Stellaris

Stellaris

Origins of Civilization for 3.6
55 Comments
IlliaJ 1 May, 2023 @ 8:44am 
Thank you!
kuyan-judith  [author] 1 May, 2023 @ 2:14am 
3.7 version at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2969817152

I haven't yet merged Primitive Worlds stuff into that mod, aside from making random post-apocalyptic primitives a thing. I hope to eventually incorporate more but given how much more content primitive civilizations need now I won't necessarily get 'round to that anytime soon.
IlliaJ 21 Apr, 2023 @ 7:00pm 
Is there planning to be an update?
Sunconure11 20 Mar, 2023 @ 10:26pm 
I think they were planning to merge their primitives stuff into this.
MrFunEGUY 17 Mar, 2023 @ 5:15pm 
Wondering if/how you plan to deal with this for the new primitives update?
CaptainArchmage 16 Dec, 2022 @ 4:51pm 
This absolutely does not work with Primitive Worlds, some kind of clash happens but a compatibility update would be great.
kahvipensas 11 Dec, 2022 @ 11:57am 
Does anyone know if there's a compatibility patch for this mod + Primitive Worlds? I only found one in Chinese, and doing manual merging with Irony Mod Manager is rather tricky in some of the events.
aanikron 8 Dec, 2022 @ 8:24am 
awesome, thank you.
kuyan-judith  [author] 7 Dec, 2022 @ 11:04pm 
Now updated to 3.6
aanikron 3 Dec, 2022 @ 4:26am 
hello
Big Sneezy 9 Oct, 2022 @ 8:13pm 
I believe there's a bug in the vbp_hive.200 event. "observation_outpost_owner = {" is written as "observation_outpost.owner = {" instead. This looks like it also hits the other vbp_hive events as well. Noticed this while comparing Primitive Worlds for 3.x against this mod.
WP 🥔 27 Sep, 2022 @ 8:43am 
Did the 3.5 update add any toxoid content to the primitives?
kuyan-judith  [author] 21 Sep, 2022 @ 9:19pm 
Now updated to 3.5
nomad 8 Jul, 2022 @ 8:54am 
Irony Mod Manager says solar system initializers from Primitive Worlds take priority (FIOS) over ones in this submod. Just wanted to check, is it working as intended or should it be the opposite?
Big Sneezy 11 Jun, 2022 @ 8:05pm 
the lost colony pops aren't working jobs. I think this needs the jobs update from several patches ago. Might apply to other jobs files as well, but I only noticed this one in game.
kuyan-judith  [author] 8 Jun, 2022 @ 12:27am 
@Jack_Hazardous: This mod does not have compatibility with gods and guardians.
Hazardous 7 Jun, 2022 @ 10:39pm 
Does this have compatibility with gods and guardians? I think G&G disables all the extra primitive stages from Violent Beetles mod
Rotiti 14 May, 2022 @ 7:34am 
Thanks for the quick fix !
kuyan-judith  [author] 14 May, 2022 @ 6:51am 
Oops! fixed.
Rotiti 14 May, 2022 @ 4:28am 
Hi:

Your file naming
common\governments\civics\01_special_civics.txt
will overwrite game default file content to make fallen empire be shown as empty name and civic

should add a prefix to it for ex. vbp_01_special_civics.txt

Thanks
kuyan-judith  [author] 13 May, 2022 @ 10:54pm 
Now updated to 3.4 and added progenitor hive primitives. Also fixed some more bugs.
kuyan-judith  [author] 16 Mar, 2022 @ 11:39pm 
@Galactic Pineapple: If you invade primitive mechanists (i.e. regular primitives but with robots in addition to the organic pops), the robots stay. If you invade a primitive machine intelligence (i.e. gestalt consciousness primitives, either all robots or the organic pops are either bio-trophies or cyborgs), the robots will die.
Pineapplekiwi 16 Mar, 2022 @ 9:04pm 
So, I ended up doing another play through and i found a whole bunch of them ! I really enjoy this mod dude, so i appreciate you putting the work into it . Quick question, if I were to invade a robot primitive world would I be able to use the robots or would they die like with a gasault (i cant spell for shit) consciousness ?
kuyan-judith  [author] 16 Mar, 2022 @ 5:56am 
So- tested and primitives with robots, primitives with syncretic proles, and necrophage primitives all showed up. Only several in a huge galaxy with 5* primitives, though; if you had a smaller galaxy with fewer primitives it could be you just happened not to have any, or it could be they all got conquered by other empires before you ran into them.
kuyan-judith  [author] 15 Mar, 2022 @ 2:20am 
@Galactic Pineapple: No, I can't think how another mod *would* create compatibility issues, so I think it's probably *not* on your end; most of the features of this mod are from a script perspective just new events. I've made some changes since I last tested most of the features of this mod; I should test it again. I'll look into it.
Pineapplekiwi 14 Mar, 2022 @ 9:05pm 
@kuyan-judith ive tried to use this mod a few times and im unsure if im just missing it or what but i've never seen any of the primitives that you add.
its more than likely on my end, are you aware of any mods that create compatibility issues ?
kuyan-judith  [author] 13 Mar, 2022 @ 11:55pm 
@Galactic Pineapple: You shouldn't need to do that, no? Are things from this mod not showing up?
Pineapplekiwi 13 Mar, 2022 @ 7:11pm 
Hey, so do i need to have this at the top of my queue order or ?
kuyan-judith  [author] 4 Mar, 2022 @ 6:45pm 
Updated to 3.3
WP 🥔 25 Feb, 2022 @ 4:12am 
I thought it looked fishy/confusing! That's perfect, thanks for doing that!
kuyan-judith  [author] 25 Feb, 2022 @ 3:59am 
Oops, sorry; I've rolled Primitive Worlds Adjustment into this mod, and the linked-to version's no longer up to date. I'll remove it from the description.
WP 🥔 25 Feb, 2022 @ 3:17am 
I can't believe how comprehensive this mod is, it looks really seriously fantastic. Can I ask whether you actively recommend that other mod you have in the description? "Primitive Worlds Adjustment" ?
kuyan-judith  [author] 7 Feb, 2022 @ 5:09am 
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.
✪ Tax 6 Feb, 2022 @ 3:04pm 
Accepted request! Write me anytime
kuyan-judith  [author] 6 Feb, 2022 @ 2:58pm 
@Tax: Thanks. I've sent a friend request since I figure friend status probably give me a channel to send you my email address privately? Or you could post it as a discussion thread.
✪ Tax 5 Feb, 2022 @ 6:51am 
Most of your mod doesn't really need a localization, since it uses vanilla buildings/jobs/origins that already have translations from the base game files. However primitive lost colony building+jobs+designation etc are not vanilla, thus have no localization.

I will write them and send it to you
kuyan-judith  [author] 5 Feb, 2022 @ 12:52am 
@MrFunEGUY: Thanks for the advice, I'll go implement it.
MrFunEGUY 4 Feb, 2022 @ 11:50pm 
@kuyan-judith - Fellow mod dev here: While you don't have the other languages translations, just putting the English version in the other language files is usually a better experience for players than seeing the code name.

It's the difference between seeing "Colonists" and "primitive_colonist_plural" in game. Even if you don't speak English, the first one is probably better :)
kuyan-judith  [author] 4 Feb, 2022 @ 12:59pm 
@Tax: Currently none of the text in this mod has translations into any languages other than English, since I don't speak any. I'd be happy to add Russian localization if you want to write it and send it to me.
✪ Tax 4 Feb, 2022 @ 10:20am 
Hey, I noticed that the lost colony primitives are broken, their Russian localization simply shows their names from the original code (example: primitive_colonist_plural). I speak both Russian and English, I could translate the text that you added, since it's just a couple of lines
kuyan-judith  [author] 15 Jan, 2022 @ 10:35pm 
added some text about remnant and lost-colony primitives for when they're surveyed.
MrFunEGUY 29 Nov, 2021 @ 5:58pm 
You might wanna change the name in the descriptor file too, so it doesn't overwrite the next time. Just for convenience :) Thanks for this mod.
kuyan-judith  [author] 27 Nov, 2021 @ 3:14pm 
Not a typo; observation_outpost.owner is equivalent to observation_outpost_owner, and I was briefly under the mistaken impression the latter was deprecated.
Botroas 27 Nov, 2021 @ 6:52am 
Hello!
It seems there are multiple typos in 3 files
0_mpo_hive_events.txt
0_mpo_machine_events.txt
0_mpo_primitive_events.txt
Instead "observation_outpost.owner" should be probably "observation_outpost_owner".
The '_' before 'owner' migth wrongly switched to a '.'
kuyan-judith  [author] 26 Nov, 2021 @ 9:41pm 
Now updated to 3.2
Blastinburn 26 Oct, 2021 @ 10:34am 
Thank you for the quick response, though it looks like my crash may be caused by something else and the colonization event was just a coincidence. I even tried deleting the colony before it finished colonization and am still getting a crash.

Thank you again for the quick response but it looks like I'm going to need to keep investigating.
kuyan-judith  [author] 26 Oct, 2021 @ 12:42am 
OK, that was in fact my fault. I've fixed it. Thanks for reporting the bug.

That event isn't supposed to *fire* for playable countries but the error was in the script to *check* whether to fire the event.
Blastinburn 25 Oct, 2021 @ 8:39am 
I'm encountering a crash whenever one of my planets finishes colonizing. The error log says:
[22:37:16][trigger_impl.cpp:1216]: Script Error: Invalid context switch [from] from Fangcor Prime [planet], file: events/prim_orig_events.txt line: 4659, Scope:
type=planet
id=5926
random={ 0 3289098698 }
random_allowed=yes

Which points to the planet event for setting a new lost colony primitive civilization. Is this supposed to be something that can start from a player civ or has something gone wrong?

I'm playing with Primitive World Adjustments and a moderately heavy mod list so it might be due to a conflict but I'm hoping you might know what the problem is. I can provide the save file and full modlist if you want. Otherwise is there a way that I can stop this even from firing so I can continue my current game?

Thank you for creating this mod, it's a really nice addition to the game and I enjoy the variety of primitives.
Colonizor48 10 Oct, 2021 @ 10:59pm 
this should be in vanila
kuyan-judith  [author] 7 Oct, 2021 @ 1:54am 
Had a look and this mod should already be perfectly compatible with 3.1.1, but I've now allowed primitive necrophages to be hive minds and made it so ring-world primitives get their homeworld changed to a Shattered Ring segment when they enter space.

Also:
* Finally added Lost Colony primitives (new ones of which can spawn when other primitives enter space)
* Added an "on_primitives_enter_space" on_action
* Xenophile or Egalitarian Humans entering space will become the United Nations of Earth

Not adding Clone Soldiers for the time being because I'm trying to base the frequency of origins among primitives on their frequency among ranom playable countries, and the frequency of Clone Soldiers among random playable countries is for some reason 0.