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It doesn't change the planets habitability score on the Planet Summary, or allow me to resettle humans on the barren planet (or even on the tile).
Interestingly, I have the same issue with the Frontier Clinic, it doesn't do anything either. I'm now going to try another game in vanilla just to test if it is Paradox-programming that might have changed the mechanic.
Without mods a worked Frontier Clinic doesn't change habitability on an Arctic worlds for my Continental humans. It might be that the effect have been removed.
So, if I remember correctly, this mod give barren a +20 habability modifier.
So, one solution to settle on the barren planets could be picking the Extremely Adaptive Trait. It could be roleplayed as the people already knowing how to use biospheres as they leave Earth.
It would still mean that the folks wouldn't quite be happy about it with happiness capped at 40%.
As for the buildings not working, I'm obviously no modder, but this problem could be solved by making the +40 (or +5) for the buildings trigger via technology instead. The Tech for Frontier Clinic could simply add another +5 similar to the techs we already have doing that (which work in vanilla and this mod).
And the +40 could come in tiered tech with +5 each indicating new developments in Biosphere building. It wouldn't cost as much as the actual building in upkeep, but it would mean a serious dedication to the idea of colonization.
I'll have a look to see what's happening.
Habitability Fix - Colonize Unlimited Patch