• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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?
 
Last edited:
  • 93Love
  • 76Like
  • 6
  • 2
  • 1
Reactions:
I recall currently beast tamer empires have a disadvantage with megastructure construction since their economies are geared towards food, rather than alloys. Are there any plans to give organic ship empires a way to boost their alloy production or make megastructures that would require food instead of alloys?
 
  • 3Like
Reactions:
Does taking Biological ships lock you out of any origins/civics?
Thankfully not Progenitor Hive, but what about things like Void Dwellers or Eager Explorers/Stargazers?

From memory it'll lock you out of the Eager Explorer civics, otherwise I can't think of any others off the top of my head.
 
  • 23
  • 5Like
  • 3
Reactions:
I'm afraid this might ruin the balance. One battleship gets only a single X slot weapon, and that single slot is what players care about for the battleship, and the rest of the weapon slots are of marginal importance.

With mature stingers having FOUR X slot weapons, this would be quite OP.

And let's get started on carriers. The strike crafts have high evasion and armor instead of shields. This seems like a minor change, right?

WRONG! There are two types of picket weapons you could use: the point defense, which works against armor, and flak, which works against shields. Guess what? Point defenses have low tracking! This worked fine because missiles had low evasion, but with high evasion of the harbingers... well... good luck.

But I guess it's simply the will of the game to be in a perpetual power arms race anyway. Mechanical ships have nanites, menacing ships, and FE ships (cosmogenesis), so I guess this evens out the game.
 
  • 9
  • 3Like
  • 1
Reactions:
Goodbye Avian set. Goodbye Machine and Cybernetic sets. I'm in love with the bio-shipsets now. They are SO god-damn beautiful. Give your art team a serious raise.
 
  • 3
  • 2Like
Reactions:
Will megastructures also grow? Or are they going to be just flat constructed, ready to go? And speaking of megastructures, will they have any unique organic shapes, or are they just going to be static vanilla shapes with the textures on top?
 
  • 1
Reactions:
Would be interested to see if any of the species packs get biological shipset additions down the road. Particularly, I think the plantoids, aquatics and toxoids could have some really cool bioship designs. It seems like a lot of work so I'm not expecting too much, but it would really be a cool thing if it ever got added!
lets not forget lithiod, their ships are so close as it is. Love to see a mauler, weaver, stinger, etc of that ship set.
 
  • 2Like
Reactions:
THIS
IS
SICK
!!!

I am loving weavers already!!!!!!!!!!! I really hope that something similar is done for standard ships in the future too, I see potential.

But the total best thing here, is the collapsible headers! Between GDF, Empire Fleets, Federation and both standard ships and space fauna, it was hell! This is so lovely.

Now, one question: If I understood correctly, it is not possible to go for both, meat and metal ships right? As it is entirely tied to which shipset is set at empire creation. Is there any way to, later on with techs or something, access them? I would love to be able to start with normal ones and unlock Metal ones with genetic ascension for example. Is anything like this planned?

Second question, I am assuming that their unique organs are kinda like their equivalent to ship computers right? If so, how do we unlock the ships behaviours? (I would love if it is no longer tied to ship computers at all and is available since game start, as well as available for all ship sizes, similar to fauna)
 
Looks interesting, can't wait to test it.

I wonder if the Custodian Team would consider making Bio Shipsets for previous species packs, like Plantoids or Lithoids. Would be amazing.
 
  • 12
  • 3Like
Reactions:
Damn, this seem so cool I might change my signature when its out.

I am curious, can we research the ability to build the other kind of ship later into the game and make mix fleet ? If yes, do we select the appearence of the second shipset we unlock ?
 
  • 3Like
Reactions:
Overwhelmingly, Biological Ship technologies fall in Society Research (Biology) instead of the familiar Engineering Research (Voidcraft).
How connected with the other biology technologies are the bio ship technologies? Having ships made of meat is great at all, but if the technologies involve in upgrading, producing, and maintaining them aren't in some way related to biotechs like genetic engineering and cloning, then they are kind of just mechanical ships with a few quirks.
 
  • 1Like
Reactions:
Are mega structure going to have a basic organic model, since ship sets are not know to change these? Being stuck with only partly organic space stuff will hurt my immersion. I need my giant ear sentry array.
 
  • 3Like
  • 2Haha
Reactions:
I love growing ships, but I'm also interested in the new feature:
Support Weapons that buff and debuff allies and enemies.

I think it has potential to be used in many other ways in a combat rework:
Screening ships lowering the accuracy of enemy large weapons
Picket ships protecting larger ships with buffs
TEC-style repair cruisers
Advent-style shield-projecting cruisers
Vassari-style shield bypass and damage over time applied to the enemy
etc.
 
  • 10
  • 1Like
Reactions: