[1.2.0. beta (e8a0)]Artificial Pop's Pre-sentient & "lack" of Maintenance.

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Stripes

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The issue here is very simple: Robots and Droids are considered Pre-sentient and so cannot be Moved to other Tile and, I believe, produce nothing while actively consuming Energy.

Synthetics are free from this.

Issue introduced in e8a0 build - verified with "clean" Beta Client and console commands "finish_research", "research_technologies", "cash" and "pp".

Second part is simple and exists in such state since 1.0.0. - Artificial Pops maintenance have no means to be tracked, since it does not reflected in co-responding lists: Budget tab and Energy Tooltip.
 

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Millten

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Well I have similar issue. Droids that I have build somehow spliced off the normal droid pops and made pre-sencient species...
Fully grown pop can't be moved, won't produce any resources but oddly enough can be disassembled.
 

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The Founder

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Can also confirm. Happend on Wetij Secundus in the attached Savegame.

Noticeable things:
- The planet was not idea for my primary (and the original colony) species - stock humans. The goal was to atract a few Ocean dwellers wich worked. The first non-ideal base colony colonised, the first multiple species colony and the first where Original Colonsits were not ideal
- The colony is still in "Ship Shelter" phase. But I have build them before on other planets during that phase.
- the map was created in 50ca
 

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Can also confirm. Happend on Wetij Secundus in the attached Savegame.

Noticeable things:
- The planet was not idea for my primary (and the original colony) species - stock humans. The goal was to atract a few Ocean dwellers wich worked. The first non-ideal base colony colonised, the first multiple species colony and the first where Original Colonsits were not ideal
- The colony is still in "Ship Shelter" phase. But I have build them before on other planets during that phase.
- the map was created in 50ca
Was able to disassemble them. But any further attempt to rebuild them during Ship Shelter phase result in another pre-sentient one. Still ahve to check if after teh shelter is different.
 

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Was able to disassemble them. But any further attempt to rebuild them during Ship Shelter phase result in another pre-sentient one. Still ahve to check if after teh shelter is different.
Even after upgrading to the first real Main Building does the issue persist.

It seems to be tie to the planet.
 

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Now I got it with newly build Robot pops on a non-ideal planet that already has functioning Robot pops.
Just going to asume it is part of the patch of of reusing the same save across beta versions.
 

OneHeadedHydra

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Same bug
- Current version: 1.2 beta, checksum e8a0
- Game started: 23-06-16, 18:45, also in the 1.2 beta, not aware of the checksum at that time.
- Playing as Fanatic Spiritualist Xenophile Transcendant Empire

At first I was unable to build anything while the robot was being build (On my capital planet), thought it might have been part of the patch. When I wanted to move said robot it wouldn't allow me and I found out it got marked as pre-sentient. Same problem with that second robot being build. It's also firing "Pre-sentient Pop" events, where I follow scurrying creatures around.

SkYXFYC.jpg
 

battle7895

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Well to chime in, in the file 00_robot_pops.txt there aparently have snuck in the following sentence that is NOT appearing in the 1.1 file of the same.
}
pops_auto_growth = 1.0
pops_auto_upgrade_to = buildable_robot_pop_2

sentient = no <------- this one

pops_can_be_colonizers = no
pops_can_migrate = no
pops_can_reproduce = no

this is aparently all the way tro exept for at synthetics that works as suposed to.
 
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Galle

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I'm curious, would anything bad happen if we removed that? It seems like it was probably put there for flavor reasons (robots and droids aren't sentient, after all) but without considering the mechanical effects.
 

The Founder

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I'm curious, would anything bad happen if we removed that? It seems like it was probably put there for flavor reasons (robots and droids aren't sentient, after all) but without considering the mechanical effects.
I would still be considered modding your game, so it might break Ironman/Archievements. Wich would be a pitty, Domo Arigato finally worked for me this time around.
 

Chester Rico

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TL;DR. All robots and droids are flagged as "pre-sentient" now. Hell, I even got one of the pre-sentient events, prompting me to decide whether to stop or continue experimenting on the poor robots... I dunno how you could put that line in there, it wasn't there in 1.1. Lack of coffee?

Edit: the line I'm referring to is "sentient = no" which is in the robot pop. Wasn't there before.
 

The Founder

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TL;DR. All robots and droids are flagged as "pre-sentient" now. Hell, I even got one of the pre-sentient events, prompting me to decide whether to stop or continue experimenting on the poor robots... I dunno how you could put that line in there, it wasn't there in 1.1. Lack of coffee?

Edit: the line I'm referring to is "sentient = no" which is in the robot pop. Wasn't there before.
Oh, so that is where I got that even from?
Just thought "experiment on almost Sentient species" was a random colony event.
 
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MTB_forever

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Dito. Build a robot on a mine, wanted to update mine - error message. Wanted to move the robot - error message (you know them - 'presentient cannot be moved' etc.)
 

The Founder

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Yeah, I see this bug too. It is not affecting all of my robots but only some of them. I thought something weird was going on.
They rolled out a minor patch for Reserach Pact causing a penalty rather then a bonus (among other things I hope). Looks like this somehow made it in instead.
 
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battle7895

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I'm curious, would anything bad happen if we removed that? It seems like it was probably put there for flavor reasons (robots and droids aren't sentient, after all) but without considering the mechanical effects.

No nofing bad would happend as i went testing after i found that line and removed it, the robots/droids returned to normal buildable, moveable pops just as they was before the patch that hit today.
 

SilentHunter7

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No nofing bad would happend as i went testing after i found that line and removed it, the robots/droids returned to normal buildable, moveable pops just as they was before the patch that hit today.

From the Patch Notes said:
#Misc
* AI now dismantles non-sentient robots if they are unemployed

# Triggers
* Added scripted trigger "is_robot" checking if a pop is a non-sentient robot

# Bugfixes
* "Change of Heart" colony event and Xeno Integration tech weights no longer count non-sentient robots as alien pops

I'm not sure how these changes check for non-sentient robots; that fix may impact them. However, as far as temp fixes go, I'd say even if it does break these things, it'd be worth it.
 
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Darkeus

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I'm not sure how these changes check for non-sentient robots; that fix may impact them. However, as far as temp fixes go, I'd say even if it does break these things, it'd be worth it.

Interesting. Something went funny there. I should be able to build on my Robot Pops. I am wondering if I build the building first and then put the robot on it.... Because now that I think about it, the robots that ARE employed are the ones that are fine in my game.

It was the unemployed ones that suddenly changed.