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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.
i dont even know how would that be possible but its taking a VERY Long time to make it, im beyond EndGame and trying to get every possible gene is a chore more than difficult.
Please... any solution at any cost will do!
We will be implementing a few bug fixes for 1.5 alongside our 1.6 version update.
To leave our genetic destiny in the hands of nature is an inefficient and excruciatingly slow process. Why not jump-start the future of our species?" - Stellaris
In all seriousness thou, there is no plans for a 1.4 launch. Sorry.