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Stellaris Dev Diary #386 - Updates and a Wilderness Beta

Hi everyone!

It’s been a little while since our last dev diary - this one’s also going to be a bit short since we’ve been focusing on stabilizing 4.0 as much as we can.

The 4.0.17 and 18 updates we released yesterday is a pretty massive one with some impactful fixes. I'm pleased with the amount of things we got into it.

Here are the release notes:

Improvement​

  • The Hive Fallen Empire ships are now available for Biological Ship Empires if you progress down the Cosmogenesis Crisis Path.
  • Changes to ecumenopoleis, ring-, nanite-, hive-, and machine worlds:
    • District specialisations now visually swap to the appropriate art and district names for easier differentiation.
    • Secondary districts now have double the jobs of the primary districts.
  • Reverted the most recent changes to fallen empire building limitations. We'll be looking at a better solution for a future patch.
    • 4.0.18: Reverted all fallen empire building limitations from 4.0
  • Further Improved the Behemoth Fury endings
  • Added the Voidspawn Myocardius relic awarded to whomever manages to take down the Elder Voidspawn
  • Starbase Capacity tooltip now shows the number of owned systems contributing to Starbase Capacity.
  • Habitation districts on knight's habitats now swap to the Order's Demesne.
  • The host now gets a tooltip in Multiplayer on the Start Game button with a list of players that are holding up the game

Balance​

  • Wilderness Empires no longer have to consolidate 2500 biomass on a planet to build a Grand Archive
  • Secondary districts on hive worlds and machine worlds should now support targeted research specialisations
  • Wilderness empires now start with a Heartgrove specialisation instead of a Threadway specialisation
  • The event A Complete Collection will now only take one pop, avoiding depopulating entire planets.
  • AI empires will be more likely to declare a Cosmogenesis empire a crisis as they develop more Infinity Theses
  • The Synaptic Lathe will now ask for a refill if it drops below 50 pops instead of letting itself drop all the way to 0.
    • The Lathe had a "stable state" hack that stopped the purge below 40(00) pops to prevent it from decolonizing before - this has been removed as it should no longer be necessary. Burn those pops if you want science.
  • The Control Fragment now waits 2 decades before getting upset about your borders. Expand away!
  • Fallen Empire biological ships now equip the reactors of one size category larger, this also applies to Cosmogenesis biological ships.
  • Resource Consolidation origin needs to have the ability to make more machine (or nanite) worlds to unlock the full potential of their machine world (this includes the doubled jobs in the above patch note)
  • Updated weights for techs that unlock rural district specializations
  • Doubled the resettlement attractiveness of the Trium Atmospheric Deodorizer(tm).

Bugfix​

  • Fixed Wilderness issues
    • It should no longer implode randomly.
    • Balanced effects for Innate Design with Wilderness.
    • Turned Wilderness enforcers into Immunosymbionts to differentiate them from soldier Tamersymbionts.
    • The Wilderness Subterranean Cache building can now be placed in urban and trade district specializations
  • Fixed Synaptic Lathe issues
    • The Synaptic Lathe now correctly purges pops and produces science. (Special thanks to /u/Little_Elia for investigating. We fixed some of it differently than you did, but your post helped in identifying the issues.)
    • Pops will correctly process in or out of Neural Chip state if they are moved to or from the Lathe. (They will not be visible in the Neural Chip job until the monthly tick passes.)
    • The Synaptic Lathe purge should once again benefit from things that modify purge speed.
    • The Synaptic Lathe will now ask for a refill if it drops below 50 pops instead of letting itself drop all the way to 0. (The Lathe had a "stable state" hack that stopped the purge below 40 pops to prevent it from decolonizing before - this has been removed as it should no longer be necessary. Burn those pops if you want science.)
    • Fixed how Synaptic Lathe is being displayed in the sector view.
  • Fixed non-slaves being assigned to jobs before slaves.
  • Fixed recent issues introduced to the Synthetic Fertility origin by removing the invisible purge that was being applied (result in no factions being formed and no leaders being recruitable)
  • Virtuality Civilians are now also properly deleted if they do exist somehow. Non-Virtual Civilians can still exist for Virtual Empires.
  • You may no longer scrap 50% of your virtual pops for alloys.
  • Fixed issues where free traders could start with too many buildings
  • Fixed issues with fallen empires spawned by the Scion origin having incorrect buildings and districts
  • The composer of strands should no longer devolve thousands of pops. 400 is plenty.
  • The Pioneer Politics Agenda now has an appropriate icon.
  • Enabled the Heartgrove district specialisation for Wilderness empires
  • Treasure Curators now have an actual building icon as their workplace instead of a deposit icon.
  • Fixed a rare scenario where Driven Assimilators couldn't assimilate.
  • Prevent marking some jobs (criminals, civilians, unemployed) as favorite that should never be prioritized.
  • Space Fauna ship size selector will correctly display ship model preview.
  • Space Fauna designer will show the progress bar when creating a new design.
  • Purging a Gestalt Pop Group will no longer instantly kill all of them. Extract resources to your hearts content!
  • Conquered Starbases will no longer have text appear on the "Return Starbase" button
  • When checking if ship designs are identical, we now ignore the order of components within a section.
  • Fixed saving a Deep Space Citadel design creating duplicate designs and instantly changing the design of your DSCs.
  • Update Districts display if their swapped appearance changes
  • Processing and Forced Labor Purge should now correctly give resources when purging lithoids or machines
  • Habitats now get their districts even when not colonized yet
  • Added tooltips to the Behemoth mutation option icons
  • Reset Starting System when changing Origins when needed during the Empire Creation
  • Mechromancy Empires purging organics once again generate cyborg zombies.
  • Blocked Fallen Empire resource extraction buildings from the 6 government building slots
  • Blocked the Surface Quarry building on ringworlds and habitats
  • Nanotech Research buildings now give regular research jobs, but swap engineers to nanotech researchers
  • Researchers for machine intelligences now use more appropriate icons
  • Updated the effect tooltips for the Trium Atmospheric Deodorizer(tm) and Cyberdome.
  • Empires with Genesis Guides civics now start with a food stockpile and some food income.

UI​

  • The "Save As New Design" popup now updates the Save button immediately when you edit the name.
  • Fixed ship designer not updating the design name when you change it to the currently saved name.
  • Improve Buildings tooltips modifiers handling
  • Colony naming will now more often use custom names for the default value (colonizing Mars will propose Mars as the default colony name)
  • Fixed some planetary modifier icons that were low resolution
  • Fixed some modifiers not appearing in the empire size tooltip.

Performance​

  • Reduced mil power recalculations done by outliner fleet entry
  • Reduced habitability recalculations done by pop growth/decline
  • Reduced amount of times planet view tries to update pop group clothing

Stability​

  • Fixed crash in accepting peace due to deal containing transfer of non existing starbase
  • Fixed cross OS issue with randomized ethics in pop assembly leading to NUM_POP_GROUPS OOS (this is a big one)
  • Fixed mismatch in synchronized/unsynchronized nemesis handling in the voidworms AI that might lead to OOS when becoming a crisis.
  • Six more Out of Sync fixes

Modding​

  • Adds swap_type and swap_type_weight for districts to District Specializations.
  • District Specializations now belong to sets, and Zone Slots can now include or exclude entire zone sets
  • Migrated zone slots:zone relationships to zone_sets in place of using inline scripts
  • Added can_change_category to pop categories.
  • Changed various effects using pop amount/size to allow 0
  • Added ship_uses_corvette_reactors and ship_uses_destroyer_reactors scripted triggers
  • Added planet_is_habitat_equivalent, planet_is_ecu_equivalent, and planet_is_ring_world_equivalent scripted triggers which are used to determine the job numbers for district specialisations instead of checking the planet classes directly.
  • Updated scripted triggers for districts
  • Updated scripted triggers for zones
  • Updated inline scripts for some research district weights
  • Updated events for zone assignment upon a planet becoming a hive, machine or nanite world
  • Removed unneeded script for ecus transformations since industrial districts no longer exist

This update has a significant number of major changes, including district swaps for special planets like Ecumenopoleis and Ring Worlds, more fixes to Wilderness, the Synaptic Lathe, slavery, and the most common Out of Sync errors (including the cross-platform OOS that has been plaguing us).

We ended up reverting the changes that were made to Fallen Empire buildings - while we believe that they’re too easily acquired and plentiful, we’re going to take things slower and revisit them sometime in the future. (FE resource extraction buildings are being restricted to appropriate districts though.)

Modders should find the new zone_sets useful. It cleans up a lot of the work we were previously doing with inline scripts.
Instead of individually listing every District Specialization that is allowed or excluded using inline scripts, you can now assign one or more zone_sets to them.

Code:
zone_industrial = {
[...]
    zone_sets = {
        urban
        habitat_urban
        nexus
        hive
        ring_world
    }
[...]
}

You can then reference these in the zone_slots:
Code:
slot_city_01 = {
    included_zone_sets = {
        urban
    }
[...]
}

The intent is for this to make the creation of District Specializations a bit less error-prone, and make it easier for multiple mods to add more without interfering as much with each other.

Wilderness Open Beta​

We’ve seen a lot of erratic behavior with Wilderness empires, especially when your Biomass totals on a planet get too low, where sometimes jobs would go unworked, and you aren’t always able to influence it in any way.

We’re going to update the beta branch on Steam today edit: hopefully this week to test some experimental quality-of-life changes we’ve made to Wilderness. Some of them are impactful and different enough that we want to get some more eyes on them and get feedback before we consider moving them into the release build.

In the Wilderness Beta, jobs are actually worked automatically, using your primary species for traits. After all, you are the empire. This replaces the massive Workforce bonus that Wilderness pops received, and makes it behave closer to the intended design of the origin. This change intends to make Wilderness generally more robust against bugs and less prone to economic crashes when creating buildings that consume most of their Biomass.

Biomass should still chill “unemployed” like before, but the jobs will use 0 pops instead of 1. This should resolve any of those edge-case issues when many of your jobs wouldn’t be producing.

A Wilderness empire not filling their jobs properly.

Bad planet!

As part of this, we’ve enabled the workforce sliders for Wilderness jobs like other Empires have. This should give you more control over your economy, so you can disable certain jobs if you’re running a deficit or otherwise optimize your economy by only working the jobs that you need.

New Wilderness jobs, showing Workforce and allowing you to manipulate the sliders

Much better.

We recognize that this makes your Biomass species less important overall. You’ll probably want to optimize them for growth rather than production since they won’t be working the jobs anymore, so we wanted to put this up in an open beta to get your thoughts.

The Open Beta branch will also include the experimental fast save transfer that we’re currently expecting to go live after we can add a toggle to disable it if it’s causing save transfer issues.

Feature​

  • Experimental changes to Wilderness:
    • To prevent issues with biomass not being available on planets due to construction, all Wilderness jobs are now automatically worked without requiring biomass. These jobs are worked by your primary species.
    • Jobs for Wilderness are now also properly represented instead of being worked by a single pop with massive workforce bonuses, you now see exactly how the job is worked, and the sliders are also now usable to customize how much of each job will be worked.
    • These changes are intended to prevent situations where some jobs would go unworked, make Wilderness less bug-prone, and are intended to give you more control over your economy in deficit situations. Please provide feedback!
  • The experimental fast save transfer for multiplayer is included in this build.

Bugfix​

  • Fixed ringworlds colonized by gestalt empires having a mysterious city district that shouldn't exist.

Our intention is to run this Wilderness Open Beta for the rest of the summer so we can gather feedback.

What’s Next?​

4.0.19 is tentatively scheduled for next week, with more bugfixes and optimizations.

Today I'll be looking at purging, and we're investigating save game issues, but if there’s a bug you could put at the top of the list, what would it be?

Since next week is Midsommar week, our next dev diary will be on June 26th. See you then.
 
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Will virtual empires at some point use this new system as well?
 
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In regards to the bug at the top of the list. The issue with the Arc Furnaces, and them giving the same bonus as stage 1 at max. Thus not giving the right bonus at the final stage.
 
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lathe are fixed so many time in patch note it is difficult to hope for it actually happen at this point

will gaia finally get the buff they desperately needed with wilderness update

most likely no

also will wilderness finally have access to basic resource support specialization

their basic resource planet are very weak
 
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Will at any point the Void Dwellers "Arcane Replicator" Habitat planetary feature be restored as for pre-4.0 since now even basic Districts costs alloys? Since the update the feature disappeared and expanding as Void Dwellers is tedious and clunky!
Thanks!
 
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I had a bug in both of my 4.0 playthroughs and I don't know if it's been fixed where it said the bio juggernaut was immobile when I clicked on it and tried to move it from there. Moving it was still possible if I just directly right clicked on the destination or moved it together with other fleets. Also I had an issue where uplifted presapient species were still showing up as presapient on the planet I therefor couldn't forcibly resettle them and such
 
if there’s a bug you could put at the top of the list, what would it be?
Cetana and FE Hivemind steal Starlit Citadels!

We can't see deposits in systems for Arc furnace if we built 3/3 5/5 arc furnaces. We need to be able grab cool systems to replace old furnaces.

Not reported yet - let us queue construction of multiple Starlit Citadels in one system! Now we need to go back after each time to give another single order for the next one. We can queue multiple orbital rings, but not this =(
 
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Well, the question becomes: if all jobs are worked by your primary species automatically, should you even be allowed to have more than one sub-species? Only having one species would fix the potential exploit of giving your primary species job traits and your "biomass species" growth traits, because they would always be the same thing.
 
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Going to be interesting, thank you for the Dev Diary.

I had originally wanted to try the Wilderness out, but kinda refused with the amount of problems people kept having with that empire type.
 
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Poor old Wilderness, eh? It's had a hard early life.

I think it almost goes without saying, but to step back and take stock for a moment: 18 patches since 5 May is staggering. Unprecedented! While it speaks to the continued hard work of the dev team (which I'm sure the vast majority of us greatly appreciate), and is certainly better than having unpatched problems, it also illustrates the daunting scale of the problems dogging 4.0.* - which won't be lost on anyone.

Do the changes to slaves taking jobs before Civilians also apply to Robots? If not, is this something that will / can be included for 4.0.19?

I guess it's a concerning that there's (presumably) not much time between now and whenever the studio breaks up for the three-month summer holidays (when is that again, btw?) and still quite a lot of enduring bugs and snags left to tackle. Can everything be 'fit in', and if not - what will be prioritized vs what will be left out?

I'm really, really curious to know what's in scope for the 4.1 patch (i.e., the non-DLC aspects), and also when we might get more news about what will be included in the Psionic DLC. Can some of that please be included in the 26 June DD?

if there’s a bug you could put at the top of the list, what would it be?
Probably the bug taking away the FTL drives on AI Empire's Colonisation Ships!

Besides that, one QOL/UX feature I would really, really appreciate is around Civilians. I'd like to have better management / finer control over them. This includes a way to deprioritise a Civilian presence on certain planets - maybe a manual cap we could set on the maximum Civilians limit (above which any excess Civilians will Migrate) - and/or, a way to designate a planet as a target for migration, even if it doesn't have any open jobs, as @Ishyro suggested here

I'd also love it if newly grown pops started as Civilians, rather than unemployed Rulers/Specialists/Workers etc, as they currently do - as @HFY suggested here.
 
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Today I'll be looking at purging, and we're investigating save game issues, but if there’s a bug you could put at the top of the list, what would it be?
As for this: Necrophage origin is completely knackered.

The purging is one thing (because necrophage purge can be so important). But there is more:
  • Necrophage pops always have 0 growth, not just reduced growth.
  • Pretty much all varieties of Necrophage start with a large number of Necrophage pops and a small number of pre-patents. That should be reversed, because now they hardly have any growth at all.
  • This is a more universal problem, but also very apparent with Necrophage: Job prioritisation from species modifiers does not work! You fixed free pops taking priority over slaves all the time. But efficient specialist-pops are mostly taking worker jobs, while efficient worker-pops are taking the specialist jobs!
1749727829179.png

1749727862128.png
 
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To answer the question which bugs I would put on the list / at least have a look (existing since 4.0 release):
Broken Civics, alot of them. But to give only a few (fixing one at a time is better then fixing none of them)

It would already help to acknowledge that these bugs exist and put them on a schedule for fixing, as this seem to not have happened since 4.0. I don't mind beeing it only fixed in 4.0.25 but it helps to put it on the internal list at least!

One more bug that exists since 4.0 release:

A)
"Worker Coop" civic doesn't get its promised 200 traders from corresponding branch office building:


Additional kinda debatable if bug or intended:

B)
Galactic Curators / Antiquarian Expertise councilor position refers Culture Worker, which are kinda non-existant in 4.0. There are only a few sources for them, which the civic simply can't rely on: Artisan Enclave building, Memoralist civic job swap for bureaucrats. And thats it.

Afaik since 4.0 release you neither fixed this nor i read any statement if this is indeed intended.

And either a bug or improvable (civic) descriptions for Knights in conjunction with certain civics:

C) Certain civics like Byzantine Bureaucrazy (and others, as described in bug report) explicitly states they affect bureaucrats. Since Knights are Researchers, Bureaucrats, Soldiers, they either should be affected by them, or not affected but not only partially in half and then left the player without clues why this is the case

 
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I guess less a bug and more a cosmetic/flavour thing, but would really like there to be a matching variety of Deep Space Citadels skins to the ship sets. As it doesn't really make sense they look the exactly same for everyone. Particularly Biogenesis, Machines, and FEs.
 
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Out of curiosity and given that randomized ethics were responsible, was the RNG generator between different platforms partially the thing responsible for the dreaded Cross-OS OOS one — or was there something else at play?

How exactly did it even occur in such a way that caused the time between desync and no desync to be so unpredictable o.o
 
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lathe are fixed so many time in patch note it is difficult to hope for it actually happen at this point

will gaia finally get the buff they desperately needed with wilderness update

most likely no

also will wilderness finally have access to basic resource support specialization

their basic resource planet are very weak
In fact, that's not all. Wilderness has become my favorite origin now—it's incredibly creative and well-designed. However, due to the lack of advanced planets (like Ring Worlds, Hive Worlds, etc.), the Wilderness origin becomes increasingly weak in the late game without the Behemoth crisis. In the early game, biomass constraints prevent it from leveraging its advantages. Throughout the process, it's plagued by skyrocketing Empire Size Penalties, making it underpowered compared to other origins in all phases. What it needs are more efficient buildings, lower penalties, strengthened Wilderness traits, reduced biomass costs, and so on.

The image below shows an Progenitor Hive origin playthrough in 2250 with 1x tech & traditions.No console.
b1573e10-894a-4f7f-81cd-df374eecba1d.png
 
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Thank you for the update!

Are there any fixes being worked on for the huge lag seen from selecting fleets that have damaged or missing ships? Even on my very fast PC it halves the frame rate.
 
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Thanks for continuing the work of fixing the game. Does seem like we’re getting worryingly close to summer holidays with another holiday next week. I certainly don’t begrudge the holidays at all, I just hope the game is left in a good state.

There’s still plenty of random issues and the AI still makes horrendous choices for its worlds. Like spamming hydroponics buildings in urban zones while it has an available agricultural districts and a surplus of food.

I’m worried that summer will roll round and it will be all hands on for the shroud DLC. So very much like last year too many updates and not enough time.
 
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