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Compatibility

github-actions[bot] edited this page Nov 8, 2026 · 1 revision

Compatibility

NeroCompanion needs only Neroland Core (1.17.4 or later). Every other Neroland mod is optional; each adds something when it is installed and nothing breaks when it is not.

Mod What it adds
Nerospace Off-world, flying companions fly faster on light worlds and slower on heavy ones; radiation powers a companion down unless it carries a Radiation Shielding chip
Nerotech, NeroPower Their generators and cables charge Pads and Bays like any energy source
NeroLogistics A Carry or Mining Bot can be bound to a network drive bay and delivers into it
NeroEconomy Shop looks can be bought in the Skin Studio and stay unlocked; servers can charge credits for reclaiming. See NeroEconomy integration
NeroColonies Companions never break, place, open, enter or attack inside a colony where their owner may not build
NeroSecurity Companions never open, break or enter a secured device their owner may not use
NeroFactions A Combat Bot never attacks a member of its owner's faction
NeroCreatures Taming a creature counts for the Pet Adopted quest
NeroQuests The Companion Log quest chapter. See NeroQuests integration
NeroLink The phone app shows and controls your companions. See NeroLink

Companions respect vanilla protection (spawn protection, adventure mode, locked containers), Neroland Core gates and the mods above. Other claim mods are not consulted. If NeroColonies, NeroSecurity or NeroFactions is installed but cannot be reached (for example after an incompatible update), companions play safe and do not break, place, open or attack where that mod would have decided; the server log says so once.

Recipe viewers: JEI and EMI show NeroCompanion's recipes like any vanilla crafting recipe.

Adding a companion type with a data pack

Companion types are data: data/<namespace>/companion_types/<name>.json. A pack can retune a shipped type (same path in the nerocompanion namespace) or add a new one built on an existing chassis:

{
  "entity": "nerocompanion:carry_bot",
  "locomotion": "ground",
  "small": false,
  "max_health": 24.0,
  "armor": 2.0,
  "speed": 0.25,
  "attack_damage": 0.0,
  "energy": { "capacity": 60000, "drain_idle_per_second": 8, "drain_active_per_second": 30 },
  "modes": ["follow", "stay", "carry", "sleep"],
  "default_mode": "follow",
  "chip_slots": 3,
  "chip_categories": ["stat", "capability", "cosmetic"],
  "work_goals": ["nerocompanion:carry_haul"],
  "cargo_slots": 54
}
  • entity must be one of the seven companion entities; it decides the model and the locomotion.
  • modes: follow, stay, guard, mine, carry, repair, scout, sleep. chip_slots at most 6, cargo_slots at most 54.
  • work_goals: nerocompanion:drone_carry_lite, scout_ahead, scout_danger_alert, drone_lamp, mine_area, carry_haul, repair_gear, guard_target, guard_melee, pet_fetch, pet_nap, pet_play.
  • A bad value is reported and that field keeps the chassis default; an unknown entity drops the file. /nscomp types lists what loaded and every problem.
  • To craft one, give a recipe a nerocompanion:capsule result with the component "nerocompanion:blueprint": "<namespace>:<name>".
  • Name it with companion_type.<namespace>.<name> in your language file.

Adding skins and hats

See Skins & Hats.

Changing chip rules and tags

  • data/<namespace>/chip_rules/exclusive.json: chip pairs that cannot be fitted together. See Chips.
  • #nerocompanion:unmineable (block tag): blocks a Mining Bot never breaks.
  • #nerocompanion:ore_filter (block tag): extra blocks the Ore Filter chip keeps, on top of #c:ores. Scouts mark blocks in #c:ores, #neroland:ores and the vanilla ore tags.
  • #nerocompanion:protected_mobs (entity type tag): mobs a Combat Bot never attacks.

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