I fixed the code for the Drone psychic power (very small C# bug). The mood debuff applies successfully to hostile pawns after the fix, but a low Mood doesn’t affect their raid at all. They can be at 0 Mood and still be firing away. Since the power doesn’t do much even when it’s working, I recommend making a local copy of the mod and removing this power. Here’s how to do that:1) Make a local copy of Psychic Awakening and put in your Rimworld Mods folder. There are guides on how to make a local copy of a mod out there.2) Open Defs/PsychicPowerDefs/powers.xml in a text editor3) On lines 15-24, delete the PsychicPowerDef for PowerDrone, and save the file.After that edit is made, the Drone power won’t be generated for Engrams or after a Psychic Conversion. It’ll essentially be gone.For the mod author, change ‘if (target.needs.mood != null)’ to ‘if (p?.needs?.mood?.thoughts?.memories != null)’ in the PsychicPowerDriver_Drone class to fix the bug.
Is it intended that the Engram has infinite uses? I feel like that’s a bit easy.I also feel like using the serum shouldn’t grant something out of the listed engram. Instead, it should just grant all the first-time serum user some kind of ‘weak’ ability that every psychic can use? (Kind of like everyone instantly know how to use fireball/arcane-missles if you pick mages as a starting character in MMOs, but diverse their specialty with different spell book later on.)It will force us to get more Engram instead of going for serums to inject every colonist.The infinite uses of Engram + Get 1 for free from serum are really good reasons for serum spams instead of trying to get engrams in early game. I would totally just spam serum first, then get the engram I don’t have later on. Maybe just the Assimilation Engram matters.I also have the same question with this mod loading with pre-emptive strike mod.