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Companions
Recruit through I Want to Ask Something. → Want to travel with me? → Come with me..
Recruitment requires effective reputation at least alliedAt (normally 50), configured in tacznpc_reputation.json. There is one owner per NPC; no configurable per-player follower cap is currently implemented. Small reputation drops do not immediately dismiss it; hostility or actual retaliation can end the relationship.
| Choice | Effect |
|---|---|
| Wait here. | Save the current position as the waiting anchor |
| Follow me. | Resume following; replaces Wait here while waiting |
| Give Equipment. | Equip one item, returning the previous slot item |
| Stop following me. | End ownership and resume autonomous behavior |
| About Combat… | Open attack/distance preferences |
Under About Combat:
| Choice | Selected behavior |
|---|---|
| Never attack first. | Defensive mode |
| Attack enemies on sight. | Normal hostile acquisition |
| Stay close to me. | Begin catch-up beyond 12 blocks, finish at ≤5 |
| Keep your distance. | Begin catch-up beyond 32 blocks, finish at ≤12 |
Defensive and close are defaults. The visible toggle offers the alternative to the current preference. Distances also apply outside combat. The far mode does not make the NPC retreat whenever the player approaches.
The NPC may attack a specific non-allied entity that damaged its leader in the last 1200 ticks. It also helps against a living entity first damaged by the leader, including projectiles, only if it has no current target at that hit. An already-busy follower retains its target and does not queue the second victim.
Outgoing support checks loaded followers within 64 blocks of the leader, with sight and current detection range to the victim. Conversation and priority catch-up block support. Support memories expire after 1200 ticks and are runtime-only; attack/distance preferences persist in the NPC's saved data.
Give Equipment prefers a nonempty offhand, falling back to the main hand only when the offhand is empty. It transfers one item, preserves components and returns the old equipment if room exists. Explicit orders can downgrade gear. If the exchange cannot fit, nothing is taken.
The leader can interact with an alerted/fighting follower. Conversation clears and holds combat, and is not ended by the ordinary timeout/alert gate. A real hit to the follower closes it immediately. Distance, sight, death and logout restrictions still apply. Shift bypasses the integration's normal interaction.
Catch-up outranks chasing/shooting while emergency escape and floating retain priority. Waiting does not make the NPC invulnerable or disable all combat.
Recruitment uses alliedAt. Friendly-fire safety is configurable in behavior. The two follow-distance pairs, support memory duration, ownership format and order labels are currently fixed in code, not new config keys.
Bound companions pause autonomous quest progression, offline action execution and offline travel; saved progress is retained. They use ordinary navigation, with no recovery teleport, forced chunks or automatic dimension following.
Configuration reference for the customized TACZ NPCs Alive build, baseline 2.2.1-hiki.c2me.1. Home · Troubleshooting
- TACZ NPCs Alive : Configuration Wiki
- Getting started
- Configuration map and inheritance
- Configuration recipes
- Behavior and perception
- Offline loot by biome
- Resting, campfires and social space
- Combat: reaction, accuracy and firing patterns
- Administrator commands
- Recruitment and companion orders
- Dialogue profiles and selection rules
- Factions, relations and player reputation
- Friendly-fire prevention and damage protection
- Greetings and contextual replies
- Inventory, interests and item replacement
- Levels, health and accuracy progression
- Loadouts and equipment
- Offline activity and the time wallet
- Autonomous NPC quests
- Player supply requests
- Spawning and structure replacement
- Trading, prices and currency denominations
- Experimental offline travel
- Troubleshooting and migration
- Weapon-specific percentage modifiers