Stellaris

Stellaris

Proper Names for Primitive Planets
80 kommentarer
GE0 16 jun @ 19:20 
An updated version of this mod can be found here, Primitive Planet Names Fix .
Kingdark 30 sep, 2023 @ 8:46 
The last time the author bothered to respond, was a year ago. September of last year. It's on the previous page, so check for yourself.
WP 🥔 30 sep, 2023 @ 3:43 
Do we even have confirmation that this is working/needed at this point?
PaprusTeuton 25 sep, 2023 @ 14:49 
I had an idea. Could this mod be expanded to gives names to all the planets in the system, like in the homeworlds of non-machine player empires? ig that would be cool, and be pretty realistic.
Kingdark 17 maj, 2023 @ 4:51 
That's what I wanted to ask. I'm currently cleaning up my mod list (it's very much needed after a few months of inactivity) and I want to get rid of as many outdated mods as possible. Vanilla loads into the main menu in less than a minute or two. But with mods, that time increases a LOT.
tilarium 10 maj, 2023 @ 6:37 
So previous in 3.7 I was seeing planets get names without the mod but now with 3.8 they aren't. Looks like the mod is needed once more, but also might need an update? I'm not really sure.
Wizard_Savant 30 mar, 2023 @ 0:33 
Hm I'm not exactly sure either... will have to max out primitives and see if they are named regardless.
Sidewinder Fang 26 mar, 2023 @ 8:35 
Actually I'm not sure that's accurate since I've been seeing primitive planets with just the generic system names in my games, I might need to do more testing.
Cal 23 mar, 2023 @ 11:36 
Can confirm Sidewinder is correct. Was looking at installing this mod and loaded up my latest 3.7 save. The Primitive planets have their own names not connected to the system. At least you got your mod in the game now!
WP 🥔 21 mar, 2023 @ 8:36 
Is that true sidewinder? Can anyone verify or link to the patch note?
Sidewinder Fang 21 mar, 2023 @ 6:57 
I think 3.7 adds planet names by default now since I'm seeing them without this mod installed
tilarium 19 mar, 2023 @ 15:22 
Anyone seeing it working in 3.7? Doesn't seem to be in my current game. Not sure if it is a conflict or load order problem or not.
WestStar 18 mar, 2023 @ 11:41 
@tilariom I've had it happen in a few of my games. Sometimes I uplift them, sometimes I invade and kill them, and other times they are already conquered by the time I find the system.
tilarium 29 jan, 2023 @ 10:14 
I’m honestly surprised that nobody has made a series of mods to force it, at different pre-ftl or post-apocalyptic stage.
mdk31 29 jan, 2023 @ 9:51 
I've encountered it a couple times. It's absolutely possible.
_baseplate 25 jan, 2023 @ 9:03 
@tilarium i've only encountered it once, i'd say its pretty rare.
tilarium 22 dec, 2022 @ 14:22 
In all the years that Stellaris has been out, I've never had a primitive Sol spawn.... sometimes I wonder if it is even possible or if the devs just trolled us with it.
Mestre d'Avis 22 dec, 2022 @ 12:34 
@tilarium Seems to be working as intended, based on my thorough experiment of starting up a game with only this mod active, typing "survey" in the console and checking every primitive planet in the galaxy. Haven't managed to spawn Sol to check on Earth though.
tilarium 21 dec, 2022 @ 12:05 
Haven’t played 3.6 yet but was working fine in 3.5. Should still be fine. Load a game with it and check and then let us know?
Mestre d'Avis 21 dec, 2022 @ 10:53 
Is this getting updated? More importantly, does it need to be updated?
FortuneHost 26 okt, 2022 @ 8:39 
A seemingly minor but very welcome fix to something that's always annoyed me. Many thanks for taking the time to address it.
Elowiny  [skapare] 27 sep, 2022 @ 2:12 
@WP
this god-forsaken error log will never stop tormenting me with its flood of pointless errors, now will it?
WP 🥔 26 sep, 2022 @ 22:11 
Awesome mod. I just wanted to post that since 3.5 (and possibly earlier?) this is absolutely exploding the stellaris error.log with instances of:
"Script Error: Invalid context switch [owner] from XXX [planet], file: events/primitive_planet_names_events.txt line: 12, Scope: "

It bloats the error log so hard and so fast it actually lags my windows just opening the text file in notepad! Damn!

I'm playing Vanilla but with all DLC's, and it looks like this might have something to do with "Here be Dragons" but I'm not sure.

This behaviour occurs when this is the only mod installed, too. Hope that helps!
Theta-6 29 aug, 2022 @ 6:24 
Thats unfortunate. Its a Good idea. But i doubt all Civilizations Would have come up with the same Name for Systems or Even Contain a word that Translates to it.
Elowiny  [skapare] 29 aug, 2022 @ 5:55 
@Theta-6
Unfortunately Stellaris does not support planets having localized names. They only have one name and that' s it. And when you have to pick ONE name to give, it makes the most sense to have it be what the planet's inhabitants call it.
Theta-6 29 aug, 2022 @ 5:26 
I think it Should be Ethic/Faction Based. If a Faction is MegaCorp, Xenophile, Etc. I think they should use This. Since they would want to Get along with The natives (Megacorp cause More Customers, Xenophile cause.. Xenophiles). But Xenophobes should just called them how they are by Default. I also Think it would be Cool if Machine Intelligences Called planets By Sets of Numbers (Like Elite Dangerous Does).
Elowiny  [skapare] 29 jul, 2022 @ 1:28 
@Shiny
This argument doesn't really make sense because the names of planets owned by other space empires are also displayed, but a truly xenophobic or genocidal empire wouldn't care about those either (eg: A determined exterminator would just call all planets with numbers even if a FE owns them)

So it shows that planet names in Stellaris are based on whatever their inhabitants call it, not what your empire calls it.
shiny 28 jul, 2022 @ 15:07 
I would imagine the reason for it not existing is because why would the giga empires care about what some stick and stones nerds call their dirtball?

I would imagine more xenophilic empires care but xenophobes can give two hoots
Gbrille 25 jul, 2022 @ 2:59 
Wow! Yes! This minor oversight was also bothering me a little as well. :)
tilarium 19 jul, 2022 @ 2:05 
@Paul I think the way Paradox is looking at it is that these are not major powers so we, as major powers, wouldn't care what they call their planet. Instead, that planet has been assigned a number along with the name of the system like every other planet until such time as we choose to rename the planet. Plus, it kinda helps keep the mystery until you've surveyed the planet.

Not saying I agree, I prefer them having names instead of designations. And as usually I play egalitarian and xeno loving empires, I would care what they call their planet.
Paul 18 jul, 2022 @ 18:51 
After all, what species names their own planet with a number?
If i ever mysteriously become global dictator im gonna rename all the planets with numbers and the sun after myself. Earth shall be Paul 3!
tilarium 1 jun, 2022 @ 16:58 
Exactly. Would be awesome if there was a way to generate a new random name for a planet with primitives once it's surveyed but not sure if that is possible. Maybe a hidden event that fires.
The Purple Menace 1 jun, 2022 @ 14:55 
Perfect, technically it spoils that there's a primitive civ on a planet but it leads to stupid things down the line like "Republic of Caehines IV", which is just so immersion breaking for me.
tilarium 22 maj, 2022 @ 1:57 
Is compatible in that you can add it to an existing save. However, since names are given to planets at the galaxy generation stage, adding to an existing save with have no funcntion.
Taga gawa ng graham balls 22 maj, 2022 @ 0:24 
Hello! quick question is this save compatible ? Or do I need a new save ?
tilarium 21 maj, 2022 @ 6:58 
Yes
Spider 21 maj, 2022 @ 4:03 
Does it still work work 3.4?
hey pal 14 maj, 2022 @ 13:37 
@SharpPixles08
I want to know the planet of people who I will be annihilating and enslaving after I destroy their little potoq planet
tilarium 12 maj, 2022 @ 7:38 
@Bottas Yes, this will block achievements. Any mod that changes any file in the /common folder will change the checksum and thus disable achievements.

HOWEVER.. I haven't tested it yet (waiting for 3.4 to drop) if this mod changes the names of the planets at galaxy creation like how Stellaris used to do it before they changed it, then there is a way to get it to work with achievements. Any mod that only affects how the galaxy is generated at the start of the game and doesn't add effects or modifiers can be safely removed after the galaxy is generated. Then you have to edit the save file to add in the line that makes the game eligible for achievments. That line is automatically removed if the checksum is changed, but because you disabled the mods, the checksum isn't changed either as it's not saved in the save file. It's a tricky, dirty, work around.
Elowiny  [skapare] 30 apr, 2022 @ 23:57 
@SharpPixles08
*deep sigh*
Then don't install the mod if you are a xenophobe.
Simple. as. that.
SharpPixels08 30 apr, 2022 @ 14:01 
Well, yeah they may have their own name, but like, if you are a xenophobe why would you give a shit about what the xeno calls the planet
Bottas Heimfe 29 apr, 2022 @ 10:56 
does this mod conflict with Ironman achievments?
Mosley was right 25 apr, 2022 @ 19:50 
@Alex FRD

Why the hell remove it to begin with?!
Celestial Caesar 24 apr, 2022 @ 17:08 
This used to be a vanilla feature, and the fact that Paradox has not bothered to put it back in is insane. Good work.
Scyobi_Empire 24 apr, 2022 @ 7:27 
Cheers
Wiska 23 apr, 2022 @ 19:50 
Sol III :vanilla2:
Elowiny  [skapare] 23 apr, 2022 @ 13:29 
@Darmug
Yes.
Darmug 23 apr, 2022 @ 12:25 
@Elowiny Love that analogy.

Also, will this cause primitive Earth to be called Earth instead of Sol III?
Raging Mexican 23 apr, 2022 @ 8:52 
I'm just here to enjoy the science fiction that is Stellaris and its mods.
lontra 23 apr, 2022 @ 5:11 
FUCKING YES YES YES