Necesse

Necesse

Auto Summon
28 Comments
rose  [author] 1 hour ago 
I didn't know there was one lol. Any chance you can dm or comment a link to a mod with one so I can look into it? I thought most were set up via config files. It's my first mod, and I also am not great with Java - bear with me!
PixelatedDrake 4 hours ago 
Thanks for the update! I see on the Github page, there's reference to config settings, are you planning to implement it into the ingame mod config menu?
rose  [author] 5 hours 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
Sing tt 21 Oct @ 2:20am 
Hey there :)

Tested the new update with Ruby shields(+vulture staff) ~cant get it to work ( same setup as Frost Piercer )
It works flawlessly with Frost Piercer(+vulture staff)

Edit: After testing FP + RS instead however, it works. (kinda, since they same summon slots)
M.C.-GlorY 20 Oct @ 11:43pm 
what i have to do, to set the limit higher?
rose  [author] 20 Oct @ 6:25pm 
Thanks for the feedback, dug into this again today and was able to get it fixed. There is a caveat mentioned below :)

---

[1.7] Adds support for staffs with their own summon count (Slime Canister, Frost Piercer). For these to work as expected, they need to casted after your main summoning staff (placed to the left of it) [slot, slot, slot, slot, frost piercer, main staff]

You can also now set a keybind to toggle the max amount of summons via staffs with their own limits (default is 1, thanks @MoreQueueQueue)
MoreQueueQueue 20 Oct @ 7:46am 
Any chance this could be updated to work with items that don't use summon slots? For example the Slime Canister allows you to summon an infinite amount of short lived slimes and isn't limited to your max summon slots, but at the moment the mod only summons up to 3 (as that is my max summons slots). Would also be good to have a max summon setting for items that don't use summon slots so that you can limit how many summons an item can do without going overboard.
Julian 19 Oct @ 2:08pm 
@rose thank you very much! Looking forward to other improvements (assuming you still work on the mod of course)
rose  [author] 19 Oct @ 9:14am 
@Julian heads up for the latest version! not quite what you were looking for, but an improvement nonetheless

[v1.6]: No more animations! When autosummoning, the staff animation doesn't play anymore. This means you can use items like the Frost Piercer passively (but not with another staff, yet!)
rose  [author] 19 Oct @ 7:36am 
> would using this mod disable my achievements?

I've been getting achievements since developing this, so you should be all good!
mangogamr 18 Oct @ 11:06pm 
thank you i appreciate it. will try again next time friend gets on
GoldieWoo 18 Oct @ 11:00pm 
would using this mod disable my achievements?
rose  [author] 18 Oct @ 8:00pm 
@mangogamr I pushed an update that should fix it, was testing it with a friend and we did not see any conflicts between our clients. If you're still seeing the issue lmk!
rose  [author] 18 Oct @ 7:23pm 
@Julian I spent a bit of time on that and I can't come to a conclusion right now :(

I think the bug you were seeing may be caused from having the Frost Piercer to the right of another staff

In regards to adding support for weapons like the Frost Piercer, I just couldn't figure out how to track what mobs are spawned effectively. The issue is that I'm relying on the summoned mob buff count to see how many mobs are spawned, and if we're using two staffs I can't differentiate Frost Piercer summons and other staff summons

If anyone reading this knows how to do that, pls send me a message!
rose  [author] 18 Oct @ 7:23pm 
> mod is perfect in single player. but when running coop (using built in world hosting and inviting my friend through steam) we somehow each start summoning the others summons and occasionally even eachother somehow? (we dont tp to eachother but it does reset our summons to our side instead off roaming and fighting. had to disable the mod because it was so annoying

I'll look into this, I was seeing this as well in co-op but wasn't sure if it was this mod causing the issue! Sorry about that!
mangogamr 18 Oct @ 7:06pm 
mod is perfect in single player. but when running coop (using built in world hosting and inviting my friend through steam) we somehow each start summoning the others summons and occasionally even eachother somehow? (we dont tp to eachother but it does reset our summons to our side instead off roaming and fighting. had to disable the mod because it was so annoying
Julian 18 Oct @ 4:22pm 
Thank you very much :)
rose  [author] 18 Oct @ 4:03pm 
Hey Julian, I'll look into these tonight and see if I can get it sorted:
- Casting while mod is active causes it to stop working until toggling
- Support for summoning staffs that don't use slots separately from those that do
Julian 18 Oct @ 3:41pm 
Does not properly work for me with 1.0.1.
When summoning a summon manually the mod stops working until you turn it on and off again and with summons like the frost piercer it only summons the amount your summon level allows, even tho you can summon more since they don't use summon slots