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Stellaris Dev Diary #377 - MEAT SHIPS MEAT SHIPS MEAT SHIPS

Hello everybody! Welcome to our first BioGenesis development diary!

Today we will talk to about ships. That are made of meat!



Several weeks ago, Eladrin mentioned that the ship designer changes originally planned for 4.0 "Phoenix" would not be included in the Open Beta, as they’re now needed for our upcoming Q2 DLC release. We’ve since seen a fair amount of speculation as to what we might have been cooking that’d require such changes… So please allow me to introduce our Biological Ships!

MEAT SHIPS! MEAT SHIPS! MEAT SHIPS!

In BioGenesis, we are adding two distinct Biological shipsets, with unique ship classes and technology.

Our goals in adding Biological Ships to Stellaris were to ensure that they are not only different in appearance from mechanical ships (and space fauna), but also in gameplay. Thus, the key mechanical differences are:

  • When using Biological Ships, Corvettes, Frigates, Destroyers, Cruisers and Battleships are replaced with Maulers, Weavers, Harbingers, and Stingers, each of which have three growth stages.
  • Biological Ships, including Starbases, Megastructures and Stations, have their primary construction resource converted from Alloys (or Minerals) into Food and their Energy upkeep likewise replaced with Food upkeep.
  • Overwhelmingly, Biological Ship technologies fall in Society Research (Biology) instead of the familiar Engineering Research (Voidcraft).

And in classic Stellaris fashion, we’ve kept the flavor and narrative around Biological Ships intentionally vague, just enough to let you roleplay them however you like. Maybe they’re an extension of your Devouring Swarm, just another drone in space. Or maybe they’re advanced bio-machines, the pinnacle of your scientific achievement.

In order to use Biological Ships, you’ll need to select one of the shipsets during empire creation.

New shipset selector

Different types of ships prompted our UX designer to give the Shipset selector a fresh coat of paint!

Growth Cycles​


Similar to Space Fauna from Grand Archive, Biological Ships have growth stages, but unlike Space Fauna, they do not naturally progress through these by aging. Instead, these ships have a unique component slot for supplementary organs that can be researched. Generally speaking, the Juvenile and Mature growth stages will likely be occupied by Growth Organs that allow the ships to progress to the next stage.

Growth Glands!


The accumulated growth progress for ships is shown in both the ship’s tooltip and the ship details window.


Growth Progress Tooltip


Growth Progress Details

When Biological Ships are designed (either automatically or using the ship designer), all researched Growth Stages are configured as part of a single ship design. Once a Biological Ship has acquired sufficient Growth Progress, it will automatically change to using the next Growth Stage in its design. Alternatively, Biological Ships can be constructed at a shipyard at a later Growth Stage.

Mauler Growth Stages

The three growth stages of the Spinovore Weaver

MEAT SHIPS! MEAT SHIPS! MEAT SHIPS!

Although all Growth Stages of Biological Ships use the same Fleet Command Limit for their ship class, later Growth Stages use more naval capacity, with the Mature stage using 1.5× and the Elder stage using 2× the Naval Capacity of the Juvenile stage.


SHIPS MADE OF MEAT​

Maulers primarily focus on short-range combat with shield penetration and high damage to armor and shields. Equipped with melee-range mandible weapons and either short-range S-slot or PD-slot weapons, these ships will form the bulk of your navy in the early game. Their unique mandible weapons have similar damage scaling against starbases and larger ships as torpedoes.

Mauler Designs


Mauler Designs

The unique Organ components that Maulers have access to are the Corrosive Fluids and Metabolic Recycler (and their upgraded versions)

Corrosive Fluids


Metabolic Recycler


Weavers are support ships, making use of unique weapons to apply powerful buffs to their allies or debuffs to their enemies.

Weaver Designs


Weavers have unique access to an array of six support components, each with six tiers that belong in the PD-slot.

Weaver Support Weapons


Weaver Suppressor Weapons

The unique Organ components that Weavers have access to are Symbiotic Amplifiers and Developmental Pheromones


Symbiotic Amplifiers



Developmental Pheromones


Harbingers are carriers capable of deploying large amounts of strike craft and supporting them with point defense or long range missiles.

Harbinger Designs


Harbinger Designs


Strike craft for empires using Biological Ships are deployed in greater numbers per fighter wing, but have reduced hull points and armour instead of shields.

Biological Strike Craft

The unique Organ components that Harbingers have access to are Chitin Growth Regulators and the Incubation Matrix

Chitin Growth Regulators



Incubation Matrix


Stingers are powerful late-game warships, equipped with multiple XL weapons or capable of unleashing heavy broadside barrages.

Stinger Designs



Stinger Designs


The unique Organ components that Stingers have access to are Exhaust Spiracles and Rangefinder Clusters.

Exhaust Spiracles



Rangefinder Cluster


As each of the different Growth Stages of each of the classes of Biological Ships can be built at a shipyard, we’ve taken the opportunity to implement collapsible headers when selecting which ships to build.

Shipyard Headers

This works for mechanical ships and space fauna too!



Since Biological Ships have their own weapons, armour, shield and core components, we’ve gone through and ensured that the technologies use the appropriate icons depending on if you are using a Biological shipset or not.

Technology Swaps


Modding Notes​

As part of the work required to implement Biological Ships there have been a lot of changes to how ship components are scripted. Here’s some highlights:
  • class_restriction, size_restriction and slot_restriction are deprecated in favour of using the possible and potential trigger blocks instead.
  • Core Components now have an upgrade_path parameter, components that have the same upgrade path are shown on the same row.
  • Ship components now support the show_tech_unlock_if = { } field, like buildings.
  • New targeting parameters:
    • use_ship_main_target: if yes, overrides target_type and target_focus when ship's main target is within range, default no
    • target_type (target_enemies (default) / target_allies / target_controlled / target_own)
    • target_focus (single (default) / spread)
    • target_type: only valid if component_set has affects_target_type = yes
    • target_focus: only valid if component_set has affects_target_focus = yes
  • New parameters for weapons:
    • on_hit: apply effects to target on hit. Scope = ship (target), from = ship (shooter)
    • hide_damage_values_from_tooltip = yes/no # If yes, it will hide Damage and Average Damage from weapon component tooltip (default = no)

Next Week​

Next week we’ll be looking at Ascension, Traditions, and Advanced Governments. See you then!

PRIME CUTS FROM ART!​


They're made out of meat.


  Meat?



Meat. They're made out of meat.



Meat?


There's no doubt about it. We picked several from different parts of the planet, took them aboard our recon vessels, probed them all the way through. They're completely meat.


That's impossible. What about the radio signals? The messages to the stars.


They use the radio waves to talk, but the signals don't come from them. The signals come from machines.


So who made the machines? That's who we want to contact.


They made the machines. That's what I'm trying to tell you. Meat made the machines.


That's ridiculous. How can meat make a machine? You're asking me to believe in sentient meat.


I'm not asking you, I'm telling you. These creatures are the only sentient race in the sector and they're made out of meat.


Maybe they're like the Orfolei. You know, a carbon-based intelligence that goes through a meat stage.


Nope. They're born meat and they die meat. We studied them for several of their life spans, which didn't take too long. Do you have any idea the life span of meat?
 
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We have literally been told that they can't, instead there's gonna be a new type of habitable world just for them, volcanic worlds

Barren and volcanic worlds don't even have a (proper) atmosphere, how would anything live there? As far as we know even lithoid breathe and have other bodily processes, and toxoids are themselves toxic, but not immune to toxin, so they can't handle a toxic world
I would be interested in species packs that add aliens actually fundementally incompatible with regular pops, stuff like gas and electrical lifeforms on gas giants, ammonia-based life on toxic planets, spaceborne organisms that can settle barren worlds or asteroids. It's such a classic sci-fi trope that it would be a shame not to include it eventually.

Perhaps the new logistics upkeep system could be used to balance it, such that having settling worlds with pops incompatible with your dominant species creates massive trade upkeep? It would make sense, since it's hard to build a cohesive nation in which some of your populations aren't even biologically capable of standing in the same room as each other. Dedicated Xenophiles could then invest in civics/ascension perks to mitigate the penalty.
 
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I would be interested in species packs that add aliens actually fundementally incompatible with regular pops, stuff like gas and electrical lifeforms on gas giants, ammonia-based life on toxic planets, spaceborne organisms that can settle barren worlds or asteroids.
Stellaris just isn't designed on the premise of having that many habitable worlds, though. Even at the highest settings, they're not supposed to be every planet in every system - but if you let these special aliens do it, sooner or later every non-genocidal empire will have them.
 
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Stellaris just isn't designed on the premise of having that many habitable worlds, though. Even at the highest settings, they're not supposed to be every planet in every system - but if you let these special aliens do it, sooner or later every non-genocidal empire will have them.
locking it behind a late game ascension perk like worldshapers I believe is the way to go. A long with creating a new terraforming kilostructure that replaces a orbital ring and is costly. That way if you want to terraform more go this way, instead of the habitat route of more planets.
 
Stellaris just isn't designed on the premise of having that many habitable worlds, though. Even at the highest settings, they're not supposed to be every planet in every system - but if you let these special aliens do it, sooner or later every non-genocidal empire will have them.
Mm, thats true. Maybe it would be better to just not allow empires to keep pops from incompatible species classes without a special origin, then? Conquering space from special species classes might feel a bit unsatisfying, but if they're few in number it shouldn't be a huge deal.
 
Stellaris just isn't designed on the premise of having that many habitable worlds, though. Even at the highest settings, they're not supposed to be every planet in every system - but if you let these special aliens do it, sooner or later every non-genocidal empire will have them.
They could probably find a way around that tho. But you do make a good point.
 
Mm, thats true. Maybe it would be better to just not allow empires to keep pops from incompatible species classes without a special origin, then? Conquering space from special species classes might feel a bit unsatisfying, but if they're few in number it shouldn't be a huge deal.
Its not just about what you colonize but what other empires colonize too. Doesnt matter if you limit it on 1 player on AI empire. If you got a lot of empires, you get a fully colonized system fast.
 
Very interesting diary!

Questions
1. Will there be synergy between bioships and fauna? For example, some kind of terrifying chimera of a ship and fauna, for which animal rights activists will punish you? Or some special technologies? or something else?

2. For all megastructures, is there an option to build them for trillions of tons of food with a bio 3D model? I want a giga-scientific base megastructure in space (like in Guardians of the Galaxy 3)

3. If there is a Utopia DLC, a Robot DLC and a Biogenesis DLC, can there be a special path of super-perfect fusion of cybernetics and genetics? Set very difficult conditions, demand certain civils so that the player has a challenge to cope with this roleplay challenge to increase their population to the maximum.

4. Considering HOW MANY Civics and Traditions will be added - are there any plans to increase the maximums of Civics and Traditions that can be used at the same time? For roleplaying and race uniqueness
 
2. For all megastructures, is there an option to build them for trillions of tons of food with a bio 3D model? I want a giga-scientific base megastructure in space (like in Guardians of the Galaxy 3)

4. Considering HOW MANY Civics and Traditions will be added - are there any plans to increase the maximums of Civics and Traditions that can be used at the same time? For roleplaying and race uniqueness
2. Yes

4. They said they don't wanna increase the slot numbers so you actually have to choose - after all, "roleplaying and race uniqueness" will exist as long as you choose them :3
 
Meat ships. Meat Ships. MeAt ShIpS. MEAT Ships. Meat SHIPS. MEAT SHIPS!

I love the growth aspect of these. You guess could have gone the easy route and just made some shipsets that look meaty, but nope, you went all in and designed a whole new system of ships for us. Will the.. skin... color of the ships tint to match the colors chosen for the species? Some of the pictures look kinda... I don't know, bright and cheery. Certainly not ideal for my devouring swarms.
 
4. They said they don't wanna increase the slot numbers so you actually have to choose - after all, "roleplaying and race uniqueness" will exist as long as you choose them :3
My opinion is that it's high time to expand the maximum for creating interesting combinations of Civics. I feel squeezed by such a maximum with such a wide choice. And given how many of these Civics there are, how different they are in power - a gene system is just asking for, but for Civics (powerful Civics are expensive, weak ones are cheap, but you can have a lot of them)

Yes, there is a mod, but I want the AI to work normally with it, to collect the necessary Civics for role play and power. And I also want to get achievements.

There are a very large number of players on the forum who will agree with me. But this is just a little off-topic from the topic.
 
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3. If there is a Utopia DLC, a Robot DLC and a Biogenesis DLC, can there be a special path of super-perfect fusion of cybernetics and genetics? Set very difficult conditions, demand certain civils so that the player has a challenge to cope with this roleplay challenge to increase their population to the maximum.
Overtuned + cybernetic ascension exists
 
My opinion is that it's high time to expand the maximum for creating interesting combinations of Civics. I feel squeezed by such a maximum with such a wide choice. And given how many of these Civics there are, how different they are in power - a gene system is just asking for, but for Civics (powerful Civics are expensive, weak ones are cheap, but you can have a lot of them)

Yes, there is a mod, but I want the AI to work normally with it, to collect the necessary Civics for role play and power. And I also want to get achievements.

There are a very large number of players on the forum who will agree with me. But this is just a little off-topic from the topic.
We already get 2 on game start and another civic not long after. Thats more than enough. Besides, the more civics you take, the less unique the empire is.
 
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For example, some kind of terrifying chimera of a ship and fauna, for which animal rights activists will punish you?
The animal rights activists won't be punishing me because they'll be too busy being eaten by my terrifying chimera of ship and fauna.
 
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Overtuned + cybernetic ascension exists
I would like a more deeply made roleplay + special content with the presence of all thematic DLCs + special plot events, situations and other

We already get 2 on game start and another civic not long after. Thats more than enough. Besides, the more civics you take, the less unique the empire is.
let's take into account such a concept as "measure and appropriate quantity" You speak as if I meant a maximum of 20 civics. We need a measure - such a quantity to give uniqueness to empires due to more interesting combinations of a larger number of civics. No one is talking about a maximum of 30 civics. + you ignore that there are different builds of races with different accents. This alone refutes your argument about "everyone will be the same"