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After a deep run with the mod enabled, I think the loot list feels a little bloated towards the beginning? The shotguns are mostly very unique, but early game options have a lot of overlap. If you want some ideas for streamlining:
- Blunderbuss/single-shot shotguns could be removed; it's okay, (maybe even cool!) to let early game pistol/rifle shotguns have unique options!
- Could "Sawed-off" be a weapon mod instead of a weapon? If you disallow water-cooled/beam splitters for shotguns, this could make for fun late-game options!
- Maybe the 4-Bore and Titanbore serve the same role and one could be removed? I'm not entirely sure.
- The combat shotgun and the bullpup jackhammer also serve similar roles, even if one is better. If a weapon has the same concept and two options are just a few tech levels apart, maybe they're redundant?
The fact that many shotguns also count as rifles and pistols compensates somewhat for this bloat, though, but I feel there's room to merge some of these.
Alternatively, maybe they could be made mod options vto be turned off/on? Letting players enable the shotguns they want sounds great, but I don't know how much work this is.
These are obviously just my opinions, and if you fundamentally don't have an issue with a bottom-heavy loot list with options, more power to you. I know I'll certainly be using this mod regardless. Libndink!
The early game weapons do have some overlap. I tried to distinguish them from one another mechanically through a few means.
I'm curious if those were interesting distinctions. Did they affect how you used the different weapons at all? It seems like the distinctions might not have been very discoverable in the course of normal gameplay?
https://pastebin.com/GuWDAdHE
For those first two issues:
If the error continues, can you please upload the full player log[wiki.cavesofqud.com] to pastebin and link it here? What you provided was only errors from the Shotguns mod, unfortunately, so I couldn't investigate the exact issue causing problems in More Modding Goodies.