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Your mod must be scripted different from the others I've tested against. You're correct though, I mistyped the variable here. In any case I was able to correct another mod using a similar correction that was having this problem and am using that one now.
"robotic=yes" added to "00_species_archetypes.txt" under both the Robot and Machine species.
Renamed a file to "00_defines2.txt" (can't remember previous name). I am glad to hear your mod is working now, though.
1. The variable is actually "robotic = yes"
2. It's there in line 15 of "00_species_archetypes.txt"
3. It works. Just tested robot and machine assembly, as well as trait points/picks.
So if this is not not working for someone, it's not the fault of this mod, but some other mod in the load order. If a mod changes how certain species types work it can also practically disable this mod, even if this mod is the last to load.
As I already have everything open and confirmed 3.3 compatibility I'll also update the supported version. Just a change in numbers, but at least it's one mod less the launcher whines about.
If it's not working for you, it's propably another mod that somehow interferes with this one.
"Also you can just update yourself by adding "is_robot = yes" to species archetype"
It's something that has been hitting a LOT of trait mods in 3.2 (or whatever update it was that hit a couple of months ago).
If my understanding of the load-order is correct, that means that there's a missing "robots = yes" (???) somewhere in the trait points/picks section.
The legacy version does, but prevents robot pop assembl