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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.
1. Compute power providing items consume power at a faster rate the more gadgets use their compute power. (I am unable to verify that this is true but it appears so)
2. You had a large amount of quickness and EquipCharge uses 'zone' time instead of 'player' time to recharge items.
3. a juice sap drained your power and the calculator shut down because it ran out.
4. Mod conflicts, you can use grep to find any mods that alter 'Fidget Cell' or 'EquipCharge'.
Please share the relevant player.log and provide your mod list and I can help fix the issue. (2/2)
My ideal take on fidget cells will be added to my 'beamrifles' mod in which fidget cells have a 'hand crank' or equivalent device allowing a player who is not drawing charge from a device to power said cell via winding the crank, typically when they pass their turn without acting or similar actions or lack thereof.
Thanks for thee feedback everyone! I really appreciate the support, its a lot of fun making mods for Caves of Qud.
Dude you are a good roofing