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Stellaris Dev Diary #157 - Things That Rock

Hi everyone!

I’m Eladrin, Game Designer on Stellaris, and I’m one of the newer members of the Stellaris team. I joined the team during the development of Ancient Relics, and it’s been a blast. It was awesome meeting so many of you at PDXCON, and getting to hear so many ideas and excellent stories directly from you.

Back in Diary 152 and Dev Diary 153, Grekulf mentioned some of the Summer Experimentation that we did - but in today’s dev diary I wanted to talk about one of the things I worked on during the summer - game mechanics for the Lithoids.


The Lithoids Species Pack is very sedimental to me. When I wanted to dig deeper into the systems and get my hands dirty in the code, I looked at the “wouldn’t it be cool if…” list, and saw “...Lithoids ate minerals instead of food?” up near the top. This seemed like a solid foundation to start with, and a gneiss stepping stone to get my feet on the ground that fit my apatite - it seemed like a pretty simple change after all.

Okay, I’ll stop with the rock puns.

There are fifteen Lithoid portraits (and one new machine portrait), some of which have appearances that resemble some of the other phenotypes so you can do some interesting things with Syncretic Evolution.

vkGX2oVOrpDj07ItfJCJpD8vt6F6yTyFfNvcOx3EHt8yk78nLWzz8cHVFp7l9T4ysmLzGZtWgxLL9NOGfSE45qeOPlGdPhKQY0zwJQn7Qb6bQUHzNo8UHq-RUNuJKs3FEZ-dkHiN

Look at me! I'm a sparkly space unicorn!

The ships use a beautiful asymmetrical crystal design. Remember that the colors of your ships reflect your flag. You can use this to your advantage to make a pretty sweet looking fleet.

usK7EFLJ-m58of6NqCRXBIYfPxBJJ_h2YVok5lcvsCD3hTO1tvS5ifJ-ImD1DlZ177nx680g4Gko-WGfl6LoCZ4xeNSZuCllWNN1h7bUfS6T6g3XncpT85XmKwxjTj4AP3WsAw9C

This is my favorite Titan in the game.

There’s also a Lithoid Advisor Voice. I may have stopped with the puns for now, but there’s no force in the universe that can stop the Lithoid Advisor.

Changing the Lithoids to consume minerals was simple enough, but we also wanted to embrace the sci-fi trope of slow growing rock beings living in inhospitable climates. We started by giving them a massive boost to habitability which they still retain today, and a much larger pop growth penalty than they eventually ended up with. For flavor they receive a bonus to Army Health, and we increased their leader lifespans (but have their leaders start somewhat older as well).

Every little change leads to several more, however. If a species eats minerals instead of food, their homeworld should start with extra mining districts and no agricultural districts built. In fact, if a species evolved to eat rocks, their homeworld should probably by mineral rich and food poor. But wait, what about if they’re a Syncretic Evolution species, or if a Rogue Servitor wants to start with pet rocks? What about if they want to be a Devouring Swarm?

Many minor changes came along with what started as a simple economic change. Just a few examples include the Lithoids being tragically unable to be declared the most delicious species in the galaxy if there are any alternatives, loosening restrictions a bit on Bio-Reactors, modifying the Fleeting trait to be -25 years for Lithoids instead of -10, and a handful of Tradition changes. We also added a few Lithoid specific traits that allow them to generate small amounts of special resources every month.

wyxHcMuXtjDiCAyP4Z00YaXNu7Ip94NwsNIdMYfRH3PznzGNkAaLDZd8zhTY4A6YI2BjV60Cco5LwsIVbTyUXtR-0aHIvTVBdmXpSNvygwVEHVIpQXBIgmHFiZ3WgAm1scLDtmBo


After many rounds of qualitative feedback and a huge number of playdays, we ended up with the following as the Lithoid species trait:

IKr3aLYSPMDG6ykqVuxy9ejmx5PUFR9e6lWQY71XzKI-eiKH9U6h0-umkPRCkKos3W69GPqD5Az0GT1bA0QVryNkR2Mcma0xWyVWpcIeJuss4f8bqCuB2by4pfScOE04MYCwZBXr


The large habitability boost that Lithoids receive allow them to colonize worlds that would be marginal for other species, allowing them to work around their slower pop growth speed. Empires with a Lithoid primary species also begin with Lithoid Monolith blockers on their homeworld that can be removed at a large mineral cost for an additional Lithoid pop. (A Lithoid specific Origin in Federations modifies these a bit, and… we’ll talk more about that in another Dev Diary.)

9jm3nVXUa_OCznV1rJuV3PrHek2RNF-n1Dx7W2Q9GHBVeh5jd1F8HH7sfo8fE70Ji21fenNpKajpZy2cN7_ZcfUHFvd35wDNTjr4LgUYUq0FOB3aEnMYdtqPIIVdpBU5QDhp8mz4

So very sleepy.

The Lithoid trait is automatically applied to any species that uses a Lithoid portrait. For the Xenophiles out there, Half-Lithoids generated by Xeno-Compatibility follow this rule as well, so if the portrait is a Lithoid it will consume minerals instead of food, produce minerals when purged, and so on.

We’ve exposed this ability so modders should be able to similarly add phenotype forced traits to species they create by adding trait = "trait_lithoid" to the species class entry. (Replacing the Lithoid trait with their own custom species trait, of course.) I look forward to seeing what you do with it.

As for the Lithoid Devouring Swarm… They don’t have precisely the same motivations as a regular Devouring Swarm. While they will still press organics inhabiting the worlds they take into nutritive paste for the Bio-Reactors, their hunger is a bit more ambitious. Renamed Terravores, they operate largely the same way as a regular Devouring Swarm, but once off their homeworld they have an additional planetary decision to consume the habitable worlds of the galaxy, leaving devastated husks in their wake:

GOTekHCh01JYZGnSukFqfhDZl-sF3wJtujyw7se7XzDFlnwRi_kXhNjTEgeHBAy7X6Y92TPHSyx4lyZkP6kxi_SFnO44E_78oXQeuyJXapP9ZU6Y8A2ahXJMnxr2d0m6D538OixT

Are you going to eat that?

Terravores are barred from Terraforming (and thus do not have access to Hive Worlds) and cannot clear the devastation they leave behind, but other empires can clean up after them, though it takes a major effort.

Modders will now be able to change the name and description of a civic out for another based on species class, similar to how traditions can be swapped.

civic_hive_devouring_swarm = {

>snip existing stuff<

swap_type = {
name = civic_hive_devouring_swarm_lithoid
description = "civic_tooltip_devouring_swarm_lithoid_effects"​

trigger = {
local_human_species_class = LITHOID​
}​
}​
}

I’m quite pleased with how the Lithoids turned out, I think they're a real gem. I hope that you all enjoy it just as much.

In a few hours the free 2.5.0 patch will be up and the Lithoids Species Pack will be available for shale, so pick it up, rock out, and leave the galaxy gravelling at your feet!

#################################################################
######################### VERSION 2.5.0 ############################
#################################################################

###################
# Balance
###################
* The Pop Growth Reduction for Bio-Trophies now actually reduces their growth rate. Driven Assimilators now apply their organic growth penalty as a multiplier the same way as Rogue Servitors do, and is now also 50%
* Defensive Platforms placed on Outposts now provide 2 points of Piracy Suppression for their system. The Great Game tradition from the Supremacy tree now also reduces the cost to build Defensive Platforms by 33%


###################
# UI
###################
* Shift+clicking on ship count in the Fleet Manager now adds ships up to the nearest unit of ten, using ctrl fills up to the template max size (for realzies this time)
* The Shared Burdens civic will no longer appear by itself in the civics list when you select Gestalt Consciousness ethics but have not yet selected Machine Intelligence or Hive Minded authority
* Added a notification when one empire guarantees the independence of another

###################
# AI
###################
* Automated building now checks that upkeep cost is covered by income

###################
# Bugfixes
###################
* Fixed wrong save file being loaded from the resume button in the launcher, caused by a conflict between local and cloud saves
* Fixed the game complaining about mods not being in UTF8-BOM3 for no good reason
* Fixed a potential crash in AI when evaluating market values
* Fixed cases where planetary events could fire multiple notifications
* Odd Factories no longer sometimes block pops from getting purged, because you monsters should be free to purge whatever you want
* Mod load order is now the same as the order in which the mods are displayed

Known Issue: Lithoids are currently affected like other biological pops when there is a food deficit, instead of being upset by mineral deficits. They’re very empathetic.
 
Last edited by a moderator:
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Because Lithoids don't have traits Rapid Breeders/Adaptive/Extremal Adaptive (At least, I see it here: 3:52

) I think if such a build would be ok:
Ethics: Xenophobe + Pacifist + Materialist
Civics: Inward Perfection + Mechanist
Traits: Lithoid + Industrious + Charismatic + Wasteful + Slow Learners.
Wasteful we remove for base genetic, Slow Learners aligns to zero from tradition "Discovery: Politechni education".
And now we have:
finally +5% growth speed (-25% from Lithoid trait and +10% from etics Xenophobe and + 20% from Inward Perfection)
+50% to HP armies
+ 110 lider lifespan (+50 from Lithoid trait and +40 from cybernetic trait, because we go to "Flesh is a weak" + 20 from "Harmony: Mind and Body")
+ 80% to habitability (+50% from Lithoid trait and +20% from cybernetic trait, because we go to "Flesh is a weak" and +10% from "Adaptability: Dynamic ecomorphism))
+ 10% to army damage
Mechanist gives us robots/droids and finally 2 races with 2 parallel growth speed.

What do you think about it?
 
Dear @Eladrin , I just wanted to congratulate you to your first major contribution to Stellaris, I think it turned out very well! Also congrats to your colleagues at the art department, fantastic work on the ships.

However, I will not buy this DLC. Why? Because I cannot finish any campaign with the current performance issues of the game. My Lithoid campaign would be just another abandoned savegame on the pile of shame.

I am telling you this in case there are more people like me and in a few weeks, you might have a team meeting to discuss the sales numbers of Lithoids. Please print out my post as a reminder that this fantastic DLC could have sold even more copies with a working base game underneath.

I promise you personally right now, I will buy it immediately once late game performance becomes acceptable and I can actually finish my Lithoids campaign.
 
Do the consumed worlds specifically leave behind tomb worlds or is it the same planet class just with a habitability modifier?
 
Do the consumed worlds specifically leave behind tomb worlds or is it the same planet class just with a habitability modifier?
Same planet class. The Terravores won't leave it a radioactive wasteland, just a... ruined and slightly chewed one.

No, you had such a good run! Maybe me recently playing Dwarf Fortress is leaking but still, come on, when are you getting such an opportunity again?
I'm sure I'll find somewhere to be an appropriate creative outlet... >glances at Galactic Community<
 
I like the dlc, the uniqueness of the lithoids and all, I'll probably get it when I have the chance.
Edit: I rambled about mod loading/sorting order but seems it was miswritten in the patchnotes, fixed now: "Mod load order is now the same as the order in which the mods are displayed". So it seems like its all good.
 
Last edited:
We also wanted them to be an aggressive "locust" like playstyle where they wanted to continuously expand in order to find worlds to consume.

Yeah, I'm not seeing it. The biggest benefit of a planet is the population growth, so even a tiny one with bad modifiers is worth keeping rather than eating. There would be a synergy with something like Spiritual + Consecrated Worlds, but even then you want to eat 3 worlds at most.
 
Yeah, I'm not seeing it. The biggest benefit of a planet is the population growth, so even a tiny one with bad modifiers is worth keeping rather than eating. There would be a synergy with something like Spiritual + Consecrated Worlds, but even then you want to eat 3 worlds at most.
I am seeing it. Note that one of the things it can give you is Alloys. For ships. To let you invade more planets.

It's short-term gain for long-term penalties. And if you only consume an X amount, it's only the -Districts that'll affect you; remember, +50% habitability means 5 consumes before it starts to affect you.

It all depends on precisely how MANY resources the consumption can give. You don't need to think about the long-term if you kill EVERYONE short-term.
 
Last edited:
I'd just like to add my voice to those saying that mod load order being determined by the order of being enabled while, by the sound of it, not being immediately visible, is a terribly user-unfriendly way of doing it. Can we please have a simple, numbered, list that can also be sorted by other things but always retains the load order numbers?


As for the rest of it: Rock on! Looking forward to a whole new depth of meaning to "devouring the galaxy one planet at a time" :D
 
Mods are now properly added to the load order in the order they are enabled rather than the order they are sorted in the launcher

This is very problematic please look into this. Please.
 
Will the Lithoids get one (or several) new prescripted empires?

Preferably we should get a proud lithoid empire, with a ruler who has a lot of stones.
 
Last edited:
Yeah, I'm not seeing it. The biggest benefit of a planet is the population growth, so even a tiny one with bad modifiers is worth keeping rather than eating. There would be a synergy with something like Spiritual + Consecrated Worlds, but even then you want to eat 3 worlds at most.

I love playing Devouring Swarms, and Hive worlds are probably the best thing about playing a hive mind. I don't see myself ever consuming any worlds, so i'll probably stay way from terravores unfortunately :(

I suppose we will have to wait and see.. if a Consume gives enough alloys to literally conquer your neighbor, it might be fun to play a 'locust' race and focus on short term. But I fail to see how they can balance early/mid/late game gains through destroying your long term.
 
The portraits are really nice, but I would like at least one similar to humans. It's difficult create the Steven Universe's gem empire without this.
The golem one is the most humanoid, I guess.
 
Hi everyone!

I’m Eladrin, Game Designer on Stellaris, and I’m one of the newer members of the Stellaris team. I joined the team during the development of Ancient Relics, and it’s been a blast. It was awesome meeting so many of you at PDXCON, and getting to hear so many ideas and excellent stories directly from you.

Back in Diary 152 and Dev Diary 153, Grekulf mentioned some of the Summer Experimentation that we did - but in today’s dev diary I wanted to talk about one of the things I worked on during the summer - game mechanics for the Lithoids.


The Lithoids Species Pack is very sedimental to me. When I wanted to dig deeper into the systems and get my hands dirty in the code, I looked at the “wouldn’t it be cool if…” list, and saw “...Lithoids ate minerals instead of food?” up near the top. This seemed like a solid foundation to start with, and a gneiss stepping stone to get my feet on the ground that fit my apatite - it seemed like a pretty simple change after all.

Okay, I’ll stop with the rock puns.

There are fifteen Lithoid portraits (and one new machine portrait), some of which have appearances that resemble some of the other phenotypes so you can do some interesting things with Syncretic Evolution.

vkGX2oVOrpDj07ItfJCJpD8vt6F6yTyFfNvcOx3EHt8yk78nLWzz8cHVFp7l9T4ysmLzGZtWgxLL9NOGfSE45qeOPlGdPhKQY0zwJQn7Qb6bQUHzNo8UHq-RUNuJKs3FEZ-dkHiN

Look at me! I'm a sparkly space unicorn!

The ships use a beautiful asymmetrical crystal design. Remember that the colors of your ships reflect your flag. You can use this to your advantage to make a pretty sweet looking fleet.

usK7EFLJ-m58of6NqCRXBIYfPxBJJ_h2YVok5lcvsCD3hTO1tvS5ifJ-ImD1DlZ177nx680g4Gko-WGfl6LoCZ4xeNSZuCllWNN1h7bUfS6T6g3XncpT85XmKwxjTj4AP3WsAw9C

This is my favorite Titan in the game.

There’s also a Lithoid Advisor Voice. I may have stopped with the puns for now, but there’s no force in the universe that can stop the Lithoid Advisor.

Changing the Lithoids to consume minerals was simple enough, but we also wanted to embrace the sci-fi trope of slow growing rock beings living in inhospitable climates. We started by giving them a massive boost to habitability which they still retain today, and a much larger pop growth penalty than they eventually ended up with. For flavor they receive a bonus to Army Health, and we increased their leader lifespans (but have their leaders start somewhat older as well).

Every little change leads to several more, however. If a species eats minerals instead of food, their homeworld should start with extra mining districts and no agricultural districts built. In fact, if a species evolved to eat rocks, their homeworld should probably by mineral rich and food poor. But wait, what about if they’re a Syncretic Evolution species, or if a Rogue Servitor wants to start with pet rocks? What about if they want to be a Devouring Swarm?

Many minor changes came along with what started as a simple economic change. Just a few examples include the Lithoids being tragically unable to be declared the most delicious species in the galaxy if there are any alternatives, loosening restrictions a bit on Bio-Reactors, modifying the Fleeting trait to be -25 years for Lithoids instead of -10, and a handful of Tradition changes. We also added a few Lithoid specific traits that allow them to generate small amounts of special resources every month.

wyxHcMuXtjDiCAyP4Z00YaXNu7Ip94NwsNIdMYfRH3PznzGNkAaLDZd8zhTY4A6YI2BjV60Cco5LwsIVbTyUXtR-0aHIvTVBdmXpSNvygwVEHVIpQXBIgmHFiZ3WgAm1scLDtmBo


After many rounds of qualitative feedback and a huge number of playdays, we ended up with the following as the Lithoid species trait:

IKr3aLYSPMDG6ykqVuxy9ejmx5PUFR9e6lWQY71XzKI-eiKH9U6h0-umkPRCkKos3W69GPqD5Az0GT1bA0QVryNkR2Mcma0xWyVWpcIeJuss4f8bqCuB2by4pfScOE04MYCwZBXr


The large habitability boost that Lithoids receive allow them to colonize worlds that would be marginal for other species, allowing them to work around their slower pop growth speed. Empires with a Lithoid primary species also begin with Lithoid Monolith blockers on their homeworld that can be removed at a large mineral cost for an additional Lithoid pop. (A Lithoid specific Origin in Federations modifies these a bit, and… we’ll talk more about that in another Dev Diary.)

9jm3nVXUa_OCznV1rJuV3PrHek2RNF-n1Dx7W2Q9GHBVeh5jd1F8HH7sfo8fE70Ji21fenNpKajpZy2cN7_ZcfUHFvd35wDNTjr4LgUYUq0FOB3aEnMYdtqPIIVdpBU5QDhp8mz4

So very sleepy.

The Lithoid trait is automatically applied to any species that uses a Lithoid portrait. For the Xenophiles out there, Half-Lithoids generated by Xeno-Compatibility follow this rule as well, so if the portrait is a Lithoid it will consume minerals instead of food, produce minerals when purged, and so on.

We’ve exposed this ability so modders should be able to similarly add phenotype forced traits to species they create by adding trait = "trait_lithoid" to the species class entry. (Replacing the Lithoid trait with their own custom species trait, of course.) I look forward to seeing what you do with it.

As for the Lithoid Devouring Swarm… They don’t have precisely the same motivations as a regular Devouring Swarm. While they will still press organics inhabiting the worlds they take into nutritive paste for the Bio-Reactors, their hunger is a bit more ambitious. Renamed Terravores, they operate largely the same way as a regular Devouring Swarm, but once off their homeworld they have an additional planetary decision to consume the habitable worlds of the galaxy, leaving devastated husks in their wake:

GOTekHCh01JYZGnSukFqfhDZl-sF3wJtujyw7se7XzDFlnwRi_kXhNjTEgeHBAy7X6Y92TPHSyx4lyZkP6kxi_SFnO44E_78oXQeuyJXapP9ZU6Y8A2ahXJMnxr2d0m6D538OixT

Are you going to eat that?

Terravores are barred from Terraforming (and thus do not have access to Hive Worlds) and cannot clear the devastation they leave behind, but other empires can clean up after them, though it takes a major effort.

Modders will now be able to change the name and description of a civic out for another based on species class, similar to how traditions can be swapped.

civic_hive_devouring_swarm = {

>snip existing stuff<

swap_type = {
name = civic_hive_devouring_swarm_lithoid
description = "civic_tooltip_devouring_swarm_lithoid_effects"​

trigger = {
local_human_species_class = LITHOID​
}​
}​
}

I’m quite pleased with how the Lithoids turned out, I think they're a real gem. I hope that you all enjoy it just as much.

In a few hours the free 2.5.0 patch will be up and the Lithoids Species Pack will be available for shale, so pick it up, rock out, and leave the galaxy gravelling at your feet!

#################################################################
######################### VERSION 2.5.0 ############################
#################################################################

###################
# Balance
###################
* The Pop Growth Reduction for Bio-Trophies now actually reduces their growth rate. Driven Assimilators now apply their organic growth penalty as a multiplier the same way as Rogue Servitors do, and is now also 50%
* Defensive Platforms placed on Outposts now provide 2 points of Piracy Suppression for their system. The Great Game tradition from the Supremacy tree now also reduces the cost to build Defensive Platforms by 33%


###################
# UI
###################
* Shift+clicking on ship count in the Fleet Manager now adds ships up to the nearest unit of ten, using ctrl fills up to the template max size (for realzies this time)
* The Shared Burdens civic will no longer appear by itself in the civics list when you select Gestalt Consciousness ethics but have not yet selected Machine Intelligence or Hive Minded authority
* Added a notification when one empire guarantees the independence of another

###################
# AI
###################
* Automated building now checks that upkeep cost is covered by income

###################
# Bugfixes
###################
* Fixed wrong save file being loaded from the resume button in the launcher, caused by a conflict between local and cloud saves
* Fixed the game complaining about mods not being in UTF8-BOM3 for no good reason
* Fixed a potential crash in AI when evaluating market values
* Fixed cases where planetary events could fire multiple notifications
* Odd Factories no longer sometimes block pops from getting purged, because you monsters should be free to purge whatever you want
* Mods are now properly added to the load order in the order they are enabled rather than the order they are sorted in the launcher

Known Issue: Lithoids are currently affected like other biological pops when there is a food deficit, instead of being upset by mineral deficits. They’re very empathetic.

Excellent! Not only are we getting a new species pack, the UI changes sound great, too! (Especially the ones for ship building.)
 
But I fail to see how they can balance early/mid/late game gains through destroying your long term.
It's not necessarily so bad. Even consuming 3x on a world still gives you a net +20% habitability - an Extremely Adaptive - and who cares about changing a size 18 to a size 15?

Once you get the chain rolling, I can easily see you leaving the worlds in your 'area' unconsumed, while completely devouring all other empires' worlds. Remember, you don't need a very big empire to be able to spank even a 5x crisis.

The more I think about it, the more disgustingly strong Terravores seem.
 
Mods are now properly added to the load order in the order they are enabled rather than the order they are sorted in the launcher

This is very problematic please look into this. Please.

We have indeed looked into this and issued a fix for that error on October 11. What launcher version are you currently on? The number can be found at the bottom of the launcher window; just keep scrolling.