jan, 2022 @ 1:47pm 
Is there a changelog or page listing all features of the mod?
Gluten Miasma 20 Jan, 2022 @ 9:09am 
Ah ha, makes sense. I did wonder if it might have been something like that, but figured it never hurt to ask :)

Thanks for the quick response & the mod :)
kuyan-judith  [author] 20 Jan, 2022 @ 12:44am 
@Gluten Miasma: observation.2061.desc.gestalt isn't actually used anywhere so I think that shouldn't be a problem. I was going to try to rewrite the event for gestalts (specifically, egalitarian gestalts, for if this mod's used with one that makes that possible) but changed my mind and decided they should just not have a version.
Gluten Miasma 19 Jan, 2022 @ 3:17pm 
Trying to add a bit more spice to primitives, so grabbed this mod. Unfortunately, while checking it over I spotted some weirdness with the file 'localisation/uplifting_random_events_l_english.yml'

line 9 cuts off after ' observation.2061.desc.gestalt' - is this intentional? :)
Scyobi_Empire 16 Jan, 2022 @ 1:01am 
Ah I see, must've hit escape when it was on screen (this way before they unmapped it)
Cowman 16 Jan, 2022 @ 12:02am 
Thanks for all your work my dude
kuyan-judith  [author] 15 Jan, 2022 @ 10:33pm 
Fixed bugged localization on the new random events.
kuyan-judith  [author] 15 Jan, 2022 @ 4:58pm 
@Scyobi_Empire: There is an event that does that. I think the flavor is that the habitat's life support fails or something like that?
Scyobi_Empire 15 Jan, 2022 @ 2:07pm 
I had a random Void Dwelling primitive disappear, is there an event that does that or they complete the Great Transcendence (glitch/bug and get deleted)?
kuyan-judith  [author] 8 Jan, 2022 @ 10:54pm 
Update:

Random events that occur during tech enlightenment can now also occur when enlightening tomb and where appropriate gestalt primitives.

Habitats are now more likely to resist integration into empires with opposed ethics.
shadowwarrior132 10 Dec, 2021 @ 10:47am 
[|87
Eldahmyr 27 Nov, 2021 @ 1:46am 
thank you so much ;-)