Stellaris - Robot colonizers undesirables [2.3.0] & [e100]

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Mardols

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Description
Robot colonizers undesirables [2.3.0] & [e100]

Game Version
2.3.0

What version do you use?

Steam

What expansions do you have installed?
All of the above

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
Seems very simple. When i finally got my droids i set them to colonization allows and they immediately got undesirables. i can't even do anything to set them back to servitude. It's just not possible and everything else i do has no effect. Im playing on active ironman so no mods and game is quiet early state. Can even send save file.

Steps to reproduce the issue.
Just researched Droid robots basically. and set them to colonization allowed. seems that that's all there is.

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sunset_boulevard

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I was able to fix this for non-ironman by save editing: make a test save, extract .sav file with winrar, open the gamestate file in a text editor(preferably np++), find the section containing your country, there should be a built_species section which contains the right of the species built by you. You can force servitude with changing the related lines. I have attached an example of my final edit which works for me at the moment.
 

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TheIronRelic

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Im having the same issue too. I had researched synthetics, then set synth rights to citizen in the policy menu, then started building some robots. I noticed that for some reason they were being enslaved despite my rights being set to keep them as citizens. I went into the citizen rights menu and set them to citizenship, and then they started to get purged, destroying all of my robots. No amount of changed templates, robomodding was able to save them.

Interestingly enough, all foreign robots were set to servitude or citizenship correctly, just the ones i built were automatically set to purge. Not sure how to fix this pretty game breaking bug.
 

TheIronRelic

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The issue might have to do with any robots being built by your empire being flagged as belonging to a machine intelligence. All species right settings are invalid because it says that “These mindless drones cannot be integrated into society.” What did the built species thing the sav file originally say that was broken?
 

PathoNomadic

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This basically happened to me too. When I got robots tech, for some reason, two separate planets built two different species of "Robot" (which I renamed to Synth and Synth Mina). One of the species upgraded to full citizens rights when I got the Synthetics tech and changed their rights.

The other "Synth Mina" is stuck in Servitude, and when I try to change to "Full Citizenship" it changes the whole species to "Undesirable" ... strangely with "Decent Living Conditions" (screenshots attached). This of course kills my entire economy since I have 274 of them, all working the basic worker jobs.

Confirmed this is still in 2.3.1.
 

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Kilkakon

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I can confirm this issue, had it a few days ago when trying to set colonise rights. All I did was hit this one radio button and all the changes on the right hand side occurred at once.

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ShouldersofGiants100

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To add to this, the same issue seems to occur with ANY change to robot species rights. Outlawing AI (even when your pops are only robots), setting military service to exempt, allowing colonization after researching droids—they all immediately set robots as undesirables and those are just the ones I can test in my current game.
 

Franton

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Once they are being purged it's too late. You need to change the setting before you do anything that might trigger this bug: researching Droid/Synthetic techs, changing citizen rights, and probably changing your government too (different civics/ethos).
 

Khaldore

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This still seems to be a complete game breaking issue if you change anything related to robots they are set to undesired and get purged even when you change the citizen right afterwards.

Anyone has a workaround in an Iron man game as I suspect this will not be fixed anytime soon?
 

Ixalmaris

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It happens to me too.

Although for robots I buy on the slave market I can select them to be able to colonize just fine. But when I create a new template for them the new one seems to be some weird mix between robot and organic. The default stance is chattle slavery and when I try to select Servitude the cooldown applies but they are set to undesireable instead.