Original description:
This is a small mod that adds exactly one item: a Target Dummy.
The dummy can be placed in the world, where it'll stand silently, judging your every action. It'll wiggle funny if you hit it, screaming large numbers of damage at you. It can be dressed up to look even more awesome. This will please the dummy, making the numbers smaller.
TL;DR: target dummies show damage dealt to them and can be equipped with armor
Usage:
Right click on a block with a target dummy to place it. He can be rotated 16 different directions depending on the way you face when you place it, similar to an armor stand.
You can start dressing the little dude with all kind of armors and equipment. Just right click him with the desired item. To unequip a certain armor piece just click on his corresponding body part.
Got tired of testing your dps? You can remove the dummy just by shift left clicking him with an empty hand!
Additional features:
Have you ever wanted to test your new smite sword but couldn't because there are no skellies around? Well fear no more, you can now equip the dummy with and undead mob head and it will change its type accordingly!
Similarly you can equip him with a turtle helmet to make it a water mob or with a pillager banner to turn it into a pillager mob. Note that he still won't be attacked by other mobs (maybe it a future update), he'll just take more damage from appropriate enchantment and so on.
Need automating? You can dispense the dummy using a dispenser and you can break him by removing the block under his feet.
Don't like how much he swings or the new skin? Well you can easily change that by using the mod config file. You can additionally choose between static and dynamic dps messages and you can make the numbers show hearths instead of damage.
Try shearing the dummies to get a different skin!
Full list of changes from original 1.12 bonusboni's mod:
Lots of stuff here,more than half of the mod was re written.
- New skin!
- Added support for more than one damage number. They now have a fading animation to clarify which is the newest.
- Numbers change their colors depending on the type of damage dealt. For example critical hits are red and lightning damage is yellow. Try it out!
- Added dispenser support
- Can mimic mob types by equipping different items.
- Updated the model and animation so that the head stays attached to the body
- The dummy now reacts to all damage types
- Can be killed with /kill command, by withers and by void damage.
- Dps number now appears on the status bar. You can choose between static and dynamic dps in the config.
- Added configs to change a few aesthetic things
- Equipping and unequipping functions alot more like an armor stand
- Base is a bit smaller and centered on the block grid
- Custom armor models from other mods render properly (only 1.16 for now)
- Fixed some bugs
Note:
Please report any possible bugs you find. I've tested this alot but I'm still pretty new to modding so there might be some. Also check out my other mod :D
Source code here
Known issues:
Withers will target dummies. I haven't found a solution to this so to prevent them attacking them forever (since dummies don't take any damage) I made so they break as soon as a wither attacks them.
Others creature from mods that target living entities have the same problem.
Custom armor layers from other mods don't render properly in 1.15 version
Future plans:
I might implement a decoy feature when equipping with player head and a scarecrow behavior when equipped with pumpkin. Tell me what you think!
the 1.16.4 version isnt showing up in the CF launcher and manually putted mods in the instance folder wont be accepted when you upload a modpack:
any idea how to fix this?
In reply to Shorepion:
Hmm that's very strange. I'm not surprised though, lots of weird stuff happened this months on curseforge during the transition to overwolf. If you go and check most other mods have this problem (just checked JEI for example) and I guess it's up to curseforge to fix it.
In reply to MehVahdJukaar:
Yes, a lot of weird stuff. Trying to upload a new modpack version since 3 days: Either its getting rejected for reasons, that weren't before there (like manually added mods into the instance mod folder) or the status is stuck in "Under Review" for 17+ hours..
I've seen some comments and do agree that the new improvements for the mod are excellent. I have suggestions for how to add an option to test arthropod vulnerability. A simple addition of a spider eye to the dummy should work as there aren't heads for them.
In reply to MischiefOfMice:
I'm glad you like them. As for the spider eye it could work, however I can't think of a way to remove its arthropod attribute once given the eye, For the other mask it's simply a matter of unequipping the head, and you can't do that with an eye. Only option would be to break it and revert its status. I was thinking of tying the arthropod type to the elytra since some arthropods do have wings. I know it's kind of a stretch though
u know it would be cool if all the mob heads in minecraft are available (it would be cool to if the new mobs from 1.16 are available too) to put on the dummy to show how much damage u can deal to every single mobs...please....
In reply to lucky_lmao:
As far as I know mobs only differ in health amount, armor and category. The mob types are undead, water mob, illager, arthropod and generic. I have added a way to make the dummy behave as each of them, except the arthropod one due to a lack of appropriate head. I will probably tie that feature to either equipping with elytra or a custom name next update. There's a chance I'm forgetting some other attribute that come into play when dealing damage to an entity, I would have to do some research, but I'm quite sure that's it. So really there's no need to add all the mob heads to the game because it would be kind of pointless since you can already make it have all the traits that come into play when dealing damage to a mob, and also there are other mods that already add all the heads and do a far better job at adding them than I ever would.
has any way to make summoned creatures attack the dummy?
In reply to Unamesh:
Currently no, however I was planning to add a feature where if you were to equip the dummy with a player head it would attract hostile mobs agro or act as a scarecrow if equipped with a pumpkin. What you're describing is for it to act as an hostile mob and to do that I guess I could bind that functionality to one of the mob head, either the wither skeleton one or the dragon head, since that way it wouldn't make it harder for people that just want to test against an undead mob without it getting aggroed by iron golems and such. Alternatively I could make it act that way if you rename it to "baddie" or something like that. If you have any idea on how to add that let me know. I'll probably be adding some of these features on the next and hopefully final content change update. No promises as to when though
Can I ask you a questsion? Why MmmMmmMmmMmm, not NnnNnnNnnNnn or EeeEeeEeeEee?
In reply to ItsTimsi:
It's a reference to a song
Thanks for updating to 1.15
In reply to Reidlos65:
no problem :D
forge or fabric?
In reply to 3328535048:
forge
hmmmmmmmmmmmm Is that a microwave i hear?
we could expect a 1.12 update?
In reply to gato_borrachon:
The mod's been out for 1.12 for years. I've only worked on 1.15 and 1.16 and unfortunately I don't plan on porting the new features on 1.12. You can expect updates for future version though
Btw, equipping armor from mods onto the dummy crashes the game. I remember this not happening in 1.12.2 (it just looks weird instead of crashing).
In reply to Jusey1z:
that's not good. can you tell me which mod?