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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.

I tried the beta and still saw the issue, hence why I brought it up:

1747686762491.png




Method: Load beta, start new game. Find and invade nearest primitives (in this case earth). Humans remain as Elites/Specs/Workers. Do not change to bio-trophy strata, nor do they change bio-trophy jobs.

EDIT: Also used console to finish tec/get resources, just to make finding/invading planet easier.
 
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Correction to my problem with the 4.0.11 beta: It persisted after uninstalling the game, and it also affects 4.0.10 now despite not doing so before.
 
Method: Load beta, start new game. Find and invade nearest primitives (in this case earth). Humans remain as Elites/Specs/Workers. Do not change to bio-trophy strata, nor do they change bio-trophy jobs.

EDIT: Also used console to finish tec/get resources, just to make finding/invading planet easier.

`own`:
1747688149887.png

Actual invasion:
1747688252143.png


The pops demoted to biotrophies just fine.
I don't know what to tell you.

Edit: it's a pre-FTL thing. It's only broken when invading pre-FTLs, apparently. This explains why I never ran into this on my RS and was baffled as to what people were talking about.
 
`own`:

Actual invasion:

The pops demoted to biotrophies just fine.
I don't know what to tell you.

Edit: it's a pre-FTL thing. It's only broken when invading pre-FTLs, apparently. This explains why I never ran into this on my RS and was baffled as to what people were talking about.

I have definitely hit this when invading a another empire, at least prior to 4.0.11. I don't have screenshots to prove it as I abandoned the run some time ago. Regardless it'd hardly be the the first time in history a bug in a game was not consistently reproduceable across all users under all circumstances.

Me hitting the issue doesn't prove the problem is universal any more than you not hitting the issues means the rest of us are just making shit up.
 
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Simple Request - Zone list

In the game files you have files like job_tags\00_tags.txt which is a simple list of job tags. Would you please :) do the same for zones? Hopefully this would allow users to create new zones ( or is this hard coded?). Either way the list would be useful for error checkers like cwtools. I think the list would be:

all
zone_anglers
zone_agrarian_urban
zone_betharian
zone_default
zone_energy
zone_energy_physics
zone_energy_wilderness
zone_factory
zone_food
zone_food_biology
zone_food_wilderness
zone_fortress
zone_fortress_wilderness
zone_foundry
zone_foundry_wilderness
zone_habitat_knights
zone_habitat_hydroponics
zone_habitat_research
zone_habitat_research_unity
zone_hive_spawning
zone_industrial
zone_machine_replication
zone_minerals
zone_minerals_engineering
zone_minerals_wilderness
zone_research
zone_research_engineering
zone_research_physics
zone_research_society
zone_research_unity
zone_research_unity_wilderness
zone_research_wilderness
zone_resort
zone_resort_entertainment
zone_resort_grand_museum
zone_resort_hunting_ground
zone_resort_spiritual_retreat
zone_resort_zoo
zone_rw_food
zone_rw_energy
zone_subterranean_urban
zone_trade
zone_trade_wilderness
zone_unity
zone_unity_spiritualist
zone_unity_wilderness
zone_urban
zone_urban_energy
zone_urban_food
zone_urban_minerals
zone_urban_wilderness
 
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Any word on the AI handling fleet and planet building a bit better? Reports I'm hearing are they just don't build up their worlds at all, and their fleets are... iffy, especially if they're using bio ships or 'mons.

I haven't tried it on 4.0.10 yet but the planetary automation, at least with wilderness, would just build either absolutely nothing, or it would upgrade a research building only to tear it down immediately. Repeat until no biomass. And there's still that weirdness where random specialty districts will end up built even if you don't have the planetary automation on...
 
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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.

That sounds like a good start, though something probably needs to be done about the perpetual build-up of unemployed specialists and elites. Back in 3.14 it wasn't a problem since all new pops spawned as workers who could get promoted to pretty much any job and would migrate relatively quickly. Here though the unemployed specialists don't tend to move to other planets quickly and unemployed elites typically can't move, since there's almost never an open elite job position for long. All this tends to litter the sidebar with useless yellow briefcases for pops. It seems like the solution should be to have all new pops either spawn in as unemployed workers or as civilians (I don't know if the former actually exists any more).
 
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I am also encountering the issue where conquered biological pops do not convert into bio-trophies when playing rogue servitors in 4.0.11 beta. I'll note that these were pops on a planet I took from a biological empire, not pre-FTLs.

In this screenshot, all species besides the Alloy Worship Units (me - machines) are set as bio-trophies and there should be ~4.2k bio-trophies, but there are only 51 - almost entirely of my original bio-trophy species. I have tried running the game for ages and nothing changes. Pops that should be bio-trophies retain their original jobs without producing anything, but still eat tons of food. Please fix!

I am using UI mods but they do not change the checksum.
 

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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)
On the other hand if you take Memorialists it swaps all of your bureaucrats to Death Chroniclers which are Culture Workers making the Galactic Curators civic position ludicrously OP (by pre 4.0 patch standards, anyway).

About to clock off for today, but I'm setting myself a reminder to check these when I have the time tomorrow.

If it helps I also got the colonization not working for Cybernetic Creed issue; the problem seemed to be that the colonisation loses progress faster than it gains it, as the progress bar moved forward then back again repeatedly. Once I got a few +% colonization speed techs the progress became faster than the loss of progress and I could colonize without using the console again, albeit slowly.

I actually thought the issue was related to taking Nascent Stage. Somehow this put the Pre Sapient trait on my main species in the species menu (not just the actual pre sapient offshoot - must be another bug), thought that colonising with this species might cause the loss of progress, but was also running Cybernetic Creed so probably the same issue as the above poster.
 
About to clock off for today, but I'm setting myself a reminder to check these when I have the time tomorrow.
There still doesn't seem to be a fix or any comments on the multiple bugfix reports I've posted about pre-sapients being disappeared immediately (no declining or anything - just gone) after starting the game when playing a Genesis Guides Civic & Hivemind with EvoPred origin. The issue seems to be related to default species rights being Undesirable and needing to be changed before unpausing. This issue pops up again when your planet is terraformed to a hiveworld, in earlier 4.0.x patches the pre-sapients would start declining so you had time to uplift. In 4.0.10 they just disappear with no chance to uplift, and if you start uplifting right before the terraforming completes they disappear as well, and you get an uplift fail message. Secondly, I've seen a number of bug reports that Genocidal empire purging are ending way to quickly and without receiving the proper resources, these two issues may be related.

Finally, I see nothing about Vivariums being fixed. When they are destroyed, you can rebuild the Grand Archive, but the Vivarium still says its destroyed. Why do Space Fauna not provide DNA or any benefit to EvoPred?
 
There still doesn't seem to be a fix or any comments on the multiple bugfix reports I've posted about pre-sapients being disappeared immediately (no declining or anything - just gone) after starting the game when playing a Genesis Guides Civic & Hivemind with EvoPred origin. The issue seems to be related to default species rights being Undesirable and needing to be changed before unpausing. This issue pops up again when your planet is terraformed to a hiveworld, in earlier 4.0.x patches the pre-sapients would start declining so you had time to uplift. In 4.0.10 they just disappear with no chance to uplift, and if you start uplifting right before the terraforming completes they disappear as well, and you get an uplift fail message. Secondly, I've seen a number of bug reports that Genocidal empire purging are ending way to quickly and without receiving the proper resources, these two issues may be related.

Finally, I see nothing about Vivariums being fixed. When they are destroyed, you can rebuild the Grand Archive, but the Vivarium still says its destroyed. Why do Space Fauna not provide DNA or any benefit to EvoPred?
Bro, they haven't even added any new relics and artifacts. They are unlikely to fix it xD
 
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Bro, they haven't even added any new relics and artifacts. They are unlikely to fix it xD
They'll fix it. They're just triaging bugs right now. They have to fix things that literally break the entire game, and then things that break parts of the game, and then things that break niche builds.

There's a lot of game to comb through. :)
 
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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!
BABY IS BACK ON THE MENU BOYS!
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