Torchlight II

Torchlight II

Improved Engineer Summons Lite
45 Comments
SPRÆY 2 Apr, 2023 @ 2:51pm 
lol no Notaperson.

Great mod Mr.Cyprus
ShiaEsunnah 3 Apr, 2018 @ 5:57pm 
can you have both
Charlie Cyprus  [author] 16 Jan, 2018 @ 11:10pm 
Broken Monitor: Thanks for enjoying the mod, but unfortunately I've retired modding this game and I do not have the tools or knowledge anymore. It's been too long, almost approaching 5 years.
Syvirren 10 Jan, 2018 @ 3:02am 
This is a great mod, if you are still interested in torchlight I have a request you see me and my wife play the game at home, and the only small detail we have with the game right now is that it would be wonderfull to have this lite version, but allowing the player to have 2 gun bots at the same time would make it perfect. I tried to learn how to mod the game and do it my self but im an old man and my work hours dont help me alot. If you are able to fufill this request me and my wife would thank you but if you dont have the time, still thank you very good and stable mod. PS sorry for the bad english =D
Axyua 24 Nov, 2017 @ 11:34pm 
nicemod
nickwulc 19 Sep, 2017 @ 6:15pm 
my sommons have no cd but it still can keep very few
Dark Templar Sephiroth 30 Jun, 2017 @ 11:21am 
Any chance you can recompile this for the latest build? I've tried using it but it borks my save file eventually so that the game crashes every time I load. It only happens to my engineer so it must be this mod. Please fix it.
Samurai Odiizven 11 Oct, 2015 @ 10:02pm 
my healing bot still has a 10 second cooldown
occams_butterknife 6 Jan, 2014 @ 3:16pm 
Pets don't die when I zone, but the spider mines still have a 3 second cooldown.
NeonHaggis 26 Sep, 2013 @ 8:26am 
Nice mod, tried the summoner version also. Have to agree with some of the comments below, it is way overpowered. Running around with mini armies is fun for a bit but it makes the game ez mode for sure.

Needs a true 'lite' version for sure, more balanced ie limit to no more than 2 or something. Even 1 with no timer is a help.

Cheers.
Charlie Cyprus  [author] 1 Jun, 2013 @ 11:57am 
@mamba: You can include it in your mod compilation, just make sure to give credit if you plan on distributing it to the public.
mamba 1 Jun, 2013 @ 8:52am 
Hi, I would like to integrate your mod into the mod-merge mod I am currently working on and building for personal use (and intend to later publish). Please let me know if you are ok with this. Thanks
timothy3_16 26 May, 2013 @ 4:34pm 
this mod is fantasticly fun ... I would hope it is ok to have added it to a personal mod to save on the limitations ... I absolutely do not upload my mod
Freedbot 29 Apr, 2013 @ 10:08pm 
What are the odds of A. Making a version for Synergies' Necromancer, and B. combining or making alternate combined versions of your summons mods to help keep under that nasty 10 mod limit?
BlueCharisma 29 Apr, 2013 @ 5:45pm 
i agree with vinch, id like to see an over all balanced summoner update. having cooldown times match duration or make others more like the skelton warrior in being able to summon a few at a time. would be nice to use an eng as a summoner with gear for pets and minions but not be too op.
Shira 23 Apr, 2013 @ 3:56pm 
Please update this mod. It sounds amazing.
Ruego Al Alba 10 Apr, 2013 @ 2:00pm 
Is that Isaac's Advance Suit helmet in the cover image?
VinchenzoTheJackal & Shoon 7 Apr, 2013 @ 1:37pm 
I don't think its possible to have over 20 spider mines normally.
Does this mod add something your not mentioning, like being able to summon an endless army of spider mines or the like?
I was hoping to use it... considering I have little to complain about.
Hmm... but there was a reason summons other than the healing bot and spider mines took longer than 4 seconds to resummon. They are a super powerful constant offense construct, and they last quite a while. I wouldn't mind if the gun, sledge, and copter had a cooldown and summon length that is equal with eachother. That would be nice, and it would be balanced.
As of yet, this lite version is identical to the regular version in every aspect, except you have to resummon on loading new areas, or loading a save game. Which... isn't a problem, considering you made the player instant cast summons whenever with both versions.
Could you make a real lite version. A real balanced version. Not too OP mods?
Dante 6 Apr, 2013 @ 12:57am 
@Anonanon: Hey! That works! Perfect. Good to know it was some upload issue and I wasn't loosing my mind. lol
Charlie Cyprus  [author] 5 Apr, 2013 @ 11:54pm 
@Dante: I just tried a brute force method of fixing. Go ahead and see if it's working now. Future note to self that this specific mod is problematic when publishing from GUTS. Sorry for the huge confusion and endless trial & error.
Dante 5 Apr, 2013 @ 10:42pm 
Tried that. Tried unsubscribing & removing the mod; Quit steam; Removed a cached copy found in: /Steam/userdata/<user>/ugc
Started the game without the mod active. Subscribed, & relaunched: launcher installs v4 of the mod.
I even tried copying the newly downloaded copy found in Steams workshop cache and overwriting the mod and it still v4.

Nothing I can seem to do will get a newer version.
Charlie Cyprus  [author] 5 Apr, 2013 @ 10:14pm 
@Dante: Unsubscribe. Delete the mod folder from My Games/Runic. Run the launcher and see if it's gone. Then sub and download.
Dante 5 Apr, 2013 @ 9:48pm 
@Anonanon That was my other theory, some version mismatch. After unsubscribing, removing the mod file, restarting steam, and resubscribing, the game still only shows/installs v4 not v6. The regular version updated just fine earlier so I don't know why this is happening but I'll fiddle some more. (I wish I knew where steam actually caches the workshop info.)
Charlie Cyprus  [author] 5 Apr, 2013 @ 9:14pm 
@Dante: I just tested this and I can safely say it's working as intended.

I tried this with a fresh state and you should try it too. Unsubscribe. Go to "My Games\Runic Games\Torchlight 2\mods" and delete everything related to my summon mods. Subscribe again. Run the launcher, let it redownload your new subscription. Highlight the newly acquired mod and make sure it's Improved Engineer Summons Lite version 6. Make a new character for the sake of testing. Hit Insert and type "dungeon estheriancity" then "levelup 100" to save yourself time. Summon a Gun Bot and walk out of town, it should have disappeared after loading.
Dante 5 Apr, 2013 @ 9:02pm 
@Anonanon: Well in that case I still seem to have the gun bot following me around after zoning. (I'm using the lite version) It seems the only way to get rid of it is to quit/resume.

Gun Bot is lvl 15 if that helps. This is the only mod I have that alters skills so I don't think anything else is interfering.
Charlie Cyprus  [author] 5 Apr, 2013 @ 8:39pm 
@Dante: The changelog switcheroo was just a typing mistake. This is why I hate maintaining essentially 4 extremely similar mods.

Regarding version 4 on one mod versus version 17 on the other. This is actually normal, GUTS bumps up a version number everytime you test build and I did it a lot of times during my playtesting. I begged to Runic to let mod creators have complete control of mod versions, but it appears they don't want to reply to me.

I subscribed to both mods, allowed the launcher to download the latest versions and they all run without errors.
Dante 5 Apr, 2013 @ 8:12pm 
<continued>
Changelog fro the REGULAR version:
*Bots now match player speed.
*Fixed Gun Bot reappearing after a game load.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/136400164

But this is/was only a problem with the lite version as it persists when it shouldn't. Why is this listed in the regular version where it should persist? Shouldn't that fix be in the lite version?



The changelog for thie lite version lists just "Bots now match player speed."

So is this me immagining things or did you accidently update the persistence in the regular version and not in the lite version?
Dante 5 Apr, 2013 @ 8:12pm 
(Version note: This mod is v4 while regular is on v17. This mod is also "Compiled for outdated Game Ver." Which itself is not a problem but leads me to believe it's either not updated or steam is not grabbing the update properly.)

@Anonanon
I think there's been some mix up.
I can't seem to get steam to update this mod to the most recent version. Either this is something I'm failing to see or some local problem but I think I found the cause:

<must split comment>
Charlie Cyprus  [author] 5 Apr, 2013 @ 1:53pm 
Updated. Summons now match player speed.

@Dante: Fixed the Gun Bot mysteriously reappearing.
Charlie Cyprus  [author] 5 Apr, 2013 @ 12:17am 
@SabreXT: This mod definitely provides convenience, but I don't think it makes the game any easier. The bots still perform the same, they just don't disappear and die just because Runic made it so. If you mean the zerg of spider mines, then yes—if you choose to abuse them.

@Dante: I'll try to reproduce this bug tomorrow and will fix it accordingly if it happens.
Dante 4 Apr, 2013 @ 11:11pm 
The other bots disappear as expected but the 'Gun Bot' still persists through zoning. (I see it break/disappear if I quit/resume though.)
SabreXT 3 Apr, 2013 @ 9:27pm 
Cool. While I'm not big on the shorter cooldown, the limited life was odd to me. I understand them running out eventually, but after a few seconds? That was kind of annoying.

Wouldn't this mod make the game very easy?
Star-X 3 Apr, 2013 @ 2:53pm 
BTW, ought to note, both summon mods work fine with Synergy as long as they're on top.
Charlie Cyprus  [author] 3 Apr, 2013 @ 2:28pm 
―and thanks for having the patience to put up with this mess. I'm glad someone spoke up when this thing had been downloaded 30+ times and I had no idea.
Star-X 3 Apr, 2013 @ 2:27pm 
Yep, that fixed it. It now appears properly in the mods menu. I'll experiment with it later :)
Charlie Cyprus  [author] 3 Apr, 2013 @ 2:24pm 
@Star-X: I believe I just fixed it. Simply put, GUTS kept compiling with an incorrect, generic name like "mod.mod" when it's supposed to be "Improved_Engineer_Summons_Lite.mod". When GUTS is trying to publish and upload to the Workshop, it can't find the correctly named one so it uploaded its own 1KB null file to you instead.
Star-X 3 Apr, 2013 @ 2:09pm 
Upon looking at the actual mod file...it is 4 bytes long, consisting of the following:
ÍU¨(NULL)

Comparing it to its cousin Improved Summons Lite, it appears to have downloaded an empty file...
Charlie Cyprus  [author] 3 Apr, 2013 @ 2:08pm 
@Star-X @Maelish: Apparently Workshop screwed up the ID number for this mod and it's basically corrupt. I could fix it but it means wiping this mod entry.
Star-X 3 Apr, 2013 @ 1:49pm 
I've tried unsubscribing and resubscribing, deleting the mod in the process, and basically forcing it to download again. Still appears as a mod designed for an obviously corrupted version number and with no name or any info.

I'll try deleting it again and getting it to actually work.
Maelish 3 Apr, 2013 @ 1:48pm 
I can't get this to load. Not running synergies.
Charlie Cyprus  [author] 3 Apr, 2013 @ 1:47pm 
@Star-X: My Torchlight II and GUTS are both up to date, tested ingame to confirm that it's working as intended. If anyone else have the same problem you do, feel free to post it here.
Charlie Cyprus  [author] 3 Apr, 2013 @ 1:45pm 
@Star-X: Unfortunately Synergies is such a huge mod that it's possibly overwriting smaller mods. I don't know how to make my mods compatible with Synergies specifically since I'm not great with GUTS. You could however try adjusting the sort orders so that smaller mods are loaded after (on top of) Synergies. A lot of people have reported things to be working for the most part once you fix the sort order in the launcher.
Star-X 3 Apr, 2013 @ 1:45pm 
Also, the mod seems to be bugged in that it's supposedly compiled for Torchlight 2 version 44968.832.38088.832...is it a bug on my end or did something go horribly wrong when compiled?
Star-X 3 Apr, 2013 @ 1:29pm 
Do these work properly with Synergies? I can't find any confirmation about whether they do or not <_<
SWORDSPLOSION!!! 3 Apr, 2013 @ 12:40pm 
Thank you sooo much!!! =^ w ^=