EDIT
I was wrong but I’m looking for a way to work around it, I’ll keep this updated if I find a way
Recently I’ve seen people using two cannons to produce the effects of “spent casings” . The problem with this was it doubled the ammo count making it hard to tell how much was left (and I just found it a bit annoying). Anyway the fix for this is to add another cannon with a negative ammo count (eg. -1000) equal to that of the cannon with the spent shells, then set the firing delay to 0 and add it to the build, I hope this helps people, I’ll add a link to a build with the fix so you can experiment.
Yes but it doesn’t work as a fix but I’m still working on it @Aldriech
Wait you can add negative ammo?? That works?