Stellaris

Stellaris

Rapid Evolution for 3.7+
56 Comments
Honest Dragon May 8 @ 1:36am 
should this work with 4.0?
kuyan-judith  [author] Nov 22, 2024 @ 5:10pm 
@crazy.k: currently there is not.
crazy.k Oct 15, 2024 @ 11:25am 
is there a way to change how long it takes for pre sapients to spawn and evolve to stone age
kuyan-judith  [author] Jun 3, 2024 @ 9:07pm 
Updated to 3.12.4
cybrxkhan Jun 3, 2024 @ 8:35pm 
Thank you for the update!
kuyan-judith  [author] May 25, 2024 @ 11:03pm 
@Johnnylew: there is not

(also, this mod isn't yet updated to 3.12 since I'm currently on vacation in Germany)
Jesus is Lord. May 22, 2024 @ 11:54am 
If you get an asteroid sighted is there a way to know if it will birth lithoids or not?
Maschinenmensch Dec 3, 2023 @ 2:53am 
Nice
kuyan-judith  [author] Nov 18, 2023 @ 9:20pm 
Now updated to 3.10
Naptime Hyena Sep 30, 2023 @ 10:08am 
Theres a conflict with More Primitives that causes a complete crash. Just wanted to let you know!
kuyan-judith  [author] Sep 29, 2023 @ 6:25am 
Updated to 3.9
kuyan-judith  [author] May 31, 2023 @ 5:02pm 
@Gabriel Cooper: should stop them from spawning.
Gabriel Cooper May 31, 2023 @ 1:55pm 
what happens if you set the primitive pop to 0x? does it still spawn them or does it cut all their spawns?
kuyan-judith  [author] May 14, 2023 @ 6:57am 
Now updated to 3.8.2
FrozenParagon May 7, 2023 @ 8:34am 
that's a fun update. happy to see this is back in action
kuyan-judith  [author] May 6, 2023 @ 7:11pm 
Also, this mod now occasionally spawns Calamitous Birth presapients (via asteroid events if the planet is inhabited) and subterranean civilizations (via the Seismic Disturbances event chain if the planet is inhabited)
kuyan-judith  [author] May 6, 2023 @ 7:07pm 
Now updated to 3.7
kuyan-judith  [author] Apr 27, 2023 @ 5:13pm 
@Glorious Ardent: When I finally get this mod updated to 3.7 I plan for it to do that.
Glorious Ardent Apr 27, 2023 @ 2:11pm 
does this work on anyone forcefully devolved?
ZacharyBuilder Mar 17, 2023 @ 1:56pm 
update to 3.7x
FrozenParagon Feb 19, 2023 @ 9:31am 
one of your primitives mods is spawning them on shattered worlds. which while it's pretty metal to see stone age primitives on chunks of planet I'm pretty sure they all die once reaching ftl
kuyan-judith  [author] Feb 3, 2023 @ 3:36pm 
@x26a: 15 primitives in the galaxy, or x15 primitives setting? If it's the former that's around what you'd expect, if it's the latter something's wrong, possibly due to the mod not actually being made to handle amounts of primitives higher than the vanilla maximum of x5 (in which case it will be pretty straightforward to fix).
x26a Feb 3, 2023 @ 3:55am 
Problème réglée, c'étais le positionnement des mode
x26a Feb 2, 2023 @ 6:19pm 
100 years and 15 primitive, only 1 empire that has evolved with a speed of X15.

Normal or problem?
kuyan-judith  [author] Dec 7, 2022 @ 11:04pm 
Now updated to 3.6
kuyan-judith  [author] Dec 1, 2022 @ 10:12pm 
@ScoSteSal: yes
ScoSteSal Nov 30, 2022 @ 4:07pm 
QQ- is this likely to be updated to 3.6 soonish (i.e. before end of year)?
kuyan-judith  [author] Sep 21, 2022 @ 9:22pm 
Updated to 3.5
kuyan-judith  [author] Aug 19, 2022 @ 5:33pm 
@GotWeenies: neither of those events is part of this mod.
Dr. Quackers M.D. Aug 19, 2022 @ 9:03am 
Familial Fusion is another one of the bugged events.
Dr. Quackers M.D. Aug 19, 2022 @ 9:02am 
So are the message events around uplift known as stranger danger and looking inward part of this mod? If so your events quadruple, 4 events duplicate events. Not a major issue just annoying.
kuyan-judith  [author] Jul 20, 2022 @ 3:47am 
Found and fixed a bug that I don't think could have caused a crash on uplifting but hopefully .
kuyan-judith  [author] Jul 16, 2022 @ 12:30am 
Well, I finally got 'round to investigating the reported AI uplifting bug and I couldn't replicate it? The AI uplifted four different presapient species, some with vanilla portraits and some with modded ones, and the game didn't crash.
The_Illusive_Man22 Jul 5, 2022 @ 9:37pm 
@kuyan-judith hello there, i wish to know how to add/eliminate portrait and presapient species from the file or the game. Becasue, i am working on a personal mod that add elves and humans as presapients and primitives. But my mod crashes. Do you know how to edit the elves and humans? - i would like to know
Chrys May 28, 2022 @ 5:56pm 
I am also getting the AI uplifting crash.
kuyan-judith  [author] May 13, 2022 @ 10:55pm 
Updated to 3.4
Gar Apr 19, 2022 @ 4:31pm 
Found a bug with the mod, when an AI empire uplifted a pre-sapient, it crashed the game. the presapient had the arthropoid portrait Massive #15. They had the earthbound trait.

switching to the AI and cancelling the uplift project and using console to kill those presapients fixed the issue. I will let you know if i see another crash issue
Gar Mar 16, 2022 @ 12:43pm 
Ah I figured it out. I didnt have any pre-sapients spawning. But that was because I had my load order wrong or something. Thanks! Good mod btw!
kuyan-judith  [author] Mar 16, 2022 @ 2:22am 
@Gar: Planetary Diversity planet classes should get the generic presapient anomaly, but not any of the planet-class-specific ones. They should still get presapient anomalies at the same rate as other planets overall, 'though.
Gar Mar 15, 2022 @ 6:59pm 
Trying to look and see how uplifts work, will these pre-sapient anomalies not trigger with planetary diversity planet classes? From what I could tell, they are coded to appear on default planet classes. Please correct me if i'm wrong
kuyan-judith  [author] Mar 15, 2022 @ 2:17am 
@Gar: Just pre-sapients
Gar Mar 14, 2022 @ 6:11pm 
Does the new menu option which lets you choose the frequency of presapients affect primitives as well, or just pre-sapients?
JenkoRun Mar 6, 2022 @ 12:03am 
Neato, many thanks
kuyan-judith  [author] Mar 5, 2022 @ 7:00am 
Updated to 3.3!

Also fixed a bug where the galaxy would start out with no presapients, and added an option at game start to select how many presapients you want around at game start (with 1x being approximately the vanilla level).
JenkoRun Mar 5, 2022 @ 2:41am 
3.3 compatible?
kuyan-judith  [author] Feb 7, 2022 @ 5:21am 
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.
kuyan-judith  [author] Jan 14, 2022 @ 4:46pm 
@Dukkokun: No! The SLEX functions this mod used now have more efficient hardcoded equivalents.
Dukkokun Jan 14, 2022 @ 2:06pm 
Is SLEX still needed for this?
kuyan-judith  [author] Nov 26, 2021 @ 9:40pm 
Now updated to 3.2
kuyan-judith  [author] Nov 13, 2021 @ 3:41pm 
Finally updated to 3.1.2