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Try this if you want edited baseliners https://steamcommunity.com/sharedfiles/filedetails/?id=2883191804&searchtext=melanin+are+extractable
Good news: looks like you can just add:
<exclusionTags>
<li>SkinColorOverride</li>
</exclusionTags>
To your VSTG abstract GeneDef and it fixes the problem for me, randomized multiple skin genes are back.
Bad news... I deleted the .dll and the <selectionWeight> tag in the same abstract and it seems to be working fine without them?
(I'm just trying to match the GeneDefs in Rimworld/Data/Biotech/Defs/GeneDefs/GeneDefs_Cosmetic.xml > "GeneSkinColorOverride").
When I include 1 or more VSTG genes in a xenotype, germline or not, the visible skin tone is set to the darkest (highest-numbered) VSTG gene present, and *none* of the skin genes in the colonist gene list are grayed out.
As a quick test to reproduce:
Create xenotype with red hair, blue hair, red skin, blue skin. Apply and randomize on character creation for a while, you'll see it switch through the expected combos, you'll see one hair and one skin gene active. This works fine.
Add a VSTG gene to that xenotype, apply and randomize, every pawn will show as that VSTG skin tone visually *and* all three skin genes will look "active" (not grayed out). Same behavior with multiple VSTG genes.
(You'll note that the hair selection works fine the whole time and selects a single gene like you'd want.)
(Thanks for making a great mod!)