Stellaris

Stellaris

Tomb World Primitives
60 Comments
Violent Beetle  [author] Oct 4, 2023 @ 10:10am 
Yeah, they changed how primitives work, and it's not as easily expandable now.
The God-Emperor of Mankind Oct 3, 2023 @ 3:45pm 
Not sure how many people still use this mod, but I wanted to say this anyway: This mod has finally broken. If your game has started crashing at launch and you have this enabled, turn it off and see if that improves things.
anari Dec 12, 2020 @ 3:19pm 
@eliemateus

it says in the description
eliemateus Nov 27, 2019 @ 10:46am 
can you uplift them?
Barrelmaker Jul 16, 2019 @ 3:26pm 
Found the fellow troper.
Violent Beetle  [author] May 3, 2019 @ 11:41am 
I have merged all my mods into one which is 2.2 compatible. Check the comment right under your.
Celestine May 3, 2019 @ 10:58am 
update 2.2 pls
Violent Beetle  [author] Jan 15, 2019 @ 3:17pm 
Violent Beetle  [author] Dec 27, 2018 @ 2:23pm 
Not yet. Watch the comments for update news.
Lord Hylia Dec 27, 2018 @ 2:20pm 
does this work for 2.2?
PAL Oct 11, 2018 @ 11:57am 
@Violent Beetle
Mind if I add you so I can ask you a couple of questions regarding the state of these three mods?
Violent Beetle  [author] Jun 4, 2018 @ 2:45pm 
Could also clean up some game rules, though.

Previous versions of the game created a weird bug in AI behaviour where it tried to bombard planets it couldn't, but I didn't dare to touch it in two mods at once.

With just one mod, it should be fixable. Hell, I might even be able to move robots and hive minds to primitive tab.
theodorkw Jun 4, 2018 @ 2:32pm 
A single bundle its a good idea. I already have your 3 mods, so no difference :)
Violent Beetle  [author] Jun 4, 2018 @ 3:50am 
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.
Violent Beetle  [author] May 27, 2018 @ 9:23am 
I see. Yes, question mark would help. So would a complete sentence.
Chastity the Celibate May 27, 2018 @ 9:16am 
Errrrr, seems I worded my question strangely, and forgot the question mark. I was assuming they would be fine but was looking for confirmation. Sorry about that.
Violent Beetle  [author] May 27, 2018 @ 8:28am 
Thanks for report. It should work fine, I don't remember using one specific construct the new update broke.

But I'll have to double-check before I'm ready to change version.
Chastity the Celibate May 27, 2018 @ 7:20am 
Work with 2.1 (and your other primitive mods too)
May 18, 2018 @ 7:39am 
seems interesting
Chastity the Celibate Apr 29, 2018 @ 2:37pm 
Thanks!
Violent Beetle  [author] Apr 29, 2018 @ 2:34pm 
Sure, why not.

This mod shouls have anything you can need on the subject covered.
Chastity the Celibate Apr 29, 2018 @ 2:32pm 
They would be really rare. Maybe make a Habitat Primitive also.
Violent Beetle  [author] Apr 29, 2018 @ 2:30pm 
Sure, why not?

It seems really overpowered though - to have guaranteed giant gaias, although I am not in position to criticise probably (Since this mod hands out tomb world preference to anyone willing to invade).
Chastity the Celibate Apr 29, 2018 @ 2:27pm 
@Violent Beetle, could I use this mod as a base for creating a Life-Seeded primitives mod?
worldsvamp Apr 19, 2018 @ 12:16am 
thank you, that would be really nice! (sorry for my spelling)
Violent Beetle  [author] Apr 19, 2018 @ 12:15am 
I didn't keep 1.9 version (Silly me) but I do plan merging my 3 mods into one for better compatibility. But I'm a bit busy right now.

Maybe I could create a version for 1.9 when I'm done. It would take just a couple of lines removed.
worldsvamp Apr 18, 2018 @ 11:59pm 
i know this is a big request but would you min makeing a 1.9 version foor all your primitive mods? you could aslso clump them in one big mod. thanks!
Dogtown1 Apr 8, 2018 @ 3:19pm 
it would be cool to add a new race of "Tombworlders"
give them a fallout wasteland look
Chastity the Celibate Apr 2, 2018 @ 3:56am 
Well I murdered the robots (making the FE bear me really happy?) and terraformed Earth into an Ocean world, now I am terraforming into gaia world so I can hallow it.
Violent Beetle  [author] Mar 31, 2018 @ 11:15pm 
Primitive robots' Earth is always set to be nuked, this mod present or not.
Chastity the Celibate Mar 31, 2018 @ 3:15pm 
I found primitive robots on a nuked earth? Is this a combo between your robot ptimitive and this mod?
Nova Solarius Mar 30, 2018 @ 9:07pm 
Unfortunate. Thanks anyway.
Violent Beetle  [author] Mar 30, 2018 @ 9:05pm 
No longer have it, sorry.
Nova Solarius Mar 30, 2018 @ 8:36pm 
Can you upload a 1.9 version of your mods?
Violent Beetle  [author] Mar 23, 2018 @ 9:56pm 
No
Chastity the Celibate Mar 23, 2018 @ 2:53pm 
Does it change any vanilla files?
Violent Beetle  [author] Mar 23, 2018 @ 1:28am 
Mod is now updated to 2.0 with system transfer code transplanted from vanilla. Please report any issues you encountered, as I haven't a chance to actually test it.
catred Mar 14, 2018 @ 4:39am 
it works correctly.
[Khorne] Shits'N'Giggles Mar 12, 2018 @ 10:24am 
dont worry take your time. just knowing your still here and planning to update it is enough for me.
Violent Beetle  [author] Mar 11, 2018 @ 1:03pm 
I'll have to adapt uplift at least. I messed one up this far.
[Khorne] Shits'N'Giggles Mar 11, 2018 @ 12:49pm 
dont see any issues so far
Violent Beetle  [author] Feb 23, 2018 @ 5:43am 
If anyone actually could run this mod at its current state and report issues, that'd be great help to me to prepare.

I kind of plan to merge my 3 primitive mods into 1 (That would allow me to solve some issues I can't solve for compatibility's sake) but I will likely update the base 3 first.
Violent Beetle  [author] Feb 22, 2018 @ 8:36pm 
I will likely be busy a few next days, but I didn't see anything in change log that'd suggest anything actually broke.

Anyone tried running this mod on 2.0?
Gbrille Feb 22, 2018 @ 3:04pm 
Subscribing to thread and waiting for 2.0 update of this to be released.
Violent Beetle  [author] Feb 16, 2018 @ 12:10pm 
One of the reasons I want to make a joint mod is that I'd be able to alter "Primitives enter the space age" event. Depending on how exactly that civic works, I might be able to force-add it to them.
UrShaikort Feb 16, 2018 @ 11:29am 
Ok, thanks for a quick answer) And will this mod change in 2.0 due to the "post-apocaliptyc" civic in the new DLC? it adds tomb world preference as a second preference (as The Worm does) and removes the spiritualistic "no tomb worlds colonised" inquiry.
Violent Beetle  [author] Feb 16, 2018 @ 9:43am 
No, since I didn't want to mess with vanilla events.

It is likely that in the future I will pile my mods together and overwrite some of the vanilla elements to make it move around smoother. At the moment, I'm not really ready to support 3 mods' compatability, so I avoid it.
UrShaikort Feb 16, 2018 @ 9:41am 
Is there a chance that a usual primitive civilization transforms into such one during a nuclear war event?
Violent Beetle  [author] Feb 6, 2018 @ 10:44am 
My next step in this direction would likely be mechanist and syncretic primitives. With you being able to instigate robot/syncretic rebellion.

At this point I will likely merge all my primitive mods together, for compatability's sake.
OverlordMGC Feb 6, 2018 @ 10:41am 
I really like it. Eventual a primitive civilization in a zombie/mutant apocalypse someday?