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In my testing wearing an active pair of ulnar stimulators while walking around charged at exactly 1 per round as the stimulators drain 1 per round and fidget cells recharge 2 energy per round.
Some potential ideas:
High levels of quickness / movespeed? Unsure how this works but it might cause the gloves to drain at higher than 2 / turn
Boot up sequence? Some gadgets drain more than their base drain when booting up. A fidget cell starting at 0 charge will be locked in a cycle of eternally starting up if this is the case.
Mod interaction? Check for any other mods overriding the fidget cell in XML. I will clean up the XML in this mod to reduce this likelihood next time I update it.
I just updated the mod to ensure it works with the new update, the mod doesn't require any scripting anymore so it should be more stable regarding updates and work on both the beta and stable game. Please let me know if you get any errors or strange behavior.