Stellaris

Stellaris

Primitive Hive Minds
74 Comments
Ronin Apr 16, 2022 @ 1:56pm 
Is there a way to have only devouring swarm hive minds to spawn as primitives? Or / and only humans?
Violent Beetle  [author] Mar 31, 2021 @ 12:44am 
Yes, it's outdated. You may try Primitive Worlds instead, though I didn't use it since my PC crashed.
Epiclazerman Mar 30, 2021 @ 2:20pm 
This mod is busted.

It shows two blank blurbs every ingame day that keep you from playing the game
Allein Apr 14, 2019 @ 4:11pm 
Why is this not vanilla?
Violent Beetle  [author] Jan 15, 2019 @ 3:17pm 
Violent Beetle  [author] Jan 14, 2019 @ 8:42am 
Depends on how much time I have. But I have finally figured most of the stuff out and managed to port majority of the content from Hives and Tombs.
SadisticNemesis Jan 14, 2019 @ 7:17am 
Any ETA on updating the primitive mods or making them one mod?
Werebat Dec 30, 2018 @ 7:55am 
Yeah, merging would be for the best. And I love these mods. I am getting endless blank popups with PHM but Primitive Robots is not giving me that - I assume it will not work anyway?

Anyway, please update when you can. Fun mods that add some nice wrinkles to the game.
T1g3rs65 Dec 13, 2018 @ 10:53pm 
+1 on merging as well. Love the mods
MightNight Dec 12, 2018 @ 11:26pm 
+1 for merged primitive mods
Violent Beetle  [author] Dec 10, 2018 @ 1:48pm 
Absolutely won't work. Not for now anyway.

I don't have enough time to study updated mechanics and update my mods at the moment, this should change in the second half of the month. I am considering merging my primitive mods together, since it'd be easier to support. Stay subscribed to the comments for further updates.
Grzegorz Brzęczyszczykiewicz Dec 10, 2018 @ 1:29pm 
So what's the deal with 2.2? Will it work?
mirco Oct 30, 2018 @ 3:41pm 
Sounds fun :D
Hunter 495 Sep 8, 2018 @ 2:49pm 
as a machine empire I think, I uplifted one of these, us gestalts must stick together, right?
Violent Beetle  [author] Aug 8, 2018 @ 1:37am 
OK, I just found it. You were right. There was an error looking for wrong localisation. I'll fix it soon.
Violent Beetle  [author] Aug 8, 2018 @ 1:34am 
Did it just display ID or was it an empty box? Do you remember ID?
TheDwemerComrade Aug 8, 2018 @ 1:24am 
Yes, I'm on the English localization.
Violent Beetle  [author] Aug 8, 2018 @ 1:09am 
Are you on English language?

There should be an event that kills them, like nuclear war for regular primitives, why localisation is missing I'll have to check.
TheDwemerComrade Aug 7, 2018 @ 4:38pm 
Seems that it's a bit bugged. Just got an event with no localization, and the whole population of the planet I was monitoring disappeared.
Violent Beetle  [author] Jun 4, 2018 @ 3:51am 
The mod had been updated to 2.1
Not entirely tested and might work wonky under certain circumstances.

Maintaining 3 separate mods became a bit of a chore, so likely this is the last update of this mod. Soon my 3 primitive mods will likely be transformed into a single bundle.
Obtuse Johnson May 16, 2018 @ 12:46am 
Great mod. It feels like it should be part of the game, and yet adds to the base ideas. I think that creators like you are the best on the platform, and go unnoticed.
RobotWaifuForU May 12, 2018 @ 7:50am 
Please make a simple localization, without translation, but with duplicate files.
On other localizations, all notifications are technical notes.
Violent Beetle  [author] Mar 30, 2018 @ 2:53am 
Ouch. Sorry about that.

Now it doesn't anymore. Not sure how did it happen.
AlienFromBeyond Mar 30, 2018 @ 1:18am 
This mod breaks trader enclaves because it overwrites 00_static_modifiers.txt with a seemingly older version of that file that doesn't have the country modifiers for the effects of their deals.
Violent Beetle  [author] Mar 23, 2018 @ 9:33am 
An extra small update: Should reduce weight to not be "almost as likely as regular primitives"

I'll have to submit bug report at some point probably, because I think they still messing up weights in vanilla.
MightNight Mar 23, 2018 @ 9:18am 
Time to start a new game
Chastity the Celibate Mar 23, 2018 @ 9:02am 
Great, now all you need is to update your other mod (;
Violent Beetle  [author] Mar 23, 2018 @ 1:27am 
Mod had been updated, with syster transfer mechanic transplanted from vanilla. I can't test it right now but it should work. Please report any issues you have with uplift.
Violent Beetle  [author] Mar 17, 2018 @ 3:09pm 
I didn't want to set country to primitive because I could make multiple separate mods work without considerable overwrites - for compatibility's sake.

In some unclear future, I plan to merge all my primitive mods into one and having only one mod in need of support, I would be able to overwrite more, including less awkward manipulation with Sol.
dafyddnz Mar 17, 2018 @ 2:56pm 
Sorry didn't really look at your system initialisers, but yeah I was talking about setting the country type to primative in a seperate initialiser like yours. You would have to change some of your triggers and such but they would then show up as primitive in the country list.
Violent Beetle  [author] Mar 17, 2018 @ 2:37pm 
It should already scale with the slider, it's flagged as such. System initializer for primitive is also already a horrible horrible pile of code that I don't want to touch, so I think a separate initializer is still better or more compatibility-friendly.

I hope to update the mod tomorrow. From the look of it, I now know all of the changes in 2.0 and they are not that big.
dafyddnz Mar 17, 2018 @ 2:34pm 
Hi, really like this mod and Primitive Robots mod. I am a bit dissappointed it hasn't been updated yet but I understand busy lifestyles can get in the way. I was wondering if you ever thought to use a system initialiser to create your primitive hive minds, there is nothing stopping a normal primitive civilisation being a hive mind, it's just that the system initialiser special_init_02 does not create any. I have had some success with creating a system initialiser for primitive hive minds, that scales with the slider option.
[Khorne] Shits'N'Giggles Mar 17, 2018 @ 5:30am 
ah ok
Violent Beetle  [author] Mar 17, 2018 @ 12:26am 
Yeah, I haven't updated it to 2.0 yet, had busy few weeks.
[Khorne] Shits'N'Giggles Mar 16, 2018 @ 6:36pm 
heyyyyy this causes black text boxes to appear every day. dunno why but its this.
MightNight Mar 7, 2018 @ 8:04am 
Please don't forget about this one :(
Violent Beetle  [author] Feb 25, 2018 @ 7:56pm 
I noticed there's very few primitives in general, maybe they messed up weights.

Update is coming, don't worry.
MightNight Feb 25, 2018 @ 2:58pm 
Yeah it needs updating. Otherwise other primitive nations won't spawn for some reason
brucethemoose Feb 25, 2018 @ 12:23pm 
Anyone tried this in 2.0 yet?
Violent Beetle  [author] Feb 3, 2018 @ 12:03am 
It should scale with primitive sliders, and should be capped in use. Around half as many should spawn.

However, there might be a bug in vanilla that makes regular primitives spawn less likely than intended which might be responsible for the issue as I took their probability at face value when calculating my own. I'll count them manually and see if it is so.
Boundegar Feb 2, 2018 @ 11:53pm 
I've disabled this mod. I like it, but for me it has a critical flaw: it produces too many primitive hivers. I think maybe they're not scaled like other primitives? Whis mod (and primitive robots) it seems like the new type are as common as the vanilla primitives. I'd like them to be much more rare, especially since they're no good for uplifting. Is freqquency adjustable?
Violent Beetle  [author] Jan 20, 2018 @ 4:01am 
I see. I don't, but I allowed a case for earth-based hive to spawn if player has the right DLC. And this was the piece I coded blind.

I guess I messed up with portrait name.
Boundegar Jan 19, 2018 @ 6:43pm 
Yep, everything except humanoids.
Violent Beetle  [author] Jan 19, 2018 @ 10:48am 
There were a few options. But we are getting closer. Last question, do you have Plantoid DLC?
Boundegar Jan 19, 2018 @ 9:04am 
Aren't you the guy who knows these things? They were called "pumpkins." Is that an error? I thought it was a weird alien insult. Maybe they're invisible uplifted pumpkins?
Violent Beetle  [author] Jan 18, 2018 @ 8:50am 
How were the primitives called?
Boundegar Jan 18, 2018 @ 8:08am 
Well I found Hive-Sol today, with an odd glitch: the natives are invisible! On every screen where I can inspect them, there's no picture at all. Maybe the mod is assigning a bad portrait ID? I would enlighten them, but then I'd have invisible hivers everywhere!

Also, it's cute they have trouble pronouncing the name of their own world.
RobotWaifuForU Jan 13, 2018 @ 2:11am 
Are you can doing another localisation files without translate?
All in techinal codes.
Violent Beetle  [author] Dec 29, 2017 @ 11:40pm 
Usually, yes.
pizzapicante27 Dec 29, 2017 @ 9:20pm 
What happens if I, as a NON-hive civ invade them, do they die out as regular hive pops do?