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q11010

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May 8, 2025
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Description
[4.0.4] [6a76] Machine Species with a large number of negative traits cannot be assembled

Game Version
4.0.4

What version do you use?
Steam

What expansions do you have installed?


Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
If a machine species has too many negative traits, it will no longer be assembled, even if it is the only species available. The negative species will also start losing population monthly. This behaviour was observed without mods. Unsure if this is also an issue for organic assembly.

Expected Behaviour: Even if the player makes a horrible species, the game should still allows it to be assembled? (e.g. bad machine species challenge run)

Extra Information: This behaviour is also observed during modding. After modifying trait_auto_mod_robotic to have a cost of -50, it also prevents assembly

Steps to reproduce the issue.
Vanilla:
1. Launcher select play set: No mods
2. Create a new Machine empire
3. Add trait: Bulky, Custom-Made, Delicate Chassis, High Maintenance, Repurposed Hardware (net trait points +6)
4. Other empire settings are randomly selected
5. On New Galaxy Settings screen, Select Reset To Default
6. In game, open planet view, observe no Estimated Population Assembly
7. In Gene modding screen, remove Bulky, Custom-Made, Delicate Chassis; add Double-Joint, Emotion Emulator, Engineering Core (net trait points 0), give it a new name for identification.
8. Observe that Estimated Population Assembly appears for new species
9. Let Month pass, observe that total population dropped due to loss of bad species (Should be at least 5300 pops from starting pops, but only 5288 left)

Modded Recreation:
1. Create a new mod, copy over traits/05_species_traits_robotics.txt
2. Change Line 4, base = 3 -> base = -50 (trait_auto_mod_robotic cost)
3. Start game with the mod
4. Create a new machine species with the auto modding trait
5. Observe same behaviour, no pop assembly until modded auto mod is removed

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