Necesse

Necesse

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18 Oct @ 7:20am
29 Oct @ 1:37pm
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Auto Summon

Description
Leave a tip[ko-fi.com] | Github repo[github.com] | My other mods

Automatically summons using the rightmost staff in your hotbar.

Use [F9] to toggle or change the hotkey in your settings.

Summons will be un-summoned when disabling autosummon via hotkey.

You set a keybind to toggle the max amount of summons via staffs with their own limits (default is 1)

[1.8.1] Changes default max global summons to 3, adds safeguard for only casting when the player is not attacking
26 Comments
rose  [author] 31 minutes ago 
[1.8.1] Changes default max global summons to 3, adds safeguard for only casting when the player is not attacking

In regards to previous comments: max global summons has been changed to 3 instead of 1. This only affects weapons like the Frost Piercer. Also fixed an issue where the mod tries to summon at the same time as using another weapon, causing double casts on the current weapon
EVILnudeMONKEY 28 Oct @ 11:15am 
To second PixelatedDrake, having a similar issue. Is there a way to set it so it will always max the summon amount? Running this on a server and buttons like f9 dont work from the server console to adjust settings.
PixelatedDrake 28 Oct @ 10:32am 
Mod has some weird quirks with weapons that have summons that don't count against the summon total. Namely, it'll summon a single one of said summon, but no more, regardless of how many are allowed.
Pokked! 27 Oct @ 10:45pm 
Looks like if I'm using a high attack speed weapon when the mod tries to summon something, the weapon will fire or hit twice instead. Not the case when using tools, however.
Archerbob 26 Oct @ 12:16pm 
It seems like having the Slime Canister will keep the mod running as the expire so it needs to keep summoning them.
Archerbob 25 Oct @ 2:05pm 
I don't know if it just me but the mod seems to stop working after a few seconds. When I start the game it summons everything including the Frost Piercer and will resummon the Frost Piercer if used but after 10 to 15 seconds of no combat it stops resumming them when used. If they are constantly being used it wont stop so it seems like once combat ends the mod turns off and has to be turned off and on again with F9.
rose  [author] 21 Oct @ 6:47pm 
Thanks for the callouts @Sing tt! I'll look into these at some point - just published another simple mod I've been working on today for a faster composting station:)

@mangogamr ^ that is the fix for the issue you were seeing!
Sing tt 21 Oct @ 5:50pm 
Update: After some grief testing a lot on this mod ~

Limitations; Have to disable/enable every loading(map change). Slots doesn't matter as long as its left of your main weapon. Equipped magic weapons left of your summoning weapons sometimes(inconsistent) stops auto-summoning. Town / Dummies auto-summon seems fine even with magic weapons, but not in dungeon/caves(inconsistent).

Thanks again for a great mod Rose! ~ hope this helps someone
mangogamr 21 Oct @ 5:26pm 
as a sidenote. maybe if you can. have it look for another summon on your hotbar to fill if possible
mangogamr 21 Oct @ 5:15pm 
anyway to get it to detect if you have room for another summon?
my issue is using the crystal dragon (takes 2 slots) and if i have an odd number of slots it will keep spamming the summon trying to fill the single slot
i think theres a few other summons that use 2 slots as well