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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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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.
Even with my savefiles? If you have any information in particular you want to have, I can try to look in 15 minutes or so.

The issue is, that although it says it give biomass per month at the top, it doesn't actually give it. I can try if it also happens with a fresh savefile, or that it only happens with saves previously made
 
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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:
View attachment 1326552

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 is possible.
I have attached a save that demonstrates the issue. You will see that biomass grows on planets, but the actual number of biomass you have as a resource does NOT change in the upper left, no matter how many years pass.
 

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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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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)".
I checked my old savefiles, it looks like this:
1751036841086.png


No increase per month. However, I did check a new savefile, and Biomass does increase there:

1751037004370.png


I'll be honest, I don't see any real difference that would explain what caused it to stop. Perhaps this is a big enough change somewhere that a new save should be made to stop any weirdness? Can't guarantee the new save doesn't cause any issues down the line. And I can't play long enough to test this out I'm afraid.

Edit: Admittedly, I actually have no idea how these pop groups are supposed to work right now and how biomass creation is supposed to work. I usually rely on the number on the top, except it doesn't actually change the total after months (or even years) have passed.
 
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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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Anything on the other non-wilderness issues reported yesterday, especially the pop efficiency issue?

It might not look as detrimental as the randomly disappearing buildings from the day before, but it still heavily impacts gameplay and leads to UI confusion.
 
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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.
I don't know if it helps, but the oldest save I have of that specific empire already doesn't work, and that one was basically made at the start. Since I don't have this issue with a new save, it's probably something that broke when trying to convert from old system to new system. If a new save doesn't have this problem, and will not occur on a new one (I have no idea), it "might" not be worth it it to solve.
Although I admit I would like it if I could go back a single version just for this playthrough if it isn't worth it to fix, but I don't know if that's easily possible. If not, I knew what I signed up for with a beta :)
 

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We’re experiencing persistent desyncs and severe lag in our three-player multiplayer game. Around Year 2430, we hit an unresolvable RANDOM_COUNT desync that forces everyone to start a new campaign - other desync errors crop up earlier but can usually be cleared by rebooting the game. On top of that, performance collapses around Year 2400, with game speed dropping to a crawl. In prior versions (e.g. Stellaris v3.XXXXX), lag didn’t become severe until about Year 3500 and still was much less pronounced. Attaching .sav if it helps. UPD. Added screens
 

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It might not look as detrimental as the randomly disappearing buildings from the day before, but it still heavily impacts gameplay and leads to UI confusion.
Also prevents anyone from determining if the AI issue is resolved. As far as I can tell from testing no it is not, but because of the pops issue it is nearly impossible to know whats happening.

At this point I have no reason to believe AI is fixed and am going to continue to treat it as broken.
 
I have a questions regarding previous feedback:
1. Will biomass occupy space on wilderness (housing and amenities)? I think that was a bug but immersive one since biomass are not supposed to be actual pops but rather building bricks.
2. What about biomass count in terms of empire size and diplo weight from pops? In the early game biomass is close to zero making empire both extremely small and with no diplo power with 180° shift when we have nothing to spend biomass on. (There was suggestions about it).
3. Since we have no option to stop growing biomass, resolving above issues would solve that one too.
 
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Not about Wilderness itself but the open beta. After unchecking prevent resource deficits, I am seeing planetary AI doing things in 4.0.21. Where it otherwise simply did little or nothing - with it on or off.

How well it works in any fashion is better than it not working, so thank you for that.
 
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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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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.
It also effects the holo-buildings you get from the curators for your collection.
 
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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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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.

Has the problem with pop’s spawning and workforce being calculated wrong been figured out?

I can confirm the issues, @turtleturtle111 described above
Also I didn't do a calculation about produced values, atleast the UI shows totally wrong and confusiong values (same as above)

Screenshots: Correct value should be 400 genomc reasearches, as always (+efficiency, but not 320)

Edit: To me more precise, for every job, irrelevant of stratum, the job efficiency bonus is applied twice:
a) One times the usual way, e.g having 400 jobs with 25% efficiency leads to 500 jobs beeing worked on (If enough pops available)
b) One time already before the point above, in this 320 pops * 1.25% efficiency are 400 workforce, for which the above is applied then too

It is either an unintended bug or if you want to generally change the efficiency from generating more workforce to needing less jobs beeing worked on, it has to be reflected in both the UI and (obviously) point A has to be gone.

I’ve found that in my games my fully filled ecumenopoleis don’t really have many pops on them yet somehow all jobs are filled.