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"Reaching 120% charge will start causing radiation loss as the body starts to expel radiation before it becomes harmful to the radiomancer"
"While dispelling energy this way, nearby non-radiomancer pawns have a risk of developing carcinoma"
The best way to counter this is occasionally use abilities that use radiation so they don't remain at the maximum for several days, ideally something that doesn't have potential downsides like these:
- refocus energy (wake)
- condense radiation
- reform part (even when not missing parts)
- reverse aging
- ever evolving
- explosive blows
- instant recharge
In the future I'll be looking at having an option to autocast some of those abilities, but for now it will need to be done manually if you find yourself gaining radiation faster than you use it.
I love this mod, but lack of information about the penalty for the job led me to comment.
Phones in my settlement are suffering from a debuff called 'Expelled radiation'.
I started with Radiomancer not knowing what penalties there were, and when I learned about them later, I erased all those abilities and genes, but the penalties were still there.
Can you explain to me why this penalty is created, and what do I need to do to completely erase this penalty and gene?