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Stellaris Dev Diary #269 - Digging a Grave, and Galactic Matters

Hello there!

I’m CheerfulGoth, a content designer on Stellaris, and today I’m excited to share the design process behind the Tiyanki Grave Mound that was added in the Fornax patch!

Concept and Planning​

To allow new content designers to familiarize themselves with all aspects of the game, they are usually assigned some onboarding tasks. The Tiyanki Graveyard was a combination of two such tasks: designing a unique solar system with new ships on patrol, and creating an arc site.

Stellaris already includes a massive amount of content, and one of the hardest things as a new content designer is to avoid retelling stories. I decided to focus on space critters, because they have relatively few events associated with them, and most of these haven’t been touched in years. We already have a system where Tiyanki are born, so why not show where they die?

Something that struck me while rereading all our Tiyanki-related content was that killing them allows you to research the Regenerative Hull Tissue, but their superior healing abilities don’t have any narrative impact. This gave me the idea of a sort of ‘elephant graveyard’ full of wriggling corpses that don’t stop growing even if they’re dead.

After getting the main concept approved, it was time to build the event chain. The onboarding tasks required me to create new ship types, so I decided to make some static Tiyanki gravekeepers protecting the arc site. I knew some players would never hurt a Tiyanki, though, and I wanted to keep the content accessible to different playstyles. A special project was thus added, allowing pacifist players to lure away the gravekeepers without hurting them.

Prototype​

Communication between different departments is crucial when working on a team. I wanted my ball of corpses to look the part, but the art team was busy working on Toxoids — so instead of requesting art assets for a minor onboarding task, I experimented with what was already in the game. After all, we already have a perfectly good Tiyanki Matriarch corpse. Why not scale it down and spawn a couple copies around a planet, wrapping it in tentacles?

My first attempts, however, produced... Unintended results:

tiyanki_1 (1).png

Space in Stellaris is actually flat: all planets and spaceships are bound to an invisible 2D plane. We can offset the coordinate of ambient objects (decorations) to make them appear above or below the plane, but we usually use this kind of trick only for temporary VFX, like when a planet cracker hovers over a planet.

Figuring out how to wrap a planet in corpses took a bit of experimentation, but eventually we got there!

tiyanki2.jpg

Implementation​

Once implemented in-game, the content gets tested for bugs by QA. While testing, we noticed a curious issue: the graveyard looked fine when you encountered it the first time:

tiyanki3.jpg


But if you closed the system view and opened it again...

tiyanki4.jpg


...It ballooned into a fleshy monstrosity whose size rivaled the Sun!

The cause, as fellow Content Designer @Caligula Caesar discovered, turned out to be an obscure bug that resulted in offset decorations being incorrectly sized during initialization.. As mentioned above, we usually use offset for temporary VFX, so this bug has never been noticed since release!

Final Art​

At this point, the art department stared at my work in mild horror and decided it was best to create an unique asset for it. The graveyard looked fine, but smashing ambient objects together is not standard practice and could potentially create performance issues. Nevertheless, the horrible mishmash provided a useful reference for the concept art and the final model:

TiyankiGraveyard_01.jpg

final.jpg

Notes for modders​

My graveyard was dismantled, but I hope it will inspire you to create even worse abominations.
Here’s a handy summary on how to offset ambient objects. When spawning an event object, make sure sure to use use_3d_location = yes to be able to adjust its position.

CommandExampleResult
entity_offset

Offsets an object on the horizontal axis (left or right).

Takes both fixed values or a min/max amount (useful for randomly spawning multiple objects in a while block).
create_ambient_object = {
while = {
count = 10
create_ambient_object = {
type = "small_dead_tiyanki_object"
use_3d_location = yes
entity_offset = { min = -10 max = 10 }
location = this
}
}
}
image2021-10-21_16-13-10.png

Objects spawned with random horizontal offset.
entity_offset_height

Offsets an object on the vertical axis (up or down).

Takes both fixed values or a min/max amount (useful for randomly spawning multiple objects in a while block).
create_ambient_object = {
while = {
count = 10
create_ambient_object = {
type = "small_dead_tiyanki_object"
use_3d_location = yes
entity_offset_height = { min = -10 max = 10 }
location = this
}
}
}
image2021-10-21_16-13-58.png

Objects spawned with random vertical offset.
entity_offset_angle

Offsets the angle at which the object is spawned in relationship to its spawning point. Think of a clock: the base entity is the pivot, while the new objects are spawned around it.

Takes both fixed values or a min/max amount (useful for randomly spawning multiple objects in a while block).
create_ambient_object = {
while = {
count = 10
create_ambient_object = {
type = "small_dead_tiyanki_object"
use_3d_location = yes
entity_offset_angle = { min = 0 max = 360 }
location = this
}
}
}
image2021-10-21_16-15-29.png

Objects spawned with random angles.
entity_face_object

Automatically rotates the object towards the target.

Scope: planet, fleet, star, this.
create_ambient_object = {
type = "small_dead_tiyanki_object"
use_3d_location = yes
entity_face_object = star
}
image2021-10-22_10-7-16.png

Left group is set to face the star (not in the screen). Second group is set to face this (the planet they spawned from).
base_angle_towards

Determines the default angle of the object in relationship to the base entity.

Scope: planet, fleet, star, this.
create_ambient_object = {
type = "small_dead_tiyanki_object"
use_3d_location = yes
base_angle_towards = this
}
image2021-10-22_10-24-45.png

Both Tiyankis have an angle of 0°. One is set to base_angle_towards = star, and is aligned to its "face" like the planets. The second is set to base_angle_towards = this, where this is a planet with an angle of 180°


No tiyankis were harmed in the making of this dev diary.

-------

But that is not all! For I, @Caligula Caesar, have something quite cool to show off, namely some experimentations with galaxy shapes.
We haven’t made any changes to the available galaxy shapes for… I think since release, unless I am mistaken. Anyway, we wanted to spice things up a bit, and took a look at whether we could persuade our galaxy generator to create new shapes.

First we taught it a few new tricks. Now you can define a new galaxy in script and feed parameters into it, and it will be available to select in the galaxy generation screen. This means that when modders inevitably decide we didn’t go far enough in this dev diary, they can make their own combinations without replacing existing ones. It now also doesn’t determine its behaviour based on what the galaxy shape is called. With this I mean, in the current version the 2-spiral galaxy will always have two spiral arms, and you can merely tweak how thick and twisting these arms are - this is no longer the case. Now you can freely define how many arms you wish to have, and also combine them with a ring if you so please.

As a result, we could add a few new shapes. For instance, we could add some spiral galaxies with different numbers of arms:

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NK1GP88G4_I7hdV5FYSLC_jKplRKdpuPk9AnfpEbZmO-jk90QLqbLMTjgkS8E3k1E-wshYkyAfSuM7i_yViiK49HK94uRnr-6hdMOBl9bCXiCxlb0TeEhoNjnkyystaIteIRops1gjwVCErS5ZdoYWS7cujxqMWXW5fASY83F_ELkRO5FIBrHIz0Jg


1iC_lKONUKkplNKq49lRUHoK1NKVgA6FUM8ro7Xr3bpn2e5IChj3fDE9ph2JQEClc-vXUVluFc8N_0ZBxohhfER2_GCufBhdX4XTMSkm-mfgA3HlMbQB2rW9Y7rBrnkYJf-6oVe1Q33qLrKE_1wgvCpwEsQ7s4EiODVZ3SiSKV1Dyo6JvjvFH_cgtw


But there was more we could do. In particular, we wanted to make a few galaxy shapes that would create some unusual galactic terrain, and some potentially interesting asymmetric starts. For instance, we could make a twist on the two-arm spiral galaxy that has very thick, slightly winding arms, resembling a bar galaxy:

F6WdytSWBCmPg_nj2kb8547hxpePWcFygXSlsydXQM_Ebmf7cHt082OCUw5I-tTRMLG8-AAke-WqsP9po4ZgfxAmLnLx_gUgf1J2aiwPZhs1_M3pFHM2CI76NGCLglZRUscJ-qMGJKZDCYRrDqe1jO0WCUg1tzOrwoMdIvWbe8vCRIcd3bJP6eiEXw

Credit: NASA and STScI​
SVFBGVJbnX5ZNBhg0pinQ2aWZRVLemOuHO42nrQ3LbJMusuZN0jPKCY1iWuUNkPFjJMwl3qkGDCuttxOellGh7J97B0OEhTiG-TQyLM1HkCSzKLbNklhF2sknKSfXuGUG90BI4SDgp4mW4-ZZJnxbAn242kkvHB7r6ldaRsC_ZRmFz4xgxkX42nb4Q

Yes, those two halves are connected by a single hyperlane

A ring galaxy and a spiral galaxy could be combined to make a “cartwheel” galaxy:

KYzoZqCJhQ3YSrr6BkSvWl-L3cRSxb5GJ8GkvB4s-JQy2pDnAoso3bj3e2eZ9J-KBKbjpqyB8TaEppWjAXDNC2v32IJB-IuC2HLsLsqxFL2zvB4RLdv8HC9v217itqotmG-Q0AEpAMe-zck0HVi5CkjrCQT_hwkAnIJvPRz6N7gYngNxvXQcG4HeUw

Credit: NASA, ESA, CSA, STScI and Webb ERO Production Team​
K88zv-F4g6ySjk3_I-LQFExTOOJk7RpsRy1jEbDbxAqGoXNDeDnmtgCZXtTH9FA5olvQY-MsfjcxpsO2aeAz3fbs4bj29EXDvzAoGu2PFPFWOpOhdoQU5muFvaaIt94kfGqUz2TthL85zSGr5jCQirxlFomox1vfR7Cx1V1SuRhbVb3RiLRTC2VnOw


Alternatively, we could omit an arm of a 4-arm spiral, and create something we dubbed the “hedgehog”:

v4OKroo3O7tD5AKP5wAxUPVDYp9pvLKJqWr-jUOBU_rd7QfxQ1PpdXCB7KPirCip0MZiF4Mxt2CvR5clPPjUc8Uiscy33Bp7YDg8jdze2sBpPJH4V6LgtuhvKYoErnV9yCdebiN-1ux9yPgCwnq-eFRehGvef6qS4tVJAQGv7tCbFT-3y6bj5GQCMQ


Finally, in a bout of silliness, I also added the “starburst”, which is a shape that is actually impossible in reality, but might create some interesting gameplay:

kJAdox3yzZpeVeHJ3GK_N-Z_qMRm3gvWYgDlZeh4APnd8KoKgi6d--QQlx-QYWopvb0JvO3Ducn7XY4dbUHm1tprTy5Vl7x-1karSm67nlrtxASenzTUElNJgmMvNkTX9muj3hoctGfO4GgWibum-qApIXMYMzYdL2HAf3TKgy17IZw6aUKQa10ocw


Another thing related to galaxy shapes which we’ve looked at a bit is static galaxies. This is the system modders use to generate a specific preset galaxy, for instance certain total conversion mods. It turns out that the code for generating a random galaxy (i.e. those we usually generate) and that used for static galaxies differ completely, which specifically became an issue during galaxy generation: the two different versions of the code probably did the same thing once upon a time, but inevitably the code has diverged, so modders reported numerous issues with static galaxies. For instance, it was not possible to use secondary species, and there were a number of small issues with starting setups, such as starbases and sectors not automatically spawning. It also wouldn’t call the empire_init on_actions, which would cause further divergence from how things would be if a regular galaxy was generated.

Anyway, I probably shouldn’t talk about this, since the code has not yet even been approved, but I tried to combine as much of the random galaxy and static galaxy code as possible, resolving a fair few issues with the latter, and hopefully making it more robust in the future. (Also, on the prompting of a modder, I added the ability to specify "effect = { }" in a particular system’s entry in a static galaxy. And you should now be able to create several static galaxy maps rather than being limited to one).

So, basically, for players who enjoy mods that create bespoke galaxies, you will probably be able to get access to much improved versions of these in the near future. (Can't promise it will definitely be in the next patch).
 
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Someday, I really want to be able to get to the galactic core. Perhaps out of scope for an already awesome update like this, but a full story pack with a late game tech opening up access to a small central area with lots of goodies, rare resources, and maybe even some strange guardians and new space fauna would be fantastic.
 
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Love the changes, but while you guys are working on Galaxy generation, I would **LOVE** an option to store a galaxy map seed!!

Is that something that was considered or is on the table? Having map seeds would let us share neat creations we found, or try different builds with the same starting situation etc
 
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Is the galactic core moddable in any way? e.g., spawning systems in the core, or removing the core vfx entirely. I've often thought it was kind of an eyesore myself.
Sounds like you want the Madcow GFX suite!

Darkens the core and removes the "fluff" background stars. Useful for colorblind people.
 
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God I love that you're final touching on galaxy shapes!

Don't be afraid to go a bit further with them. The much desired two galaxies side by side and two galaxies colliding would be amazing. Also your flower is wonderful!

I also love the new special systems like the taranaki grave and the secret system beyond the galaxy. Please keep it up with these systems they're awesome!
 
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I also love the new special systems like the taranaki grave and the secret system beyond the galaxy. Please keep it up with these systems they're awesome!

I really hope that system beyond the outer rim gets expanded upon. It's such a cool story, but it leaves it open for more.
 
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One additional Galaxy generation suggestions i would love to see:
Colliding Galaxies with 1-2 torn of star clusters around. Like 2 medium 400-600 Star Galaxies (still adding up to 1000) with their own centres, arms, and everything merging into each other.
I wanted to mod that in at one point, but the standard galaxy map canvas is too small to allow it! If the canvas had 50% larger sides, we could have one Galaxy in the upper left and one in the lower right, colliding in the centre of the canvas, while the upper right and lower left stay empty space (or space for the L-Custer + 1-2 torn of star clusters connected via wormhole).

Edith: Something like this:

View attachment 883225
If it's doable in the future, that would be awesome to have! But it sounds like it's running into a similar problem as they had with galaxies with more than 1k stars, that the canvas is too small.

Barred and cartwheel galaxies look like they're about to be my new go-to.
 
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I am truly delighted by new galaxy shapes, and this new tiyanki graveyard system is entertaining... but it also makes me think we need a "super reanimator" origin where your homeworld is covered in dead tiyanki and your species has figured out how to make undead abominations wherever they tread, of themselves and/or their unfortunate neighbors.
 
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how'bout 1500? ;)
Already too much apparently:
Finally, even if we overcame these challenges, adding say 50% more stars than Huge galaxies would have considerable performance implications, since even if we reduced the number of habitable planets, there'd still eventually be a lot of habitats, and pathfinding becomes considerably more complicated the more nodes are involved.
 
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I would very much like a "Milky Way" galaxy type, as unique to galaxies as Earth is to home planets. It would contain basically everything we're aware of, and randomize the stuff between and beyond.

Also, as is tradition, I would like to request we be allowed to force-spawn pre-made empires, so I can finally have my UNE vs. CoM game!
 
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What about have dead space amoebas crash into a planet, providing additional rare resources at the cost of blockers?
Or some amoeba king anomalies to scare your poor pops?
 
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I would very much like a "Milky Way" galaxy type, as unique to galaxies as Earth is to home planets. It would contain basically everything we're aware of, and randomize the stuff between and beyond.

Also, as is tradition, I would like to request we be allowed to force-spawn pre-made empires, so I can finally have my UNE vs. CoM game!
I would sacrifice babies to the Toxic God AND the Worm for the ability to force-spawn or ban preset empires. I want to always beat up the Voor and never, ever want to see the criminal syndicate.
 
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I would sacrifice babies to the Toxic God AND the Worm for the ability to force-spawn or ban preset empires. I want to always beat up the Voor and never, ever want to see the criminal syndicate.
I've always wanted a galaxy full of primitives and pre-sapients, divided between the UNE and the CoM. A Cold War of galactic proportions, with the best and worst humanity has to offer!
 
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With the new galaxy shapes all looking interesting, would it also be possible to add "Random" to the list of choice for Galaxy Shape?
It would be interesting to have to discover what kind of galaxy you have when also discovering what lie within
 
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