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Stellaris Dev Diary #323 - 3.10.1 "Pyxis" Beta and Next Steps

Greetings!

Stellaris 3.10.0 “Pyxis” and the Astral Planes Narrative Expansion released last Thursday, and it’s been a bit of a bumpy ride, so I moved this week’s dev diary a bit earlier than usual.

Due to an error we made in metadata, many players were unable to verify ownership of the DLC at launch. We pushed a quick hotfix, which resolved these issues for some players, while also introducing a different ownership issue through a checksum error, which prevented other people from being able to properly explore the expansion. We finally managed to fix all of these problems midday on Friday. I want to thank everyone who provided bug reports and helped us diagnose the dlc ownership issues, we wouldn’t have been able to resolve them so quickly without your help.

I’m terribly sorry for the poor launch.

We’ve just put a beta branch up on Steam containing the 3.10.1 release, which is currently planned to be deployed to live on Thursday. This release includes a number of bugfixes, as well as hotkeys for the Tabbed Outliner. Let us know what you think.

Hotkeys for the Tabbed Outliner

The hotkeys are CTRL+A/D for switching to the previous/next tab and CTRL+Q/W/E/R for switching to a tab directly
(much like Z/X/C/V switches between tabs in other UIs, such as the planetary view).

Game Director Eladrin talks about the 3.10.1 Open Beta and Astral Planes Release

Improvements
  • Added Ctrl+A/D shortcuts to cycle through outliner tabs. Also added Ctrl+Q/W/E/R to switch to specific tabs. Added tooltips for them. These tooltips are currently in English regardless of language setting
  • Clarified tooltip headers for governor traits.
Balance
  • AI empires generated as part of the Common Ground and Hegemony origins now start with an additional Official to be assigned to the Federation
  • Blocked empire rulers and imperial heirs from getting the Planar Theorist trait
  • Commissioner subclass now increases stability from soldiers instead of providing additional soldier jobs
  • Decreased the chance for leaders to get common governor traits if they do not have a governor subclass or are not governing
  • Decreased the chance of leaders gaining job providing traits
  • Detail-Oriented has been updated to be a Destiny trait for Scholars, instead of a Veteran trait
  • Explorer subclass now has +1 Sensor Range
  • Halved the effects of the Politician trait
  • Having a Commander govern a planet or sector now provides soldier jobs
  • Increased the chances of the Prospector trait to fire.
  • Oppressive Autocracy now has the colony shelter building replace a colonist job with an enforcer job
  • Policies that increase leader starting level now greatly increase leader hiring cost and upkeep cost.
  • Rebalanced traits that affect research output from jobs while governing
  • Reduced the magnitude of most governor modifiers.
  • Removed the "can only get Council traits" restriction on rulers in Democracies, Oligarchies and MegaCorps. (For modders, this is using the is_autocracy scripted trigger)
  • Replaced Champions of the Empire +1 Initial Leader Level with +1 Additional Trait
  • Resources from Psionic Pops modifier now applies to latent psionic species.
  • Reworked Driven Educator to instead provide +25% Leader XP gain
  • Slightly decreased the bonuses from Custom AI Assistant and Sapient AI Assistant traits
  • Slightly decreased the penalties from the Neurosis trait
  • Soldier jobs now produce a small amount of base stability.
  • Traits that give homeworld jobs now require leaders to be at least level 2
  • You can no longer sell exceptional materials (astral threads and minor artifacts) to the AI.
Bugfixes
  • "The Seal" situation is aborted if you attack the formless
  • Added missing descriptions for multiple ship component categories (reactor, auras, combat computers)
  • Added missing node xp modifiers to the Astral Planes civics for gestalt empires.
  • AI empires with the Fruitful Partnership origin will stop opening seed pods on Holy Words only to get obliterated by angry fallen empires
  • All types of priest jobs (e.g. high priests, numistic priests) now benefit from the additional trade value from the Dimensional Enterprise council position.
  • Blocked Entrepreneur (Ambassador) trait for gestalt empires, fanatic purifiers, inward perfectionists and criminal syndicates
  • Blocked the Charmer and Research Exchange traits for genocidal empires and inwards perfectionists
  • Clarified that the First Contact civics give an increased chance to draw FTL travel technologies (English only)
  • Corrected all versions of Sovereign Guardianship to have 150% Empire Size from systems
  • Corrected draw weights for a number of leader traits
  • Empires can no longer spawn with multiple ministers of defense under some cases, such as being The Chosen.
  • Empires created via status quo peace deals will now correctly generate their council.
  • Explicitly blocked trading of gestalt nodes (instead of them being implicitly blocked)
  • Fixed 2 zroni digsites pointing to a deprecated title.
  • Fixed a bug that allowed you to enact the "Dayside Farm" decision multiple times on a single planet.
  • Fixed a case where the "Abandoned Star Platform" anomaly would leave the system's primary star without a deposit
  • Fixed a case where the "Ion Trail" event would occasionally pick the same system it spawned in for the follow-up event
  • Fixed a large number of planetary features that were providing incorrect bonuses due to changes with Mastery of Nature
  • Fixed a typo in the event text for the "Blinding Grief" event
  • Fixed calculations for determining trade values gained from slaves
  • Fixed commanders wearing the wrong uniform on planetary assignments.
  • Fixed crystal rift situations checking for the wrong amount of resources to validate approaches
  • Fixed Crystal Sphere stolen events not using the correct texts and picture
  • Fixed Crystal Sphere stolen events triggering when the crystal sphere situations are no longer active
  • Fixed Dark Consortium displaying flag information in tooltip instead of the standard loc key for this situation
  • Fixed Dark Consortium not locking the civic when being played from start
  • Fixed Dark Matter Breakthrough agenda always stating it will locks the civic, even if it already is
  • Fixed descriptions for Artisan Drones showing in district tooltips when none were present
  • Fixed Eager Explorers giving two +50% chances to draw Improved Structural Integrity
  • Fixed Efficient Staffing III applying the incorrect modifiers, leading to no sector modifiers.
  • Fixed habitat and archaeology lab technologies missing increased chance to be drawn from being rare technologies
  • Fixed hostile fleets being capable of crossing dimensional locks
  • Fixed Imperial Heirs sometimes spawning with the incorrect initial level for their class.
  • Fixed issue with concepts being offset for all languages using TTF (fonts)
  • Fixed missing AI weights for some council positions
  • Fixed missing localisation for Clone Army Commander traits
  • Fixed outdated tooltips in diplomacy with Trader Enclaves
  • Fixed some empires, such as Common Ground federation members or MSI, starting with duplicated council positions.
  • Fixed some triggered modifiers from leader traits not being applied.
  • Fixed starbases not inheriting modifiers from their country
  • Fixed strange wormhole breaking existing wormhole in the same system if any when spawning
  • Fixed that culled/reformatted nodes would not have a level 1 trait.
  • Fixed that culling/reformatting the Regulatory Node would not create a new one.
  • Fixed the "Dissolved" astral rift event leaving a ship stuck in an endless MIA loop
  • Fixed the Archivist trait giving scientists additional levels
  • Fixed the sector modifier for Ruthless Developer
  • Fixed Tree of Life and Lithoid Crater deposits not providing all of their bonuses
  • Fixed Urbanist trait displaying it was tier 1 and for any class when it is not a tiered trait and only for the Official
  • For players without Galactic Paragons, Officials should no longer roll GalCom traits if you are not a member of the GalCom or Federation traits if you are not a member of a Federation
  • Galactic Community Delegates now correctly multiply their diplomatic weight bonus by their level, instead of their level squared.
  • If your capital is in the Formless home system, The Vacuum Flower relic now correctly grants you Astral Threads
  • Made the first option in Black Hole Instability requiring Astral Threads instead of rewarding them
  • Only leaders eligible for a specific council position should show up as potential recruits.
  • Pre-Sapient pops no longer help you upgrade your capital buildings earlier.
  • Prospector trait should no longer fire twice for Volatile Motes
  • Removed Artisan Drone jobs from ringworld industrial segment if it is not set to factory designation.
  • Removed reference to Imperial Heirs not having unity upkeep.
  • Repaired Shattered Ringworlds now use the correct graphics
  • Scrapping the warship in the "Adrift" event now correctly awards you Alloys instead of Minerals
  • Scrapping the warship in the "Warship Destroyed" event now correctly awards you Alloys instead of Minerals
  • Stopped certain events from accidentally adding anomalies or terraforming Astral Scars
  • The Excavator trait no longer erroneously requires the Rift Sphere technology
  • The formless don't talk to you lightly anymore if you become hostile
  • The Geology Expert, Manufacturer, and Observer traits no longer state that they are Scientist traits
  • The leader trait "Trader II" now correctly applies its effect to the whole sector
  • The Manifesti's Head in the Clouds demand now checks for scientists on the council correctly
  • The Mass Extinction Event Chain should work properly again.
  • The plasmic species trait now has a slave cost of 2500 energy credits.
  • The Scout trait no longer states it applies to military fleets for scientists
  • The Tyznn Tithe trait is no longer possible to acquire by levelling up.
  • The UNE will no longer spawn a third human empire to hang out with them for no reason.
  • The Void Dweller initializing effects will no longer generate habitable worlds with no deposits.
  • Updated the upgraded version of the Assembler trait to use the correct modifiers
  • Vassalizing the formless will now transfer their system to them if you happen to own it.
  • Vibrant Storyteller is correctly marked as a Destiny trait for Scholars, not Explorers
  • When loading a save, update some modifiers that previously weren't updated.
  • You can now use the Astral Jump Astral Action if you have Psionic Jump Drives or Subspace Drives.
  • zadigal is now correctly fired if you declare war with the Formless on their recruitment day
AI
  • Fixed AI assigning leaders to Galcom when it shouldn't be possible.

Stability
  • Fix for crash when running unlock_council_slots effect.

UI
  • Added text to system debug tooltip to separate the different lists of modifiers.
  • Anomaly view "Research Time" label is hidden when the research time is hidden.
  • Changed Change Scientist hotkey in Situation Log anomaly view to G.
  • DLC list is now shown in the Cooperative game setup.
  • Fixed empire creation UI remaining visible while ACB is open.
  • Fixed layout of "no scientists" text in anomaly view.
  • Fixed portrait frame appearing to the left of the anomaly UI if you have no science ships with scientists.
  • Fixed portrait tooltip in anomaly view incorrectly saying that you can right-click to remove the leader.
  • In the anomaly window, if you get a valid scientist while no scientist is selected, that scientist is automatically selected.
  • In the anomaly window, the Change Scientist button is disabled if there is no valid scientist available.
  • Updated the leader ethics tooltip to mention planetary and sector governor ethics attraction
  • Fixed leader XP bar showing the wrong tooltip
Modding
  • Added a init_effect field to spawn_natural_wormhole effect
  • Added additional documentation to 00_base_classes.txt
  • Moved events action.504 and .505 to event leader.200 and .201
  • Removed initial_effect_custom_loc from agendas. The initial effect's tooltip is now directly built from the initial effect
  • The link_wormholes effect can now be used on the bypass scope

Please note that the 3.10.1 "Pyxis" Open Beta is an optional beta patch. You have to manually opt in to access it.
Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test - 3.10.1 Open Beta" branch.

Some notes for Linux users that are encountering crashes - we have potential workarounds for two of them:
  • If you are crashing on startup, players have reported that starting Steam, disabling the internet, then loading the game bypasses the issue. Internet can be reenabled afterwards.
  • If you are crashing while hosting a multiplayer game on Ubuntu 20.04, switching to Cross Platform multiplayer appears to resolve the issue. It is also not present on Ubuntu 22.04.
At this time we are still tracking down Mac stability issues.

3.10.2 is already in progress, in which we are continuing to hunt down stability problems (especially for Linux and Mac users), fixing more bugs, and adding more customization to the Tabbed Outliner.

Customizable Outliner Mockup

WIP Mockup of what we’re planning. Might not exactly end up looking like this.

Event Chain Subtitles​

In the last Dev Diary, we said we’d provide a form so you can submit events that you think should have subtitles added to them.

Here's a link to a form where you can suggest events for review.

Thanks for your assistance!

What’s Next​

We’re going to continue watching your bug reports and feedback, fixing things, and working on 3.10.2, so you can enjoy the new content the way it was meant to be.

Thanks for playing Stellaris!


Astral Planes is discounted 10% until November 27th.
 
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I see your points and they are valid, but ultimately they do not amount to anything or contradict my speculation. All of your points can easily be boiled down to bad integration of outsourcing partners to either cut costs on meeting hours or bad communication from the outsourcing partner on how fast or when they can deliver. The major flaw I see was errors with the integration of the third-party DLC (Ownership bug).

So to an outsider, this seems to be all heralded with the new structure of DLC production Paradox pushed for and laid off, or transferred, staff from PDX Arctic to close the studio.

One thing that speaks against that theory, as grommile pointed out, seems to be that errors are mostly with the free patch. But this could also be a result of the outsourcing, as the freeze could not happen before the DLC dropped, and if they were in a hurry, testing was cut short, if any was even conducted, due to time constraints.

I'm sure we will never know the exact 'whys' and 'hows' – that's why I referred to it as speculation, and yours is too – just that.

I wanted to express my sympathy and clarify that I don't see the blame for the poor product as lying directly with the people who pour their heart and soul into developing the game, only to be undermined by flawed upper-echelon strategies. Because that's what I'm speculating here, as I see this as a classic example of an outsourcing project.
I think you may not have been playing the game long enough to have experienced the day some years ago when they released a patch on a Friday that very literally made the game unplayable (no hyperbole there, it's just been so long that I don't actually recall the details of how they broke it, other than it was something that rendered warfare impossible in some way).

And since they released it on a Friday, there was literally nothing they were able to do about it until the following Monday. Which is why they now release patches before Fridays.

This game, much as I love it to death (it's the only thing I play these days, with about 2000 hours invested), has always been plagued by quality control issues, since long before anything was ever outsourced.

There's literally no evidence whatsoever to support your outsourcing theory, while there is evidence, including an admission by a party to the events at issue, that this situation is a result of internal Paradox failures.

I've been a fan of Paradox since Europa Universalis I, but that doesn't mean I think they should get a complete free pass every time they screw up. Nor are they asking for one. Hopefully this episode will strengthen their organizational practices.

But the fact that they still haven't fixed either the ship cost reduction bug or the archeology site bug is not a good sign. I mean, they themselves, by their own admission, broke it, so how is it they aren't able to already have fixed what they themselves broke?

Not good.
 
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This is accurate.

While we did not have procedures in place to prevent some of the problems we've never previously encountered (we do now), we're making some changes internally to the pacing of Custodian Team work. (Specifically, an earlier feature freeze and different branching structure.)

3.11 will be a "spring cleaning" sort of update focused primarily on just fixing stuff.



The producers and me.



Going to be a little direct here, and I really don't mean to offend - but Alfray's job is Systems Design. While he enjoys dialog with the community, and it helps improve his designs and track down issues, I don't want him spending his time tracking down such a status report during this particular post-release patch phase. I need him fixing bugs.

I can provide that status though:
  • In MR: [Bugfix] Fixed ship build cost modifiers not being applied.
So it'll likely be in 3.10.2.



Tomorrow's release will be identical to the current Steam Beta branch. (It's the branch that got sent out for certification.)

We'll likely put 3.10.2 into a Steam Beta the same way once that build is ready.
Appreciate the update.

I know from experience (in a different industry) that overseeing the work of a large team of people is devilishly difficult.

But, seriously, how did you all really not have sufficient systems in place to avoid what happened here? Is it a situation that is specific to the Custodians, which admittedly is a relatively new organizational structure, as things go and as compared to other parts of the company?

If so, why weren't quality control structures applicable to other parts of the operation simply put into place when the Custodian structure was created?

It's not that I'm trying to be critical, but in the current era of review bombing (among other lovely behaviors in the marketplace) I don't perceive there's the leeway for error in production that there may once have been.

I love you all with all my heart. I want you to still be elaborating on the game 10 years from now, when I'll finally get to retire and devote full time to the game. I just find the extent of breakage in this patch very disturbing, for some reason I can't quite put into exact words.
 
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@Eladrin - Could you confirm for us what, exactly, the new outliner features look like?

There seems to be rampant speculation based on the screenshots and I feel like that is a recipe for disaster and unhappy people when the hype doesn't perfectly match the result.

1) Will there be a way to create custom tabs (such as a "Show me Everything" tab)?
2) Will there be ways to adjust the ordering of things per-tab (the infamous "Let me organize my fleets")?
3) Will we be able to move things between tabs at our discretion (For example, I have no idea why observation posts are in the tab they are in by default)?

I'm not trying to be demanding, I'm trying to temper my expectations as someone who has been unable to play 3.10 because the outliner ruins the experience for me. (And yes, I understand that's probably a very limited issue and most people are able to clinch through it).
 
I can provide that status though:
  • In MR: [Bugfix] Fixed ship build cost modifiers not being applied.
So it'll likely be in 3.10.2.

Sweet. Appreciate the hard work by the dev team. We can survive another week or two waiting for the cost reduction fix. Can't wait to try out the new Astral features!
 
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Is there any chance that we will be able to switch to an old outliner? Or set it up so it looks in the same way? Hotkeys really doesn't resolve my issue with the new outliner...
 
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Just to be clear, the new outliner in the future patch, you can put whichever item in whichever tab you choose? Because i don't hate the idea of the tabs but the current implementation has me constantly switching tabs during the game because often used items are in different tabs. I'd much rather put less often used items in another tab, like megastructures and factions, and have the useful ones like planets and ships together in 1 tab
 
@Eladrin - Could you confirm for us what, exactly, the new outliner features look like?

There seems to be rampant speculation based on the screenshots and I feel like that is a recipe for disaster and unhappy people when the hype doesn't perfectly match the result.

1) Will there be a way to create custom tabs (such as a "Show me Everything" tab)?
2) Will there be ways to adjust the ordering of things per-tab (the infamous "Let me organize my fleets")?
3) Will we be able to move things between tabs at our discretion (For example, I have no idea why observation posts are in the tab they are in by default)?

I'm not trying to be demanding, I'm trying to temper my expectations as someone who has been unable to play 3.10 because the outliner ruins the experience for me. (And yes, I understand that's probably a very limited issue and most people are able to clinch through it).

Let me show you some screenshots from my machine, where the new customization is working:

I've taken the first tab an turned everything on, so "Yes" to your 1st question. (Actually, I currently have "planets" off because it's duplicated by "sectors". But that's the same behavior the 3.9 and earlier.)
1700817949611.png


My ships tab has Shipyards, Military Fleets, and Armies on it, because I felt like picking those.
1700818036417.png


My Politics tab has all sorts of random stuff on it. Here I have the planets showing differently from the first tab.
1700818097923.png


No changes have been made to the sections themselves, so no fleet sorting. Other than that, you can pick and choose whatever you want on whatever tabs you want, including having everything on every tab if you desire. Or making tabs specific to peacetime, war, or whatever. We have not added support for changing the names or icons of the tabs though, so your "Ships" tab could very well actually be your "Megastructures, Factions, and Shipyards" tab.
 
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Let me show you some screenshots from my machine, where the new customization is working:

I've taken the first tab an turned everything on, so "Yes" to your 1st question. (Actually, I currently have "planets" off because it's duplicated by "sectors". But that's the same behavior the 3.9 and earlier.)
View attachment 1054077

My ships tab has Shipyards, Military Fleets, and Armies on it, because I felt like picking those.
View attachment 1054078

My Politics tab has all sorts of random stuff on it. Here I have the planets showing differently from the first tab.
View attachment 1054080

No changes have been made to the sections themselves, so no fleet sorting. Other than that, you can pick and choose whatever you want on whatever tabs you want, including having everything on every tab if you desire. Or making tabs specific to peacetime, war, or whatever. We have not added support for changing the names or icons of the tabs though, so your "Ships" tab could very well actually be your "Megastructures, Factions, and Shipyards" tab.
Thank you so much for these wonderful improvements.

Also, I would like to make 2 suggestions:

  • Please consider adding the ability for multiple tabs to be shown at the same time (stacking from right to left possibly). Many players have wide/ultrawide monitors, there are so much unused space on the sides of the screen. Even with all 4 tabs shown together, it still wouldn't come close to the centre of my screen or hinder other parts of the UI. This would be a huge quality of life change for wide/ultrawide monitor users.

  • Have the tabs layered in a way that the icons from the lower layer(s) are shown (like bookmarks sticking out of a book). For example, if the civilian ships are on the second tab and I have 1 working and 1 idle construction ship, I can see 1 blue construction ship icon and 1 red idle icon. If clicked on these icons, it should bring that tab to top. The icons might need to be shrinked. Also, maybe only show the icons that demands the player's attention (i.e. the idle construction ship only). Some flair can also be added such as rotating animation for the tabs? Or make the outliner looks like an actual journal of sort, like a to-do list for the galactic emperor (but probably won't fit the aesthetic of the default UI). -- This should give player useful and important information as well as reducing the number of clicks needed.

Thanks again for listening to player feedbacks on the outliner tabs. Can't wait to play with the 3.10.2 patch.
 
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Let me show you some screenshots from my machine, where the new customization is working:

I've taken the first tab an turned everything on, so "Yes" to your 1st question. (Actually, I currently have "planets" off because it's duplicated by "sectors". But that's the same behavior the 3.9 and earlier.)
View attachment 1054077

My ships tab has Shipyards, Military Fleets, and Armies on it, because I felt like picking those.
View attachment 1054078

My Politics tab has all sorts of random stuff on it. Here I have the planets showing differently from the first tab.
View attachment 1054080

No changes have been made to the sections themselves, so no fleet sorting. Other than that, you can pick and choose whatever you want on whatever tabs you want, including having everything on every tab if you desire. Or making tabs specific to peacetime, war, or whatever. We have not added support for changing the names or icons of the tabs though, so your "Ships" tab could very well actually be your "Megastructures, Factions, and Shipyards" tab.
Any info on release date for outliner changes?
 
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Or something else, possibly Espionage. I don't really know, TBF.
I’m personally of the opinion that an internal politics expansion should go hand in hand with an espionage expansion/rework. That way, you’d be able to interact with your empire’s internal factions, and use espionage to mess with other empires’ internal factions, and vice versa.
 
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3.11 will be a "spring cleaning" sort of update focused primarily on just fixing stuff.
I for one am REALLY glad to hear that. A focus on a tune-up, a clean, and a fix, without major content additions. I think it will really be to the game's collective benefit.

I’m personally of the opinion that an internal politics expansion should go hand in hand with an espionage expansion/rework. That way, you’d be able to interact with your empire’s internal factions, and use espionage to mess with other empires’ internal factions, and vice versa.
Yeah I reckon so too, and one of the 'most ideal' or 'best case scenario' hopes I have for it.

I still think that a war pass is probably more of a priority, but that's not to say I wouldn't jump at the chance for features like that, or be delighted by them (which I would!)
 
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I doubt that at this point my opinion is worth anything to others but I'm going to say what I think anyway. I don't like that soldier jobs no longer generate +2 stability points for each level of the Governor Commander. Although I admit that +2 was too much and that you very easily countered the penalties on specialist and ruler jobs with pure stability strength. But a value of 0.5 for the planets and 0.25 for the sector would not have been bad. Currently, soldier jobs are quite useless, since the stability they generate isn't better than that generated by enforcers (not to mention that the latter also reduce crime and add defensive armies) I am using Sovereign Guard and Citizen Service and even so the unit I earn from soldiers' jobs does not reach the one generated by priests or bureaucrats (although on the other hand they hardly consume consumer goods) My point is, that soldier jobs really aren't very good in and of themselves, since even in planetary defense the most common thing is to simply use assault armies to defend yourself, naval capacity can be increased from starbases, and Populations are a valuable enough resource to waste on a job that doesn't really benefit you compared to others. Conclusion, I would like the Commanders to stay as they are, but add +0.5 stability per soldier job for each level of the Commander.
 
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Let me show you some screenshots from my machine, where the new customization is working:

I've taken the first tab an turned everything on, so "Yes" to your 1st question. (Actually, I currently have "planets" off because it's duplicated by "sectors". But that's the same behavior the 3.9 and earlier.)
View attachment 1054077

My ships tab has Shipyards, Military Fleets, and Armies on it, because I felt like picking those.
View attachment 1054078

My Politics tab has all sorts of random stuff on it. Here I have the planets showing differently from the first tab.
View attachment 1054080

No changes have been made to the sections themselves, so no fleet sorting. Other than that, you can pick and choose whatever you want on whatever tabs you want, including having everything on every tab if you desire. Or making tabs specific to peacetime, war, or whatever. We have not added support for changing the names or icons of the tabs though, so your "Ships" tab could very well actually be your "Megastructures, Factions, and Shipyards" tab.
It's beautiful, thanks so much! <3

Qick question: will these settings be saved on a "per save" or general manner? If i change my UI and then load an older save file or start a new game, which UI settings are getting loaded?

I have the feeling most players will basicly use your shown setup:
1) planets & civ ships
2) shipyards & military
3) Anything else

You might want to think about making this the default after everything has settled and people had time to test it a bit :)
Right now the Tabs are based on what things ARE not what they do, your Setup is based on what they do which seems more organic to use
 
It's beautiful, thanks so much! <3

Qick question: will these settings be saved on a "per save" or general manner? If i change my UI and then load an older save file or start a new game, which UI settings are getting loaded?

I have the feeling most players will basicly use your shown setup:
1) planets & civ ships
2) shipyards & military
3) Anything else

You might want to think about making this the default after everything has settled and people had time to test it a bit :)
Right now the Tabs are based on what things ARE not what they do, your Setup is based on what they do which seems more organic to use

Hmm, being able to save UI/outliner templates might not be a bad thing. In the early game, I really do access my civilian ships and planets a lot, but in mid-game I tend to switch to accessing sectors, military ships, and armies the most. Be nice to have a template saved where I could start the game with "exploration outliner" template and just change it by loading the "mid-game outliner" template when the time is right.

Overall, liking the outliner changes though. More control over it is always better, as I can set it up to suit my own playstyle.
 
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