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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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Speaking of alternative food, in the case of lithoids it would make sense if they consumed Rare Crystals, which are also lithoid, and not simply raw minerals, but i think that a full diet would need something crazy like a lithoid planet type with a silicon based ecosystem that could then farm rare crystal same way as food, as such it's not gonna happen. As for adding only some crystal upkeep, it could be done maybe with some exclusive lithoid way of producing more Crystals, but it's also too niche to be done.
I wish Lithoids could colonize Barren worlds and toxic species not being able to colonize toxic worlds was a missed opportunity. I doubt the new species in season 9 will be able to colonize molten worlds.
 
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I wish Lithoids could colonize Barren worlds and toxic species not being able to colonize toxic worlds was a missed opportunity. I doubt the new species in season 9 will be able to colonize molten worlds.
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
 
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Finally gotten to see the live stream when they showed off the meat ships, and I think I found something kind of off.

After all the research was researched via command and the devs showed the ship designer menu, they showed the deep space citadel and their levels ranging from 1 - 3. This reminded me of the military outpost system that launched with the game they had levels ranging from 1 - 3 as well all of which were designable and placable. The Deep Space Citadels appear to be as well at least from the live stream. If this is the case. The deep space citadels might just be a reskinned military outposts. Meaning a mechanic that was removed at the release of apocalypse in 2018 is being resold underneath a different name and a different way of building them. Granted not a whole lot of detail is not known at the time but something doesn't seem right.

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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
They could have made those planets colonizable for those species specifically and only them plus terraforming of the regularly habitable planets, tho those planets shouldnt be terraformable into regular habitable planets.
 
Finally gotten to see the live stream when they showed off the meat ships, and I think I found something kind of off.

After all the research was researched via command and the devs showed the ship designer menu, they showed the deep space citadel and their levels ranging from 1 - 3. This reminded me of the military outpost system that launched with the game they had levels ranging from 1 - 3 as well all of which were designable and placable. The Deep Space Citadels appear to be as well at least from the live stream. If this is the case. The deep space citadels might just be a reskinned military outposts. Meaning a mechanic that was removed at the release of apocalypse in 2018 is being resold underneath a different name and a different way of building them. Granted not a whole lot of detail is not known at the time but something doesn't seem right.

View attachment 1274114View attachment 1274115
I mean, it's a mega-structure and they all have several stages, except for Hyper-Relays

Also you already highlighted yourself how it differs from the old mechanic, so odds are it's gonna be way more and/or way different when we see the whole story on the 17th
 
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They could have made those planets colonizable for those species specifically and only them plus terraforming of the regularly habitable planets, tho those planets shouldnt be terraformable into regular habitable planets.
You severely underestimate how common toxic and molten worlds are
Almost every system has at least one of them
 
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I mean, it's a mega-structure and they all have several stages, except for Hyper-Relays

Also you already highlighted yourself how it differs from the old mechanic, so odds are it's gonna be way more and/or way different when we see the whole story on the 17th
I am just a little worried because I don't want it to set a the idea of removing something only to readd it later behind a paywall with barely any changes. I was hesitant when they readded advance governments with machine age but they gave them a lot of content and events so It seemed fine since base game didn't have any of that. Even if its a redone as a megastructure that's more so just dealing with that mechanic rather the space structure does itself. Adding something before the actual mechanic just comes off as repackaging. Like slapping a sticker on it saying its X or Y now when it does the same thing. I dont know what kind of content they could add to these space stations to warrant a pass on it.

But I hope I am wrong and the mechanic is flushed out and reworked to warrant the price tag. ^^
 
Bit hard to put a price tag on anything when there's so much stuff in the DLC

Like for example, where does the price tag of the genetic ascension stop and where does the price tag of the bio ships start? How does the price tag of the behemoth crisis compare to the price tag of the citadel mega-structure? (On that note, it would be hilarious if a crisis empire fails because they threw their pet all on its own with no support at a bastion)
 
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Bit hard to put a price tag on anything when there's so much stuff in the DLC

Like for example, where does the price tag of the genetic ascension stop and where does the price tag of the bio ships start? How does the price tag of the behemoth crisis compare to the price tag of the citadel mega-structure? (On that note, it would be hilarious if a crisis empire fails because they threw their pet all on its own with no support at a bastion)
Paradox just being Paradox. They love their DLCs. At least new species could have been free.
 
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Speaking of alternative food, in the case of lithoids it would make sense if they consumed Rare Crystals, which are also lithoid, and not simply raw minerals, but i think that a full diet would need something crazy like a lithoid planet type with a silicon based ecosystem that could then farm rare crystal same way as food, as such it's not gonna happen. As for adding only some crystal upkeep, it could be done maybe with some exclusive lithoid way of producing more Crystals, but it's also too niche to be done
Gameplay changes to different ship sets is something we possibility will se more of in the future.
I certainly hope so.
Lithoids seem like a good place to start.
 
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Paradox just being Paradox. They love their DLCs. At least new species could have been free.

IIRC, new Mammalian portraits will be free. With that said, claiming that Species Packs should be free is pretty silly considering that you need to pay concept artists, artists, and potentially animators to create them. There are some things that can be argued should be free, but species portraits ain't it.
 
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IIRC, new Mammalian portraits will be free. With that said, claiming that Species Packs should be free is pretty silly considering that you need to pay concept artists, artists, and potentially animators to create them. There are some things that can be argued should be free, but species portraits ain't it.
Not to mention that species portraits contain new traits, mechanics, civics, origins and, this one in particular, even a crisis path

Edit: the preview also mentions that the volcanic planets will have new anomalies and archeology sites (and obviously the volcanic planets themselves are brand new) - all in all that's quite a lot to get for free
 
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So, it looks like a dev hasn't answered this question yet, so here goes:

What happens if we strip the Juvenile and Mature stages naked, leaving only the Elder with proper parts? Will their costs and upkeep be just like "naked Corvettes"?

This seems like the optimal way to use growth stages. Larva -> Pupa -> Adult
I will definitely be doing this with Stingers, anyway. Probably all of them except Maulers, which I expect to die first in battles.
 
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So, it looks like a dev hasn't answered this question yet, so here goes:

What happens if we strip the Juvenile and Mature stages naked, leaving only the Elder with proper parts? Will their costs and upkeep be just like "naked Corvettes"?

This seems like the optimal way to use growth stages. Larva -> Pupa -> Adult
I will definitely be doing this with Stingers, anyway. Probably all of them except Maulers, which I expect to die first in battles.
Maulers are super weak btw and absolutely undeniably need weaver support
 
Finally gotten to see the live stream when they showed off the meat ships, and I think I found something kind of off.

After all the research was researched via command and the devs showed the ship designer menu, they showed the deep space citadel and their levels ranging from 1 - 3. This reminded me of the military outpost system that launched with the game they had levels ranging from 1 - 3 as well all of which were designable and placable. The Deep Space Citadels appear to be as well at least from the live stream. If this is the case. The deep space citadels might just be a reskinned military outposts. Meaning a mechanic that was removed at the release of apocalypse in 2018 is being resold underneath a different name and a different way of building them. Granted not a whole lot of detail is not known at the time but something doesn't seem right.

View attachment 1274114View attachment 1274115
I am just a little worried because I don't want it to set a the idea of removing something only to readd it later behind a paywall with barely any changes. I was hesitant when they readded advance governments with machine age but they gave them a lot of content and events so It seemed fine since base game didn't have any of that. Even if its a redone as a megastructure that's more so just dealing with that mechanic rather the space structure does itself. Adding something before the actual mechanic just comes off as repackaging. Like slapping a sticker on it saying its X or Y now when it does the same thing. I dont know what kind of content they could add to these space stations to warrant a pass on it.

But I hope I am wrong and the mechanic is flushed out and reworked to warrant the price tag. ^^
Seems like a bit much to complain about a single mega-structure being 'worth the price tag.' After all, it is part of an entire DLC with everything from upgraded ascension path to psionic hives and bio-ships. Picking this one out and saying 'it's not worth it' seems kind of weird. I'd be more worried if the main point of the DLC wasn't worth the tag, like if the ascension paths seem boring. or if hives remain underwhelming.

I would be disappointed if the art assets for the old fortresses were used without adjustment. The 'defense platform' versions form before were significantly smaller--unless my memory is wrong--than would be worth it for a mega-structure defense platform.
So, it looks like a dev hasn't answered this question yet, so here goes:

What happens if we strip the Juvenile and Mature stages naked, leaving only the Elder with proper parts? Will their costs and upkeep be just like "naked Corvettes"?

This seems like the optimal way to use growth stages. Larva -> Pupa -> Adult
I will definitely be doing this with Stingers, anyway. Probably all of them except Maulers, which I expect to die first in battles.
given it appears to take like a year or two for the weakest ship--a mauler--to go from juvenile to mature and that time doesn't appear to be based on the weapons, this would leave your warships severally weakened until it finished. While their does appear to be a couple ways to speed it up, the increases to upkeep don't seem to be based on the upkeep of the ship in question. Rather, they seem to be based on the ship and stage involved. To me this suggests you'd be saving on components only, and possibly be without warships for a decade.

A gamble, but one that might end up being not worth it.
 
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Eh, I need to have a base and a "process" for it. The whole point is the roleplay, you know?

Anyway, what's corpse starching?
The notably edgy setting of Warhammer 40k decided it needs an even edgier spinoff called Necromunda where corpses are turned into edible starch "somehow" despite the general presence of demonic corruption making such food fatal in the main setting XD
 
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The notably edgy setting of Warhammer 40k decided it needs an even edgier spinoff called Necromunda where corpses are turned into edible starch "somehow" despite the general presence of demonic corruption making such food fatal in the main setting XD
Well now I've got to decide whether or not to treat the Synaptic Lathe as the Collector Base in the roleplay or a Ring World + Mega Shipyard meat-ship producer as the Collector Base.

To be honest, I do like the idea of completely harvesting all of every species in the galaxy except one pop on the last planet of each empire, putting all of them into the Synaptic Lathe at once on max chip-burn or whatever that setting is called (so new to the PC version I haven't created a save yet) then letting them all rebuild themselves