Stellaris

Stellaris

Primitive Worlds for 3.x
85 kommenttia
chicken leg 23.11.2024 klo 16.12 
im stomping my feet and smoke is coming out of my ears due to the fact this hasnt been updated
Mortarch Of Blood 19.10.2024 klo 10.36 
Any chance of an update?
borsk 18.9.2023 klo 0.14 
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 12.3.2023 klo 10.44 
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  [tekijä] 9.3.2023 klo 22.19 
@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 8.3.2023 klo 16.15 
I'm sending you good waves for the incoming 3.7 update as it will certainly require a lot of work. :)
borsk 10.12.2022 klo 12.08 
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  [tekijä] 7.12.2022 klo 23.04 
Now updated to 3.6
💖⎛⎝Silver Knight⎠⎞ 4.10.2022 klo 3.13 
Thanks for keeping it up to date
kuyan-judith  [tekijä] 21.9.2022 klo 21.20 
Fixed the habitat capitals issue.
Also updated to 3.5
borsk 22.8.2022 klo 11.43 
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  [tekijä] 6.8.2022 klo 16.57 
@borsk: Good point. Habitat primitives will now have the Void Dwellers trait.
Qillin 13.7.2022 klo 6.07 
O_O this looks like a amazing mod
borsk 8.6.2022 klo 0.26 
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 7.6.2022 klo 16.35 
I just got a primitive planet to nuke itself rather than submit to me , this is an amazing mod.
Big Sneezy 4.6.2022 klo 8.44 
Good to know, I'll correct my merge then :)
kuyan-judith  [tekijä] 4.6.2022 klo 4.32 
@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 4.6.2022 klo 2.15 
Thank you a lot!
Big Sneezy 3.6.2022 klo 20.55 
To clarify, I have Origins of Civilization lower than Primitive Worlds when this is happening.
Big Sneezy 3.6.2022 klo 20.53 
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  [tekijä] 3.6.2022 klo 17.51 
@MsL229: This mod and Rapid Evolution can go in any order. Origins of Civilization should go after this mod in load order.
MsL229 3.6.2022 klo 7.28 
Oh, sorry, meant Rapid Evolution and Primitive Worlds, apologies for lack of clarity xd
kuyan-judith  [tekijä] 29.5.2022 klo 18.26 
@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 29.5.2022 klo 11.59 
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 24.5.2022 klo 18.15 
Really appreciate the reupload. Looking forward to trying this out!
Paladin Leeroy 22.5.2022 klo 19.24 
Thanks for updating!
kuyan-judith  [tekijä] 17.5.2022 klo 5.39 
@Matt: Fixed. Thanks for telling me.
Mathew_01 17.5.2022 klo 3.43 
I have primitives spawning as Get.Specis.Name , instead of an actual species name. Only seen it on primitive hives or machines.
kuyan-judith  [tekijä] 13.5.2022 klo 22.52 
@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  [tekijä] 13.5.2022 klo 22.51 
Now updated to 3.4
Hazardous 13.5.2022 klo 12.28 
Was compatibility ever added with gods and guardians? I remember them conflicting a few years ago
kuyan-judith  [tekijä] 27.4.2022 klo 0.48 
Fixed issue where players would automatically gain ownership of primitive worlds.
=EXO= Hardwick 31.3.2022 klo 8.20 
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  [tekijä] 4.3.2022 klo 18.44 
Updated to 3.3 (i.e. made Earth slightly smaller to match 3.3; otherwise everything relevant is the same)
Brokkhouse 23.2.2022 klo 7.17 
Hi, thank you for a great mod. Is this compatible with 3.3.1?
kuyan-judith  [tekijä] 7.2.2022 klo 5.11 
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  [tekijä] 1.2.2022 klo 1.57 
@Hefty Iron Bar: space habitats but no FTL
Hefty Iron Bar 31.1.2022 klo 4.35 
Void dweller primitives?!!
How can void dwellers be primitives?
Lord_Daemonar 27.1.2022 klo 13.47 
Is there a changelog or page listing all features of the mod?
Gluten Miasma 20.1.2022 klo 9.09 
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  [tekijä] 20.1.2022 klo 0.44 
@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 19.1.2022 klo 15.17 
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 16.1.2022 klo 1.01 
Ah I see, must've hit escape when it was on screen (this way before they unmapped it)
Cowman 16.1.2022 klo 0.02 
Thanks for all your work my dude
kuyan-judith  [tekijä] 15.1.2022 klo 22.33 
Fixed bugged localization on the new random events.
kuyan-judith  [tekijä] 15.1.2022 klo 16.58 
@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 15.1.2022 klo 14.07 
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  [tekijä] 8.1.2022 klo 22.54 
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 10.12.2021 klo 10.47 
[|87
Eldahmyr 27.11.2021 klo 1.46 
thank you so much ;-)