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@Obsidious Thanks for the feedback! I wanted it to be a little bit unique but still close to the base-game gameplay so I'm glad you thought it was good! I will say there's some work that still needs to be done on it though, especially for gameplay variety.
Also, this mod is so cool, just from character creation and a few minutes of play. The photosights of a freshly-awakened turret robbed of their high-power armaments and draped in a [delightful] [magnificent] local banner (of all things, their profanity filter is still functioning) are novel eyes through which to view the Salt!
Also, I like the no-healing optional flaw. It's keeping me on my toes. Er - that is, malfunctioning positional hydraulic clamps.
Most robots equip missile weapons to their left and right hardpoints. The middle hardpoint, if present, is for throwing weapons. This is not something specific to this mod - robots in the base game have the same body plan.
Also, force bracelets in particular appear to use slightly more power than advertised - whenever it pushes things it uses a bit of extra power iirc.
That said, I have learned a lot more about how abilities work since I made it, so I may be able to fix that.
An internal counter keeps track of how many upgrades you have. I believe you can install ~10 for free, maybe less, don't remember off the top of my head, but it's configurable anyways.
Each time you try to upgrade AFTER that, you'll take damage as a result of the invasive hardware work you have to do. This scales quadratically. Think of it being the result of attempting to do robo-surgery in an already crowded frame.
In practice, this means your total possible upgrade count is limited by your max HP and so depends on anything that affects it (level, fame, etc.)
Keep me updated if that happens again, though.