internal static void AddNewOtherConnectionRelay(PowerRelay originalRelay, PowerControl powerControl)
        {
            OtherConnectionRelay additionalRelay = originalRelay.gameObject.AddComponent <OtherConnectionRelay>();

            additionalRelay.dontConnectToRelays = powerControl.otherConnectionsDisabled;
            additionalRelay.maxOutboundDistance = Main.config.GreenBeamRange;
            additionalRelay.constructable       = originalRelay.constructable;

            if (originalRelay.powerFX != null && originalRelay.powerFX.vfxPrefab != null)
            {
                OtherRelayPowerFX powerFX = originalRelay.gameObject.AddComponent <OtherRelayPowerFX>();
                powerFX.attachPoint = originalRelay.powerFX.attachPoint;
                powerFX.vfxPrefab   = GameObject.Instantiate(originalRelay.powerFX.vfxPrefab);
                powerFX.vfxPrefab.SetActive(false);
                powerFX.vfxPrefab.GetComponent <LineRenderer>().material.SetColor(ShaderPropertyID._Color, Color.green);

                additionalRelay.powerFX = powerFX;
            }
            additionalRelay.AddInboundPower(originalRelay);

            powerControl.otherConnectionRelays.Add(additionalRelay);
        }
        internal static BaseInboundRelay AddNewBaseConnectionRelay(PowerRelay originalRelay, PowerControl powerControl)
        {
            var additionalRelay = originalRelay.gameObject.AddComponent <BaseInboundRelay>();

            additionalRelay.dontConnectToRelays = powerControl.BaseConnectionsDisabled;
            additionalRelay.maxOutboundDistance = 10000;
            additionalRelay.constructable       = originalRelay.constructable;

            if (originalRelay.powerFX != null && originalRelay.powerFX.vfxPrefab != null)
            {
                var powerFX = originalRelay.gameObject.AddComponent <BaseInboundRelayPowerFX>();
                powerFX.attachPoint = originalRelay.powerFX.attachPoint;
                powerFX.vfxPrefab   = Instantiate(originalRelay.powerFX.vfxPrefab);
                powerFX.vfxPrefab.SetActive(false);
                powerFX.vfxPrefab.GetComponent <LineRenderer>().material.SetColor(ShaderPropertyID._Color, Color.magenta);


                additionalRelay.powerFX = powerFX;
            }
            additionalRelay.AddInboundPower(originalRelay);

            return(additionalRelay);
        }