• 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:
Or is that civics about building mechanical ships out of food?
The civic lets you make alloys out of food instead of minerals. The mechanical ships still cost alloys, but those alloys are made from food.
 
  • 1
Reactions:
I suggest you read the dev diary again on how to obtain mature or elder ships. There are 3 ways;

  1. You build juveniles with the growth organ and they grow naturally over time.
  2. You build juveniles without the growth organ and park it at a starbase with growth section and let them grow naturally over time only if they are at the starbase.
  3. You build mature/elder version
I bet you didn't pay attention to who I was responding to.

I do not like that you can build fully grown ships, the downside should be having to wait for them to grow
otherwise everything looks fantastic
This is what I was responding to. I did read the dev diary. Don't butt into conversations you didn't even bother looking at.
 
Personally i think bioships should be the standard shipset for hiveminds, they are simply much better producers of food and worse producers of alloys so mechanical shipsets aren't a great fit, besides bioships fit way better thematically than mechanical ships for them.
Why would my psionically linked (flavour) human hivemind that unified in around 2050 have meatships?
How are they a better fit thematically?

Or my "worker ant" hivemind?

Not all hives are Tyranids or the Zerg after all.
 
  • 7
  • 1
Reactions:
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
I've always thought of it as using advanced bio-plastics in place of metals for industry.
 
  • 7
  • 1Like
Reactions:
Why would my psionically linked (flavour) human hivemind that unified in around 2050 have meatships?
How are they a better fit thematically?

Or my "worker ant" hivemind?

Not all hives are Tyranids or the Zerg after all.
Yes, not all hives are Tyranids or the Zerg, but standard ones in stellaris should be rather biological in nature, this can be observed by how hive words look very much organic plus by how hives are locked out of Synthetic Ascension. (edit: had forgotten about cybernetic being possible now)

ao0f4jtb68r51.jpg

Furthermore, Hive Minds are deeply biological entities, and fundamentally incompatible with the Synthetic Ascension Path. They are however perfectly suited for the Biological Ascension Path, and can make use of it to assimilate other
Nothing wrong with a hive evolved from highly developed individual species existing and having a mechanical civilization and ships, but it not the norm.

In game hiveminds have hiveworlds while the individualist civilizations have ecumenopolis, their canon flavour is closer to biological, more when there was no cybernetic ascension but still closer now, i just think a majority of hiveminds should use bioships while a majority of individualist should use mechanical because as far stellaris universe goes it seems that individualist species seem more likely to develop mechanically while hiveminds more to develop organically, so mechanical shipset could be the standard for one while biological de standard for the other.

As for the ascension, it would make sense thematically for a biological shipset Hive to go for genetics while a mechanical to go for cybernetic.
 
Last edited:
  • 4
Reactions:
Yes, not all hives are Tyranids or the Zerg, but the standard ones should be considering that the hive districts and hive words look very much organic in design plus that are hives locked to Genetic Ascension.
Nothing wrong with a hive evolved from highly developed individual species existing, but it would be a non-standard exception.
Hives can cybernetically ascend nowadays
Also there's not really a difference in building regular space ships or building bio spaceships

As we established earlier into the conversation techs like FTL and functional lasers are just as silly as ships out of meat

The hiveminds of the past with their mechanical insectoid shipset are just as valid as the hiveminds of the future with potential bioship sets
 
  • 3
  • 1
Reactions:
Will there a Lithoid shipset? And is it safe to assume that the upkeep would be minerals and crystals?

I personally think that the Plantoid/Fungoid and Lithoid shipsets (if in the works) should be free DLC for those that bought the race packs.
 
  • 1Like
Reactions:
Yes, not all hives are Tyranids or the Zerg, but the standard ones should be considering that the hive districts and hive words look very much organic in design plus that are hives locked out of Synthetic Ascension. (edit: had forgotten about cybernetic)

Nothing wrong with a hive evolved from highly developed individual species existing, but it would be a non-standard exception.

My point is that It seems that individualist species seem more likely to develop mechanically while hiveminds more to develop organically, so mechanical is the standard for one while biological de standard for the other.

As for the ascention, it would make sense thematically for a biological shipset Hive to go for genetics while a mechanical to go for cybernetic.
Having no examples of Hive Minds to work from, I disagree that we can make a statement that they're "more likely" to develop organically rather than mechanically.
We also have a sample size of *one* for individualist species, so it's hard to make a statement that they're "more likely" to go a mechanical route, just that the one we do have (us) has gone that way.
It might be that no intelligent species (Hive or Individual) can progress past the very earliest stages of society without requiring the adoption of technology and mechanisms, and so no mostly-organic technology can reach FTL since they can't pass, say, the Iron Age. Or it might be that we're an exception and all other, so far undiscovered, species in the universe have managed a meat-tech solution.

So I disagree with your defaults and assumptions.
 
  • 5
Reactions:
Will biological armies give you a food bonus when you invade other bio planets (nasty versus bio armies but a negative verse mechanical targets)? Charge a food rate for crab armies that makes them tough, and have a chance of duplicating while invading but literally needs to invade (or they get hungry and either cost more food or they die) So you invade a bio planet with similar weather to your home planet, you get food bonuses and armies, you invade a robot planet with no or literal food and your armies get hungry and start dying off.
 
Last edited:
  • 1
Reactions:
you know, given that edible salts can be mined from special asteroids you could in theory build a bioship entirely out of salts
assuming you somehow find enough
Thats just a crystalline ship. Not all that crazy.
 
These ships weren't using the auto-designer, instead I selected a range of components to give an illustration that biological ships have equivalents for most components that regular ships have access to.



  1. Good catch, I'll investigate why it wasn't showing in the tooltip.
  2. Some stuff we're adding in BioGenesis require biological ships, meanwhile the Eager Explorer civics require that you are using a regular shipset.
  3. No plans to change the name of Food.
  4. The younger ships are far cheaper and faster to build compared to the elder ships, on the other hand they have far less hp, weapons and defences.
  5. Because we wanted players to be able to easily see the weapons and defences for all stages for the ships at once.



Keep an eye on the future dev diaries.
At least for hive mind, it should be named biomass
 
  • 1
Reactions:
Hives can cybernetically ascend nowadays
Also there's not really a difference in building regular space ships or building bio spaceships

As we established earlier into the conversation techs like FTL and functional lasers are just as silly as ships out of meat

The hiveminds of the past with their mechanical insectoid shipset are just as valid as the hiveminds of the future with potential bioship sets
Hey!

Lasers aren't THAT nonsensical!

They're just *MOSTLY* nonsensical!
 
What will the bio-colossi look like? There have already been a few in science fiction shows.



Babylon 5, Vorlon planet killer:



Lexx, insectoid flagship after the Megashadow and the Foreshadow:
bfa87c63529f32eb8f0fd97af819535e.jpg