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On the flip side, why don't you make psychically sensitive colonist get the debuff base on how strong their sensitivity are. So have sensitivity above 100% will make debuff progressively worse. (1-100% is normal, 101-120% slightly debuff, 121-150% slightly stronge debuff, 151-200% Stronger debuff and 201%+ full debuff.)
Something like Cube's fascination/withdraw progress faster, higher mood impact from event (like psychics drone) and more damage from unnatural darkness.
PS: Make debuff optional since not everyone like an idea of make game harder
@Joshyan Sorry, I don't really play with too many mods that affect psychics so I'm not aware of any. That said, if your pawn is being hunted by a Revenant and you activate such an item it would absolutely save their life! Keep in mind, though, that changing their sensitivity to 0% after the fact won't change anything, it can ONLY be used as a preventative, not a curative.
Let me know how it goes!
The main downside of the Psychically Deaf trait is that you can't use a lot of implants or psycasts added by the Royalty DLC. In fact, the game itself views Psychically Deaf as a negative trait when creating a custom Xenotype in Biotech.
I think it would be cool if it wasn't just a positive
Like they also can't participate in rituals or use lances/serums
Maybe anomalies instinctively target them or they're unable to cross the void gate/activate the nodes
or having the cube take longer for them to be addicted?
pretty great mod btw
If I'm able to make that change, it would be changable in settings as an "opt-in" hard mode.