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"Love the mod! Just as a balance point now that royalty introduced psionics and your mod takes advantage of the psionic system:
The stacking bonus to entropy recovery from being a royal psycher AND a psimutare enhanced psionic results in a crazy recovery level which basically lets you chain fire very expensive psionic abilities constantly. With invisibility and berserk pulse this pretty much allows a single high-end psionic to destroy entire attack waves by themselves with impunity. Amusing god-mode play, but it gets old after a bit.
If you can figure it out, I think the straightforward solution would be to make the two types of core psionic to be exclusive to each other (natural psions cannot use psi-amps, and psi-amped individuals cannot take or benefit from psimutare) - though allowing the two types to learn each other's abilities doesn't seem to be a real problem."
At worst, I could remove psimutare from affecting other pawns, but it seems meh to remove a feature.
here what the log shows :
Exception ticking Tol (at (166, 0, 206)): System.MissingFieldException: Field 'RimWorld.SoundDefOf.PsycastSkipPulse' not found.
at RimWorld.Verb_CastAbility.TryCastShot () [0x00000] in <7b345446a85d4ed599f9c604ae61854b>:0
at Verse.Verb.TryCastNextBurstShot () [0x00012] in <7b345446a85d4ed599f9c604ae61854b>:0
at Verse.Verb.VerbTick () [0x00034] in <7b345446a85d4ed599f9c604ae61854b>:0
at Verse.VerbTracker.VerbsTick () [0x00019] in <7b345446a85d4ed599f9c604ae61854b>:0
at RimWorld.Ability.AbilityTick () [0x00006] in <7b345446a85d4ed599f9c604ae61854b>:0
at RimWorld.Psycast.AbilityTick () [0x00000] in <7b345446a85d4ed599f9c604ae61854b>:0
at RimWorld.Pawn_AbilityTracker.AbilitiesTick () [0x00010] in <7b345446a85d4ed599f9c604ae61854b>:0
at Verse.Pawn.Tick () [0x00173] in <7b345446a85d4ed599f9c604ae61854b>:0
at Verse.TickList.Tick () [0x0015c] in <7b345446a85d4ed599f9c604ae61854b>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:Verse.TickManager.DoSingleTick_Patch1(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:Verse.Game.UpdatePlay_Patch2(Game)
Verse.Root_Play:Verse.Root_Play.Update_Patch1(Root_Play)
EDIT: I'm dumb as hell nvm, didn't realise it was fuelled by crystal