





Stellaris Dev Diary #377 - MEAT SHIPS MEAT SHIPS MEAT SHIPS
In BioGenesis, we are adding two distinct Biological shipsets, with unique ship classes and technology. Our goals in adding Biological Ships to Stellaris were to ensure that they are not only different in appearance from mechanical ships (and space fauna), but also in gameplay. Thus, the key mechanical differences are:
Different types of ships prompted our UX designer to give the Shipset selector a fresh coat of paint!
Similar to Space Fauna from Grand Archive, Biological Ships have growth stages, but unlike Space Fauna, they do not naturally progress through these by aging. Instead, these ships have a unique component slot for supplementary organs that can be researched. Generally speaking, the Juvenile and Mature growth stages will likely be occupied by Growth Organs that allow the ships to progress to the next stage.
Alternatively, docking a fleet to a Starbase equipped with a Growth Chamber allows for additional growth, regardless of ship configuration.,
The accumulated growth progress for ships is shown in both the ships tooltip and the ship details window.

When Biological Ships are designed (either automatically or using the ship designer), all researched Growth Stages are configured as part of a single ship design. Once a Biological Ship has acquired sufficient Growth Progress, it will automatically change to using the next Growth Stage in its design. Alternatively, Biological Ships can be constructed at a shipyard at a later Growth Stage.
The three growth stages of the Weaver Although all Growth Stages of Biological Ships use the same Fleet Command Limit for their ship class, later Growth Stages use more naval capacity, with the Mature stage using 1.5 and the Elder stage using 2 the Naval Capacity of the Juvenile stage.
Maulers primarily focus on short-range combat with shield penetration and high damage to armor and shields. Equipped with melee-range mandible weapons and either short-range S-slot or PD-slot weapons, these ships will form the bulk of your navy in the early game. Their unique mandible weapons have similar damage scaling against starbases and larger ships as torpedoes.

The unique Organ components that Maulers have access to are the Corrosive Fluids and Metabolic Recycler (and their upgraded versions)

Weavers are support ships, making use of unique weapons to apply powerful buffs to their allies or debuffs to their enemies.
Weavers have unique access to an array of six support components, each with six tiers that belong in the PD-slot.

The unique Organ components that Weavers have access to are Symbiotic Amplifiers and Developmental Pheromones

Harbingers are carriers capable of deploying large amounts of strike craft and supporting them with point defense or long range missiles.

Strike craft for empires using Biological Ships are deployed in greater numbers per fighter wing, but have reduced hull points and armour instead of shields.
The unique Organ components that Harbingers have access to are Chitin Growth Regulators and the Incubation Matrix

Stingers are powerful late-game warships, equipped with multiple XL weapons or capable of unleashing heavy broadside barrages.

The unique Organ components that Stingers have access to are Exhaust Spiracles and Rangefinder Clusters.

As each of the different Growth Stages of each of the classes of Biological Ships can be built at a shipyard, weve taken the opportunity to implement collapsable headers when selecting which ships to build.
This works for mechanical ships and space fauna too! Since Biological Ships have their own weapons, armour, shield and core components, weve gone through and ensured that the technologies use the appropriate icons depending on if you are using a Biological shipset or not.
As part of the work required to implement Biological Ships there have been a lot of changes to how ship components are scripted. Heres some highlights:












Next week well be looking at Ascension, Traditions, and Advanced Governments. See you then!
[ 2025-03-27 12:06:25 CET ] [ Original post ]
by Alfray Stryke
Hello everybody! Welcome to our first BioGenesis development diary!
Today we will talk about ships. That are made of meat.
Several weeks ago, Eladrin mentioned that the ship designer changes originally planned for 4.0 "Phoenix" would not be included in the Open Beta, as theyre now needed for our upcoming Q2 DLC release. Weve since seen a fair amount of speculation as to what we might have been cooking thatd require such changes So please allow me to introduce our Biological Ships!
MEAT SHIPS! MEAT SHIPS! MEAT SHIPS
In BioGenesis, we are adding two distinct Biological shipsets, with unique ship classes and technology. Our goals in adding Biological Ships to Stellaris were to ensure that they are not only different in appearance from mechanical ships (and space fauna), but also in gameplay. Thus, the key mechanical differences are:
- When using Biological Ships, Corvettes, Frigates, Destroyers, Cruisers and Battleships are replaced with Maulers, Weavers, Harbingers, and Stingers, each of which have three growth stages.
- Biological Ships, including Starbases, Megastructures and Stations, have their primary construction resource converted from Alloys (or Minerals) into Food and their Energy upkeep likewise replaced with Food upkeep.
- Overwhelmingly, Biological Ship technologies fall in Society Research (Biology) instead of the familiar Engineering Research (Voidcraft).

Different types of ships prompted our UX designer to give the Shipset selector a fresh coat of paint!
Growth Cycles
Similar to Space Fauna from Grand Archive, Biological Ships have growth stages, but unlike Space Fauna, they do not naturally progress through these by aging. Instead, these ships have a unique component slot for supplementary organs that can be researched. Generally speaking, the Juvenile and Mature growth stages will likely be occupied by Growth Organs that allow the ships to progress to the next stage.

Alternatively, docking a fleet to a Starbase equipped with a Growth Chamber allows for additional growth, regardless of ship configuration.,

The accumulated growth progress for ships is shown in both the ships tooltip and the ship details window.


When Biological Ships are designed (either automatically or using the ship designer), all researched Growth Stages are configured as part of a single ship design. Once a Biological Ship has acquired sufficient Growth Progress, it will automatically change to using the next Growth Stage in its design. Alternatively, Biological Ships can be constructed at a shipyard at a later Growth Stage.

The three growth stages of the Weaver Although all Growth Stages of Biological Ships use the same Fleet Command Limit for their ship class, later Growth Stages use more naval capacity, with the Mature stage using 1.5 and the Elder stage using 2 the Naval Capacity of the Juvenile stage.
MEAT SHIPS! MEAT SHIPS! MEAT SHIPS!
SHIPS MADE OF MEAT
Maulers primarily focus on short-range combat with shield penetration and high damage to armor and shields. Equipped with melee-range mandible weapons and either short-range S-slot or PD-slot weapons, these ships will form the bulk of your navy in the early game. Their unique mandible weapons have similar damage scaling against starbases and larger ships as torpedoes.


The unique Organ components that Maulers have access to are the Corrosive Fluids and Metabolic Recycler (and their upgraded versions)


Weavers are support ships, making use of unique weapons to apply powerful buffs to their allies or debuffs to their enemies.

Weavers have unique access to an array of six support components, each with six tiers that belong in the PD-slot.


The unique Organ components that Weavers have access to are Symbiotic Amplifiers and Developmental Pheromones


Harbingers are carriers capable of deploying large amounts of strike craft and supporting them with point defense or long range missiles.


Strike craft for empires using Biological Ships are deployed in greater numbers per fighter wing, but have reduced hull points and armour instead of shields.

The unique Organ components that Harbingers have access to are Chitin Growth Regulators and the Incubation Matrix


Stingers are powerful late-game warships, equipped with multiple XL weapons or capable of unleashing heavy broadside barrages.


The unique Organ components that Stingers have access to are Exhaust Spiracles and Rangefinder Clusters.


As each of the different Growth Stages of each of the classes of Biological Ships can be built at a shipyard, weve taken the opportunity to implement collapsable headers when selecting which ships to build.

This works for mechanical ships and space fauna too! Since Biological Ships have their own weapons, armour, shield and core components, weve gone through and ensured that the technologies use the appropriate icons depending on if you are using a Biological shipset or not.

Modding Notes
As part of the work required to implement Biological Ships there have been a lot of changes to how ship components are scripted. Heres some highlights:
- class_restriction, size_restriction and slot_restriction are deprecated in favour of using the possible and potential trigger blocks instead.
- Core Components now have an upgrade_path parameter, components that have the same upgrade path are shown on the same row.
- Ship components now support the show_tech_unlock_if = { } field, like buildings.
- New targeting parameters:
- use_ship_main_target: if yes, overrides target_type and target_focus when ship's main target is within range, default no
- target_type (target_enemies (default) / target_allies / target_controlled / target_own)
- target_focus (single (default) / spread)
- target_type: only valid if component_set has affects_target_type = yes
- target_focus: only valid if component_set has affects_target_focus = yes
- New parameters for weapons:
- on_hit: apply effects to target on hit. Scope = ship (target), from = ship (shooter)
- hide_damage_values_from_tooltip = yes/no # If yes, it will hide Damage and Average Damage from weapon component tooltip (default = no)
PRIME CUTS FROM ART!












Next Week
Next week well be looking at Ascension, Traditions, and Advanced Governments. See you then!
[ 2025-03-27 12:06:25 CET ] [ Original post ]
Stellaris
Paradox Development Studio
Developer
Paradox Interactive
Publisher
2016-05-09
Release
GameBillet:
33.97 €
Game News Posts:
567
🎹🖱️Keyboard + Mouse
Very Positive
(124251 reviews)
The Game includes VR Support
Public Linux Depots:
- Linux [153.28 M]
Available DLCs:
- Stellaris: Infinite Frontiers eBook
- Stellaris: Plantoids Species Pack
- Stellaris: Leviathans Story Pack
- Stellaris: Utopia
- Stellaris: Nova Edition Upgrade Pack
- Stellaris: Galaxy Edition Upgrade Pack
- Stellaris: Anniversary Portraits
- Stellaris: Synthetic Dawn
- Stellaris: Apocalypse
- Stellaris: Humanoids Species Pack
- Stellaris: Distant Stars Story Pack
- Stellaris: MegaCorp
- Stellaris: Ancient Relics Story Pack
- Stellaris: Lithoids Species Pack
- Stellaris: Federations
- Stellaris: Necroids Species Pack
- Stellaris: Nemesis
- Stellaris: Aquatics Species Pack
- Stellaris: Overlord
- Stellaris: Toxoids Species Pack
- Stellaris: First Contact Story Pack
- Stellaris: Galactic Paragons
- Stellaris: Astral Planes
- Stellaris: Expansion Subscription
- Stellaris: The Machine Age
- Stellaris: Cosmic Storms
- Stellaris: Grand Archive
- Stellaris: Rick the Cube Species Portrait
- Stellaris: Stargazer Species Portrait
- Stellaris: Season 09 - Expansion Pass
Explore a vast galaxy full of wonder! Paradox Development Studio, makers of the Crusader Kings and Europa Universalis series presents Stellaris, an evolution of the grand strategy genre with space exploration at its core.
Featuring deep strategic gameplay, a rich and enormously diverse selection of alien races and emergent storytelling, Stellaris has engaging challenging gameplay that rewards interstellar exploration as you traverse, discover, interact and learn more about the multitude of species you will encounter during your travels.
Etch your name across the cosmos by forging a galactic empire; colonizing remote planets and integrating alien civilizations. Will you expand through war alone or walk the path of diplomacy to achieve your goals?
Main Feature
Featuring deep strategic gameplay, a rich and enormously diverse selection of alien races and emergent storytelling, Stellaris has engaging challenging gameplay that rewards interstellar exploration as you traverse, discover, interact and learn more about the multitude of species you will encounter during your travels.
Etch your name across the cosmos by forging a galactic empire; colonizing remote planets and integrating alien civilizations. Will you expand through war alone or walk the path of diplomacy to achieve your goals?
Main Feature
- Deep & Varied Exploration.
- Enormous procedural galaxies, containing thousands of planets.
- Explore Anomalies with your heroic Scientist leaders.
- Infinitely varied races through customization and procedural generation.
- Advanced Diplomacy system worthy of a Grand Strategy Game.
- Ship Designer based on a vast array of technologies.
- Stunning space visuals.
MINIMAL SETUP
- OS: Ubuntu 20.04 x64
- Processor: Intel iCore i3-530 or AMD FX-6350Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce GTX 460 or AMD ATI Radeon HD 5870 (1GB VRAM). or AMD Radeon RX Vega 11 or Intel HD Graphics 4600Network: Broadband Internet connection
- Storage: 12 GB available space
- OS: Ubuntu 20.04 x64
- Processor: Intel iCore i5-3570K or AMD Ryzen 5 2400GMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce GTX 560 Ti (1GB VRAM) or AMD Radeon R7 370 (2 GB VRAM)Network: Broadband Internet connection
- Storage: 12 GB available space
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