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	Checked that Penis thoughts are only for adults
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					 2 changed files with 5 additions and 1 deletions
				
			
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					@ -26,7 +26,8 @@ I know that this is some overlap with the STD mod, but well ... you are free to
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- Disease Gene: Vulnerability. Pawn is likelier to be raped 
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					- Disease Gene: Vulnerability. Pawn is likelier to be raped 
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- Disease Gene: Infectious Hypersexuality
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					- Disease Gene: Infectious Hypersexuality
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- Disease Gene: Infectious Homosexuality & Bisexuality
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					- Disease Gene: Infectious Homosexuality & Bisexuality
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- Disease Gene: Fluctual Sexual Need. (Configurable) Chance to reset sex-need to near-zero and gain a bit of rest-need. 
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					- Disease Gene: Fluctual Sexual Need. (Configurable) Chance to reset sex-need to near-zero and gain a bit of rest-need.
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					- Disease Gene: Size Blinded. Pawns have a higher chance for hooking up with pawns with a big cock, lower chance for small cocks.
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**Fixes:**
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					**Fixes:**
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					@ -36,6 +37,7 @@ I know that this is some overlap with the STD mod, but well ... you are free to
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- GenderFluid-Gene now uses a generalized `TickBasedChanceExtension` over its unique special `GenderFluidExtension`
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					- GenderFluid-Gene now uses a generalized `TickBasedChanceExtension` over its unique special `GenderFluidExtension`
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- Introduced a `ModLog.Debug` Function that checks for the settings before printing - trying to spread it over the whole project. 
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					- Introduced a `ModLog.Debug` Function that checks for the settings before printing - trying to spread it over the whole project. 
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					- Removed TODO File. I have enough to do. 
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# 2.1.0 (27-06-2024)
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					# 2.1.0 (27-06-2024)
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					@ -26,6 +26,8 @@ namespace RJW_Genes
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            // Do nothing if Pawn is Baby or Child (#25)
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					            // Do nothing if Pawn is Baby or Child (#25)
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            if (!pawn.ageTracker.Adult)
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					            if (!pawn.ageTracker.Adult)
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                return (ThoughtState)false;
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					                return (ThoughtState)false;
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					            if (!other.ageTracker.Adult)
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					                return (ThoughtState)false;
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            // Only check if they are spawned humans
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					            // Only check if they are spawned humans
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            if (!pawn.Spawned || !other.Spawned)
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					            if (!pawn.Spawned || !other.Spawned)
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                return (ThoughtState)false;
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					                return (ThoughtState)false;
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