Chemical interest and chemical fascination pawns will ignore the player's drug policy in order to get their fix. However, they no longer go on random drug binges. Depressive and Volatile pawns are more vulnerable to mental breaks. During a mental break, a pawn won't do work, and may cause...
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed genes contributing to romance chance still apply. Fix: Attempting to absorb a xenogerm of your own colonist displays a warning message saying you'll anger your faction. * [[Version/1.4.3527|1.4.3527]] - Fix: Never sleep xenohumans ...
Fix: Biosculpter nutrition not incremented if same food def added to pod before and after biosculpter update. 1.3.3200 - Show biosculpter cycle duration for both normal and transhumanist pawns in cycle button's tooltip. When you r-click on a biosculpter with a pawn selected, we now show ...
Fix: Luciferium wont remove Frail. Now, lucifierum can remove all chronic health conditions. Fix: Even if campfire runs out of fuel during cooking, cooking continues. Fix: Raiders keep attacking walls forever after their group flees. Fix: Crashed ship parts that land on bridges are instantly...
* [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with "dead calm" gene can get into fights over botched conversion attempts. Fix: Genes that remove all passions don't save previous values, causing passions to reset on removal. Fix: Pawns being carried by other pawns strains psychic bond. ...