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Eladrin

Stellaris Game Director
Paradox Staff
Apr 4, 2019
1.219
40.570
www.paradoxplaza.com
The Wilderness Open Beta we wrote about in Dev Diary #386 is now available on Steam.

This Open Beta experiments with a different, more robust model for handling Wilderness' mechanics. We believe that it also better captures the spirit of being the planet itself, and provides more control over your economic production. Please see the linked Dev Diary for more details.

4.0.22-Wilderness Open Beta 2025-07-03 Update​

Improvement​

  • Grown pops now immediately join an available job (like “Civilian”) instead of being processed for a month

Balance​

  • Various guardian space critter factions will now ignore ftl inhibitors.
  • The diplomacy tradition "The Federation" now gives 25% progress in the Federation Code technology
  • The Holo-Museums acquired from the Curator enclave now swap Entertainers (or Evaluators) to Curators (or Curator Drones). These jobs produce Unity and Amenities, with each Holo-Museum adding additional job upkeep and output. Holo-Museums can now be constructed in research and resort specializations. Finally, these buildings are improved by the Archaeo-Engineers AP.
  • Galactic Curator civics also swap Entertainers (or Evaluators) to Curators (or Curator Drones)

Bugfix​

  • Fix to building limit logic that was destroying things like the Archaeostudies building.
  • Land Appropriation once again kicks pops off their planets and makes them into refugees.
  • Strategic resource maximum for invalid countries is now calculated as zero
  • Fixed edge cases where shipyards could have ships from the old owner in the construction queue after being taken over
  • If you change your civics but not your authority the Ruler Chips modifiers should no longer reset.
  • Synapse drones job modifier will use the correct icon in the building effect summary.
  • Jobs production modifier fix in nested tooltip for Serviles trait
  • Maze Harbingers now use the correct amount of naval capacity
  • The hive Sensorium building no longer mentions Evaluators
  • The effects of the Galactic Curator civic councilors (both regular and corporate) now apply to Entertainers
  • Fixed Integrated Preservation still giving modifiers to Evaluator jobs
  • Job swaps that require buildings on a planet now require the building to not be disabled.
  • Improved consistency with the tooltips for the Galactic Curator civics
  • Virtuality Machine Empires on Ringworlds should no longer get regular engineering or physicists jobs, only gestalt ones.
  • Behemoth empires that have become Ever Hungry will no longer get "Nice Guy" event options, such as not being allowed to space Reth Unddol.
  • Unrest.4200 will no longer generate descriptions that don't describe the planets.
  • Improved dead object database
  • Science ships can no longer continue progressing archaeological sites without a leader
  • Biomass and Neural Chip Processing and Unprocessing jobs now have unique names so it's easier to tell what's going on.

AI​

  • Fixed a bug where the AI would order fleets to follow one another, resulting in no fleet movement at all

Stability​

  • Fixed an OOS at reconnect

Performance​

  • Refactored parts of the Planet UI to improve performance, this likely has the greatest benefit for lower end machines
    • Open Beta Note: This one is a little risky, so if you see weird stuff going on in the Planet UI, please let us know.
  • Improved Nascent Stage Logic by roughly 75%. Let your favorite gladiatorial beasts flourish!
  • The AI will no longer constantly be starting and canceling Arc Furnaces and Dyson Swarms
  • Minor improvement to refugee_effect
  • Minor improvement to handling modifiers
  • Memory leak fix from faulty pattern.

UI​

  • Centered the army icons to be in the middle on background
  • Habitability and Dig site no longer overlap each other in the Planet UI.
  • Pop amount in the Current Population does not overlap other elements when it has more than 2 digits anymore in Planet UI.
  • Pop Count of Pop Group in the Ressettlement Window does not overlap when it has more than 4 digits.
  • New icon for strange wormhole
  • Introduced min/max pitch settings for Ship model preview: It will no longer do sharp and unpredictable turns when turning the ship model around.

Modding​

  • Console commands now use country index instead of country ID, making them easier to use
  • Add displace_pop_amount effect that simply raises on_pop_displaced
  • Add research speed and draw chance modifiers for tech types (rare, dangerous, insight, custom)
  • Added a new ignore_ftl_inhibitors flag for the country type. Setting this to true, would enable that country type to ignore FTL Inhibitors.
  • It is now possible to override the Icon for the dynamically generated modifiers by adding a [modifierName]_icon entry in the localization.
  • Added on_queued, on_unqueued, on_built effects for district specializations
  • Added a capital_tier parameter for capital building and an associated planet scope trigger.
  • Refactored the has_x_capital scripted triggers to account for capital building tiers

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.

To opt into the Wilderness Open Beta, go to your Steam library, right click on Stellaris -> Properties -> Betas -> select "wilderness- Wilderness Open Beta" branch in the Beta Participation dropdown. You may need to restart Steam to get it to appear.

Our intention is to run this Wilderness Open Beta for the rest of the summer so we can gather feedback on these changes.
 
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Part of our intent with these changes is to make them not lose planets if their population somehow hits zero. (It'll be tough to recover from that, though, due to how biomass growth works.)

The Biomass / Civilian / Maintenance Drone strata not being visible is unintended, and will be fixed when we next update the Open Beta.
 
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The Wilderness Open Beta has been updated with the following changes today:

Improvement​

  • Planetary Automation no longer actively tries to keep some civilians around.
  • Grown pops now spawn in a default stratum instead of their parents'

Balance​

  • The Arc Furnace no longer decreases in Mineral output as it increases Alloy output. The stages are now: 1m, 2m, 2m+1a, 2m+2a.
  • Updated the broadside stingers to correctly follow the 24-36-48 small slot-equivalency for their weapon slots. The youngest stage now has more medium slots but fewer large slots, while the adult and elder stages only have large slots.
  • The Cipher Mauler has given up two of its small weapon slots in exchange for two point defense slots
  • 20% of the habitability ceiling reductions from Shattered Ring blockers have been moved to the more easily cleared Ancient Rubble blockers.
  • Shattered Ring Origin now starts with two additional Scrap Mining districts.

Bugfix​

  • Fixed the Controlled Evolution achievement checking you had the pre-BioGenesis genetic ascension. Also made it check that the species that granted the achievement did in fact have genes.
  • Fix Slaver Guilds constantly reassigning slaves and never enslaving workers
  • Updated the ship role handling of the cosmogenesis biological ships
  • Cosmogenesis biological ships can now equip the unique components of the equivalent regular biological ships, excluding growth components.

AI​

This is the next round of AI improvements. We have more in progress.
  • The AI should no longer occasionally just decide to stop building anything and wait for the sweet release of death.
  • Reduced the AI's love of hydroponic farms and other static job resource production buildings, and commercial nexuses.
  • AI is more likely to build Engineering, Physics, or Society Research modifying buildings if they have a specialization focusing on that research branch on the planet.
  • AI Shattered Ring empires will now actually clear their blockers to make use of their other habitable segments. They also favor the techs that are prerequisites for their shattered ring blockers.
  • AI Shattered Ring empires will wait a bit longer and space out their colonization of the other segments.
  • AI now has a better opinion of housing buildings and will not blow them up as often.
  • AI (and automatic tech selection in general) now more strongly favors techs that unlock District Specializations.
  • Reduced the "stickiness" of trade and urban designations on planets
  • The AI now has a greater preference for Cruisers and Battleships.
  • Adjusted AI priorities regarding research and trade targets.
  • The AI is no longer quite as gung-ho about Defense Privatization.
  • AI will no longer spam amenity buildings if it doesn't actually need them.
  • AI will no longer mix unity or trade district specializations with research or industrial specializations.
  • AI will now re-evaluate planet designations once per year.

Stability​

  • Fixed an OOS at reconnect related to the bureaucrat job
  • Fix OOS related to Specimens and Exhibits
  • Fixed an OOS when a client uses a different language from the host

Performance​

  • Fixed biomass growth on_monthly being called for non-wilderness empires

UI​

  • Update Deposits when a blocker is cleared while Planet view is open

Modding​

  • Add district_limit to buildings
 
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Attaching save does not seem to have fixed it. (well it is at least still occurring no idea if it stops occurring and starts occurring again or something).

Year 2044 Empire id 16777228

I'm seeing it resolve itself eventually in your save.

1750866094770.png
 
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What year did you sim to? I simmed another 2 years out and it didn't resolve. Are you running off the actual build from steam or a local one?

The only other thing I can think of I am on Mac OS. (PLEASE DONT BE A MAC ONLY BUG I WILL CRY). Let me know if there is some other debug or dump stuff you need me to run.
I was running on the steam build for a few months. I'll look into it more tomorrow, and will see if it repros on Mac.
 
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We're looking to update again today with the following changes:

Bugfix​

  • Fixes building limit calculation that was causing incorrect removal of buildings.
  • Fallen Empire trade buildings should no longer self destruct
  • The Corporate Embassy now correctly gives trader jobs for Worker Coop empires

AI​

  • Relaxed some restrictions regarding the AI building "flat job" buildings like Research Labs and Foundries.
  • The AI will now only build Research Specialization buildings on planets likely to have those types of researchers, but are more likely to do so than before.
  • The AI will only build more than two Strongholds on planets with a Fortress District Specialization.
  • AI Void Dwellers will now correctly budget alloys towards building Districts.

Stability​

  • Fix CTD related to specimens

We'll look into the Biomass issue you guys mentioned. I suspect it's related to the "new pops start in the default stratum" thing, and they may be getting stuck in a "biomass (processing)" job.

Edit: Added CTD fix, updated spoiler to reflect the preliminary nature of the notes.
 
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We've updated the Wilderness Open Beta with the changes I mentioned earlier today.

Bugfix​

  • Fixes building limit calculation that was causing incorrect removal of buildings.
  • Fallen Empire trade buildings should no longer self destruct
  • The Corporate Embassy now correctly gives trader jobs for Worker Coop empires

AI​

  • Relaxed some restrictions regarding the AI building "flat job" buildings like Research Labs and Foundries.
  • The AI will now only build Research Specialization buildings on planets likely to have those types of researchers, but are more likely to do so than before.
  • The AI will only build more than two Strongholds on planets with a Fortress District Specialization.
  • AI Void Dwellers will now correctly budget alloys towards building Districts.

Stability​

  • Fix CTD related to specimens

We're still investigating the Biomass issue.
 
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Still nothing on the biomass issue? Wilderness games are quite literally impossible to play since 4.0.22 on the "wilderness beta", should be *top* priority even if it means rolling back to 4.0.21

I think we need more details about what the issue is that people are seeing.

I've looked into this a little today, and while newly created Biomass takes a month to convert into the normal Pliable Biomass, it does appear to be converting into usable form each month, and I'm having no issues building or expanding.

Edit:
biomass.png


The bottom group are the newly grown biomass, which demote into the normal group at the end of the month, and a new batch is born. I spent most of my biomass to see if there would be an issue with having biomass split across multiple colonies, but haven't been running any issues building or expanding any of my colonies.

In the short term, I'm going to change the name of the "processing" job so it's clearer what's going on, but I do want to have them go straight into Biomass (or Civilian or Maintenance Drone - it works the same way for them since it takes a month for pops to figure out what they are) if possible.
 
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Aha, these are interesting since they're both being demoted. Will continue investigation.

Edit: This is especially great (for certain definitions of great) because I'm pretty sure this is similar to the thing we're seeing in the Lathe. Thanks.

Edit 2: The Stratum of the main group should be simply "Biomass", not "Biomass (being demoted)".
 
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Biomass creation should simply be the number of pops you have in the empire in this branch, which should have made it more foolproof. It feels like they're getting stuck in between Strata, which shouldn't occur (and if it does happen, should fix itself in a month). The saves help a lot though, since we have a verifiable broken scenario.
 
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The faculty of archeostudies is broken as of now. Any attempts to build it causes it to be aborted immediately.
The cause has been narrowed down.

It's not the building itself that's broken, but rather the Empire Limit check incorrectly counting itself and going "Oops, we already have one of those so I shouldn't build it". I've forwarded the relevant information to code so we should hopefully have a fix for it soon.
 
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It also effects the holo-buildings you get from the curators for your collection.
Yes, and a few others - anything that has an Empire Limit is currently affecte. The Faculty of Archaeostudies is just the easiest one of those to get, which is why it's been reported on the most, but it's a generic issue with Empire Limits, not with any one specific building.
 
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Has the problem with pop’s spawning and workforce being calculated wrong been figured out?

Still being investigated, along with some other strata related issues.

Here are some preliminary patch notes for this week's update:

4.0.22-Wilderness Open Beta 2025-07-03 Update​

Improvement​

  • Grown pops now immediately join an available job (like “Civilian”) instead of being processed for a month

Balance​

  • Various guardian space critter factions will now ignore ftl inhibitors.
  • The diplomacy tradition "The Federation" now gives 25% progress in the Federation Code technology
  • The Holo-Museums acquired from the Curator enclave now swap Entertainers (or Evaluators) to Curators (or Curator Drones). These jobs produce Unity and Amenities, with each Holo-Museum adding additional job upkeep and output. Holo-Museums can now be constructed in research and resort specializations. Finally, these buildings are improved by the Archaeo-Engineers AP.
  • Galactic Curator civics also swap Entertainers (or Evaluators) to Curators (or Curator Drones)

Bugfix​

  • Fix to building limit logic that was destroying things like the Archaeostudies building.
  • Land Appropriation once again kicks pops off their planets and makes them into refugees.
  • Strategic resource maximum for invalid countries is now calculated as zero
  • Fixed edge cases where shipyards could have ships from the old owner in the construction queue after being taken over
  • If you change your civics but not your authority the Ruler Chips modifiers should no longer reset.
  • Synapse drones job modifier will use the correct icon in the building effect summary.
  • Jobs production modifier fix in nested tooltip for Serviles trait
  • Maze Harbingers now use the correct amount of naval capacity
  • The hive Sensorium building no longer mentions Evaluators
  • The effects of the Galactic Curator civic councilors (both regular and corporate) now apply to Entertainers
  • Fixed Integrated Preservation still giving modifiers to Evaluator jobs
  • Job swaps that require buildings on a planet now require the building to not be disabled.
  • Improved consistency with the tooltips for the Galactic Curator civics
  • Virtuality Machine Empires on Ringworlds should no longer get regular engineering or physicists jobs, only gestalt ones.
  • Behemoth empires that have become Ever Hungry will no longer get "Nice Guy" event options, such as not being allowed to space Reth Unddol.
  • Unrest.4200 will no longer generate descriptions that don't describe the planets.
  • Improved dead object database
  • Science ships can no longer continue progressing archaeological sites without a leader
  • Biomass and Neural Chip Processing and Unprocessing jobs now have unique names so it's easier to tell what's going on.

AI​

  • Fixed a bug where the AI would order fleets to follow one another, resulting in no fleet movement at all

Stability​

  • Fixed an OOS at reconnect

Performance​

  • Refactored parts of the Planet UI to improve performance, this likely has the greatest benefit for lower end machines
    • Open Beta Note: This one is a little risky, so if you see weird stuff going on in the Planet UI, please let us know.
  • Improved Nascent Stage Logic by roughly 75%. Let your favorite gladiatorial beasts flourish!
  • The AI will no longer constantly be starting and canceling Arc Furnaces and Dyson Swarms
  • Minor improvement to refugee_effect
  • Minor improvement to handling modifiers
  • Memory leak fix from faulty pattern.

UI​

  • Centered the army icons to be in the middle on background
  • Habitability and Dig site no longer overlap each other in the Planet UI.
  • Pop amount in the Current Population does not overlap other elements when it has more than 2 digits anymore in Planet UI.
  • Pop Count of Pop Group in the Ressettlement Window does not overlap when it has more than 4 digits.
  • New icon for strange wormhole
  • Introduced min/max pitch settings for Ship model preview: It will no longer do sharp and unpredictable turns when turning the ship model around.

Modding​

  • Console commands now use country index instead of country ID, making them easier to use
  • Add displace_pop_amount effect that simply raises on_pop_displaced
  • Add research speed and draw chance modifiers for tech types (rare, dangerous, insight, custom)
  • Added a new ignore_ftl_inhibitors flag for the country type. Setting this to true, would enable that country type to ignore FTL Inhibitors.
  • It is now possible to override the Icon for the dynamically generated modifiers by adding a [modifierName]_icon entry in the localization.
  • Added on_queued, on_unqueued, on_built effects for district specializations
  • Added a capital_tier parameter for capital building and an associated planet scope trigger.
  • Refactored the has_x_capital scripted triggers to account for capital building tiers
 
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Is there a bug with the job efficiency? Loaded up 4.021 save, and I have thousands of unemployed pops.
For example 300 researcher workforce with a 25% job efficiency.
This would lead to 300*1.25 workforce doing the job.
But with only 300/1.25=320 pops needs to work that job
Does anything change:
  1. When the month ticks over?
  2. If you adjust any of the sliders to force a job recalculation?
And are you still seeing this behavior on saves from the current build?

If you provide the save itself we can investigate further.
 
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It doesn't work. So there is nothing to push live.

It makes them go significantly further than before.

I found that they'll consider the build plan complete (so won't have one selected) if they're hitting 90% of all of their targets though, so they need some additional plans for the mid and late game that scale higher. We'll probably have those in next week's update. (Though I do want to split up the build plans more than they are right now - they don't need to have a single economic plan to focus on.)
 
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It's not a beta thing necessarily but apparently determined exterminators are not getting unity from purging and neither are necrophages. Some lovely person on reddit linked me how they fixed it and the fix for DE seems very simple, while the necrophage one not as much. Let me know if I can/should link to the fixes.
Thank you. We are already tracking this internally I believe.
 
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