Could we blacklist certain monsters? For example if I have the slime charmer ring, it will stick attack slimes even though they don't attack me. It'd be nice if I could blacklist them
Hi, sorry to bother you, but I'm having some problems with this mod. When I'm facing a slime against a wall with a longsword, even though the character can already attack the slime, the character will still take a step forward before attacking. It looks like he's actively walking up to take damage from the monster. And when there are multiple monsters, the character sometimes attacks enemies that aren't the closest ones, but instead walks in the direction of an enemy they can't attack and attack that enemy, and cause other closer enemies to attack them
This mod is exactly what I needed! Thank you! One thing I wonder, can you make an option for the auto attack to ignore slimes if the player is wearing any gear that make them immune to slime attacks? I don't even want to waste any energy on them sometimes, when there's bigger fish to fry!
Thank you for this and your other updates -- they make a huge difference when your hands don't work that well!
I saw in another comment that using the scythe as a weapon looks like a planned toggle update? Just wanted to add that would be great! Or even having it as a last resort weapon? Not sure which is easier to implement.
Regardless, thank you for the big quality improvements your mods give to the game!
Thank you for your work! It has greatly improved my combat experience in the game. In the original version, the combat experience wasn’t very smooth. For example, when I wanted to attack in a certain direction, clicking with the mouse would sometimes result in attacking in a different direction, which left me vulnerable to monster attacks. Your creation has significantly enhanced the gameplay experience. Thank you so much!
Hey, did something happen to the scythe as a weapon? It keeps using my iridium scythe to attack and I could swear it didn't to that a few days back. If it is, could it be a toggle in options pretty please? I hate having sword on slot 1 lol
Hi I love using your mods specially the autopickaxe, water and hoe, however the auto combat has some issues, first even if I turn everything off it will still switch to using the left most weapon which is a hassle specially when I use my secondary crusader holy blade for skull cavern mummies, I need to switch the crusader weapon to the left most slot everytime Im on a mummy floor
Place a slingshot loaded with ammo in your toolbar.
Set FollowUpShots to 1 or higher.
Ensure the Minimum Distance value in Mixed Combat isn't too high, as it determines the distance required to trigger FollowUpShots.
When you deal damage to an enemy using a melee weapon, if the enemy moves beyond the Minimum Distance, the slingshot will automatically fire follow-up shots. This feature ensures follow-up shots are triggered only after knocking back an enemy. It does not auto-target enemies you haven’t engaged to avoid the slingshot firing indiscriminately.
Hey, I'm writing this review just to express my gratitude. Since version 1.6.9, this mod has been updated as diligently as the main game itself, and it has really helped me a lot (now I can finally use daggers as weapons in the game). In short, thank you again for creating so many auto-type mods! (Also, my native language is not English, I hope the translation AI has conveyed my meaning well...)
29 comments
When I'm facing a slime against a wall with a longsword, even though the character can already attack the slime, the character will still take a step forward before attacking. It looks like he's actively walking up to take damage from the monster.
And when there are multiple monsters, the character sometimes attacks enemies that aren't the closest ones, but instead walks in the direction of an enemy they can't attack and attack that enemy, and cause other closer enemies to attack them
I saw in another comment that using the scythe as a weapon looks like a planned toggle update? Just wanted to add that would be great! Or even having it as a last resort weapon? Not sure which is easier to implement.
Regardless, thank you for the big quality improvements your mods give to the game!
Oh, that’s indeed a bug. Thank you for letting me know; I’ll fix it.
- Place a slingshot loaded with ammo in your toolbar.
- Set FollowUpShots to 1 or higher.
- Ensure the Minimum Distance value in Mixed Combat isn't too high, as it determines the distance required to trigger FollowUpShots.
When you deal damage to an enemy using a melee weapon, if the enemy moves beyond the Minimum Distance, the slingshot will automatically fire follow-up shots.This feature ensures follow-up shots are triggered only after knocking back an enemy. It does not auto-target enemies you haven’t engaged to avoid the slingshot firing indiscriminately.
I'm writing this review just to express my gratitude. Since version 1.6.9, this mod has been updated as diligently as the main game itself, and it has really helped me a lot (now I can finally use daggers as weapons in the game). In short, thank you again for creating so many auto-type mods!
(Also, my native language is not English, I hope the translation AI has conveyed my meaning well...)