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You made a typo. It's supposed to be gmmetal, just to let you know.
Edit: Alright, should be fixed now! Let me know if there's any more issues, I appreciate it
crptexp-gmheavymachinegun and crptexp-gmheavymachinegun2 don't have default.frames files, which pop up in the starbound.log (these 2 use differently named ones btw). Note, other standard guns with said .frames file don't log such errors.
The energy shortsword is completely busted on my end, tried both with several mods active and just this one, same result, throws a stack traceback in the log (as to not clutter this post i didn't put it here). Quick search lead me to believe it may have sth to do with "stances" missing in the primary ability section of its .activeitem file. Unsure how to help any further on this.
Lastly, while technicaly not a major issue, the built-in compatibility for improved containers/enhanced storage cause a lot of stack traceback errors IF you don't use said mods (just felt like pointing this one out as I personally don't use them and have been able to address on my end).
Edit: Did some experimenting on the energy shortsword and was able to fix it.
Replacing "primaryAbilityType" : "crptexp-shortswordcombo" to "primaryAbilityType" : "shortswordcombo" fixed the frozen and "un-swingable" sword, plus the log errors.
Edit: the shortsword should be fixed now! haven't addressed the other issues but since they don't seem to be breaking anything i think that's alright for now. thanks again for reporting all this, i really appreciate it!
There's industrial fridge that is marked as "storage" while all fridges in game marked as "refrigerated storage" so food expires in beforementioned fridge as in usual chest/box. Also tables have tag of "decoration" and not "furniture" it doesn't really makes any difference as long as player uses vanilla inventory but with something like bk3k inventory, where furniture and decorations are separate looking for barracks table might be a little frustrating.
Like change common.treasurepools.patch first lines from:
EDIT: I forgot some zeros. Now my proposal doesn't increase drop rate xD
I'll go through the weapons and make some adjustments. Weapon balance isn't exactly my forte, so feedback is much appreciated!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2010607826
I will consider it! I don't know if I can make any promises since I don't know how Betabound's system works and I have a lot on my plate as is, but I appreciate the suggestion nonetheless! I would love to have a system for switching between more ammo types for GMC's weapons either way - it's been an idea in my head since the mod's inception but I never found the time or means to implement it.