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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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So what kind of interactions can we expect these to have with the critters from the Grand Archive? Are there technologies that will be developed there that are unique and can be used on meat ships or do they simply use the same sort of tech?

Will they behave like the grand archive ships where when they get bigger they take up more fleet space (as that can be a bit odd and annoying at times).
 
What will the bio-colossi look like? There have already been a few in science fiction shows
They were shown in the dev stream showing beta and bioship content.

The spines evil looking bioships has a long colossus with 3 mouths. When they fire, they reposition horizontal to vertical, split their mouths wide and fire.

The shellfish bioship, looks like a octopus. When it fires, it also changes position, look like a hand trying to grab the planet and fires. Not sure if it is a feature that the ship keeps twitching in the firing position.
 
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"Stingers" sounds like the equivalent of a Corvette. Can we call them "Devastators" or something else instead? I should be thinking grizzly bear, not wasp.
I mean, you can call them whatever you want
Just like I usually call my battleships with the big frontal cannon "BFG-Class" after the big cannon from Doom XD
 
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Can we expect silicon variations of bio-ships if we want to play as lithoids?
They may add more variants in the future but for now all we have are fleshy spikes and carcinization in space

So if you want bioships you can employ lithoid farmers, make your lithoids strong or very strong and you will have a reason to favor worker jobs - or just get specifically the trait that buffs food production
 
They may add more variants in the future but for now all we have are fleshy spikes and carcinization in space
Yeah during the latest dev stream, it was confirmed that psionic update will only have mechanical ships. So when we will have bioships again, we will see..

I mean I understand that every shipset is a resource that you have to invest in. They would rather be a bit frugal in implementing new shipsets. Also each new mega or kilo structure would mean corresponding skin for a shipset, I suppose.
 
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I posted it on discord yesterday, but in our development build I've changed the titles in the ship designer to make the growth stage sections, hope this makes things clearer!

1743239364859.png
 
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I posted it on discord yesterday, but in our development build I've changed the titles in the ship designer to make the growth stage sections, hope this makes things clearer!

View attachment 1273309
are they like space fauna and have to be retrofitted after growing up to a different weapon set or can they, like in the screenshot, actually grow up from Line to Artillery without needing to be rebuilt at a starbase?
 
So i have a question to the Devs. Let's say you are using growth organ for the Juvenile and Mature stage. Would it be possible when they reach Elder stage that the organ is replaced by something else automatically and thus without manual input? Or do you need to go to a shipyard to modify it?
 
For all that I'm convinced It'd suck, I can't help but laugh at the idea of a Lithoid Hivemind Necrophage (so they start with Livestock) with Meatships and organic reprocessing
 
are they like space fauna and have to be retrofitted after growing up to a different weapon set or can they, like in the screenshot, actually grow up from Line to Artillery without needing to be rebuilt at a starbase?
From the stream and the pictures, you design each stage of growth and so it grows from the line design to juvenal design to the mature one, gaining the load out of the mature one. I should also note that either the starbase building or the growth organ will need to be installed in order to cause the ships to grow. So if you don't want a design to grow it should be easy to prevent it.
 
Keep in mind that they have literally no growth and I don't know if lifestock in a hivemind can do the ascension chamber thing

That's the only other thing they can do, other than being livestock

Otherwise Nercophage Hivemind flat out wouldn't work, and from experience it works
 
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I posted it on discord yesterday, but in our development build I've changed the titles in the ship designer to make the growth stage sections, hope this makes things clearer!

View attachment 1273309
That's already quite a bit better!

The perfect solution for me would be if the headers ( Juvenile / Mature / Elder ) worked like tabs, so only the selected tab ship configuration would show.
 
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That's already quite a bit better!

The perfect solution for me would be if the headers ( Juvenile / Mature / Elder ) worked like tabs, so only the selected tab ship configuration would show.
hard disagree, that's how it works for space fauna and it's hella inconvenient, clunky and confusing
 
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That's already quite a bit better!

The perfect solution for me would be if the headers ( Juvenile / Mature / Elder ) worked like tabs, so only the selected tab ship configuration would show.
disagree. that's how it works for space fauna--haven't I read that already?--and it leaves people thinking they can only design the young ones. it was hours into my space fauna playthrough before I realized I could design other stages as well.
 
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