Good afternoon! Love the idea here, makes combat so much easier!
I was messing around with quality modules and found that if I have multiple qualities of a particular ammo type, it seems to:
1. Not include ammo above standard quality in the auto-switch cycle
2. Add "free" standard ammo equal to the amount of higher quality.
3. If I have uncommon or higher quality items equipped and try the auto-switch key, the game crashes back to the menu.
e.g. I have 10 explosive cannon shell, 50 standard uranium cannon shell (equipped), 9 uncommon uranium cannon shell, and 1 rare uranium cannon shell.
First auto-switch (bug #1): it will never equip the uncommon/rare uranium cannon shells.
Auto-switch two (works): equips explosive cannon shell.
Auto-switch three (bug #2): equips SIXTY standard uranium cannon shell ("free" shells seemingly equal to the number of higher quality, so if I only have two uncommon shells, then it would be 52. these persist, so can be glitched for infinite ammo)
For bug #3, here is the error text:
The mod Quick Ammo Switcher (1.1.0) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event QuickAmmoSwitch::switch_ammo_next (ID 255)
__QuickAmmoSwitch__/control.lua:117: Arguments count error for 'spill_item_stack': Expected 1 argument but 2 were given
stack traceback:
[C]: in function 'spill_item_stack'
__QuickAmmoSwitch__/control.lua:117: in function 'moveItems'
__QuickAmmoSwitch__/control.lua:281: in function 'swapAmmo'
__QuickAmmoSwitch__/control.lua:301: in function <__QuickAmmoSwitch__/control.lua:300>
Let me know if screenshots or other mod lists, etc would be helpful!