[b]MAIN[/b]:
Adds Psionics from Psitech as something that could appear on most pawns.
Pawns now have only a chance to spawn with psistuff, this is based on their combat score and how likely they are to have cybernetics. If they have a 40 or greater chance they won't spawn with psistuff ever.
Currently only trader pawns have a high chance to spawn with psi among civilian or other low strength pawns.
If you have any suggestions on what different types of pawnkinds should add abilities to their pool, feel free to suggest them. Eventually i'll start looking at weapon tags to see if I can use those to give melee a chance to have better psiabilities and the like.
[b]TODO[/b]:
learn how to mod rimworld in C# and make code to make new pawnkinds instead of exhaustively patching them.
[b]TECHNICAL[/b]:
if it still doesn't have psi and it's a non-human humanoid, the race probably hasn't been updated to 1.3, as I check for if a pawnkind has initialWill or whatever.
I recommend using [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2460358429&searchtext=race+diversification]Pawnkind Race Diversification[/url] to get around races not having the proper stuff and disabling their faction with [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1509102551&searchtext=Faction+Control]Faction Control[/url]