Stellaris

Stellaris

VisiblePrecursors
95 Comments
IsomorphicAlgorithm 18 Sep, 2023 @ 12:51am 
Bump :(
kevinhann 31 May, 2019 @ 10:51pm 
Is there any working version of a mod that allows you to find all precursors? I'm struggling to find one and judging by the comments this one is out of date and has issues :(
Katana Sado 4 Mar, 2019 @ 5:27pm 
There is some conversation bugs because of this mod being outdated but other than that it works fine for me. It just makes it hard with some of the conversations as you don't know what they are calling about or what your response options are or what might happen when clicking one.
loyalgaurd 9 Feb, 2019 @ 9:29pm 
Please update
Vaeringjar 3 Jan, 2019 @ 3:58am 
@PlayOnWords
I think it's a vanilla bug, also getting it with the mod Nikal linked
PlayOnWords 16 Dec, 2018 @ 7:36am 
This mod actually seems to still work perfectly in 2.2

One thing I noticed is that the precursor anomalies DO NOT give the artifacts with this mod on. ONLY THE VISIBLE SITES DO!

However, the anomalies still give your scientist tonnes of EXP. Especially the level 10 anomalies. You can save them to be use to level up your future scientist leaders.
PlayOnWords 8 Dec, 2018 @ 9:58pm 
Okay, I did some testing, and it looks like this still works. Only thing is, some anomalies that create the artifact(s) will still show up.
PlayOnWords 7 Dec, 2018 @ 3:17pm 
Does anyone know if this works with 2.2?
Peter34 27 Aug, 2018 @ 6:37am 
You updated this mod? Link?
HolyFarglesnot 11 Mar, 2018 @ 6:45pm 
I updated it. Woo.
Hairy Hobo 6 Jan, 2018 @ 8:02am 
All you fucks need to chill on the "we want an update" shit, the mod still works 100%.
HoloKronAQ 30 Dec, 2017 @ 12:40am 
we wait the update
a-really-big-cat 27 Dec, 2017 @ 8:10pm 
PLEASE update this mod!
Evilcow 2 Dec, 2017 @ 12:31am 
This mod still works guys, Just started a new game with it and i found one in the first system i went into.
Boxington Washington 30 Nov, 2017 @ 3:57pm 
plz update this mod ;-;
abstractedaway 10 Nov, 2017 @ 5:09pm 
The other precursor mods appear to only create all the anomalies. I've not been able to complete a single precursor quest in 1.8.* with them - I imagine because other civilizations are finishing subquests. This one had it right. I'd like to compare it with 1.6's stock files and create an updated version if the author won't.
ZZGashi 27 Oct, 2017 @ 10:45pm 
Any updates forthcoming?
Dustreaper 20 Oct, 2017 @ 1:18pm 
Hope it get's updated
Livnthedream 8 Oct, 2017 @ 6:53pm 
I can only agree with this being essential. <>

Thanks ahead of time!
Railgunner2160 6 Oct, 2017 @ 8:02pm 
Hoping for an update to this awesome mod!
Catapultam Habeo 4 Oct, 2017 @ 11:54am 
It is incompatible with 1.8.1 in a cosmetic sense.

This mod overwrites some of the main localization files, and removes some text added in the update by doing so. Machine intelligence in particular is missing almost all of their text.
hg0189299 3 Oct, 2017 @ 11:44pm 
I'm going to give this a go in my new game, but if it doesn't work I'll be pretty bummed. This mod rocks! Update it when you're able please!
Trace Projectile 30 Sep, 2017 @ 9:11am 
It works okay for me.

The author probably doesn't need six different people telling him 1.8 came out.
abstractedaway 28 Sep, 2017 @ 9:00pm 
Most anticipated 1.8 outstanding mod update - right here. Stellaris isn't quite right without it. Is work in progress?
[KaMyHяKи] ☭ Kpoxa 26 Sep, 2017 @ 6:19am 
update pls
[THJ] Barton 24 Sep, 2017 @ 11:11pm 
I would love to see this updated for 1.8.
Lucy Liberty ♡ 23 Sep, 2017 @ 11:17am 
Will we be getting a 1.8 update soon? This adds so much flavour to my games, it'd be a shame to watch it go down like the Brunai Imperium mod did.
No Name 21 Sep, 2017 @ 4:42pm 
Please update. This is an essential mod for me.
Уберите Из Мута 21 Sep, 2017 @ 3:31pm 
update to 1.8 plz
Sulla 23 Aug, 2017 @ 3:43am 
I agree with ZZGashi. I would prefer only one precursor event chain in a single game. However, I can see how people would like to have them all. So would it be possible for you to upload two versions?
ckoldmail 12 Aug, 2017 @ 7:01pm 
Noticing something about the errors I've been having: The location of the remaining Cybrex survey sites keeps moving to the center of the galaxy (and is thus inaccessible).


Considering the crash seems to have something to do with a Cybrex survery event, I think the crash is because the AI is trying to survey something they can't, causing whatever the crash is.
Puma 12 Aug, 2017 @ 6:11pm 
Hmm this looks interesting I'll definitely be keeping an eye on this mod. Keep up the good work!
ckoldmail 12 Aug, 2017 @ 1:09pm 
I keep getting a [trigger.cpp:453]: Script Error, Checking trigger against an unsupported scope!
Event: precursor.2102
Location: file: events/precursor_events.txt line: 4679
Trigger Type: has_star_flag
Scope:type=planet
id=2182
random={ 1050321166 1050321166 }
root={
type=ship
id=16778728
random={ 1263531548 1263531548 }
from={
type=planet
id=2182
random={ 1050321166 1050321166 }
}
}
from={
type=planet
id=2182
random={ 1050321166 1050321166 }
}
prev={
type=ship
id=16778728
random={ 1263531548 1263531548 }
from={
type=planet
id=2182
random={ 1050321166 1050321166 }
}
}



Been going on repeadedly. Any suggestions?
ZZGashi 11 Aug, 2017 @ 11:32pm 
I have always liked all of the precursor event chains being in the game. So maybe two versions? One that has all of them and one that either gives 2 to 3 of the the event chains or only one.
CallMeLucifer 19 Jul, 2017 @ 11:27am 
So, I agree with a normal person. All chains is a bit much. Maybe make a second versionof the mod with limited chains if you're THAT on the fence.
Burlap Napkin  [author] 29 Jun, 2017 @ 3:25pm 
It works well, since I'm chopping up the events a lot anyway, may as well entirely replace them with 'new' unique IDs. It was also quick to do, so if I were less of a dumb I could have made a quick update that modifies less core files!

As it is I'm testing new chain end event structures that are in no condition to go out yet which are sitting on top of the rename >.<
Khadgar 26 Jun, 2017 @ 5:50pm 
@PlayOnWords, read the mod's description.

@Burlap Napkin, how is the suggestion I made working?
PlayOnWords 25 Jun, 2017 @ 8:06pm 
HAH! Good thing I never join any federations! Also, can more than 1 chain be active at the same time? I seem to only be having one fire at a time... Will all 4 be generated in game?

Thanks.
Burlap Napkin  [author] 25 Jun, 2017 @ 3:25am 
Ah interesting, possibly other points of failure as well. I'll see if I can find them.

I'm currently testing possible solutions to the fed problem, so far I'm blocked by the hardcoded way that federations share survey data, but perhaps I can find a way around it (or Paradox may fix the bug).
Lazy Invincible General 24 Jun, 2017 @ 5:33pm 
oh yeah, burlap I was not in a federation when I surveyed the sites, but they where in territory held by other empires. just throwing this out incase its relevant
A Normal person 22 Jun, 2017 @ 6:23am 
If youre on the fence about removing the "All chains avaible" part of this mod, id say you should probably go ahead and tone it down instead of outright removing it. All of them at once defiantly makes them feel less special, but 2 or 3 per game leaves enough of them out for replayabilty and has alot of variety in the events that pop up. Just my 2 cents after using this mod.
Burlap Napkin  [author] 19 Jun, 2017 @ 3:49am 
Aha, yes that will totally do it, thanks for the suggestion @Khadgar, I'll migrate those into their own file. Will make keeping the mod up to date much easier.

I think I've finally managed to reproduce the issue with chains not completing (and indeed, some sites not firing their events!), it looks like Federation survey sharing completely bypasses all on_action triggers. So that certainly can break everything, and may be useful information for vanilla as well. I am working on a fix in the mod here.
Khadgar 18 Jun, 2017 @ 11:52pm 
@Burlap Napkin I haven't tested that, but I think it should work.
Khadgar 18 Jun, 2017 @ 11:50pm 
@Burlap Napkin I don't know if you thought this, but in order to not modify the base localisation files you can change the title and desc (you don't need to change the id) of the different events and anomalies to new ones (adding a letter or number at the begining should do the trick) and reference the modified title and desc in new localisation files with their corresponding flavour text.
Burlap Napkin  [author] 17 Jun, 2017 @ 2:09pm 
Hmm well concerning that it's happening and I cannot reproduce it. I'll focus on actually replacing that whole original paradox bit (the end of the chains) and should get a bit more knowledgeable about how they work in the process.
Lazy Invincible General 16 Jun, 2017 @ 11:25am 
also starcharts work just fine (I get the search events just fine)
Lazy Invincible General 16 Jun, 2017 @ 11:24am 
hmmm I got all the events up to the final one, but when I survey the system that pops up I get nothing at all.
TLO 16 Jun, 2017 @ 6:12am 
Same here the final event never happens also you all probably already know they rolled the game back to 1.6.2
Burlap Napkin  [author] 16 Jun, 2017 @ 6:10am 
Hmm, I had a run just now to see if I could find anything blocking precursor chain completion. All worked fine, but I imagine there is some case where this happens. I'm in the process of re-writing the event scripts that finish these chains, just ironcladding them like the rest of the mod.

Hopefully one of the cases I'm fixing is what affected you, but if you have any details you remember (trading star charts, in a federation?), that would help!