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Also thanks for the bug report - i'll check this out as soon as i can (working on the new mod beta).
One thing to note, in the Exoverhaul suite you have an addon titled "Reworked buildings and AI" and another one "Technology and AI". Both seem to modify the AI, do they work together?
You could add a technology(ies) that speeds up robot build speed (post Droid or Synth) so that the default build speeds aren't a pain mid/late game. Just suggestions. In the mean time, I'll just do my own edits.
My own personal flight of fancy would to create a lesser version of the robot/droid/synth path that organic-built robots have. I'm a sucker for noticeably tiered progression. And I'm sort of surprised it hasn't appeared in robot mods yet, considering Machine Intelligences seem to largely be considered noticeably weaker.
But mostly, as a fairly roleplay-y player, I'm headscratching as to why organics build far better robot chasis than... robots.
But that may be difficult to mod and break every other robot mod in the history of ever, unless it was just something like adding a trait to your robo-pops, like cyborg/latent psionic/psionic/whatever.
On another note, I very much like your change to sanctuaries. I really like having a reason for the robots to keep their morality pets in the same place! It's a small change, but it's a nice mix of roleplay-friendly and crunchy. The best sort of mix!