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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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Looking at the mature Stinger:

Isn't 3200 food and 1400 Alloys INSANELY CHEAP for a ship with 4 X size and 4 Large size weapon slots?????????????!!!!!!!!!!




(otherwise would like to say it looks extremely good)
 
if you run something like Cybernetic Creed then you will produce A LOT of yellow research, meaning you could most definitely unlock better mechanical faster than if you were to use bioships which are locked behind green research
Are you telling me that engineering research is YELLOW and not ORANGE!? As a colorblind person, this information is turning my world upside down right now. For the most part, I literally cannot see what non-colorblind people call "orange," it just looks like a slightly darker shade of yellow to me, which I have learned to identify as "orange." After putting in 4k+ hours into this game, are you telling me I have been wrong this whole time!?
 
That's the medium size, not the fully grown one
Firstly, thank you for pointing that out. You are right. It is the mature and not the elder one.

Still, seems kinda cheap for 3X and 3L slots, though the economic system will change in 4.0 so it's possible that it will be somewhat balanced anyway.


I also just looked at a prior save I had, and it doesn't seem like too much of an unreasonable price. 3X weapon slots (+3L slots) for a ship which costs the equivalent of 2.5k-3k alloys still seems kinda crazy.
 
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Are you telling me that engineering research is YELLOW and not ORANGE!? As a colorblind person, this information is turning my world upside down right now. For the most part, I literally cannot see what non-colorblind people call "orange," it just looks like a slightly darker shade of yellow to me, which I have learned to identify as "orange." After putting in 4k+ hours into this game, are you telling me I have been wrong this whole time!?
No wtf it's like an orange-ish ocre-ish color. Definitely not "light" or pale enough to be yellow.

The "cog" engineering research is like the color of rust or copper, not like yellow banana colour. You were mostly right and it's definitely more orange than yellow.




Like obv if someone says "the yellow research" in a Stellaris context, compared to the society green or the physics blue you are gonna think they're probably talking about engineering, but don't worry you're fine and I'd definitely say it's more orange than yellow :D
 
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No wtf it's like an orange-ish ocre-ish color. Definitely not "light" or pale enough to be yellow.

The "cog" engineering research is like the color of rust or copper, not like yellow banana colour. You were mostly right and it's definitely more orange than yellow.




Like obv if someone says "the yellow research" in a Stellaris context, compared to the society green or the physics blue you are gonna think they're probably talking about engineering, but don't worry you're fine and I'd definitely say it's more orange than yellow :D
Thanks for the clarification. The confusion broke my mind momentarily. When it comes to colors, my default conclusion is that I am wrong and everyone else is right.
 
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@Alfray Stryke I love meat ships! I think there should also be plant ships and rock ships with slightly different mechanics and different primary costs.
Can you explain at all how the different civics will interact with meatships? I'm specifically thinking Cordyceptics, Beastmaster, and others. I'm also wondering if killing bio-leviathans and genetics ascension has any impact on them. Do you resurrect meat ships? What if you kill them in combat as Cordyceptics. I haven't seen answers about beastports or hatcheries either. Thanks!!
 
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Something like a devour bombardment stance where they ate everything on the surface or a bombadment stance where they assimilate the planet into their hive.
Keep in mind that the organic shipset is available for all empires, including ordinary species or even robots. If they made the mechanics more restrictive, fewer empires could actually use it. Specific interactions are better for civics or tradition swaps where you can have arbitrary requirements.

Plus, why shouldn't a devouring hive get to launch hive spore bombardments from its metal ships if that's what they want to do? It doesn't feel like a mechanic that's inherent to bioships (although you could have some, like bioships that eat destroyed enemy ships to heal after combat).
 
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What happens to... catalytic processing, I think it's called? The civics that had your ships use food.
 
What happens to... catalytic processing, I think it's called? The civics that had your ships use food.
Why would anything happen to it? It will work the exact same way, turning food into alloys

I guess it will be semi-useful because you will have excess food for your bioships anyways while reducing the amount of minerals you need
 
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Will the weavers support subsystem (specifically the extra growth one) stack with other weavers? will we be able to have an incredibly expensive fleet for growing ships rapidly then?
I believe the growth organ is not unique to weavers and only affects the ship its attached to. However, they definitely showed it stacking with the starbase option. I think the weavers support abilities are actually place in the gun slots, not on the side like an aura.
 
Why would anything happen to it? It will work the exact same way, turning food into alloys

I guess it will be semi-useful because you will have excess food for your bioships anyways while reducing the amount of minerals you need
My understanding is that bioships already cost food instead of alloys. Or is that civics about building mechanical ships out of food?
 
My understanding is that bioships already cost food instead of alloys. Or is that civics about building mechanical ships out of food?
Yes, it's literally just straight up alchemy
They turn food into metal
Also as we can see in the screenshots some alloys are still needed, so you can't make do with literally zero alloys
 
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Hear me out: Meat Cities to go with the Meat Ships. For your pre-Hive World meat needs.

I also want to know if random empires can spawn with meat ships; and if so, what the rules are for deciding who gets to spawn with them.
 
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