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CompanionRM

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CompanionRM 0.5.0 - NeoForge

0.5.0
29 авг. 2026 г.287Minecraft: 1.21.1neoforge
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## 0.5.0: Major changes Two big things at once. CompanionRM now runs on NeoForge as well as Fabric, so the mod has two doors in and the same companion waits behind both. And your companion can now leave on his own: you hand him provisions, he sets out, and he comes back hours later with what he found. ### Excursions Give your companion a set of provisions and he goes away. Really away: he leaves the world, and while he is gone you play without him. When the time is up he walks back with what he gathered, tells you how it went, and writes it in his diary. There are five grades of excursion. The first two are handed to him directly, and they only need a craft. **Walk** opens at level 10 and always brings back the same load of raw material, with no risk at all: it is the one where you learn how the whole thing works, and nothing can go wrong. **Journey** opens at level 25 and starts rolling real loot, and real risk. The three big ones need the **Excursion Table**, a block you craft and place at your base. It posts three missions a day, and you can ask for a fresh board once per day if you do not like what came up. **Expedition** at level 50, **Incursion** at level 80, and **Odyssey** at level 100, which takes an hour and a half and comes back loaded. Longer excursions bring more, and a companion who has been around shortens the trip: the higher his peak level, the faster he travels, down to half the time at the very top. Every grade except the Walk can hurt him. He may come back scuffed, or come back in a bad way with only half of what he found. **He never dies out there.** Losing a companion to something you could not see or influence is not a thing this mod will do to you. ### He can also go looking for a place The other kind of mission does not bring back a single item. He goes out to find something, and comes home knowing where it is: a village, a mineshaft, a shipwreck, a trial chamber, an ocean monument, a stronghold, a woodland mansion, buried treasure. He tells you the coordinates out loud and writes them in the chat so you can find them again later, and he remembers the place, so **companionguide** will walk you there. ### A NeoForge build Everything is here: the companion and its six classes, the whole skill tree, the Portable Station and its six services, runes, the diary and the bond, the upgrade tree, recycling, patrols, dimension travel, and every screen, key and command. The two builds are the same mod, so a world made on one behaves the same on the other. Both were tested on a dedicated server as well as in single player. ### He stops getting stuck If you sent him somewhere and he spent ten seconds getting no closer, he finds his own way there. Same if a mob is hitting him and he cannot reach you, or if you told him to attack something he simply cannot walk to. He only does this when he has genuinely stopped making progress, so a long walk is still a long walk, and he says something when it happens. It turned out to be useful in a way we did not plan: you can now send him up to places that have no path at all, and he will get there. ### The interface, redone Every screen in the mod now uses the game's own panel instead of one drawn by hand. Two things come with that. The screens finally look like they belong to Minecraft, and if you play with a texture pack, **the mod follows it**, because it is the game's panel and not a copy of it. While doing that, a handful of old annoyances went with it: text that was almost invisible on the dark panels, half the screens blurring the world behind them and the other half not, and the rune screen that used to have a background of its own that matched nothing. ### Small things you asked for **companionwhere** lists every companion you have, with name and coordinates, and it finds them even when they are far away and nobody is around them. In the ore filter, searching for something and then clearing the list now only clears what you searched for, instead of everything. And the scroll bar in that list can be dragged with the mouse. ### Three old bugs, found along the way Rebuilding the mod on two loaders meant reading every corner of it, and three faults came out of hiding. A handful of spells were leaning on a piece of the game that is not meant to be reachable, and now stand on their own. The Spell Lancer's lightning was setting fire to whatever stood near where it struck, pens and livestock included, because the strike itself belonged to the game rather than to the companion; it now hits only what it aimed at, and your base stops catching fire. And a companion's home, once set, was quietly failing to save on the NeoForge build. ### Settings from the mod list If you have Mod Menu installed, the settings screen now has a button on the mod list entry, next to the mod itself. The companionconfig command still works exactly as before, so nothing is lost if you do not use it. Mod Menu is optional and is not bundled: without it the mod behaves the same as always. ### THE FILE HAS A NEW NAME The download is now called companionrm, followed by the loader and the version, so you can spot it in your mods folder at a glance. Nothing inside the mod changed: the worlds you already have open exactly as before. One thing to watch when you update. Because the file name changed, the old companionai file is not replaced automatically. Delete it, or the game finds the mod twice and refuses to start. ### Under the floor The mod was rebuilt as a shared core with a thin layer for each loader, so a feature written once arrives on both. Nothing about how the game plays changed, and saves from 0.2.x onward still carry over untouched. For modpack makers: excursion loot comes from the game's own chest tables, so anything your pack adds to them can turn up. If something in your pack should never come home in a companion's bag, put it in the **companionai:excursion_blocked** item tag and it never will.
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CompanionRM 0.5.0 - Fabric

0.5.0
29 авг. 2026 г.303Minecraft: 1.21.1fabric
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## 0.5.0: Major changes Two big things at once. CompanionRM now runs on NeoForge as well as Fabric, so the mod has two doors in and the same companion waits behind both. And your companion can now leave on his own: you hand him provisions, he sets out, and he comes back hours later with what he found. ### Excursions Give your companion a set of provisions and he goes away. Really away: he leaves the world, and while he is gone you play without him. When the time is up he walks back with what he gathered, tells you how it went, and writes it in his diary. There are five grades of excursion. The first two are handed to him directly, and they only need a craft. **Walk** opens at level 10 and always brings back the same load of raw material, with no risk at all: it is the one where you learn how the whole thing works, and nothing can go wrong. **Journey** opens at level 25 and starts rolling real loot, and real risk. The three big ones need the **Excursion Table**, a block you craft and place at your base. It posts three missions a day, and you can ask for a fresh board once per day if you do not like what came up. **Expedition** at level 50, **Incursion** at level 80, and **Odyssey** at level 100, which takes an hour and a half and comes back loaded. Longer excursions bring more, and a companion who has been around shortens the trip: the higher his peak level, the faster he travels, down to half the time at the very top. Every grade except the Walk can hurt him. He may come back scuffed, or come back in a bad way with only half of what he found. **He never dies out there.** Losing a companion to something you could not see or influence is not a thing this mod will do to you. ### He can also go looking for a place The other kind of mission does not bring back a single item. He goes out to find something, and comes home knowing where it is: a village, a mineshaft, a shipwreck, a trial chamber, an ocean monument, a stronghold, a woodland mansion, buried treasure. He tells you the coordinates out loud and writes them in the chat so you can find them again later, and he remembers the place, so **companionguide** will walk you there. ### A NeoForge build Everything is here: the companion and its six classes, the whole skill tree, the Portable Station and its six services, runes, the diary and the bond, the upgrade tree, recycling, patrols, dimension travel, and every screen, key and command. The two builds are the same mod, so a world made on one behaves the same on the other. Both were tested on a dedicated server as well as in single player. ### He stops getting stuck If you sent him somewhere and he spent ten seconds getting no closer, he finds his own way there. Same if a mob is hitting him and he cannot reach you, or if you told him to attack something he simply cannot walk to. He only does this when he has genuinely stopped making progress, so a long walk is still a long walk, and he says something when it happens. It turned out to be useful in a way we did not plan: you can now send him up to places that have no path at all, and he will get there. ### The interface, redone Every screen in the mod now uses the game's own panel instead of one drawn by hand. Two things come with that. The screens finally look like they belong to Minecraft, and if you play with a texture pack, **the mod follows it**, because it is the game's panel and not a copy of it. While doing that, a handful of old annoyances went with it: text that was almost invisible on the dark panels, half the screens blurring the world behind them and the other half not, and the rune screen that used to have a background of its own that matched nothing. ### Small things you asked for **companionwhere** lists every companion you have, with name and coordinates, and it finds them even when they are far away and nobody is around them. In the ore filter, searching for something and then clearing the list now only clears what you searched for, instead of everything. And the scroll bar in that list can be dragged with the mouse. ### Three old bugs, found along the way Rebuilding the mod on two loaders meant reading every corner of it, and three faults came out of hiding. A handful of spells were leaning on a piece of the game that is not meant to be reachable, and now stand on their own. The Spell Lancer's lightning was setting fire to whatever stood near where it struck, pens and livestock included, because the strike itself belonged to the game rather than to the companion; it now hits only what it aimed at, and your base stops catching fire. And a companion's home, once set, was quietly failing to save on the NeoForge build. ### Settings from the mod list If you have Mod Menu installed, the settings screen now has a button on the mod list entry, next to the mod itself. The companionconfig command still works exactly as before, so nothing is lost if you do not use it. Mod Menu is optional and is not bundled: without it the mod behaves the same as always. ### THE FILE HAS A NEW NAME The download is now called companionrm, followed by the loader and the version, so you can spot it in your mods folder at a glance. Nothing inside the mod changed: the worlds you already have open exactly as before. One thing to watch when you update. Because the file name changed, the old companionai file is not replaced automatically. Delete it, or the game finds the mod twice and refuses to start. ### Under the floor The mod was rebuilt as a shared core with a thin layer for each loader, so a feature written once arrives on both. Nothing about how the game plays changed, and saves from 0.2.x onward still carry over untouched. For modpack makers: excursion loot comes from the game's own chest tables, so anything your pack adds to them can turn up. If something in your pack should never come home in a companion's bag, put it in the **companionai:excursion_blocked** item tag and it never will.
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CompanionRM 0.4.3

0.4.3
11 авг. 2026 г.142Minecraft: 1.21.1fabric
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## 0.4.3: Portals and preferences 🌀 Your companion stops being left behind. It walks into the Nether at your side, it no longer scorches your own dog when it fights, and for the first time you can tell the mod how you want it to behave. You choose what it shows on its body, how close it walks, and a settings file lets a world tune stamina, gear, experience and more without touching the code. Saves from 0.2.x onward carry over untouched. ### 🌀 Through the portal, together Step into a portal and the companions following you come along, arriving at your side with a word about where they have landed. Anyone set to Patrol, Guard, Work or Sit stays where you left them, because those are orders to hold. A fallen companion stays too, so its rescue window keeps its place and its clock. And a companion that had never seen the Nether or the End now truly sees them, so those first steps finally reach its diary, and a companion that had quietly wished to visit gets its wish. ### 🐕 Your animals are safe now Area skills used to hurt whatever stood nearby, and that included your tamed wolf, your horse and your livestock. A companion defending the base could burn the herd it was defending. Now every area skill spares tamed animals, farm animals and villagers, while still hitting anything hostile and anything that picked the fight. Hunting still works exactly as before: whatever the companion is deliberately after, it gets. Arrows learned the same manners, so a shot at a skeleton no longer lands in the dog crossing the yard. ### 👁️ Show or hide any piece Right click any piece of gear on the companion sheet to hide it from view, and right click again to bring it back. The armour stays equipped the whole time, protecting and wearing down as always; it simply stops being drawn. Nine looks to choose from stop being buried under the first iron chestplate you hand over. A hidden piece keeps a small red mark on its slot, so you always know why it vanished. ### How close it follows Right click the mode button to cycle how wide a leash your companion keeps: close, normal or loose. Its loyalty still shapes the exact distance inside the range you picked, and the emergency teleport follows the same setting, so a loose companion truly wanders before it snaps back. ### 🌸 Favourites, in plain sight Every companion has a favourite flower and a favourite food, and they have always raised the bond when offered. Until now the only way to learn them was trial and error. The Who they are tab shows both, with the real item picture, because that is what you will go looking for in your chest. ### Settings you can actually change A new settings file appears the first time you play, and the companionconfig command opens it as a screen. Turn stamina off entirely, stop companions from equipping gear on their own, keep them from following you between dimensions, change how fast they earn experience, or let area skills hit passive creatures again. Everything starts exactly as the game plays today, so nothing changes until you change it. ### ✨ Marks you can read Several lists showed a hollow box where a check mark belonged, because the game font has no such letter. The recycling, ore and potion filters now use a clear coloured bar instead, and the same broken mark was replaced in the Luck Slot results and on the runes screen.
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CompanionRM 0.4.2

0.4.2
28 июл. 2026 г.108Minecraft: 1.21.1fabric
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## 0.4.2: Paths and salvage 🌳 Leveling up stopped being a staircase you only watch. Every twenty levels now earns a point to spend on an upgrade tree, so the skills you actually use grow the way you want them to, and a veteran companion past its fifth Rebirth stops choosing at all. The Station learned its sixth trade, melting worn gear back into the materials that made it, on demand or on its own. The pack panel shows what each companion has ready. And a handful of spells that had been quietly failing for a long time now land. Saves from 0.2.x onward carry over untouched. ### 🌳 An upgrade tree for the skills you use Levels gave skills but never a decision. Now every twenty levels earns an upgrade point, and every Rebirth grants two more, to spend on the skills the companion already knows. Each one offers up to three paths: Power for what it hits with, Reach for how far or how wide it lands, and Cadence for how soon it comes back around. Two ranks each, and normally you commit to a single path per skill, so a Fireball built for damage is a different Fireball from one built to fly again sooner. Every path spells out exactly what it does on that particular skill, because more projectiles is true of a fireball and false of a trident, and hovering a skill shows what it does in the first place. The tree opens from the Skills tab, respec is free and always available, and the points survive a Rebirth: the count is measured by the highest level ever reached, so starting over never costs you an upgrade. Not every skill takes every path, and the universal ones like calling a friend stay untouched, because there is nothing honest to improve there. ### 🏆 Mastery for the long haul After five Rebirths the one path per skill rule lifts entirely: a veteran companion can stack Power and Cadence on the same skill, so a late game pile of points always has somewhere to go. And the Rebirth badge on the name tag is now a roman numeral in the color of its tier, in the language the game already speaks. ### ♻️ Recycling at the Station The Station's sixth service, unlocked at level forty, melts worn armor, tools and weapons back into the materials that made them, reading the actual crafting recipe so the answer is always the honest one, netherite and chainmail included. Feed it coal and it works on demand, or hand the job to the companion and it will recycle on its own using stamina instead of fuel, sweeping up the junk your adventures leave behind. The yield is a fair fraction, never the full price, and a filter screen lets you say exactly what it may touch, with a switch to allow everything at once. It will never melt anything it is wearing, nor a spare it would upgrade into. ### ⏱️ Skills you can see, ready or not Each line of the pack panel now carries the companion's skills as a strip of small icons: bright when ready, darkened with the seconds left while recharging. It answers the question the playtest kept asking, which is what this one can actually do, and it has its own switch in the speech settings if you would rather keep the panel slim. The Skills tab grew tooltips to match, so hovering any skill tells you what it does, whether it fires on its own or is always on, and what level unlocks it. ### 🔧 Spells that finally land Several long standing faults surfaced while building the tree, and all of them are fixed. The Spell Lancer's Lightning Cast was silently blocked in melee and almost never fired. Three casts, the lightning, the Cataclysmic Trident and the Mystic's levitation, gave up and burned their cooldown when the target died mid chant, instead of turning to the next foe. The Elementalist's Fireball never showed on the cooldown strip because the row cut off at six icons. And the brewing stand could shuffle its own contents on a reload, an old bug found while fixing the same fault in the new recycling bench.
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CompanionRM 0.4.1

0.4.1
21 июл. 2026 г.66Minecraft: 1.21.1fabric
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## 0.4.1: Water and warmth 🌊 The companion learns the water, the pack learns to live a little, and the whole mod gets a polish pass from head to toe. It now truly swims: it keeps up with you across the surface, dives when you dive, fights in the deep and comes up for air on its own, with three times the breath of a player. On land nothing changed. Around the base everything got warmer: a skin picker, affection for your pets, dancing by the jukebox, sparring matches and campfire circles that genuinely lift its mood. And a wide sweep of quality touches makes everything easier to read and to reach: who spoke and who fell, the bond you have built shown at last as a real meter, the whole pack at a glance on one key, a diary and a speech log you can scroll and filter, a speech corner you can move to any corner of the screen, sharper spells and weapons, and a cleaner sheet driven by clear tabs. Saves from 0.2.x onward carry over untouched. ### 🏊 A real swimmer (or almost) The companion swims along the surface instead of paddling behind, dives after you, chases foes underwater, and its pathfinding now understands land, surface and depth as one continuous world. It floats when idle and never drowns quietly: when breath runs low it says so, trails bubbles, rises for air and returns to your side. Its lungs hold three times a player's breath, and the sheet tooltip shows the exact figure while it is not full. The swim looks the part too, with a proper stroke and a body that lies flat only while actually moving. ### 🖼️ A face of their own The companion sheet gains a small head button beside the rename pencil: click to cycle through the nine looks, right click to go back. The choice sticks through death and rebirth, and custom skin files from the config folder keep working exactly as before. ### 🐾 A soft spot for pets Once in a game day or two, an idle companion will show some love to one of your tamed animals: a glance, a gentle pat, hearts on both sides and a warm word. Rare on purpose, so the gesture stays a gesture. ### 🎶 Dancing by the jukebox Drop a disc with two or more companions around and the party starts: arms up, colored notes in the air, a line of joy. The dance ends with the music, or the instant a fight, a command or a seat calls them away. One companion alone keeps its dignity. ### ⚔️ Sparring partners Two idle companions of yours may square off for a friendly bout: an invitation, a reply, alternating harmless swings and a chime to close. They rest a good while between rounds, so it stays a treat to catch. ### 🔥 Campfire circles On calm nights the pack gathers around a lit campfire: they sit, hold something cozy, let their gaze wander between the fire, each other and the sky, and actually talk to one another by name, each in the mood it carries that day. A session lasts a few minutes and they space them out through the night. Whoever is on patrol stays on patrol. ### 💛 Warmth that lingers Dancing and campfire nights are written into the diary and warm up the mood of the day. And a pack no longer repeats itself about your story: the whole group shares one window for those remarks, skips the last subject it brought up, and will not mention the same creature twice in a row. ### 🪪 A name that tells the story The name tag grew up: the level sits beside the name, the earned epithet shines below it in golden italics, and a fallen companion shows a red rescue countdown so you know exactly how long you have. A bright column of soul flames rises from a fallen body, so finding a downed friend in a cave is no longer a matter of luck. ### 🗨️ Voices with faces Every line in the speech corner now carries the tiny face of who said it, straight from their skin. Lines slide in softly and fade out instead of vanishing, and each speech holds together as one block. ### 🔊 A voice of their own Companions take hits and fall with a human voice instead of a cardboard thud, and each class carries its own tone: the Warrior speaks low, the Rogue high, and the Mystic hums with a faint allay echo once in a while. ### 🎉 Level ups you can feel Leveling up bursts with particles and sound, and the great milestones at fifty, one hundred, one hundred fifty and two hundred earn a golden totem burst. ### 🖼️ A portrait and a flower pot The Who they are tab shows a living 3D portrait of the companion, skin and gear included, following your mouse. The flower pot got a visible slot next to the equipment row: see it, take it out to pause the growing, put it back to resume, and once in a while the companion will tend the pot right in front of you. ### 🛠️ Work you can see The Station furnace puffs smoke while it cooks. Arming a patrol draws the ring of light the companion will walk before you confirm. The vein miner now ripples through the vein block by block with a sound for each, instead of one silent pop. And the shop discount finally shows on the shelf: full price struck through, real price in green. ### 🎴 Classes with character The class picker got a face lift: each card is washed in the color of its class with a colored footer, and all seven class icons were redrawn from scratch, from the Warrior's golden rimmed shield to the Miner's straight pickaxe and the Villager's cut emerald. ### 👥 The whole pack at a glance Press P to raise the pack panel: a tidy list of your nearby companions with health and stamina bars, class color, mode icon and a rescue countdown for anyone down. It stays hidden until you ask for it, remembers your choice between sessions, and keeps a steady order by level so it never shuffles while you read it. ### 🏅 Titles you choose The earned epithet is no longer fixed in place. Click it on the Who they are tab to cycle through every title the companion has won, or shift click to hand the choice back to the game. Each title now carries a color by how rare it is, from grey traits to golden feats, on the name tag and on the sheet alike. ### ✨ The bond, made visible As the bond grows a soft light kindles in the companion's eyes, brighter at every milestone. And the Who they are tab turns the old hidden bond number into a real meter with four marks at one hour, ten, fifty and two hundred, each one lighting up as you reach it. Hover it to read what every mark unlocks: a fond glance, a gift in return, an affectionate emote and, in the end, a keepsake. ### 📖 A diary and a log you can actually read The Who they are diary is now the full story, not the last dozen lines. Scroll it with the wheel, filter it by all, milestones, together or danger, and read every entry in full. The speech history behind the J key keeps the time of each line and survives closing the world, saved with each save on its own. Hand an empty book to a companion and it writes its own book of memories from that diary, signed in its name. ### 🎛️ A speech corner that fits your screen The speech corner can move to any of the four corners, so it stops fighting a modpack minimap, and you can tune how long lines linger and how many show at once. The settings live behind a small button on the speech history screen and stick between sessions. ### 🆘 Clearer commands and controls A new companionhelp command prints a full cheat sheet of every key, gesture and command in one place. Pushing the pack back with B now confirms on the action bar how many stepped aside, just like recall on H already did. And aiming a target with V draws a ring on the target and marks the companion that answered, so a crowd of companions no longer leaves you guessing who moved. ### 🎰 The luck slot comes alive The Luck Slot now spins its icons for a couple of seconds with a rising sound before it reveals the prize, instead of popping the result in an instant. ### 🔱 Sharper spells and weapons The Cataclysmic Trident gets a texture of its own, a deep void violet that no longer passes for a plain trident. Ice shards fly point first along their path, the fireball leaves a real trail of flame, and the Spell Lancer raises its trident overhead in combat, the silhouette of a drowned about to throw. ### 🌀 Auras that hug the ground The skill aura rings and their trails now follow the lay of the land instead of sinking into a slope. ### 🪦 A memento that remembers who they were When a companion is truly lost, the memento it leaves now names the temperament it carried, so the trait its heir inherits arrives with the weight of who they were. ### 🧭 A cleaner sheet The right side of the companion sheet is now driven by three plain icon tabs for Classes, Station and Behaviors, in place of a gear that was easy to miss. The runes page lines its sockets and backpack up neatly inside the frame, the Station furnace status sits square in a framed panel, and a good dozen small alignments across the sheet were straightened out. ### 🔧 Spell Lancer, mended The spectral trident, and every other summon and projectile, now shows a friendly name when it lands the last blow instead of a raw code. And your pack no longer turns on your own Spell Lancer's spectral trident when you happen to strike it, though an enemy's is still fair game.
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CompanionRM 0.4.0

0.4.0
6 июл. 2026 г.89Minecraft: 1.21.1fabric
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## 0.4.0: A living companion 💛 The biggest update the mod has ever shipped: five cycles of work folded into one. Since 0.3.4 the companion has grown a memory and a heart. It learned to want things, to grieve, to celebrate and to wake up in a mood. It became a real teammate in trial chambers, a scout, a night watch, a wind rider and a boss hunter with a new legendary prize to chase. The brewing station learned new recipes, behaviors became portable profiles, modpacks gained data driven hooks everywhere, and every word it says learned Portuguese. Saves from 0.2.x onward carry over untouched. ### 💛 A heart that remembers Underneath everything now sits a plain, factual memory of your life together, and the companion draws on it constantly. It forms quiet wishes born from what it has seen, a diamond it never watched you strike, a Nether it never visited, and the bond deepens when you make one real. Every kind of memory can surface in conversation, gifts and discoveries, keepsakes and conquered chambers, with fresh memories coming up more often than distant ones. And it keeps a quiet chronicle about you too: the enemy that keeps hurting you, the creature you hunt above all others, how long you both have been away from home, the place where you died. ### 🌦️ The mood of the day Each day the companion carries a mood, read from what its diary says about the last stretch: serene when little happened, bright after gifts and discoveries, tense after wounds and close calls, wistful when it has been grieving. The mood shows on the identity tab and colors its idle talk with lines of its own. ### 🌼 Gifts, favorites and a little garden Every companion has a favorite flower tied to its class and a favorite food all its own. Hand it the one it loves and the bond grows with a warm word; any flower still earns a smaller thank you. Give it a flowerpot and it tends its favorite over time, growing a few of its own. And the bond gives back as it deepens, never in stats, always in warmth: glances and hearts early on, a flower it grew for you later, and at the deepest bond a keepsake to remember it by. ### 🕯️ When one falls A companion that truly dies leaves a memento marked with its name, its class, its level and a line from its own diary, and its passing is written into a roll of the fallen that lives outside any single world; the companionremember command reads that roll back to you. A newly tamed companion may carry an echo of one you lost, inheriting a trait of theirs, and now says whose legacy it carries. Show a companion the memento of a fallen friend and it understands what it holds: it grieves the fallen by name, and carrying that grief deepens its loyalty. ### 🙌 High fives and a book of milestones Fell something dangerous together and the companion may come over for a high five. The journey now writes itself into the advancements screen, a tab of its own with seven milestones, from the first taming to a trial chamber conquered side by side. And a reborn companion wears its pride: a small star before its name with the count of its cycles, colored from silver to a deep purple as the cycles climb, with a soft aura to match. ### ⚔️ A sharper fighter Anything hostile is a threat now, not just the classic monsters: creatures from other mods, slimes, phantoms, and at last the ghast, which the game itself had silently forbidden ordinary creatures from ever aiming at. That veto is lifted: a companion with a bow, an Elementalist or a Spell Lancer spots a ghast from up to 48 blocks and answers. Give one a wind charge and it launches itself to reach a perched foe or to blast free of a crowd when its health runs low. Enchantments finally count when it ranks its weapons, so an iron sword with Sharpness V beats a plain diamond one, and swords from other mods qualify for the auto swap. And your command comes first: sent somewhere with enemies around, it walks, defends itself if struck, and finishes the trip instead of chaining targets along the way; when a real fight erupts it deals with the danger and then resumes to the spot you sent it. ### 🏟️ Standing with you in the trial chambers A companion is a real teammate in a trial chamber. It knows when it has stepped inside and says so, writes its first chamber into its diary, fights the spawned mobs alongside you, gathers the rewards they throw off, and trades a little banter while the fight is on. ### 🧭 Scout, patrol, guide and switches The companionscout command sends the nearest companion off in the direction you are looking; it takes in what is around, reports the most worthwhile thing it found and makes its own way home. A new Patrol mode sets one to circle your base through the night, lighting dark corners with torches and putting down any mob that strays into the ring. Strike diamond, emerald or netherite with one nearby and it quietly notes the spot; the companionguide command later sends it to lead you back, pacing itself to you. And it finally works redstone: aim the command key at a button or a lever and it walks over, reaches out and presses or flips it for you. It never touches a switch on its own, and modpacks can teach it new switches through a block tag. ### ✨ Legendary runes A new top tier of rune that only the great bosses give up. A single Legendary rune lights its family set bonus all by itself and carries a large stat on top, roughly a full Epic set packed into one socket, glowing gold so you know one when you see it. The Ender Dragon and the Warden give one about half the time, the Wither less often, an Elder Guardian only rarely; the family is random, so completing the collection is a long boss hunt. ### 🧪 New brews, stronger brews The potion station now knows the four newest potions, wind charging, oozing, infestation and weaving, each brewed from its proper ingredient. A boost toggle refines what it makes: with glowstone at hand a potion comes out at level two, with redstone it comes out longer lasting, one dust per bottle and only where a real recipe exists. And the station finally looks alive while it works, with a soft drift of bubbles rising as a brew comes along. ### 🎛️ Ways of working, saved and shared The Behaviors panel gains four profile slots that belong to you rather than to any one companion: set one up for mining, for battle or for keeping the base, save the whole arrangement, name it, and apply it to any companion you own with a single click. The panel also gains a Copy from button that carries every behavior toggle from one companion to another in one gesture. The profiles survive death and stay with you from world to world. ### 🧩 Made for modpacks What used to be hardcoded lists now lives in tags a datapack can extend: which creatures count as bosses worth celebrating, which give legendary runes and how generously, which pay hero or common XP, which animals the companion admires in passing, which it may hunt for food, and which blocks count as switches. Hostile mobs from other mods are treated exactly like vanilla ones. ### 🌎 Every word, in your language The guide book is fully translated into Portuguese, and because it stores translation keys, even copies handed out long ago translate themselves. All one hundred eleven innate enchant names appear in Portuguese in the vanilla style. The diary no longer freezes names in the server language: marked enemies, first bosses, chosen classes and companion friendships are written as translation keys and read back in whatever language each player uses. Command feedback, the level label everywhere and the missing biome categories are localized too. ### 🔧 The great audit A deep pass over the mod closed the worst bugs it has ever had. The roll of fallen companions no longer vanishes when you yourself die, so the Resurrection Stone always remembers them. A downed companion stays downed through a relog with its rescue window still ticking, no longer spends its own last strength to revive you, and no longer wastes its guardian skills while helpless. The cooldown for calling a new friend survives death and relogging, and a leftover testing command that let anyone open anyone else's companion in multiplayer is gone. Beyond the audit: companions now teleport to you across water on long swims, the chest organizer sweeps the backpack too, the welcome book no longer duplicates, a companion wears its level beside its name out in the world, it reads the attacker straight away when something hurts you instead of waiting to be struck, dozens of lines in both languages were rewritten as plain prose, and the Station screen grew a little so the furnace status no longer sits on top of the service list.
beta

CompanionRM 0.3.4

0.3.4
23 июн. 2026 г.65Minecraft: 1.21.1fabric
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## 0.3.4: Hearth and command Life around the base, and a firmer hand on the pack. The companions keep their chatter to their own corner of the screen, the base you set becomes a place they actually tend and draw from, the backpack grows, and a handful of new commands let you point the whole group at a threat or wave it out of your way. The miner also stops saving all its best tricks for the very end. Saves from 0.2.x through 0.3.3 stay compatible. ### Their own voice Companion talk no longer doubles up in the normal chat. Everything a companion says now lives only in its own speech display in the corner, so your chat stays clear. Because those lines fade after a few seconds, a new key opens a scrollable history of the last hundred things your companions said, to read at your leisure. The banter companions trade with one another was widened a great deal, with far more lines per mood, so two of them travelling together repeat themselves much less. ### A base that gives back The base you mark is no longer just a place to call everyone home to. Within 64 blocks of it, companions treat your chests as the household stores. They file their surplus away as before, but without needing a pile already there to recognise a chest, and they now take from those chests what they actually need: food when they are low, arrows when they carry a bow, and the materials they are short on for their own crafting. They will also pull a better weapon, tool or piece of armour out of a base chest and equip it. All of this happens near the base even when you have wandered off, so a companion left on guard keeps the place in order. To keep things from sloshing back and forth, anything a companion stows it will not turn around and pull back. Two old packrat habits are fixed along the way. Saplings no longer pile up by the stack: a companion keeps a couple of each kind for replanting and files the rest. And charcoal and ordinary coal are now treated as one fuel, so it keeps a single modest reserve between them instead of a full stack of each. ### Roomier pockets The backpack went from 18 slots to 27. On top of that, food and armour a companion picks up now head straight for the backpack, leaving its main pockets free for tools and weapons. It still equips the best armour it owns, now reaching into the backpack to do so. Existing backpacks carry over and simply gain the extra room. ### Commanding the pack Aiming at a foe and giving the command while crouching now sends every nearby companion at that target at once, a full rally, while the plain command still picks the single closest one as before. A new key tells the companions crowding around you to take a few steps back and give you room. Another new key opens a roster of the companions near you, each with its name and level, so you can pick one out of a crowd and open its gear directly instead of hunting for the right body to click. ### Eyes on a creeper A companion now treats a creeper that wanders within a few blocks as the thing to deal with right now. It drops its current target and turns on the creeper to put it down before it can close in and blow, a reflex that holds whether it is set to guard or to follow. ### The miner finds its feet The Miner class was bunching all its rewards past level 70, leaving a long empty stretch early on. Its abilities were spread back out across the climb so the signature ones, the ore chest, the ore detector and the vein miner, arrive in the first stretch rather than deep into the hundreds. The capstone dig to bedrock still waits at the top. ### Tweaks and fixes The companion lines were swept clean of stray dashes for a tidier read in every language. New default keys arrived for pushing companions back, opening the speech history and opening the roster, and all of them, like the existing ones, can be rebound in Controls.
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CompanionRM 0.3.3

0.3.3
22 июн. 2026 г.25Minecraft: 1.21.1fabric
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## 0.3.3: Into the fray The companion learns to fight like it means it. It moves in a brawl instead of trading blows on the spot, takes up a bow when a foe is out of reach, and draws the right weapon the moment trouble starts. Stamina finally behaves, the old accessory system is gone for good, and a fresh handbook explains it all. Saves from 0.2.x through 0.3.2 stay compatible. ### Moving in a fight Melee combat is no longer a staring contest. The companion charges in and circles its target between swings instead of standing still, and its reach was widened a touch so it stops parking one step short of an enemy and actually lands the hit. A timid companion that used to hang back now joins in when you are already swinging at the same foe. It comes to a clean stop when the fight ends, and it will not strafe itself off a cliff. ### Taking up the bow Give a companion a bow and some arrows and it becomes an archer. It looses arrows while closing the distance rather than rooting in place, and it will shoot a foe it simply cannot reach, one perched on a pillar or across a gap, instead of watching while something else chews on it. It gathers spent arrows off the ground to keep itself supplied, and the bow wears down from real combat while idle target practice stays free. Its aim sharpens the more it shoots, an accuracy that carries through a Reborn. ### Drawing the right tool The instant a companion locks onto a hostile it drops whatever work tool it was holding and draws its weapon, instead of carrying a pickaxe halfway across the field and only swapping after the first clumsy hit. Mining and chopping give way at once when a fight starts. ### Stamina that rests Stamina was reworked so it makes sense. Fighting, working and travelling tire a companion out, while standing idle, sitting, or holding a guard post lets it recover, and it bounces back quickly while you sleep. It mends slowly and steadily, never while it is busy, so the way to refill it is simply to let it rest. Gone is the old quirk where a companion drained energy just by standing around. ### Staying put When you send a companion to a spot it now holds that ground for a couple of seconds before drifting back to whatever it was doing, so a placed companion stays placed. ### The accessory system is gone The Curios that the Runes replaced are now removed root and branch: their recipes, their items, and the whole system behind them. The Backpack became an item in its own right. Current companions, their runes and their backpacks carry over untouched. ### A proper handbook The welcome book handed to a new player was rewritten from scratch and expanded. It reads in English for everyone now, walks through taming, controls, leveling, stamina, combat and the Portable Station, gives a short preview of all seven classes, and describes the Rune sockets and the Backpack. Nothing about the old accessories remains. ### Tweaks and fixes The Villager's composter now scales how far it looks for a composter with the companion's level, instead of a fixed reach. ## 0.3.2: Side by side A big step in standing beside the companion through the day. A clean place for the things it says, companions that talk to each other, a word of warning before trouble, downtime worth watching, real alchemy that you and it can both work, a shield in the warrior's hand, a totem that cheats death, an aim that sharpens with practice, and more control over the work. Saves from 0.2.x, 0.3.0 and 0.3.1 stay compatible. ### Choosing what to mine A new entry in the Behaviors panel opens a screen listing every ore the game knows about, vanilla and modded alike, gathered from the common ore tag. Each one can be switched on or off, so you decide exactly what the miner brings home and what it leaves in the ground. Searching by name and turning the whole list on or off at once are there too. With nothing chosen it mines everything, as before. ### A backpack that gets used The backpack rune stopped being a passive box and became a working part of the companion. When its own pockets fill up, what would have dropped on the floor goes into the backpack instead, and it draws from there as readily as from its inventory: it eats from the backpack, crafts tools and gear from what is stored there, and shares that food with allies. The contents travel with the backpack when you take it off, and ride along on death, just as before. Its screen was redone to match the rest of the interface. ### Finding it together When you break a rare ore, diamond, emerald or ancient debris, the nearest companion of yours turns to look at the find, says a few warm words and gives a small sign of delight. The first time the two of you turn up each kind of rare ore is written into its diary. It is not about the loot, it is about the road you are walking together. Modded ores of the same kinds count too. ### Along for the ride Board a boat and the companion that is following you climbs into the second seat and sails along while you steer. It rides with you across the water, with a line or two for the voyage, and it stays put instead of leaping off to chase distant animals or monsters, though it will still get off to defend you or itself if attacked. Step out of the boat and it steps out too. ### A clearer voice The things a companion says no longer fight with the chat. They gather in a tidy place in the bottom right corner, newest at the bottom, fading after a few seconds, so a quiet remark in the middle of a busy fight is easy to catch and never buries the rest of your chat. Everything it says still reaches the chat as well, so nothing is lost. ### Words between companions Two of your companions that cross paths now trade a line and a reply, in a tone that follows how they feel about each other: warm between friends, sharp between rivals, plain otherwise. A small back and forth that makes the pack feel like people who know one another. ### A word before the cupboard is bare When its food is running low, the companion now says so on its own, with time to spare, instead of going quiet until it is starving and you find out the hard way. ### Keeping busy Left idle or sitting for a while, the companion no longer stands frozen like a statue. It does something worth watching: shadow drills with swings in the air, archery against a target it sets up a few blocks ahead, or a quiet bite to eat with an animation of its own. It says what it is about to do first, so a sudden swing or a loosed arrow never startles you. Archery happens only with a real bow it actually owns: hand it one and it practices, otherwise it works its strikes and every now and then asks you for a bow, never conjuring one from thin air. Downtime like this is occasional rather than constant, minutes apart, and a young companion below level six does not drill yet. It grows into the habit. ### An aim that grows Archery gained a second measure, apart from level, in the spirit of getting better by doing: an accuracy that climbs the more the companion shoots. An untrained archer scatters its arrows wide, a practiced one groups them tight on the mark. It improves shot by shot and, like muscle memory, it survives a Reborn. The current tier reads on the Who They Are tab. ### Alchemy The Portable Station learned a new trade. A companion can brew potions on its own from a list you decide, the same way you choose ores: an allow list of which potions it may make, with a master switch to turn the whole craft on or off. You can also brew by hand. Clicking the Alchemy service opens a brewing stand of its own, with three bottle slots, an ingredient slot and a progress bar, so you load water bottles and an ingredient and watch the potion take shape, just like a vanilla stand. What you load stays with the companion and keeps brewing even with the screen closed. ### A shield raised A warrior trained for it now lifts a real shield when a foe closes in, taking the blow head on the way you would, and lowers it to strike back. It pulls a shield from its inventory on its own, ahead of a torch, and the shield wears down and can break under heavy hits. ### Cheating death A companion carrying a Totem of Undying now spends it to cheat death, with the same burst of healing and glow a player gets. It reaches for the totem only after its own free safety nets are used up, and the habit carries through a Reborn. ### Tweaks and fixes The Fortune a companion knows by heart now applies to what it mines, not only to an enchanted pickaxe it happens to hold. The Station's Furnace no longer shows as locked after a Reborn while it is in fact still smelting. Finding a wild companion now reads in each player's own language. The owner can no longer wound their own companion by accident, a stray swing at a mob pressed against it or a misaimed arrow no longer lands. Companions can now fight wild and rival companions: a wild one is no longer treated as an untouchable ally, so yours will join in when you strike one and obey an order to attack it, while your own companions still never turn on each other. The weather forecast no longer warns of rain that never comes when the sky is locked clear, and a freshly tamed companion no longer blurts the current weather as if it had just changed, remarking only on real shifts. And a companion drilling in place now drops everything the instant you send it somewhere, instead of holding its ground for a breath.
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CompanionRM 0.3.1

0.3.1
19 июн. 2026 г.34Minecraft: 1.21.1fabric
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## 0.3.1: The pack looks after itself A round of polish and mutual aid among companions, building on what came in 0.3.0. Saves from 0.2.x and 0.3.0 stay compatible. ### Sharing what you have When a companion upgrades its own gear, the old piece it will no longer use (armor, weapon or tool) is passed to an ally of the same owner who is worse off in that slot, instead of sitting idle in the inventory. The pack gears up little by little, hands passing forward what they no longer need. Food is shared too, because it is what keeps everyone on their feet. A companion with plenty passes some to an ally that is nearly out, always keeping a reserve for itself and never giving away the most precious foods. Rivalry does not count here: even a rival gets food from someone with a surplus, without it turning into friendship. Nobody lets the other starve. And when things get truly dire, a companion that is not busy with anything urgent drops what it is doing to rescue an ally that is nearly dead and out of food. Mining and tree chopping keep their day to day priority, but a real emergency jumps the line. ### A looser pack Grouping behind the highest level companion got much looser. The pack used to walk in a tight line glued to the leader; now it only gathers when someone strays too far, and staying close no longer means crowding. Sending a companion somewhere is now respected: it goes and stays, instead of being pulled back to the group a moment later. ### Digging to the ore A new switch in the Behaviors panel, off by default. In caves, below level Y 30, the miner stops standing idle at the wall when ore is high up or behind rock: it digs natural rock in a straight line until it reaches the vein, with a longer reach, in the spirit of tree chopping that fells a high log without having to climb. It only digs rock (it leaves dirt, sand, gravel and builds of other materials alone), avoids lava, water and falling blocks, and digs at most six blocks. The rock it removes is kept in its inventory, becoming a resource instead of vanishing. The digging is an addition: it never gets in the way of mining ore that is already within reach. Since natural rock cannot be told apart from placed rock, the stone walls of a base can be dug, so it ships off by default and is meant to be turned on with care. On, it handles on its own what you used to have to clear by hand. ### Now in English too Every bit of text the player reads became translatable, and each player sees it in their own language. The companion's four hundred plus ambient lines (biome, weather, food, events, memories, tiredness), its combat and rescue lines, the event diary, the Who They Are tab, the Progression screen and the Villager shop all moved to translation files. Brazilian slang and references became natural English equivalents, in place of word for word translation. Portuguese stays exactly as it always was. ### Growing up sooner The classes that were slow to get going got their first abilities much earlier. Warrior, Spell Lancer, Rogue and Mystic now have something to do right after choosing a class, instead of waiting until halfway through. The Station's Furnace unlocks earlier, the experience from kills and from time spent together went up, and the companion gets more freedom to wander early on, room that shrinks as loyalty grows. ### Talk and bonds at the right time Friendship between companions is now built over time spent together, not in a minute. Rivalries are not declared on a scare either: it takes a while of living together before two decide they do not get along. And a companion you just tamed stays quiet for the first few minutes, instead of chattering away as if it had known you for years. When it talks to an ally, each exchange uses a different symbol instead of dumping everything at once, and those encounters now have sound. ### Tweaks and fixes The home base is remembered from one session to the next again, including after dying and being reborn, and sending the pack home works even from inside a cave. The distance to open and keep the companion screen open doubled, so it does not close while it walks. The behavior descriptions became a floating tooltip that no longer overflows the screen, and each one's state is now readable. The Skills screen now shows at what level each Station service opens. When a companion learns something, the notice carries its name. And a case was fixed where a low level companion, just by wearing diamond armor, offered Enchanting too early. The Lucky Slot, earned at level 200, is reachable again after a Reborn: before, the companion lost access when it dropped back to level 1, even though it had already unlocked the capstone.
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CompanionRM 0.3.0

0.3.0
16 июн. 2026 г.75Minecraft: 1.21.1fabric
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## 0.3.0: Living Identity The companion no longer just "has attributes" but now HAS A STORY that it tells itself. Perfectly compatible with version 0.2.x. ### The Journal Each companion keeps a journal of the moments that mark its life: the day it started accompanying you, the first time in the Nether and the End, the first boss faced, each resurrection, the choice of class, the rebirths, the enemies they began to hunt, the places they learned to fear, and the friendships and rivalries that arose. ### The Inner Voice From time to time, the companion speaks of what it has lived and who it is. A brave one enters a cave with its head held high while a fearful one asks to stay close. It remembers an old enemy, comments on the friendship with an ally, and, after a long time by your side, says that it trusts you implicitly. ### The Epithet As a companion achieves a feat, they gain a title that appears alongside their name, such as "The Immortal" after returning from death multiple times, "Boss Slayer," or "Flame Walker." The title is earned (a new companion doesn't receive one) and never replaces the name you gave them. You can turn it on and off. ### The "Who Is He?" Tab A new button on the companion screen (the book) opens the "Who Is He?" tab: temperament, bond, marked enemies, the combat style they learned from you, and the latest pages of their journal. ### The Pack That Protects Itself When a companion falls in combat, a close friend rushes to avenge their fall. A rival, however, turns their back. ### Visuals The Runes screen has gained a new stone frame. The Behaviors panel has become a series of icons, with a description of each appearing in the footer when you hover over it. And a problem that prevented Skills and Runes from opening when the Season or Behaviors were open has been fixed. ## 0.2.9: Pack Bonds The continuation of the pack: now companions exchange items with each other and develop friendship or rivalry. Saves from 0.2.x remain compatible. ### Sharing the Work When a companion's inventory is full, they take the surplus (never equipment, food, or tools) to an ally of the same owner who has space. And when a companion crafts tools or armor but is short of a material (iron, gold, diamond, leather, coal), they borrow some from an ally who has extra. All between companions of the same owner, standing nearby, without interfering with the main tasks. ### Friendship and Rivalry Each companion now forms bonds with others of the same owner. Most pairs start neutral, but some are born rivals. Friendship grows with interaction and, faster, by fighting side-by-side. Rivalry only softens by cooperating in combat; it doesn't disappear on its own. The relationship changes the pack's behavior, without affecting attributes. Friends help each other within a larger radius, release more hearts when together, and freely exchange items. Rivals don't help each other in combat, don't exchange items, maintain distance in formation, and instead of hearts, release the irritation particle when they cross paths. When two companions become friends or rivals, you receive a notification. ## 0.2.8: Pack behavior Companions that belong to the same owner now act like a pack, and they talk a lot less. Saves from 0.2.x are compatible. ### Fighting together When one companion takes a target or gets hit, nearby allies that are free to fight join in on the same enemy, as long as it is close to them. No more one companion brawling while the others stand around. ### Sticking together Idle companions drift back toward the **leader** (the highest level one in the group) instead of scattering, so the pack stays loosely grouped when you are not leading them somewhere. ### A bit of life When two companions are idle right next to each other, they turn to face one another and let out a little stream of notes and hearts. ### Quieter and less repetitive Companions speak much less now. Place comments (biomes, and structures like mineshafts and temples) no longer repeat while you stand still or explore: each structure is mentioned once, and the gap between any ambient line, across all your companions, is longer. ### Fallen loot When a companion falls in battle, the gear and items it drops now sit on the ground for a few seconds before anyone can pick them up, so a surviving companion's auto collect no longer snatches everything during the death animation. ## 0.2.7: Runes Accessories are gone, replaced by **Runes**: five generic sockets where set bonuses do the heavy lifting, in the spirit of a gear set system. No body slots to fill anymore (so nothing goes in the wrong place), and a name that won't clash with other mods' accessories. Saves from 0.2.x are compatible: whatever accessories a companion had become the matching runes on load. ### Runes and sets The companion has **5 rune sockets**, and any rune fits any socket. Each rune gives a small stat on its own, but the real payoff is the **set bonus**: gather enough of one family and it unlocks. The sets of two (Energia, Guarda, Lâmina, Tenacidade, Sombria, Coletor) give a modest bonus; the sets of four (Veloz, Fúria, Vampírica, Espinho) give a big one, so going all in on a four set fills four of your five sockets. The Runes screen lists every active set and how close you are to the next. Runes have three tiers (Common, Rare, Epic) that scale the personal stat, and the icons are color coded by family. ### Getting runes Common runes are **crafted** (an amethyst shard plus a themed material). Rare and Epic ones **drop from hostile mobs** you or your companion kill, at a small chance, so a strong loadout is something you build up over time. ### Backpack and migration The backpack is no longer an accessory. It has its own dedicated slot on the Runes screen and is purely storage now (the pickup radius moved to the Coletor rune). Existing companions keep everything: their accessories turn into the equivalent runes, and an equipped backpack moves to the new slot with all 18 stored items intact. ## 0.2.6: Backpack, reinforcements & smoother pickup Your companion can carry a backpack now, call in a friend when you need more hands, and it picks things up while it works instead of stopping to fetch. Saves from 0.2.x are compatible. ### Backpack A new **Companion Backpack**, cheap to craft early (leather, a chest and string), worn in the accessory backpack slot. Equipped, it gives the companion **18 extra storage slots** plus a pickup radius, and the stored items live inside the backpack itself, so they travel with it if you move it to another companion. Open it from the **Behaviors panel** ("Open backpack"), which only shows up while a backpack is equipped. ### Call a friend From level 18 a companion can **call another companion** to join you, through "Call a friend" in the Behaviors panel. The recruit arrives at a random low level with a class already chosen (always different from the caller, so no duplicates) and a rolled rarity. It costs diamonds and emeralds, more for each companion you already have, and shares a long global cooldown across all your companions, so it stays a rare event and never snowballs into an army. Handy now that wild companions are scarcer near spawn. ### Smoother auto pickup Auto pickup is now **passive**: the companion vacuums nearby drops while it mines, fights or walks, instead of stopping its work to go fetch them. The "Auto collect" toggle still turns it on and off. ## 0.2.5: Chest curation, livestock & big trees The companion now files your surplus into the right chests, the Villager tends your animals, and tree chopping finally handles the big jungle and dark oak trees. Saves from 0.2.x are compatible. ### Chest curation A new **Store in chests** toggle in the Behaviors panel turns the companion into a tidy quartermaster. It carries surplus from its inventory to nearby chests, barrels and shulker boxes, and only into a container that already holds that item, so it files things away instead of scattering them into empty chests. It keeps a small reserve of crafting materials (wood, cobblestone, coal, iron, gold, diamond and a few others) so its own crafting keeps working, and it never touches gear, food, torches, saplings or accessories. Paired with auto pickup, anything you drop ends up filed away on its own. ### Villager animal care A new Villager skill at level 25, **Animal care**, with its own Behaviors toggle. The companion milks cows, shears sheep and breeds your livestock. It takes buckets and shears from its own inventory, crafting them from iron (or asking you) the same way it makes a fishing rod, and it takes breeding food from its storage chest or its inventory. Breeding stops once a species gets crowded nearby, so a pen never overflows. Milk and wool go straight into its storage chest. ### Bigger trees Tree chopping now handles the large, irregular trees that used to defeat it: tall jungle trees, dark oak with their thick trunks, and the loose logs scattered through a heavy canopy. Detection accepts trees up to 24 logs tall (it gave up at 10 before), and log gathering now follows diagonals, so branches and floating canopy logs are no longer left behind. The companion also replants jungle and mangrove now (dark oak is left alone, since it needs a square of four saplings to grow). ### Progression & screens Picking up a **new kind** of item from the ground now grants a little XP, once per item type, so it rewards variety in the early game without turning into a drop and gather loop. When the companion hits level 10 without a class yet, it suggests one that fits how you fight (a Warrior if you favor melee, an Elementalist if you favor range), as a gentle hint. The **Skills screen** is much easier to read now: three columns sized to your window, one tidy line per skill, so even a level 200 companion's full list fits without spilling over the hotbar.
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CompanionRM 0.2.4

0.2.4
14 июн. 2026 г.94Minecraft: 1.21.1fabric
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## 0.2.4: Stamina, autonomy & polish The companion now has its own fatigue to manage, the Miner can be sent to dig on its own from the menu, and the early game plus the skill screen got cleaned up. Saves from 0.2.x are compatible. ### Stamina (the companion's "insomnia") Companions now build fatigue from working, fighting and travelling, and recover by resting or while you sleep. It mirrors your own pressure to sleep at night: whoever sleeps normally barely feels it, but a long cave marathon tires the companion out. Fatigue is gentle and never lethal: below 30% it gets **Tired** (a small speed and damage penalty), below 10% **Exhausted** (a bit more), and it speaks up when it tires or recovers. There is an amber **stamina bar** under the XP bar in the companion screen. It trickles back while idle, and sleeping in a bed refills it fast. Reviving from a downed state leaves it at least half full; Rebirth and the Resurrection Stone fill it. ### Autonomous mining button The Miner's level 200 spiral excavation can now be started and stopped from a button in the **Behaviors panel**, instead of only by command. The button appears only for a level 200 Miner. ### New Mystic skill Level 140 Mystic gained the **Absorption Aura**: a temporary shield for the companion and nearby allies, filling the "support that protects" gap (the kit had buffs and debuffs but no shield). ### Tuning & quality of life The early unlock order was tidied: auto pickup at level 3, tree chopping at level 5, out of combat regeneration at level 8, mining at level 10. **Crafting an item** (tool, weapon, armor, torch, fishing rod) now grants a little XP. A cornered companion **fights back instead of standing still**: it retreats to you only while it can gain distance, and turns to defend when an enemy is right on top of it. Multiple companions of the same owner no longer talk over each other, a sitting companion stays quiet, and the XP bar tooltip notes the ×2 XP below level 30. ### Spawns & screens Wild companions no longer spawn within **700 blocks of the world spawn**, so you won't bump into one right outside your starting area. The **Skills screen now splits into three columns** (Universal, Class, Innates), so a level 200 companion's abilities are far easier to read. Fixed skill names containing a percent sign (for example "+30% mining speed") showing up as "Format error". ## 0.2.3: Self sufficiency & multiplayer A big quality of life pass: the companion crafts its own gear, fishes for real, takes commands, and behaves in multiplayer. Saves from 0.2.x are compatible. ### Commands & recall (new keybinds) **Directed command, aim + V** (rebindable): point at a **block** and the nearest companion walks there; point at a **mob** and it attacks. It refuses to attack allies (your pets, villagers, your own companions). **Recall, H**: all your companions come to you (near ones walk, far ones teleport). **Sneak + H**: send them all to the **base**. **Set a base**: a "Set base here" button in the Behaviors panel saves your spot, and Sneak + H gathers everyone there (same dimension). ### Autonomous crafting (Behaviors panel) **Craft tools** (cycle: off, then wood and stone plus a fishing rod, then iron and diamond with sword upgrades): builds the tool it needs from its own materials, resolving logs into planks into sticks, instead of just asking. **Craft armor** (cycle: off, then leather, gold and iron, then diamond plus a netherite upgrade): fills empty or weak armor slots, and the netherite step keeps the piece's enchantments. It's separate from tools so they don't compete for the same iron. **Self enchant** (shows up once the Station's Enchanting is unlocked): enchants its own armor with lapis and emeralds from its inventory; power is random up to a level based cap. Weapons stay with class innates. Everything it crafts, smelts or enchants is **announced in chat**, so resources are never spent silently. ### Mining, chopping & fishing feel like a player **Mining speed uses the player's exact formula**: it scales with the pickaxe tier, **Efficiency**, the Miner's speed skills and **Haste**. **Breaking cracks** now show on blocks being mined and on logs being chopped. **Real fishing**: the companion now needs a **fishing rod** (it crafts one or asks for one), casts with sound and water particles, and pulls the full **vanilla fishing loot**: fish, junk and **treasure** (with the rod's Luck of the Sea). ### More toggles & smarter helpers New **Mining** and **Fishing** (Villager only) toggles in the Behaviors panel, with hover summaries. **Auto collect** toggle (replaces the old Collect mode): picks up nearby items in any mode while you're close. **Auto equip** now prefers the **enchanted or tougher** piece, not just raw armor value. **Multi companion mining claims**: two companions no longer fight over the same ore block. **×2 XP below level 30**: faster early game, with normal rates after. ### Easier early game **It starts working sooner**: mining unlocks at level 8 (was 10) and tree chopping at level 10 (was 15). **Out of combat regeneration from level 3** (was 8): early companions stop dying helplessly on the first night. **New universal skill, Survival Instinct (level 15)**: when its health drops below 30% it gets a short burst of fast regeneration (a "second wind") on a cooldown, on top of already retreating to you. Every class gets it. ### Multiplayer & navigation fixes **Companions understand sides in PvP**: ally means same owner (or scoreboard team); they defend you against another player's companion, and never fight their own side. **No more sitting when the owner dies or logs off**: they stay up and defend themselves. **They walk through doors and fence gates now** (opening and closing behind them): no more getting stuck outside a fenced base. **Wild companions no longer spawn on top of each other**: natural spawns keep at least 400 blocks apart, so you won't find two crammed into the same area.
alpha

CompanionRM 0.2.2

0.2.2
11 июн. 2026 г.44Minecraft: 1.21.1fabric
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Wild companions now roll a rarity tier (D→S), spawn properly equipped, and can craft tools, place torches, and smelt ore on their own. ### Companion tiers (new) - **Rarity tiers — D Common, C Uncommon, B Rare, A Epic, S Legendary** — shown as a colored badge next to the companion's name in its screen. Each tier grants a modest flat **max-HP bonus** (+0/+2/+4/+6/+8) — nice to have, never mandatory. - **Find or grow one.** Wild companions roll a tier when they spawn (Legendary is rare!). You can also raise your own companion's tier through **Rebirth** — every 2 rebirths bumps it one tier (it never drops). A wild Legendary stays Legendary. - **Gear scales with tier** — companions no longer appear "naked": they spawn with weak armor (leather/chainmail/gold — never iron) and a wooden/stone/iron sword, sometimes a shield. A **Legendary** always arrives in a full matching set with **Protection I on two pieces**. - New admin command `/companion tier set <tier>` and tier shown in `/companion info`. ### Autonomous behaviors (new) - **Behaviors panel** — a gear button in the companion's screen opens a panel of toggles for its self-sufficient crafts. Hover each toggle for a plain-language summary. - **Craft tools** (on by default) — when it needs a pickaxe or axe and has the materials, it crafts one (resolving logs → planks → sticks on its own) instead of just asking you for it. - **Place torches** — lights up dark areas (caves, night) as it moves, crafting torches from coal + wood when needed, to prevent mob spawns. - **Smelt ores** — the passive Furnace also turns raw iron/copper/gold (and ancient debris) into ingots. - It **announces in chat** what it crafts or smelts, so resources are never spent silently. ### Quality of life - **Station unlock order**: the **Furnace** now unlocks early (level 40) and **Enchanting** later (level 60) — the basic resource comes first, the powerful one later. - **Expanded in-game guide** — the welcome book grew from 6 to 17 pages: a preview of each of the 7 classes, plus the tier system, the Behaviors panel, the Portable Station, and Reborn. ### Fixes - **Companions no longer attack each other** — hitting one companion made your other companions target and kill it (and loop on revive). Companions are now always allies and never target one another. - **Wild companions now spawn in modded worlds too** — the village/biome spawn used hardcoded vanilla biomes, so in modpacks (modded worldgen) companions never appeared. It now also uses Fabric's conventional biome tags, and the spawn weight was raised slightly.