tModLoader

tModLoader

Robo-Dummies
57 Comments
草木居士 9 Jun @ 5:44am 
good
:steamthumbsup:
UrArchieEminy 21 May, 2024 @ 8:55am 
this mod is almost perfect for testing dps tho I think there should be an option to display damage with debuffs into count (such as on fire or frostbrun) this would show an exact ammount of dps which would be very good
Cutie 4 May, 2024 @ 6:40pm 
I had wanted to use yours because it seemed more convenient and with more features, but some other mods also have dummies included even though its not even the main purpose of those mods.
Cutie 4 May, 2024 @ 6:38pm 
perhaps its one of the other mods i use then as some of them also spawn dummies in, oh well :(
BlockCrusader  [author] 4 May, 2024 @ 5:13pm 
@Ivy, that's bizzare. There's nothing in the Robo-Dummies' code that causes them to spontaneously despawn (aside from the Robo-Dummy Remote's right click)...
My best guess is that it's some sort of compatibility issue, maybe try disabling mods one by one and see if anything helps? I know it's tedious but it's the only course of action I can think of...
Cutie 4 May, 2024 @ 4:58pm 
I didn't have a boss active, and i tried both right and left clicking
BlockCrusader  [author] 4 May, 2024 @ 3:47pm 
The issue could also have something to do with the right-click function of the remote despawning the dummies.
BlockCrusader  [author] 4 May, 2024 @ 3:44pm 
@Ivy, in older versions of the mod the dummies auto-despawned when a boss was active to prevent cheesing on-hit effects (Ex: spamming Horseman's Blade), but this mechanic has been removed. If you're trying to spawn them with a boss active maybe your copy of the mod is outdated somehow?
Cutie 4 May, 2024 @ 12:56pm 
For some reason when I spawn the dummy it doesn't actually place and instantly disappears..
TheFastRunnersGaming 24 Apr, 2024 @ 7:33pm 
yeah x5 should prob be enough
but you're right i should prob increase the kb immunity
BlockCrusader  [author] 24 Apr, 2024 @ 7:56am 
Limit is now x5
How far are you hitting these things? x3 was plenty fast enough from my testing
If this isn't fast enough you might as well just be respawning the dummies, or use dummies with KB immunity if you don't need knockback
TheFastRunnersGaming 24 Apr, 2024 @ 12:10am 
can you increase the limit for it
3 isn't enough tbh
BlockCrusader  [author] 22 Apr, 2024 @ 5:17am 
@TheFastRunnersGaming
Done
Enjoy :)
TheFastRunnersGaming 22 Apr, 2024 @ 3:38am 
would it be possible to make the hover dummy movement speed adjustable in the config?
if so that would be great
BlockCrusader  [author] 28 Oct, 2023 @ 6:30am 
@BigLadBinners, I explained that in the mod description. It's the bolded text.
BigLadBinners 28 Oct, 2023 @ 4:04am 
Why no crafting recipe?
BlockCrusader  [author] 1 Oct, 2023 @ 6:51am 
@idrewrogers, I probably won't be able to do anything with adjustable stats; it took me a while just to get toggles for defense, KB, and flying all on the same, singular item. Adjustable stats would probably need a UI, which is not something I've the knowledge to do, unfortunately.
idrewrogers 1 Oct, 2023 @ 5:45am 
are there any plans to add adjustable defense or damage reduction? or even add accessory abilities, that would be incredibly useful if you could manage it. regardless this looks like a great mod and i look forward to maxing out knock-back and launching one of these robots
BlockCrusader  [author] 15 Sep, 2023 @ 12:09pm 
@Valecon64, use the Robo Dummy Remote's right-click function; that removes all active dummies.
Valecon64 15 Sep, 2023 @ 10:53am 
how do you break them
Omega 10 Sep, 2023 @ 2:38pm 
An excellent way to test knockback of weapons on dummies that was long-needed. Thanks again, my gosh you make good QOL mods.
BlockCrusader  [author] 2 Sep, 2023 @ 6:51am 
It can be kind of a hassle to get used to, but I figured it would end up being faster than having to go into your inventory to swap between 8 different types (Instead it just swaps between grounded and floating).
BlockCrusader  [author] 2 Sep, 2023 @ 6:50am 
@TheStorm, this mod doesn't even have UI itself, you just have to press down different keys will spawning dummies to get the different types :p
TheStorm 2 Sep, 2023 @ 6:44am 
Yeah the no knockback dummies in mine go flying and it's hilarious (though they do have deceleration when on the ground so they don't slide forever). I always wanted fully customisation dummies but I have no idea how to make a UI so I did the method I did.
BlockCrusader  [author] 2 Sep, 2023 @ 6:38am 
@TheStorm, yea, that was going through my mind when I was adding the defense and KB variants to this mod. People requested those features so I felt like obliging to make this mod more comprehensive.
Fun fact: Almost all of my mods are actually many months old; I've only started publicly releasing as of the past month or so. This mod's original, private version - which featured the grounded and flying variants - actually pre-dates the Storm's Additions update that added Super Pain Dummies so we came up with the same idea entirely separately.
At any rate, I'll also note the dummies that take KB in this mod actually still have 40% KB resist (As opposed to 0% in your mod), and I have no intention of adding 'kill-able' dummies to this mod, so that should ensure your Super Pain Dummies have some exclusive stuff :)
TheStorm 2 Sep, 2023 @ 3:19am 
Oh wow this is similar to the super pain dummy in my mod, which has a few variants such as flying, having 50 defence, and taking full knockback. Though this one has a few more variants and has a pretty cool design :P
BlockCrusader  [author] 31 Aug, 2023 @ 2:21pm 
@Boaphil, thx for the feedback. I'll patch the description, I seem to have confused myself with the legalities of GitHub :p
Splitface 31 Aug, 2023 @ 12:37pm 
Solid work, sprites are looking good and having different types of dummies is actually nice.
There is only one mistake in your Description. My Mod isn't actually open-source, my code is just openly visible on Github which is not what being open-source means
BlockCrusader  [author] 29 Aug, 2023 @ 3:47pm 
@Levuh, like, you can go to that discussion thread and elaborate on the incompatibility instead of doing so here
BlockCrusader  [author] 29 Aug, 2023 @ 3:24pm 
@Levuh, so this mod DOES actually cause compatibility bugs? This is what I was trying to ask in the first place. In that case I'll make a discussion thread to avoid clogging up the comments section.
Levuh 29 Aug, 2023 @ 3:22pm 
then how come this mod conflict with others after the recent update it was given
BlockCrusader  [author] 29 Aug, 2023 @ 3:19pm 
@Levuh, I don't see how that could cause in actual code-related conflicts.

If you're referring to the name of the dummies in the source-code (RoboDummyF and RoboDummyG), the chances of those being the same are astronomically low, and even if they are the same this mod and Fargo's have no references to each-other in their code (to my knowledge) so there shouldn't be any possibility for ambiguity issues.

If you're referring to the in-game name of the NPC, Robo-Dummy, I don't really see the problem and thus can't be bothered to change the name. Maybe there could be some initial confusion, but as soon as you look at the dummies themselves (or their spawn item) you'd be able to tell the difference.
Levuh 29 Aug, 2023 @ 3:05pm 
they both use that entity name, maybe mind changing the name a little bit to avoid conflicts with other mods?
koemanco 29 Aug, 2023 @ 10:40am 
fireeee
BlockCrusader  [author] 29 Aug, 2023 @ 7:10am 
@Levuh, as in there is an actual bug caused? Or do you just mean that since both mods introduce a 'super dummy' entity?
Levuh 28 Aug, 2023 @ 7:33pm 
it now conflicts with mutant mod
Setnour6 28 Aug, 2023 @ 4:30pm 
@BlockCrusader lol it reminds me of an actual centaur whenever my name gets misspelled like that
BlockCrusader  [author] 28 Aug, 2023 @ 4:28pm 
@Setnour6, I just realized I mis-spelled your name like every time, my bad! :p
Setnour6 28 Aug, 2023 @ 3:50pm 
@BlockCrusader You're welcome! I will definitely try it out (and my name is spelled as, and emphasising with capital letters, seTNour6)!
BlockCrusader  [author] 28 Aug, 2023 @ 11:34am 
Alright, I've implemented KB resist toggles.
In order to allow the defense toggle and KB toggle to co-exsist I was unable to use the Control-Alt input. Shift doesn't work either so I was forced to remove the quick-swap function and re-purpose Control for the KB toggle.
I also overhauled the decal coloring on the dummies; there are now 8 unique colors to correspond to the 8 different combos that can be achieved from mixing and matching dummy type, defense, and KB immunity.

Thanks for the suggestions @Sentour6 (And @Levuh!); I think this mod's functionality has reached its peak now thanks to these additions. On the contrary, even if I did want to add another toggle, there's not really any buttons left and 16 dummy combos sounds overwhelming tbh. Anyways, hope you enjoy!
Setnour6 28 Aug, 2023 @ 9:58am 
@BlockCrusader Sounds good! I agree on the final result. Hopefully it works well
BlockCrusader  [author] 28 Aug, 2023 @ 9:54am 
@Sentour6, I'll check out how ExampleMod handles use of Shift. I'm just wary of using it because I'm thinking that trying to will just auto-select another item if the player has auto-select set to the default keybind.
As for UI, I'm not very experienced with that sort of stuff so I'd prefer to leave it alone since this mod is supposed to relatively simple.
At the moment I think the final result will be using Shift for KB toggle (If I can use Shift), or Control-Alt in the event that Shift doesn't work well.
Setnour6 28 Aug, 2023 @ 9:49am 
@BlockCrusader I like the idea, though SHIFT is used in some other item cases in some different mods, and I know ExampleMod has used it even if the auto select function changes (unless it's important to not do anything with SHIFT).

If you also prefer, you could make an item that makes those stat changes via opening a UI with the stats and making the adjustments to them through the UI. I'm just giving you more ideas at this point.
BlockCrusader  [author] 28 Aug, 2023 @ 9:42am 
Oh wait, that's already in the description
BlockCrusader  [author] 28 Aug, 2023 @ 9:41am 
@Sentour6, one more thing (I keep forgetting stuff); do note that the floating dummies will actually move back to their original positioning on their own; If you knock them around, they'll automatically start drifting back to their 'spawn' point once you leave em alone for a second. I'll add that to the description
BlockCrusader  [author] 28 Aug, 2023 @ 9:39am 
@Sentour6, I forgot to mention that I can't really make use of Shift because that's the Auto Select function - which will change the item you hold - by default.

However, you did just give me an idea; having the command input be two keys, I'll look into doing something like this:
Control: Quick-swap dummy type
Alt: Swap defense
Control + Alt: Swap KB resistance

Another alternative would simply be to remove the quick-swap function, since there's still the manual swapping ability tied to Shift-Clicking the dummy remote from the inventory.
Setnour6 28 Aug, 2023 @ 9:16am 
@BlockCrusader Thank you for telling me about this. I think KB resistance toggle can still be done; after all, an audio toggle was done for the Everglow mod.

I don't test knockback, but rather test DPS output for a long time with different weapons and having floating dummies move would be annoying for me. You could press SHIFT for knockback resistance toggling, or SHIFT for more options (SHIFT+CTRL would be backwards-swapping, SHIFT+ALT for lowering defense, etc.).

Alternatively, you could try to code in a tile that allows all non-npc objects and things to move through it and only npcs cannot pass the tile (which is very complex but I think you could do that maybe?).
BlockCrusader  [author] 28 Aug, 2023 @ 9:07am 
At any rate, the description is now updated to mention grounded dummies being immune to KB
BlockCrusader  [author] 28 Aug, 2023 @ 9:06am 
@Sentour6, I seem to have caused a little confusion; grounded dummies DON'T take knockback. When I mention in the description that they reset their resistance, I mean that they set it back to 100% (full immunity) constantly, in case there's a modded weapon that lowers KB resistance on-hit.
As for the floating dummies, typically I don't have problems with them taking a little knockback unless I'm constantly attacking them for a very long time. I suppose I could increase their resistance (Value is currently 80% KB resisted), but I recall 90% being too much when trying to test knockback. Then again, knockback isn't something that people really test...
I'm kind of out of options for making KB resist a toggled thing, since I'm already using right-click to remove dummies, Control for quickly swapping types as you spwan dummies, and Alt for adding defense...
Setnour6 28 Aug, 2023 @ 7:38am 
I honestly thought that spectre/spectral dummies would exist as floating super dummies. You could also make robo dummies in grounded and flying that DO NOT take knockback at all, having that added as a right-click toggle to change the robo super dummy NPC that spawns (unless you already did that for the two existing robo super dummies).