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[FSF] FrozenSnowFox Tweaks
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2893432492
Random's Gene Assistant.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2882497271
I bought the DLC with genes, but it turned out that in my nearly 600 hours of playing, I never touched this mechanic because I found it too arcane and complicated.
I have two requests:
(1) The list of genes in this mod isn't very user-friendly. For example, I chose positive genes to make pawns stay awake, have low regeneration, and have strong skin. I can't create this set of genes because the gene difficulty must be less than 6. I have to take negative genes to balance it out. The main problem is that scrolling through the negative genes from the general list is very inconvenient.
Is it possible to separate genes into positive and negative on the workbench?
Thanks for mod it has really made my games more interesting.
Also, could you add like a number or % for the mod option slider? It would help my OCD to make everything perfectly line up
Endogenes
Think of these as “core genes.”
They’re inherited from birth and are permanent parts of a pawn’s DNA.
You can’t remove them with a gene extractor or implant. They define the pawn’s baseline identity (e.g., skin color, body type, archite-endogenes if they’re xenohumans).
Example: If someone’s born a furry xenohuman with a tail, that tail gene is an endogene.
Xenogenes
These are “aftermarket mods.”
Added later through gene implantation or genetic tinkering.
They can be extracted, transferred, and removed. Basically plug-and-play upgrades or curses.
Example: You slap a fire-breathing gene into a colonist—that’s a xenogene. If you don’t like it later, you can strip it out.
Really weird bug to be honest. I have no idea what could be causing it.
@wardogg Please send bug reports in the bug report discussion tab. I'll see thou if I can replicate this issue on my end and work from there.