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As for RechargeSpeedMult and FallRateMult, you are correct in assuming they are in the dll, as they don't actually have xml facing stats I can edit unfortunately.
To address some other questions, I think dormant self-charging works differently to actual charging, which is why it was not affected. I might have a look into it one day, but as of right now this mod is under maintenance, not active development.
I might have a look at band nodes and see if I can add a custom bandwidth for it, as well as fixing some bugs sometime soon
I was also snooping around at the Patch and Settings XMLs and was led to a dead end in terms of how rechargeSpeedMutl and fallRateMult are handled. I guess the rest is in the .dll? I see you included in the Source (thank you), but my VS is not setup at all on this device so I have not looked any further.
Since Mechlink‘s bandwidth can be modified, could you make the bandwidth increased by Band Node be also adjustable?
I'd like to think mere robots could outperform normal colonists any day, by virtue of..y'know, being made for the job
Thank you!
If you decide to make command range an option, and go through all the work to use harmony. I really want a just don't bother checking range option XD.
People looking for unlimited command range just use this, https://steamcommunity.com/sharedfiles/filedetails/?id=2878895195
Command range sucks anyway. If you think command range should just be limited instead than just keep them close to your mechantor. Will power! make the balance you want!
Good stuff man
Letting you choose what mechanoids can do is a bit trickier because I'd either have to make patches for every option or figure out a way to make a list of worktypes you can choose from, which is way out of my league
the lower your energy loss multiplier, the slower your energy loss is
for instance, charge rate of 2 and energy loss of 0.5 would make you charge twice as fast, and lose energy half as quickly