• 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 #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.
 
Last edited:
  • 49Like
  • 10
  • 6Love
Reactions:
If you're running into reproduceable out of sync issues, you can help us out a lot by having the host add these startup parameters to their game:
-randomlog -randomlog_stack=5 -randomlog_frames=3

Then, if you run into an Out of Sync, please post in the Bug Report forum and give us the the save, the Host's OOS logs, and the OOS logs from at least one of the clients that the popup mentioned. (OOS logs can be found in Documents\Paradox Interactive\Stellaris\oos near your save games.) Any details you can provide about what you were doing at the time is also helpful.

This setting has some significant performance implications (which is why it's not on by default), but if you're running into OOSes reliably, it can really help us track them down.
Just to be thorough, do the non-host players need to add any -randomlog parameters or just the host? Will the OOS logs still show up for non-hosts without the parameters specified?
 
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.

Second this. Also an unfortunate clarification: Death Chroniclers are actually bureaucrats now. Culture workers bonuses don't apply to them either. You can see this by using Veneration of Saints edict, or putting traditional on a pop and starting a game with Memorialists.
 
  • 2
Reactions:
not really a fan of the traits tradeoff for wilderness in the beta, but im guessing it's temporary.

I wonder if you could make the old system keep jobs populated by making biomass not spendable while inside those jobs?

I think another quick fix could be to make only cradles jobless, like clone vats, since even if you spend the biomass, as the next month ticks over, your jobs will just fill again.

Also you talked about optimizing growth, but the only way I've found to do it well is through leader skill level, through the growth node. pop growth is kinda a dump stat for wilderness currently, because of the low pops modifer from pop growth, and because stockpiling biomass usually isn't worth it (you just spam cradles). Any plans to make changes to pop growth for wilderness, or biomass production in general?
 
Do you think holo theatres should be renamed to something else? As theatre is a very specific building. Maybe options like hub/complex/center could work as they can imply that they encompass various forms of entertainment.
 
  • 2Like
Reactions:
Agreed, this is an easy to miss but devastating one. The largest AI empire in my game only has two planets due to this, and I think they conquered the second one.

Aside from that, my bugbear is that gene modding or even integrating a sub-species attempts to apply its leader traits to the entire leader pool, overwriting any previous traits. Nerve stapling my livestock should not remove Erudite from every one of my leaders, and modifying the Rackett to be less disgusting shouldn't turn my Psychics into Cyborgs.
 
  • 6
Reactions:
Not sure if it's a bug but the Fleet behavior when it fights Deep Space Citadels is weird. When specialized computers are picked, they just spin in a circle but when "mixed tactics" is used, they behave normally. I'm not sure if those components need their AI updated.
 

We do not currently intend on bringing it back. We felt that the economic changes no longer made it necessary.

Thanks for the answer mr Eladrin!
And, if I may, what about hydroponics district specialization?
Previously by switching planetary designation to food city districts granted food jobs, now it’s not the case anymore and there isn’t a food-specific specialization for habitat anymore.
 
It was an interesting one that was caused by the evaluation order of arguments not being defined by C++. Since we were generating two random integers in the arguments of the function, it had different behavior on different platforms.
Sounds like something to add to your static analysis configuration for future sanity :D
 
Thanks for the answer mr Eladrin!
And, if I may, what about hydroponics district specialization?
Previously by switching planetary designation to food city districts granted food jobs, now it’s not the case anymore and there isn’t a food-specific specialization for habitat anymore.

The energy district has a hydroponics specialisation.
 
  • 1
Reactions:
Do you think holo theatres should be renamed to something else? As theatre is a very specific building. Maybe options like hub/complex/center could work as they can imply that they encompass various forms of entertainment.

I see it like Star Trek’s Holodeck. It’s a room rather than a deck but it can be anything. A restaurant, a bar, a forest, a ship on the ocean etc.

My headcanon is that holotheatres are like stadium/convention center sized holodecks. The central part is a huge open area that could be a park one week, a theme park the next, a museum the one after etc.

And like a stadium it can also contain a variety of static entertainments and conveniences, like places to eat. Perhaps even smaller private holodecks to rent.
 
  • 1
Reactions:
I have noticed Crisis are having trouble with purging. I don't know if the pop growth rate exceeds the purge rate (why is it on?) or that the crisis is just not purging. Maybe it's a mix of both. Small pops seem to purge OK.
 
  • 1
Reactions:
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?
Thank god! Purging was #1 on my list and affects so many different play styles.

I guess the other bug I would like to see fixed is Integrating new traits wiping out special traits like Inner Darkness or being unable to integrate them. As an EvoPred you absolutely should be able to spread this to your entire population either automatically or through the Adaptive Evolution Situation just like was done with Plasmic.

The other issue is BioShips like the Elder Slinger not having enough power with t5 reactors to power all t2 X Slots, even if only armor is equipped.
 
  • 2
  • 1Like
Reactions:
I have noticed Crisis are having trouble with purging. I don't know if the pop growth rate exceeds the purge rate (why is it on?) or that the crisis is just not purging. Maybe it's a mix of both. Small pops seem to purge OK.

If you got a save probably worth a bug report. I vaguely remember there was a time where crises couldn’t purge because of pop growth.

Seems like pop growth should be halted on a planet being purged just to ensure this doesn’t happen.
 
Pretty much all varieties of Necrophage start with a large number of Necrophage pops and a small number of pre-patents. Tat should be reversed, because now they hardly have any growth at all.
This balances the fact that this origin starts with a larger population (thanks to its colonies) than the other origins
 
  • 1Like
  • 1
Reactions: