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Also having this same issue with the sapient eaters civic.
Hey @kroun, I think I've found a consistent problem with the tech rando version of Selective Process, whenever it rolls a vanilla repeatable the subsequent repeatables then keep showing up as though they were normal tech options, even though the alternatives figure is still waaaaaay in the negatives. It clogs up the tech list and stops new random techs from generating
Unfortunately there is no way to exclude repeatables from the tech options given, which is part of the reason why I reworked the civic in the first place.
I do have some ideas on how to delay the time it takes for the repeatables to show up (Unfortunately there is no real way to prevent them from showing up at some point), but that would severely reduce the randomness.
So sadly there is no solution at the moment.
I'm gonna start digging into every mod I was running that interacts with repeatables in any way (also, can confirm that the issue can occur with modded repeatables, not just vanilla ones), and once I've narrowed it down to the perpetrator I'll put down the mod's name here so anyone else interested in doing random-tech runs with other mods knows which one doesn't play nicely with it.
Might take me a while, just as a heads up, due to time constraints as well as the large number of mods I typically play with.
I have fixed this issue. It appears that I had forgotten to include Exotic Consumption in the list of civics to fire the event that creates the pops. Will update later today.