Psychic emanators cannot be constructed nor bought from traders. Instead they can only be acquired as a reward for performing quests. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to an emanator in a given play-through. Anecdotally, it is often reported that the increased number of reward options added by the DLC dilute the reward pool with more options.
When provided with 200W of power, a psychic emanator projects an aura in a 14.9-tile radius around itself. This radius is not blocked by any structure, including walls. All human pawns within the radius experience a "Psychic emanator soothe" thought that provides a +5 mood bonus, directly scaled to the psychic sensitivity of the pawn. That is, a psychically hypersensitive pawn, with the resulting 180% sensitivity, will experience a +9 mood bonus, while a psychically deaf pawn with 0% sensitivity will have no change to their mood at all. All humans in range experience the thought - colonist, raider, and guest alike.
The mood bonus only lasts for as long as a pawn remains within its area of effect.
The effects of multiple emanators do not stack.
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Due to the combination of its somewhat short range and no lasting effect its advised to place it either in a hospital to help negate some of the negative effects of being bedridden with an illness, near prison cells or a chronically depressive pawns bed/work space. Because of the rarity and high value of the emanator, you can wall to prevent angry pawns from destroying it during a tantrum, or raiders from damaging or stealing it.
If targeted at improving the mood of a specific pawn, consider placing them in eltex clothing to maximize the effect on their mood.
- 0.18.1722 - added.