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https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3280784251
When I've used this mod in 1.4 one of the things I did with it was remove dependency genes.
I don't think there's a limit on what genes can be removed, just that you can only remove one at a time. If there is a limit, it'd probably be archite genes, but archite genes are generally quite cool and you wouldn't want to remove them anyway.
If you don't have the patience to let a modder move at their own pace (fun fact, you're getting these mods and their updates for free, and aren't owed them) just learn to and make your own mod, or commission an update?
In the meantime, my homebrew solution is to stick a fool in the biosculptor, then use character editor to remove a chosen gene and slap that gene cooldown onto em. Try that.
The story this just generated in my campaign was a highmate slave escaping from a pirate faction to a colony, finding love in that colony's animal handler, regaining their capacity for violence using the gene remover, losing their love when pirates from the same faction they escaped from attacked, and leading the charge on taking down one of their settlements, with the promise that more will fall to their highmatey hands.
10/10 I've gone from loving this mod as a utility to loving this mod as fundamental to what's made sure I'll never forget the campaign I'm playing. Thanks for making it.