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4.0.11 is off building, and expected to release sometime tomorrow. Lots of important OOS and performance changes in this one. Some Rogue Servitor stuff too.

Preliminary release notes are here, insert standard disclaimer that these may differ from what's released.

Stellaris 4.0.11 Patch​

Bugfix​

  • Fix Faction resource output being exponential
  • Evosymbionts now have a description
  • Fixed that eating a baby didn't give you any DNA or genetic insights
  • Fixed the first tier of the physics lab requiring access to volatile motes to research
  • A stray K should no longer haunt players that foolishly opened a certain window
  • Explore a Wormhole' Focus Card is now 'Traverse a Wormhole', clarifying that you have to travel through it
  • Fixed typo in "Colony View" Databank entry
  • Added localization string for +3 Unity planetary feature
  • Federation Cohesion tooltip now mentions Officials instead of Envoys
  • Death Priests now correctly get +3 base unity output while a sacrifice edict is in effect
  • Hard Reset event "Our [empire] Legacy" event now works as intended
  • Observers can open the build queue of the empire they're observing.
  • Fixed a case in which virtual ascended empires could get unworkable fallen empire jobs on habitats
  • Fixed adSul not having any resource districts after terraforming it
  • Species with Mutagenic Habitability now shouldn’t lose it when they bloom from Gaia-Seeders
  • Xenophobic Pharma State Empires will no longer start with 2 Medical Centers leading to both being destroyed at game start.
  • Broken Shackle Angler Empires will no longer spawn with a farming district in their city slot.
  • Amoeboid Pacification Empire modifier now displays effects
  • Enslaves species located in Synaptic Lather will no longer switch back and forward between neural chips jobs and slave repurposing job.
  • Fixed the Auto-Curating Vault (and equivalents) not having an additional bonus on ringworlds
  • The Organic Paradise building can no longer be built directly
  • Nexus districts no longer mention Logistic Drones when they shouldn't
  • Fixed machine empires starting with the wrong number of pops
  • Neglected Bio-Trophies now show as unemployed
  • Fixed tooltips for Angler civics
  • Fixed tooltips for all Astrometeorology civics
  • Fixed issues with the Astrometeology building for gestalts
  • Fixed the Beastmaster civic tooltip
  • Updated nested tooltips for Civil Education
  • Fixed stability from Byzantine Bureaucracy not applying
  • Fixed Wild Swarm mentioning ships when combined with Cordyceptic Drones
  • Streamlined the tooltip for Catalytic Processing
  • Improved the Dark Consortium tooltip
  • Fix starting leaders often missing a background job.
  • Fixed translation error in Korean text about lack of modifier.
  • Added missing concept tooltip for District Specializations
  • Fix the ship designer autogenerate checkbox sometimes not working correctly
  • Weather Forecasting Mode is now listed correctly in Storm Chasers description
  • Added Augmentor job description in english
  • Fix the amount of pops affected by the voidworms bombardment
  • Fix incorrect Megastructures build conditions tooltip
  • The Synaptic Lathe should once again purge pops. (This will not retroactively affect existing saves.)

Balance​

  • Increased the number of Bio-Trophy jobs provided by most sources
  • Added the Creativity Exhibition Vault as an equivalent for the Auto-Curating Vault for Rogue Servitors
  • Machine Intelligences no longer give a growth penalty to organic pops
  • District specialisations that add unity jobs no longer give coordinator jobs for Rogue Servitors instead they give Bio-Trophy jobs
  • Bio-Trophies now increase the Job Efficiency for Complex Drones instead of their resource output
  • Rogue Servitors no longer start with an additional 2000 drones
  • Rogue Servitors now start with 2000 Bio-Trophies instead of 500
  • Rogue Servitors now have access to the Sanctuary Enclave district specialisation, granting a large number of bio-trophy jobs

UI​

  • Notification Icons shan't be blurry no more
  • Added more visible habitability information in the planet view.

Performance​

  • Reduced a number of unnecessary re-calculations of ship designs
  • Sub-species with identical traits and rights will periodically merge together to reduce the total number of species and pop groups.

Stability​

  • OOS RANDOM_COUNT fix (caused by dependency between planet and galactic object ftl inhibitors)
  • Fix common OOS related to ship behavior resulting in RANDOM_COUNT and NUM_MISSILE as well as many other OOS codes
  • Fixed RANDOM_COUNT OOS caused by pop group assembly tooltip.
  • Fix CTD when calculating Branch office income

Modding​

  • Added new effect: set_planet_purge_type. Using it on synthetic lathe to have pops purge

Thanks everyone!
Wanted to start a MP match today, should i wait for the patch of will starting the match before the update and continuing with the patch tommorow make no difference
 
4.0.11 is off building, and expected to release sometime tomorrow. Lots of important OOS and performance changes in this one. Some Rogue Servitor stuff too.

Preliminary release notes are here, insert standard disclaimer that these may differ from what's released.

Stellaris 4.0.11 Patch​

Bugfix​

  • Fix Faction resource output being exponential
  • Evosymbionts now have a description
  • Fixed that eating a baby didn't give you any DNA or genetic insights
  • Fixed the first tier of the physics lab requiring access to volatile motes to research
  • A stray K should no longer haunt players that foolishly opened a certain window
  • Explore a Wormhole' Focus Card is now 'Traverse a Wormhole', clarifying that you have to travel through it
  • Fixed typo in "Colony View" Databank entry
  • Added localization string for +3 Unity planetary feature
  • Federation Cohesion tooltip now mentions Officials instead of Envoys
  • Death Priests now correctly get +3 base unity output while a sacrifice edict is in effect
  • Hard Reset event "Our [empire] Legacy" event now works as intended
  • Observers can open the build queue of the empire they're observing.
  • Fixed a case in which virtual ascended empires could get unworkable fallen empire jobs on habitats
  • Fixed adSul not having any resource districts after terraforming it
  • Species with Mutagenic Habitability now shouldn’t lose it when they bloom from Gaia-Seeders
  • Xenophobic Pharma State Empires will no longer start with 2 Medical Centers leading to both being destroyed at game start.
  • Broken Shackle Angler Empires will no longer spawn with a farming district in their city slot.
  • Amoeboid Pacification Empire modifier now displays effects
  • Enslaves species located in Synaptic Lather will no longer switch back and forward between neural chips jobs and slave repurposing job.
  • Fixed the Auto-Curating Vault (and equivalents) not having an additional bonus on ringworlds
  • The Organic Paradise building can no longer be built directly
  • Nexus districts no longer mention Logistic Drones when they shouldn't
  • Fixed machine empires starting with the wrong number of pops
  • Neglected Bio-Trophies now show as unemployed
  • Fixed tooltips for Angler civics
  • Fixed tooltips for all Astrometeorology civics
  • Fixed issues with the Astrometeology building for gestalts
  • Fixed the Beastmaster civic tooltip
  • Updated nested tooltips for Civil Education
  • Fixed stability from Byzantine Bureaucracy not applying
  • Fixed Wild Swarm mentioning ships when combined with Cordyceptic Drones
  • Streamlined the tooltip for Catalytic Processing
  • Improved the Dark Consortium tooltip
  • Fix starting leaders often missing a background job.
  • Fixed translation error in Korean text about lack of modifier.
  • Added missing concept tooltip for District Specializations
  • Fix the ship designer autogenerate checkbox sometimes not working correctly
  • Weather Forecasting Mode is now listed correctly in Storm Chasers description
  • Added Augmentor job description in english
  • Fix the amount of pops affected by the voidworms bombardment
  • Fix incorrect Megastructures build conditions tooltip
  • The Synaptic Lathe should once again purge pops. (This will not retroactively affect existing saves.)

Balance​

  • Increased the number of Bio-Trophy jobs provided by most sources
  • Added the Creativity Exhibition Vault as an equivalent for the Auto-Curating Vault for Rogue Servitors
  • Machine Intelligences no longer give a growth penalty to organic pops
  • District specialisations that add unity jobs no longer give coordinator jobs for Rogue Servitors instead they give Bio-Trophy jobs
  • Bio-Trophies now increase the Job Efficiency for Complex Drones instead of their resource output
  • Rogue Servitors no longer start with an additional 2000 drones
  • Rogue Servitors now start with 2000 Bio-Trophies instead of 500
  • Rogue Servitors now have access to the Sanctuary Enclave district specialisation, granting a large number of bio-trophy jobs

UI​

  • Notification Icons shan't be blurry no more
  • Added more visible habitability information in the planet view.

Performance​

  • Reduced a number of unnecessary re-calculations of ship designs
  • Sub-species with identical traits and rights will periodically merge together to reduce the total number of species and pop groups.

Stability​

  • OOS RANDOM_COUNT fix (caused by dependency between planet and galactic object ftl inhibitors)
  • Fix common OOS related to ship behavior resulting in RANDOM_COUNT and NUM_MISSILE as well as many other OOS codes
  • Fixed RANDOM_COUNT OOS caused by pop group assembly tooltip.
  • Fix CTD when calculating Branch office income

Modding​

  • Added new effect: set_planet_purge_type. Using it on synthetic lathe to have pops purge

Thanks everyone!
you looked at cosmic storms, please tell me if the storm attraction building for storm chasers origin still incorrectly has rare crystals upkeep
 
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Reactions:
4.0.11 is off building, and expected to release sometime tomorrow. Lots of important OOS and performance changes in this one. Some Rogue Servitor stuff too.

Preliminary release notes are here, insert standard disclaimer that these may differ from what's released.

Stellaris 4.0.11 Patch​

Bugfix​

  • Fix Faction resource output being exponential
  • Evosymbionts now have a description
  • Fixed that eating a baby didn't give you any DNA or genetic insights
  • Fixed the first tier of the physics lab requiring access to volatile motes to research
  • A stray K should no longer haunt players that foolishly opened a certain window
  • Explore a Wormhole' Focus Card is now 'Traverse a Wormhole', clarifying that you have to travel through it
  • Fixed typo in "Colony View" Databank entry
  • Added localization string for +3 Unity planetary feature
  • Federation Cohesion tooltip now mentions Officials instead of Envoys
  • Death Priests now correctly get +3 base unity output while a sacrifice edict is in effect
  • Hard Reset event "Our [empire] Legacy" event now works as intended
  • Observers can open the build queue of the empire they're observing.
  • Fixed a case in which virtual ascended empires could get unworkable fallen empire jobs on habitats
  • Fixed adSul not having any resource districts after terraforming it
  • Species with Mutagenic Habitability now shouldn’t lose it when they bloom from Gaia-Seeders
  • Xenophobic Pharma State Empires will no longer start with 2 Medical Centers leading to both being destroyed at game start.
  • Broken Shackle Angler Empires will no longer spawn with a farming district in their city slot.
  • Amoeboid Pacification Empire modifier now displays effects
  • Enslaves species located in Synaptic Lather will no longer switch back and forward between neural chips jobs and slave repurposing job.
  • Fixed the Auto-Curating Vault (and equivalents) not having an additional bonus on ringworlds
  • The Organic Paradise building can no longer be built directly
  • Nexus districts no longer mention Logistic Drones when they shouldn't
  • Fixed machine empires starting with the wrong number of pops
  • Neglected Bio-Trophies now show as unemployed
  • Fixed tooltips for Angler civics
  • Fixed tooltips for all Astrometeorology civics
  • Fixed issues with the Astrometeology building for gestalts
  • Fixed the Beastmaster civic tooltip
  • Updated nested tooltips for Civil Education
  • Fixed stability from Byzantine Bureaucracy not applying
  • Fixed Wild Swarm mentioning ships when combined with Cordyceptic Drones
  • Streamlined the tooltip for Catalytic Processing
  • Improved the Dark Consortium tooltip
  • Fix starting leaders often missing a background job.
  • Fixed translation error in Korean text about lack of modifier.
  • Added missing concept tooltip for District Specializations
  • Fix the ship designer autogenerate checkbox sometimes not working correctly
  • Weather Forecasting Mode is now listed correctly in Storm Chasers description
  • Added Augmentor job description in english
  • Fix the amount of pops affected by the voidworms bombardment
  • Fix incorrect Megastructures build conditions tooltip
  • The Synaptic Lathe should once again purge pops. (This will not retroactively affect existing saves.)

Balance​

  • Increased the number of Bio-Trophy jobs provided by most sources
  • Added the Creativity Exhibition Vault as an equivalent for the Auto-Curating Vault for Rogue Servitors
  • Machine Intelligences no longer give a growth penalty to organic pops
  • District specialisations that add unity jobs no longer give coordinator jobs for Rogue Servitors instead they give Bio-Trophy jobs
  • Bio-Trophies now increase the Job Efficiency for Complex Drones instead of their resource output
  • Rogue Servitors no longer start with an additional 2000 drones
  • Rogue Servitors now start with 2000 Bio-Trophies instead of 500
  • Rogue Servitors now have access to the Sanctuary Enclave district specialisation, granting a large number of bio-trophy jobs

UI​

  • Notification Icons shan't be blurry no more
  • Added more visible habitability information in the planet view.

Performance​

  • Reduced a number of unnecessary re-calculations of ship designs
  • Sub-species with identical traits and rights will periodically merge together to reduce the total number of species and pop groups.

Stability​

  • OOS RANDOM_COUNT fix (caused by dependency between planet and galactic object ftl inhibitors)
  • Fix common OOS related to ship behavior resulting in RANDOM_COUNT and NUM_MISSILE as well as many other OOS codes
  • Fixed RANDOM_COUNT OOS caused by pop group assembly tooltip.
  • Fix CTD when calculating Branch office income

Modding​

  • Added new effect: set_planet_purge_type. Using it on synthetic lathe to have pops purge

Thanks everyone!
Ah jeez, so are necrophages still bugged where necropurging gives you like 50 pops and the rest just vanish and decolonize the planet? Because I've been really wanting to play an ilithid empire game with the new molluscoid portrait.

Regardless, thank you devs!
 
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Reactions:
[4.0.11 Patch Notes]

Thanks for the promising new patch. Quite a few of the bugs fixed with this patch I encountered myself.

Are there any fixes in progress or planned for :
- Cybernetic Creed Origin completely broken (Colonizing not working)
- Galactic Curators Civic (Councilor no effect because Culture Workers basically gone)
- Trade Federation Lvl 3 refers to obsolete Clerk jobs

And to add a standarised production per 100 pop view comparable to what we had in 3.14 and now missing?

(If i somehow missed those already fixed with the patch notes above, I'm sorry. I must have missed them)
 
Thanks for the promising new patch. Quite a few of the bugs fixed with this patch I encountered myself.

Are there any fixes in progress or planned for :
- Cybernetic Creed Origin completely broken (Colonizing not working)
- Galactic Curators Civic (Councilor no effect because Culture Workers basically gone)
- Trade Federation Lvl 3 refers to obsolete Clerk jobs

And to add a standarised production per 100 pop view comparable to what we had in 3.14 and now missing?

(If i somehow missed those already fixed with the patch notes above, I'm sorry. I must have missed them)

About to clock off for today, but I'm setting myself a reminder to check these when I have the time tomorrow.
 
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Reactions:
4.0.11 is off building, and expected to release sometime tomorrow. Lots of important OOS and performance changes in this one. Some Rogue Servitor stuff too.

Preliminary release notes are here, insert standard disclaimer that these may differ from what's released.

Stellaris 4.0.11 Patch​

Bugfix​

  • Fix Faction resource output being exponential
  • Evosymbionts now have a description
  • Fixed that eating a baby didn't give you any DNA or genetic insights
  • Fixed the first tier of the physics lab requiring access to volatile motes to research
  • A stray K should no longer haunt players that foolishly opened a certain window
  • Explore a Wormhole' Focus Card is now 'Traverse a Wormhole', clarifying that you have to travel through it
  • Fixed typo in "Colony View" Databank entry
  • Added localization string for +3 Unity planetary feature
  • Federation Cohesion tooltip now mentions Officials instead of Envoys
  • Death Priests now correctly get +3 base unity output while a sacrifice edict is in effect
  • Hard Reset event "Our [empire] Legacy" event now works as intended
  • Observers can open the build queue of the empire they're observing.
  • Fixed a case in which virtual ascended empires could get unworkable fallen empire jobs on habitats
  • Fixed adSul not having any resource districts after terraforming it
  • Species with Mutagenic Habitability now shouldn’t lose it when they bloom from Gaia-Seeders
  • Xenophobic Pharma State Empires will no longer start with 2 Medical Centers leading to both being destroyed at game start.
  • Broken Shackle Angler Empires will no longer spawn with a farming district in their city slot.
  • Amoeboid Pacification Empire modifier now displays effects
  • Enslaves species located in Synaptic Lather will no longer switch back and forward between neural chips jobs and slave repurposing job.
  • Fixed the Auto-Curating Vault (and equivalents) not having an additional bonus on ringworlds
  • The Organic Paradise building can no longer be built directly
  • Nexus districts no longer mention Logistic Drones when they shouldn't
  • Fixed machine empires starting with the wrong number of pops
  • Neglected Bio-Trophies now show as unemployed
  • Fixed tooltips for Angler civics
  • Fixed tooltips for all Astrometeorology civics
  • Fixed issues with the Astrometeology building for gestalts
  • Fixed the Beastmaster civic tooltip
  • Updated nested tooltips for Civil Education
  • Fixed stability from Byzantine Bureaucracy not applying
  • Fixed Wild Swarm mentioning ships when combined with Cordyceptic Drones
  • Streamlined the tooltip for Catalytic Processing
  • Improved the Dark Consortium tooltip
  • Fix starting leaders often missing a background job.
  • Fixed translation error in Korean text about lack of modifier.
  • Added missing concept tooltip for District Specializations
  • Fix the ship designer autogenerate checkbox sometimes not working correctly
  • Weather Forecasting Mode is now listed correctly in Storm Chasers description
  • Added Augmentor job description in english
  • Fix the amount of pops affected by the voidworms bombardment
  • Fix incorrect Megastructures build conditions tooltip
  • The Synaptic Lathe should once again purge pops. (This will not retroactively affect existing saves.)

Balance​

  • Increased the number of Bio-Trophy jobs provided by most sources
  • Added the Creativity Exhibition Vault as an equivalent for the Auto-Curating Vault for Rogue Servitors
  • Machine Intelligences no longer give a growth penalty to organic pops
  • District specialisations that add unity jobs no longer give coordinator jobs for Rogue Servitors instead they give Bio-Trophy jobs
  • Bio-Trophies now increase the Job Efficiency for Complex Drones instead of their resource output
  • Rogue Servitors no longer start with an additional 2000 drones
  • Rogue Servitors now start with 2000 Bio-Trophies instead of 500
  • Rogue Servitors now have access to the Sanctuary Enclave district specialisation, granting a large number of bio-trophy jobs

UI​

  • Notification Icons shan't be blurry no more
  • Added more visible habitability information in the planet view.

Performance​

  • Reduced a number of unnecessary re-calculations of ship designs
  • Sub-species with identical traits and rights will periodically merge together to reduce the total number of species and pop groups.

Stability​

  • OOS RANDOM_COUNT fix (caused by dependency between planet and galactic object ftl inhibitors)
  • Fix common OOS related to ship behavior resulting in RANDOM_COUNT and NUM_MISSILE as well as many other OOS codes
  • Fixed RANDOM_COUNT OOS caused by pop group assembly tooltip.
  • Fix CTD when calculating Branch office income

Modding​

  • Added new effect: set_planet_purge_type. Using it on synthetic lathe to have pops purge

Thanks everyone!


Migration and the perpetual build-up of unemployed elites/specialists is still an annoying issue that's making it extremely difficult to build up planets and probably results in performance loss from pops getting displaced from their jobs. Are there any plans to investigate this?
 
4.0.11 is off building, and expected to release sometime tomorrow. Lots of important OOS and performance changes in this one. Some Rogue Servitor stuff too.

Preliminary release notes are here, insert standard disclaimer that these may differ from what's released.

Stellaris 4.0.11 Patch​

Bugfix​

  • Fix Faction resource output being exponential
  • Evosymbionts now have a description
  • Fixed that eating a baby didn't give you any DNA or genetic insights
  • Fixed the first tier of the physics lab requiring access to volatile motes to research
  • A stray K should no longer haunt players that foolishly opened a certain window
  • Explore a Wormhole' Focus Card is now 'Traverse a Wormhole', clarifying that you have to travel through it
  • Fixed typo in "Colony View" Databank entry
  • Added localization string for +3 Unity planetary feature
  • Federation Cohesion tooltip now mentions Officials instead of Envoys
  • Death Priests now correctly get +3 base unity output while a sacrifice edict is in effect
  • Hard Reset event "Our [empire] Legacy" event now works as intended
  • Observers can open the build queue of the empire they're observing.
  • Fixed a case in which virtual ascended empires could get unworkable fallen empire jobs on habitats
  • Fixed adSul not having any resource districts after terraforming it
  • Species with Mutagenic Habitability now shouldn’t lose it when they bloom from Gaia-Seeders
  • Xenophobic Pharma State Empires will no longer start with 2 Medical Centers leading to both being destroyed at game start.
  • Broken Shackle Angler Empires will no longer spawn with a farming district in their city slot.
  • Amoeboid Pacification Empire modifier now displays effects
  • Enslaves species located in Synaptic Lather will no longer switch back and forward between neural chips jobs and slave repurposing job.
  • Fixed the Auto-Curating Vault (and equivalents) not having an additional bonus on ringworlds
  • The Organic Paradise building can no longer be built directly
  • Nexus districts no longer mention Logistic Drones when they shouldn't
  • Fixed machine empires starting with the wrong number of pops
  • Neglected Bio-Trophies now show as unemployed
  • Fixed tooltips for Angler civics
  • Fixed tooltips for all Astrometeorology civics
  • Fixed issues with the Astrometeology building for gestalts
  • Fixed the Beastmaster civic tooltip
  • Updated nested tooltips for Civil Education
  • Fixed stability from Byzantine Bureaucracy not applying
  • Fixed Wild Swarm mentioning ships when combined with Cordyceptic Drones
  • Streamlined the tooltip for Catalytic Processing
  • Improved the Dark Consortium tooltip
  • Fix starting leaders often missing a background job.
  • Fixed translation error in Korean text about lack of modifier.
  • Added missing concept tooltip for District Specializations
  • Fix the ship designer autogenerate checkbox sometimes not working correctly
  • Weather Forecasting Mode is now listed correctly in Storm Chasers description
  • Added Augmentor job description in english
  • Fix the amount of pops affected by the voidworms bombardment
  • Fix incorrect Megastructures build conditions tooltip
  • The Synaptic Lathe should once again purge pops. (This will not retroactively affect existing saves.)

Balance​

  • Increased the number of Bio-Trophy jobs provided by most sources
  • Added the Creativity Exhibition Vault as an equivalent for the Auto-Curating Vault for Rogue Servitors
  • Machine Intelligences no longer give a growth penalty to organic pops
  • District specialisations that add unity jobs no longer give coordinator jobs for Rogue Servitors instead they give Bio-Trophy jobs
  • Bio-Trophies now increase the Job Efficiency for Complex Drones instead of their resource output
  • Rogue Servitors no longer start with an additional 2000 drones
  • Rogue Servitors now start with 2000 Bio-Trophies instead of 500
  • Rogue Servitors now have access to the Sanctuary Enclave district specialisation, granting a large number of bio-trophy jobs

UI​

  • Notification Icons shan't be blurry no more
  • Added more visible habitability information in the planet view.

Performance​

  • Reduced a number of unnecessary re-calculations of ship designs
  • Sub-species with identical traits and rights will periodically merge together to reduce the total number of species and pop groups.

Stability​

  • OOS RANDOM_COUNT fix (caused by dependency between planet and galactic object ftl inhibitors)
  • Fix common OOS related to ship behavior resulting in RANDOM_COUNT and NUM_MISSILE as well as many other OOS codes
  • Fixed RANDOM_COUNT OOS caused by pop group assembly tooltip.
  • Fix CTD when calculating Branch office income

Modding​

  • Added new effect: set_planet_purge_type. Using it on synthetic lathe to have pops purge

Thanks everyone!
Yaaaaaaay thanks for fixing hard reset ^^
 
Wanted to start a MP match today, should i wait for the patch of will starting the match before the update and continuing with the patch tommorow make no difference

If you're on steam, we just put it up on the stellaris_test open beta branch.

Migration and the perpetual build-up of unemployed elites/specialists is still an annoying issue that's making it extremely difficult to build up planets and probably results in performance loss from pops getting displaced from their jobs. Are there any plans to investigate this?

I looked a little bit into it, and there are some things that we don't feel are quite right - the "don't move someplace with worse rights than me" is a little too draconian - it's okay to go someplace if they're going to bar you from military service, for example, but right now they'll nope right out. I also have a few other changes I want to make.

We do want to keep things like the Transit Hub useful though, so I don't expect that we'll have completely free movement without some investment. It makes the Democracies have a little something.
 
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you looked at cosmic storms, please tell me if the storm attraction building for storm chasers origin still incorrectly has rare crystals upkeep
its still broken :-(
no rare crystals cost but has rare crystals upkeep so you go into deficit as soon as you build it

 

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  • Bio-Trophies now increase the Job Efficiency for Complex Drones instead of their resource output
Replicators are complex drones.

They'll need a lot more basic resources for their Fabricator/Calculator upkeep, but they'll definitely have the pops to do it.

RS may have just gone from "broken bad" to "broken good".
 
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We do want to keep things like the Transit Hub useful though, so I don't expect that we'll have completely free movement without some investment. It makes the Democracies have a little something.
As moving apparently costs money: Why not increase auto-migration depending on consumer goods upkeep?
 
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I'm doing a Xenophile Evo predators run, and one thing I noticed is that their unique version of the Mutation path doesn't give them the ability to remove positive traits or add negative ones to bio species.

This is a problem because it means if you run into any species that have also biologically ascended, I can't change their habitability to mutagenic since I can't create any new templates for bio species that have more points spent then I have available. Given that Xenophile Evo predators is an actively supported option, I think either giving them the ability to add negative or remove positive traits on xenos wouldn't be overpowered, or perhaps allow players to save templates that are over the point cap as long as the changes made do not further increase the number of points spent more generally.
 
4.0.11 is off building, and expected to release sometime tomorrow. Lots of important OOS and performance changes in this one. Some Rogue Servitor stuff too.

Preliminary release notes are here, insert standard disclaimer that these may differ from what's released.

Stellaris 4.0.11 Patch​

Bugfix​

  • Fix Faction resource output being exponential
  • Evosymbionts now have a description
  • Fixed that eating a baby didn't give you any DNA or genetic insights
  • Fixed the first tier of the physics lab requiring access to volatile motes to research
  • A stray K should no longer haunt players that foolishly opened a certain window
  • Explore a Wormhole' Focus Card is now 'Traverse a Wormhole', clarifying that you have to travel through it
  • Fixed typo in "Colony View" Databank entry
  • Added localization string for +3 Unity planetary feature
  • Federation Cohesion tooltip now mentions Officials instead of Envoys
  • Death Priests now correctly get +3 base unity output while a sacrifice edict is in effect
  • Hard Reset event "Our [empire] Legacy" event now works as intended
  • Observers can open the build queue of the empire they're observing.
  • Fixed a case in which virtual ascended empires could get unworkable fallen empire jobs on habitats
  • Fixed adSul not having any resource districts after terraforming it
  • Species with Mutagenic Habitability now shouldn’t lose it when they bloom from Gaia-Seeders
  • Xenophobic Pharma State Empires will no longer start with 2 Medical Centers leading to both being destroyed at game start.
  • Broken Shackle Angler Empires will no longer spawn with a farming district in their city slot.
  • Amoeboid Pacification Empire modifier now displays effects
  • Enslaves species located in Synaptic Lather will no longer switch back and forward between neural chips jobs and slave repurposing job.
  • Fixed the Auto-Curating Vault (and equivalents) not having an additional bonus on ringworlds
  • The Organic Paradise building can no longer be built directly
  • Nexus districts no longer mention Logistic Drones when they shouldn't
  • Fixed machine empires starting with the wrong number of pops
  • Neglected Bio-Trophies now show as unemployed
  • Fixed tooltips for Angler civics
  • Fixed tooltips for all Astrometeorology civics
  • Fixed issues with the Astrometeology building for gestalts
  • Fixed the Beastmaster civic tooltip
  • Updated nested tooltips for Civil Education
  • Fixed stability from Byzantine Bureaucracy not applying
  • Fixed Wild Swarm mentioning ships when combined with Cordyceptic Drones
  • Streamlined the tooltip for Catalytic Processing
  • Improved the Dark Consortium tooltip
  • Fix starting leaders often missing a background job.
  • Fixed translation error in Korean text about lack of modifier.
  • Added missing concept tooltip for District Specializations
  • Fix the ship designer autogenerate checkbox sometimes not working correctly
  • Weather Forecasting Mode is now listed correctly in Storm Chasers description
  • Added Augmentor job description in english
  • Fix the amount of pops affected by the voidworms bombardment
  • Fix incorrect Megastructures build conditions tooltip
  • The Synaptic Lathe should once again purge pops. (This will not retroactively affect existing saves.)

Balance​

  • Increased the number of Bio-Trophy jobs provided by most sources
  • Added the Creativity Exhibition Vault as an equivalent for the Auto-Curating Vault for Rogue Servitors
  • Machine Intelligences no longer give a growth penalty to organic pops
  • District specialisations that add unity jobs no longer give coordinator jobs for Rogue Servitors instead they give Bio-Trophy jobs
  • Bio-Trophies now increase the Job Efficiency for Complex Drones instead of their resource output
  • Rogue Servitors no longer start with an additional 2000 drones
  • Rogue Servitors now start with 2000 Bio-Trophies instead of 500
  • Rogue Servitors now have access to the Sanctuary Enclave district specialisation, granting a large number of bio-trophy jobs

UI​

  • Notification Icons shan't be blurry no more
  • Added more visible habitability information in the planet view.

Performance​

  • Reduced a number of unnecessary re-calculations of ship designs
  • Sub-species with identical traits and rights will periodically merge together to reduce the total number of species and pop groups.

Stability​

  • OOS RANDOM_COUNT fix (caused by dependency between planet and galactic object ftl inhibitors)
  • Fix common OOS related to ship behavior resulting in RANDOM_COUNT and NUM_MISSILE as well as many other OOS codes
  • Fixed RANDOM_COUNT OOS caused by pop group assembly tooltip.
  • Fix CTD when calculating Branch office income

Modding​

  • Added new effect: set_planet_purge_type. Using it on synthetic lathe to have pops purge

Thanks everyone!
Still on the please fix me list:

Ruler Election and Enclave Deals have no message setting to make them pop-ups.
 
If you're on steam, we just put it up on the stellaris_test open beta branch.



I looked a little bit into it, and there are some things that we don't feel are quite right - the "don't move someplace with worse rights than me" is a little too draconian - it's okay to go someplace if they're going to bar you from military service, for example, but right now they'll nope right out. I also have a few other changes I want to make.

We do want to keep things like the Transit Hub useful though, so I don't expect that we'll have completely free movement without some investment. It makes the Democracies have a little something.
Playing beta at moment, really like servitors changes. Unity felt a bit high at start, but it increase at slower rate, then other empire types, so it seems okay.
But, bug with unabilty to upgrade planet-unique building is back, hope this is beta only issue.
Aslo, why not swap full virtual robotists/replicators montly assembly to amenities? It will make them at least something usefull after finishing virtuality.
 
4.0.11 is off building, and expected to release sometime tomorrow. Lots of important OOS and performance changes in this one. Some Rogue Servitor stuff too.

Preliminary release notes are here, insert standard disclaimer that these may differ from what's released.

Stellaris 4.0.11 Patch​

Bugfix​

  • Fix Faction resource output being exponential
  • Evosymbionts now have a description
  • Fixed that eating a baby didn't give you any DNA or genetic insights
  • Fixed the first tier of the physics lab requiring access to volatile motes to research
  • A stray K should no longer haunt players that foolishly opened a certain window
  • Explore a Wormhole' Focus Card is now 'Traverse a Wormhole', clarifying that you have to travel through it
  • Fixed typo in "Colony View" Databank entry
  • Added localization string for +3 Unity planetary feature
  • Federation Cohesion tooltip now mentions Officials instead of Envoys
  • Death Priests now correctly get +3 base unity output while a sacrifice edict is in effect
  • Hard Reset event "Our [empire] Legacy" event now works as intended
  • Observers can open the build queue of the empire they're observing.
  • Fixed a case in which virtual ascended empires could get unworkable fallen empire jobs on habitats
  • Fixed adSul not having any resource districts after terraforming it
  • Species with Mutagenic Habitability now shouldn’t lose it when they bloom from Gaia-Seeders
  • Xenophobic Pharma State Empires will no longer start with 2 Medical Centers leading to both being destroyed at game start.
  • Broken Shackle Angler Empires will no longer spawn with a farming district in their city slot.
  • Amoeboid Pacification Empire modifier now displays effects
  • Enslaves species located in Synaptic Lather will no longer switch back and forward between neural chips jobs and slave repurposing job.
  • Fixed the Auto-Curating Vault (and equivalents) not having an additional bonus on ringworlds
  • The Organic Paradise building can no longer be built directly
  • Nexus districts no longer mention Logistic Drones when they shouldn't
  • Fixed machine empires starting with the wrong number of pops
  • Neglected Bio-Trophies now show as unemployed
  • Fixed tooltips for Angler civics
  • Fixed tooltips for all Astrometeorology civics
  • Fixed issues with the Astrometeology building for gestalts
  • Fixed the Beastmaster civic tooltip
  • Updated nested tooltips for Civil Education
  • Fixed stability from Byzantine Bureaucracy not applying
  • Fixed Wild Swarm mentioning ships when combined with Cordyceptic Drones
  • Streamlined the tooltip for Catalytic Processing
  • Improved the Dark Consortium tooltip
  • Fix starting leaders often missing a background job.
  • Fixed translation error in Korean text about lack of modifier.
  • Added missing concept tooltip for District Specializations
  • Fix the ship designer autogenerate checkbox sometimes not working correctly
  • Weather Forecasting Mode is now listed correctly in Storm Chasers description
  • Added Augmentor job description in english
  • Fix the amount of pops affected by the voidworms bombardment
  • Fix incorrect Megastructures build conditions tooltip
  • The Synaptic Lathe should once again purge pops. (This will not retroactively affect existing saves.)

Balance​

  • Increased the number of Bio-Trophy jobs provided by most sources
  • Added the Creativity Exhibition Vault as an equivalent for the Auto-Curating Vault for Rogue Servitors
  • Machine Intelligences no longer give a growth penalty to organic pops
  • District specialisations that add unity jobs no longer give coordinator jobs for Rogue Servitors instead they give Bio-Trophy jobs
  • Bio-Trophies now increase the Job Efficiency for Complex Drones instead of their resource output
  • Rogue Servitors no longer start with an additional 2000 drones
  • Rogue Servitors now start with 2000 Bio-Trophies instead of 500
  • Rogue Servitors now have access to the Sanctuary Enclave district specialisation, granting a large number of bio-trophy jobs

UI​

  • Notification Icons shan't be blurry no more
  • Added more visible habitability information in the planet view.

Performance​

  • Reduced a number of unnecessary re-calculations of ship designs
  • Sub-species with identical traits and rights will periodically merge together to reduce the total number of species and pop groups.

Stability​

  • OOS RANDOM_COUNT fix (caused by dependency between planet and galactic object ftl inhibitors)
  • Fix common OOS related to ship behavior resulting in RANDOM_COUNT and NUM_MISSILE as well as many other OOS codes
  • Fixed RANDOM_COUNT OOS caused by pop group assembly tooltip.
  • Fix CTD when calculating Branch office income

Modding​

  • Added new effect: set_planet_purge_type. Using it on synthetic lathe to have pops purge

Thanks everyone!
Big warning, wilderness gaia seeders can't be upgraded and are getting removed from planets at stage 4 again in this beta patch
 
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Ah jeez, so are necrophages still bugged where necropurging gives you like 50 pops and the rest just vanish and decolonize the planet? Because I've been really wanting to play an ilithid empire game with the new molluscoid portrait.

Regardless, thank you devs!
Biomass devouring swarm is pretty much the same, you get biomass from a single tick, then it's only food and research
 
Replicators are complex drones.

They'll need a lot more basic resources for their Fabricator/Calculator upkeep, but they'll definitely have the pops to do it.

RS may have just gone from "broken bad" to "broken good".

Hard to say. For the moment they're just "broken, broken". Organics still never become Bio-Trophies if they aren't already so the effective available pool is extremely limited.

I think it's going to be very hard to get an accurate idea of how the they'll function until that gets stored out.
 
I can't press new game without crashing in the 4.0.11 beta.
 
Hard to say. For the moment they're just "broken, broken". Organics still never become Bio-Trophies if they aren't already so the effective available pool is extremely limited.

I think it's going to be very hard to get an accurate idea of how the they'll function until that gets stored out.
The 4.0.11 beta does not have this issue. `own` and also just claiming/invading a planet has the organics work as biotrophies just fine.

Edit: pre-FTLs have this issue, but normal empires don't. So just observe your pre-FTLs, I guess.
 
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