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Umm if you're using VPE storyteller that would happen (VPE storyteller adds psycasts in addition to pawnkinds' psycasts with or without this mod) (or otherwise other mods might be messing with, at least doesn't happen on my end)
Thanks! I wasn't aware of that. Enemy harmonists won't get mind control now (assuming you're talking about B&S heaven raids or deserter raids: if other factions get harmonists, that would be from other mods.)
They usually won't. If they do,
1. The game needs to be reloaded to reflect some changes iirc (like not showing cherry-picked stuff in xenotype editor, research unlocks etc. I think?)
2. If other mods refresh cherry picker's change, it can be overridden. (ex. changing Tab-sorting setting will make cherry-picked buildings appear in building menu.)
@Keikikkun
As Flockerkill said, psycast path locks were removed (one month ago).
1. If you're having no/little problem dealing with them, but bothered by fight taking too much time: consider using "No Forced Slowdown" and/or "Search and Destroy"
2. It would highly depend on modlist and playstyle so I don't really know how things are working on other players' environments, but some of these might work: "set them on fire", "summon anomalies/pirates/friendlies to fight them", "use decoys like mehcanoids/animals or just VPE decoy", "kill/control/stun/ice them first", "use psychic nullifying equipments (which is micro-management and I hope you don't need to though)", "keep non-psycaster colonists psychically deaf (bad for lots of other stuff though)" "Word of serenity in case for colonists going berserk (also you can search for archotechist in advance but I might fix that)"
3. It can be still bad for some environments I guess. At worst you can turn off "Stronger enemies" option