Gib Editor:
Basicly, a paste from my post in the Build 19 Testing forum. Here as a topic so all may see it.
Makeshift Gib Editor TutorialThis tutorial assumes you know what 'define' means.To begin using the Gib Editor on your mod, some preparation is needed:
Preparation!First, open up the .rte of the mod you want to run through the Gib Editor. For example: I want to run my Super Duper Weapon through the Gib Editor, so I would open superduperweapon.rte
In the .rte, create a new folder and name it NewData.
Then, if you have any custom gibs you want to use in the Gib Editor, you need to 
copy the code of those gibs and put them in Base.rte/Effects/Gibs/Gibs.ini. Code goes in Gibs.ini. Be sure your custom gibs are assigned to a group (AddToGroup = Gib Legacy), otherwise you can't see them on the menu!
There, all set!
The Gib Editor..is really easy to use.
Load up the object you wish to gib from the menu (i.e. superduberweapon), and it will appear partially transparent. You can then add gibs to it, including the custom ones you may or may not have added. You can remove gibs, test gibs, etc etc.. all in the pie menu.
When you are satisfied with the gibbing, save it using the pie menu. It should ask if you want it to save in yourmod.rte/NewData (((For example, saving superduberweapon would ask me if it wanted to save in superduberweapon.rte/NewData))). 
Hit yes, then hit yes again.. etc etc.. it's all very easy.
Now what?Pay attention, it gets a bit more difficult here and I am assuming you know where an object's gibbing is defined (Hint: bottom of the object's code)
Open up the NewData folder and you should see a new YOURMOD.ini in it. Open it up and you'll see some code. This is the gibbing code, nothing more nothing less. After you are done copying it, go back to the original .ini in which your object resides.
Copy the code (All of it, EXCEPT for the InstanceName and the line above it) and paste it over the original gibbing code in your object's code, don't paste over GibWoundLimit and such. Save.
And there! You're done, go gib stuff.
Where's the 'original' gibbing code that I have to paste over?...
Code:
AddDevice = HDFirearm
   InstanceName = SUPER DUPER WEAPON LOLOL
   AddToGroup = Weapons
   Mass = 2554846534
   HitsMOs = 0
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = Base.rte/Devices/Cannons/Long.bmp
   FrameCount = 2
   SpriteOffset = Vector
      X = -18
      Y = -5
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   GoldValue = 730324234
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 10
   DeepCheck = 1
   JointStrength = 75
   JointStiffness = 0.5
   JointOffset = Vector
      X = -8
      Y = 3
   DrawAfterParent = 0
   StanceOffset = Vector
      X = 6
      Y = 6
   SharpStanceOffset = Vector
      X = 9
      Y = 2
   SupportOffset = Vector
      X = 0
      Y = 5
   SharpLength = 400
   Magazine = Magazine
      CopyOf = Magazine Cannon
      ParentOffset = Vector
         X = -3
         Y = 4
   Flash = Attachable
      CopyOf = Muzzle Flash Shotgun
   FireSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/Cannons/BlamWhoshClick.wav
         
   EmptySound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/EmptyClick3.wav
   ReloadStartSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/ReloadStart.wav
   ReloadEndSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/ReloadEnd.wav
   RateOfFire = 5023432424
   ReloadTime = 1
   FullAuto = 1
   FireIgnoresThis = 1
   ShakeRange = 14
   SharpShakeRange = 1
   NoSupportFactor = 5
   ParticleSpreadRange = 3
   ShellSpreadRange = 8
   ShellAngVelRange = 0
   MuzzleOffset = Vector
      X = 19
      Y = 0
   EjectionOffset = Vector
      X = -1
      Y = -1
___---ORIGINAL GIB CODE BEGINS HERE, PASTE OVER THIS---___
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 1
      Count = 6
      Spread = 2.25
      MaxVelocity = 20
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 2
      Count = 9
      Spread = 2.25
      MaxVelocity = 20
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Drop Oil
      Count = 5
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Rust Micro A
      Count = 7
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Grey Micro A
      Count = 6
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Cannon Gib A
      Count = 1
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Device Big C
      Count = 1
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1
___---ORIGINAL GIB CODE ENDS HERE, STOP PASTING---___
   GibWoundLimit = 4
You pasted over GibWoundLimit, which resides underneath the gib code. Put it back. >:(
Stacking Shells: The Solution
Hey all, I'm just posting this here as an FYI. Please read and use this information for your mods, mostly the ones that eject many shells.
So, what's the problem? The problem is that shells stack. For the hunter on the move, this means nothing. But for the defender, particulary in a bunker, this means swimming through mountains of shells that build up as the fighting drags on. While it is.. somewhat.. easy to move and and fire through the shells, it's mostly a serious cosmetic problem. Mountains of shells filling your base and burying your defenders doesn't exactly help you immerse yourself in the action of fighting to the last gold ounce.
The below gif was taken using my WIP mod, the EE-1 Tempest. The Tempest has a 125 clip and was emptied 8 times before filming, totaling 1,000 shells expended.

Not very good. So how do we fix it? 
One solution I found out, is to tweak the shells to be made of an extremely weak material, while being heavy enough to crush it's shell siblings, thus limited the shell stacking to about a 4-5 pixel-high pile.
The Tempest uses a mildly modified shell, mildly being a minor resprite. Otherwise it expels the exact same shell as all other shell spewing firearms do. Here's the code we have to modify.. it's a shell being defined, that's all:
Code:
AddAmmo = MOSParticle
   InstanceName = TempestShell
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Tempest.rte/Shell.bmp
   FrameCount = 8
   SpriteOffset = Vector
      X = -3
      Y = -3
   AngularVel = 5
   Atom = Atom
      Material = Material
         CopyOf = Bullet Casing
      TrailLength = 0
   Framerate = 10
The procedure is simple, we add 'StructuralIntegrity = 0.00001' just below 'CopyOf = Bullet Casing' to weaken the current material; and we add 'Mass = 5.75' just below 'InstanceName = TempestShell' to make it much heavier. 
The weight is enough to kill an actor, but "GetsHitByMOs = 0" insures that the shells won't even touch actors. Here is the finished code:
Code:
AddAmmo = MOSParticle
   InstanceName = TempestShell
   Mass = 5.75
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Tempest.rte/Shell.bmp
   FrameCount = 8
   SpriteOffset = Vector
      X = -3
      Y = -3
   AngularVel = 5
   Atom = Atom
      Material = Material
         CopyOf = Bullet Casing
         StructuralIntegrity = 0.00001
      TrailLength = 0
   Framerate = 10
Now we fire 8 clips of 125 bullets, and let's see what 1,000 shells looks like now:

Yes, those are 1,000 shells on the floor. Same exact amount as the previous example. Much better!
When are you releasing the Tempest?The above tutorial is an old paste, the Tempest was already released. You can find it in mod packs or get it off someone in IRC.