# Power exploit bug

**URL:** <https://discourse.cataclysmdda.org/t/power-exploit-bug/2056>\
**Category:** The Garage\
**Created:** [July 1, 2013, 10:58pm UTC](https://discourse.cataclysmdda.org/t/power-exploit-bug/2056 "2013-07-01T22:58:34Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Dracolich\_Zero](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/dracolich_zero/32/9677_2.png) [@Dracolich\_Zero](https://discourse.cataclysmdda.org/u/Dracolich_Zero)\
**Post date:** [July 1, 2013, 10:58pm UTC](https://discourse.cataclysmdda.org/t/power-exploit-bug/2056/1 "2013-07-01T22:58:34Z")

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I just stumbled across this by accident -\_-’ it seems that if you have cyborg implants and are short on power you could just walk against a wall indefinitely until it charges back up, if you have the joint implant on, and that’s not quite the problem since time itself desn’t adance while doing it too… intended? dunno ?

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**Author:** ![Flare](https://avatars.discourse-cdn.com/v4/letter/f/c0e974/32.png) [@Flare](https://discourse.cataclysmdda.org/u/Flare)\
**Post date:** [July 3, 2013, 6:47am UTC](https://discourse.cataclysmdda.org/t/power-exploit-bug/2056/2 "2013-07-03T06:47:00Z")

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I can confirm that this does indeed work as he says.

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**Author:** ![i2amroy](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/i2amroy/32/909_2.png) [@i2amroy](https://discourse.cataclysmdda.org/u/i2amroy)\
**Post date:** [July 3, 2013, 7:16am UTC](https://discourse.cataclysmdda.org/t/power-exploit-bug/2056/3 "2013-07-03T07:16:08Z")

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Seems like it should be fairly easy to add a check in that exits the move function if the player doesn’t actually go anywhere, since no time is passing.
