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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.

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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.

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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.

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

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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.)

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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:

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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.
 
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Also, I would like to add that the rare-resource traits are kinda hilarious.

Like, presumably the Lithoids with them don't start with any tech that makes use of those rare resources, right? So they're just habitually collecting and storing their own skin/farts/feces for... reasons, I guess?
 
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.
But they should be loaded the order they are sorted, why on earth would you want them to be loaded the order you enabled them?

Whats the point of sorting then?

We now have to remember and share the order we clicked enable in?
 
We have indeed looked into this and issued a fix for that error on October 11.

And that fix worked. The current issue is that the 2.5 patch notes seem to imply a return to the pre-11 October situation. I already found it rather strange that a change to the launcher was mentioned in the 2.5 patch notes, even though it was made rather clear you guys were responsible for the launcher. So perhaps this is just a faulty 2.5 patch note. Could you clarify please?
 
But they should be loaded the order they are sorted, why on earth would you want them to be loaded the order you enabled them?

Whats the point of sorting then?

We now have to remember and share the order we clicked enable in?


This is exactly what I'm saying is the issue. They should be loaded in the order they are sorted. It's much more complicated. Please address this someone.
 
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.

Your patch notes for 2.5.0 say that you're reintroducing that error on purpose.

Is it an error in the patch notes?
Please, let it be an error in the patch notes.
 
But they should be loaded the order they are sorted, why on earth would you want them to be loaded the order you enabled them?

I was perhaps unclear. Let me try again: The bug was that load order was set to the order in which mods were enabled. The fix was that load order now is the order in which the mods are displayed.

If the patch notes state otherwise then some misunderstanding must have occurred.
 
What happens if a Litho species is put in livestock slavery?
Will they produce minerals? (as organics do produce food)
Can they integrate / be integrated in a non devouring swarm?
 
Aaaand it's out and installed! Thanks, Paradox, I'll be playing my first game with this DLC on this very weekend.

Only thing I've noticed missing is a prescripted Lithoid empire. Not that I use these much, but it's always nice to see them around.
 
I haven’t seen anything explicitly stating otherwise so I’ll go ahead and ask: I am stuck on 2.3 until an issue with the launcher gets ironed out (won’t launch on my old Mac). Do you need to be on 2.5 to use the Lithoids, or will they technically work on an older version?
You need to update to 2.5.0 to play Lithoids.
 
Sorry, but with this managing custom load order is going to be a pain... Essentially, this forces one to disable and then re-enable in correct order the mods any time one adds a new mod to the set if there are any "intersections" between mods.

I agree in spirit.

However, since we can move them up or down, I imagine I will simply sort them by desired activation order. Then turn them off. Then activate them by just going down the list. A one time organization problem, but then ... pretty simple and easy to manage.

Am I missing something that actually makes this difficult to deal with?

EDIT -

lol, we were all upset over a bug that has been fixed. Nice work dev-team on fixing the load order
 
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Any chance of you getting to give Plantoids a similar passover Eldarin, because this is a fantastic concept!
It would be hard to justify in my opinion to put dev-time in an old dlc (as no new sales can be expected). And a Plantoid 2 DLC would be probably badly perceived.
All in all I would be (positively) surprised.
 
I was perhaps unclear. Let me try again: The bug was that load order was set to the order in which mods were enabled. The fix was that load order now is the order in which the mods are displayed.

This is good news, but doesn't change the fact the launcher isn't designed to consider those who play with 100+ mods and trying out new ones regularly. It would still be a nightmare to manage load order BY DRAGGING AND SCROLLING, where additional method such as numbering them or a simple up and down button would be a no-brainer. It is also ludicrous to not have a "simple view" where each mod entry doesn't take tons of vertical space, and it would be more sensible to show around 20 mod entries on screen at one time. 3rd party launchers also have the feature of detecting file conflicts created by activating different mods; why don't you guys do this as well?
 
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.
It would be great to be able to swap descriptions of planetary modifiers, to show different effects if you are a machine, a biological entity or a boulder.