Releases: STRHercules/ModernCompanions
Release list
Modern Companions v1.2.0
v1.2.0
- Realigned player inventory in Companion GUI
- Added Optional Curio support for Companions
- Curio visiblity is toggleable
- Added Optional Sophisticated Backpack support/feature
- If a Companion is wearing a Sophisticated Backpack, they will fill it before their inventory.
- Added better preferred weapon and fallback support.
- Companions using a preferred weapon type will recieve a +2 bonus to their damage.
- Companions will now use whatever weapon is available if they do not have their preferred weapon.
- Hopefully increased Shield support for Vanguards - should equip modded shields now.
- Fixed bug where Vanguard equipped 2 shields.
- Companion Traits, Backgrounds, Morale, Bonds and additional Stats, and more!
- Companions now spawn with 1-2 random traits which will grant small bonuses.
- Companions will now spawn with a small backstory.
- Companions now have a 'Morale' level - taking care of them raises this while neglecting them will drain it.
- The more you travel, heal, and revive you companion the stronger their Bond will grow. This will grant benefits to the Companion.
- There is now an additional button in the Companion GUI that will lead you to a new Biography page.
- Companions now have ages assigned to them, and will age 1 year every 3 in-game months.
- Aging is only a visual string in the Bio page.
- Existing Companions will have missing values (Backstory, Age, Traits) assigned to them.
Modern Companions v1.1.4
- Resurrection Scrolls are now indestructible. They avoid Gravity, Fire, Explosions, Lava and the Void.
Modern Companions v1.1.3
Fixed Companions not triggering their attack/eat animations
Modern Companions v1.1.2
Modern Companions (NeoForge 1.21.1)
Modern Companions is a faithful NeoForge 1.21.1 port/rebrand of Human Companions with new branding, soul gems, summoning wand, a bundled BasicWeapons-inspired arsenal, and expanded class kit flavor. Hire RPG-flavored human followers, gear them up, and command them with a clear stance UI.
What You Get
- Fourteen Recruitable Roles: Knight, Vanguard, Axeguard, Berserker, Scout, Archer, Arbalist, Beastmaster, Cleric, Alchemist, Stormcaller, Fire Mage, Lightning Mage, Necromancer—each with tailored AI, weapon prefs, and perks.
- Spawn Gems: All spawn eggs are class-colored gems on the Modern Companions creative tab; they still behave like eggs but match the new branding.
- Soul Gems: Soul Gems are obtained by using the Companion Mover on a recruited Companion, converting them into an item preserving their stats and inventories, which can then be used to convert them back into an entity.
- Custom Weapons: Daggers, clubs, hammers, spears, quarterstaves, and glaives in every vanilla material (plus bronze if that mod is present). Standard crafting recipes (JEI/REI friendly); companions auto-prefer their class weapon type.
- RPG Stats & Leveling: STR/DEX/INT/END shape damage, speed, XP gain, and bulk. A superlinear XP curve makes high levels meaningful; health scales with END and level.
- Limits: There is no level cap and no hard limit on party size—you can level companions indefinitely and command as many as you can gather; only performance/server rules apply.
- Commands in the GUI: Follow ↔ Patrol ↔ Guard cycle, alert/hunt toggles, sprint toggle (on = sprint, off = jog), auto-pickup, patrol radius +/- (2–32), clear target, release. Shift+right-click to sit/stand, right-click to open the screen.
- Deep Taming Loop: Each untamed companion demands two specific foods/resources; supply both stacks to tame. They self-heal from food in their 6×9 inventory and politely ping you when hurt and empty.
- Resurrection Built-in: Tamed companions drop a Resurrection Scroll containing full stats/inventory. Hold a nether star in off-hand to activate (adds a glint), then use the scroll on a block/face to respawn them exactly there; Beastmaster pets are cleared on revival to avoid duplicates.
- Beastmaster Pets: Permanent pet (wolf/fox/cat/panda/camel/hoglin/etc.) that auto-respawns, inherits STR/DEX/END scaling, and ignores friendly fire from its master.
- Self-care: Along with regular veggies and cooked foods, Companions also eat enchanted golden foods/honey and will drink beneficial potions (regen/instant health, etc.), applying the effects and holding onto empty bottles when they can, dropping them when they can't.
- Staying close: Follow AI recalls companions that drift ~35 blocks away on the same dimension to a safe spot near you, when set to follow.
- Custom Skins: You can assign specific companions any skin you want! Using the command
/companionskin "NAME" URLyou can assign skins to your companions like so;/companionskin "Daniel George" https://i.imgur.com/FWADR65.png
Worldgen & Spawns
- Companion buildings generate across the Overworld (random-spread set); each spawns exactly one resident when generated.
- Certain structures will house certain Companions.
Class Details
- Knight: Balanced melee with swords/clubs/spears; reliable frontliner.
- Vanguard: Shielded tank; actively raises/lowers shields against ranged threats (respecting axe breaks/cooldowns), +HP/KB resist, 30% projectile DR, resistance aura ticks, and taunts monsters off the owner.
- Axeguard: Axe bruiser; heavy hits, closes to melee.
- Berserker: Ramps damage as health drops, cleaves nearby foes, high KB resist, lighter armor mitigation.
- Scout: Fast skirmisher; speed+jump buffs, reduced fall damage, bonus damage on backstab or distracted targets.
- Archer: Classic bow user with ranged AI; auto-equips bows/arrows.
- Arbalist: 1.21 crossbow behavior (charge/cooldown/LOS); favors crossbows.
- Beastmaster: Bow + scaling pet; buffs nearby tamed animals and deals bonus damage to beasts.
- Cleric: Support melee; periodic heals/regen/resistance to allies under 65% HP, extra damage vs undead, carries totem/golden gear theme.
- Alchemist: Potion support; throws regen/heal at allies and weakness/slow at enemies, sometimes upgraded potency; uses dagger/staff if no potions in hand.
- Stormcaller: Trident brawler; calls lightning on hit (shorter cooldown in rain/thunder) and gains brief strength after striking.
- Fire Mage: Caster that peppers foes with precise, non-igniting blaze fireballs and occasionally fires a heavier ghast-style blast.
- Lightning Mage: Precision caster dropping single-target lightning and 4-target chain bursts that hit harder during storms.
- Necromancer: Wither-skull artillery that can raise short-lived wither skeleton allies; other companions treat the summons as friendly.
How It Plays
- Find: Companion houses generate across the Overworld (spacing ~20 chunks by default; configurable).
- Hire: Right-click untamed companions with the exact items they request (shown in chat and the GUI). When both requested stacks hit zero, they tame and begin following.
- Command: Use the GUI to set stance, toggle pickup, and set patrol radius; Shift+right-click to sit/stand on the spot.
- Equip: Drop weapons/armor in their 6×9 inventory; they auto-equip the best armor and a class-appropriate weapon each tick.
- Progress: Gain XP from kills; MMO-style curve. Level ups increase health; STR/DEX/INT/END modify combat/XP/defense.
- Recover: If a tamed companion dies, grab the Resurrection Scroll they drop. With an off-hand nether star, activate, then right-click a surface to respawn them exactly there.
- Regroup fast: If they drift out ~35 blocks, built-in recall snaps them to you; the Summoning Wand can pull every companion (and Beastmaster pet) in the dimension instantly.
Items & Crafting
Weapons: Vanilla-style recipes for every weapon/material combo; JEI/REI will show them. Bronze variants appear only when a bronze mod is loaded.
Companion Mover: Owner-only tool that captures a companion into a glinting stored item (preserves full NBT/UUID/inventory) for redeployment.
Soul Gems: A Companion's soul transferred into a Soul Gem using the Companion Mover.
Summoning Wand: Teleports all of your living companions (and Beastmaster pets) in the dimension to a safe spot near you on a short cooldown.
Gem Eggs: Retextured spawn eggs available on the Modern Companions creative tab; survival acquisition is up to pack makers/datapacks.
Resurrection Scroll: Drops only from tamed companions. Activation consumes one nether star (off-hand).
Attribute Enchantments
Empower, Nimbility, Enlightenment, Vitality (armor-only): Add STR/DEX/INT/END bonuses from companion armor; stats recalc live as gear changes. Levels I-III available.
Availability: Custom-textured enchanted books live on the Modern Companions creative tab and can drop from dungeon/mineshaft/stronghold library/temple/buried treasure/shipwreck loot tables.
Config & Packmaker Notes
- Friendly fire, fall damage, spawn armor/weapon, and house spacing are configurable.
- Data pack uses pack_format 48; loot injections use NeoForge global loot modifiers for compatibility.
- Better Combat detected: reach modifiers are skipped to avoid stacking with that mod’s reach.
Technical Notes
- Recipes & tags: All custom weapons use vanilla-style JSON recipes and standard tool/block tags; JEI/REI will list them automatically. Spawn eggs are items with gem textures; survival acquisition is left to pack makers/datapacks.
- Resurrection: Activation is purely item logic (nether star off-hand). Auto-loot blacklist prevents companions from grabbing their own scroll.
- XP & health scaling: Companions gain XP when they land killing blows (server-side event). INT raises XP gain (≈ +3% per INT over 4). A superlinear curve governs level costs: XP needed ≈ 20 + 10·(level+1)^1.35. Each level raises max health by +⅓ heart (via attribute modifier), and END grants +1 HP per point above 4, plus up to 35% physical mitigation via END-based reduction. Current health is clamped to new max on level-up; the GUI shows level, XP bar, and kills.
- Beastmaster pets: Pets are permanently bound, inherit STR/DEX/END scaling, and automatically respawn after a short timer if they die or unload. Respawn is suppressed while the Beastmaster is dying/dropped to a scroll to prevent dupes. Pets also avoid friendly fire from their master.
- Random names: Companions roll from a large male/female name pool on spawn, and Beastmaster pets get their own sizable pet-name list. Names are saved, shown on hover (not always-on), and carried through resurrection/pet respawn.
FAQ
- Do companions take fall damage? Toggle in config (default on).
- Can they hurt me/each other? Player FF off by default; companion FF off by default; both configurable.
- **Where are...
Version 1.1.0 Release
Modern Companions (NeoForge 1.21.1)
Modern Companions is a faithful NeoForge 1.21.1 port/rebrand of Human Companions with new branding, gem-style spawn eggs, a bundled BasicWeapons-inspired arsenal, and expanded class kit flavor. Hire RPG-flavored human followers, gear them up, and command them with a clear stance UI.
What You Get
- Fourteen Recruitable Roles: Knight, Vanguard, Axeguard, Berserker, Scout, Archer, Arbalist, Beastmaster, Cleric, Alchemist, Stormcaller, Fire Mage, Lightning Mage, Necromancer—each with tailored AI, weapon prefs, and perks.
- Spawn Gems: All spawn eggs are class-colored gems on the Modern Companions creative tab; they still behave like eggs but match the new branding.
- Soul Gems: Soul Gems are obtained by using the Companion Mover on a recruited Companion, converting them into an item preserving their stats and inventories, which can then be used to convert them back into an entity.
- Custom Weapons: Daggers, clubs, hammers, spears, quarterstaves, and glaives in every vanilla material (plus bronze if that mod is present). Standard crafting recipes (JEI/REI friendly); companions auto-prefer their class weapon type.
- RPG Stats & Leveling: STR/DEX/INT/END shape damage, speed, XP gain, and bulk. A superlinear XP curve makes high levels meaningful; health scales with END and level.
- Limits: There is no level cap and no hard limit on party size—you can level companions indefinitely and command as many as you can gather; only performance/server rules apply.
- Commands in the GUI: Follow ↔ Patrol ↔ Guard cycle, alert/hunt toggles, sprint toggle (on = sprint, off = jog), auto-pickup, patrol radius +/- (2–32), clear target, release. Shift+right-click to sit/stand, right-click to open the screen.
- Deep Taming Loop: Each untamed companion demands two specific foods/resources; supply both stacks to tame. They self-heal from food in their 6×9 inventory and politely ping you when hurt and empty.
- Resurrection Built-in: Tamed companions drop a Resurrection Scroll containing full stats/inventory. Hold a nether star in off-hand to activate (adds a glint), then use the scroll on a block/face to respawn them exactly there; Beastmaster pets are cleared on revival to avoid duplicates.
- Beastmaster Pets: Permanent pet (wolf/fox/cat/panda/camel/hoglin/etc.) that auto-respawns, inherits STR/DEX/END scaling, and ignores friendly fire from its master.
- Better self-care: Along with regular veggies and cooked foods, Companions also eat enchanted golden foods/honey and will drink beneficial potions (regen/instant health, etc.), applying the effects and holding onto empty bottles when they can, dropping them when they can't.
- Staying close: Follow AI recalls companions that drift ~35 blocks away on the same dimension to a safe spot near you, when set to follow.
Worldgen & Spawns
- Companion buildings generate across the Overworld (random-spread set); each spawns exactly one resident when generated.
- Class-by-structure:
- Alchemist: alchemist_house
- Beastmaster: beastmaster_house, watermill, spruce_house
- Berserker: berserker_house, largehouse3
- Cleric: cleric_house, church
- Scout: scout_house, oak_birch_house
- Stormcaller: stormcaller_house, windmill
- Vanguard: vanguard_house, smith
- Knight: house, oak_house, birch_house, sandstone_house
- Archer: largehouse, acacia_house
- Axeguard: largehouse2, dark_oak_house
- Arbalist: lumber, terracotta_house
- Fire Mage: tower1
- Lightning Mage: tower1
- Necromancer: tower2
Class Details
- Knight: Balanced melee with swords/clubs/spears; reliable frontliner.
- Vanguard: Shielded tank; actively raises/lowers shields against ranged threats (respecting axe breaks/cooldowns), +HP/KB resist, 30% projectile DR, resistance aura ticks, and taunts monsters off the owner.
- Axeguard: Axe bruiser; heavy hits, closes to melee.
- Berserker: Ramps damage as health drops, cleaves nearby foes, high KB resist, lighter armor mitigation.
- Scout: Fast skirmisher; speed+jump buffs, reduced fall damage, bonus damage on backstab or distracted targets.
- Archer: Classic bow user with ranged AI; auto-equips bows/arrows.
- Arbalist: 1.21 crossbow behavior (charge/cooldown/LOS); favors crossbows.
- Beastmaster: Bow + scaling pet; buffs nearby tamed animals and deals bonus damage to beasts.
- Cleric: Support melee; periodic heals/regen/resistance to allies under 65% HP, extra damage vs undead, carries totem/golden gear theme.
- Alchemist: Potion support; throws regen/heal at allies and weakness/slow at enemies, sometimes upgraded potency; uses dagger/staff if no potions in hand.
- Stormcaller: Trident brawler; calls lightning on hit (shorter cooldown in rain/thunder) and gains brief strength after striking.
- Fire Mage: Caster that peppers foes with precise, non-igniting blaze fireballs and occasionally fires a heavier ghast-style blast.
- Lightning Mage: Precision caster dropping single-target lightning and 4-target chain bursts that hit harder during storms.
- Necromancer: Wither-skull artillery that can raise short-lived wither skeleton allies; other companions treat the summons as friendly.
How It Plays
- Find: Companion houses generate across the Overworld (spacing ~20 chunks by default; configurable).
- Hire: Right-click untamed companions with the exact items they request (shown in chat and the GUI). When both requested stacks hit zero, they tame and begin following.
- Command: Use the GUI to set stance, toggle pickup, and set patrol radius; Shift+right-click to sit/stand on the spot.
- Equip: Drop weapons/armor in their 6×9 inventory; they auto-equip the best armor and a class-appropriate weapon each tick.
- Progress: Gain XP from kills; MMO-style curve. Level ups increase health; STR/DEX/INT/END modify combat/XP/defense.
- Recover: If a tamed companion dies, grab the Resurrection Scroll they drop. With an off-hand nether star, activate, then right-click a surface to respawn them exactly there.
- Regroup fast: If they drift out ~35 blocks, built-in recall snaps them to you; the Summoning Wand can pull every companion (and Beastmaster pet) in the dimension instantly.
Items & Crafting
- Weapons: Vanilla-style recipes for every weapon/material combo; JEI/REI will show them. Bronze variants appear only when a bronze mod is loaded.
- Companion Mover: Owner-only tool that captures a companion into a glinting stored item (preserves full NBT/UUID/inventory) for redeployment.
- Summoning Wand: Teleports all of your living companions (and Beastmaster pets) in the dimension to a safe spot near you on a short cooldown.
- Gem eggs: Available on the Modern Companions creative tab; survival acquisition is up to pack makers/datapacks.
- Resurrection Scroll: Drops only from tamed companions. Activation consumes one nether star (off-hand).
Attribute Enchantments
- Empower, Nimbility, Enlightenment, Vitality (armor-only): Add STR/DEX/INT/END bonuses from companion armor; stats recalc live as gear changes.
- Availability: Custom-textured enchanted books live on the Modern Companions creative tab and can drop from dungeon/mineshaft/stronghold library/temple/buried treasure/shipwreck loot tables.
Config & Packmaker Notes
- Friendly fire, fall damage, spawn armor/weapon, and house spacing are configurable.
- Data pack uses pack_format 48; loot injections use NeoForge global loot modifiers for compatibility.
- Better Combat detected: reach modifiers are skipped to avoid stacking with that mod’s reach.
Requirements
- Minecraft 1.21.1
- NeoForge 21.1.1
Technical Notes
- Configs:
config/modern_companions-common.toml— worldgen spacing (averageHouseSeparation, default 20 chunks), friendly fire toggles (friendlyFirePlayer,friendlyFireCompanions), fall damage, spawn armor/weapon, base health, low-health food requests, creeper warning. - Compatibility hooks: If Better Combat is loaded, weapon reach modifiers are skipped to avoid double-stacking. Bronze weapon set registers only when a bronze mod is present (checked via
ModList). - Recipes & tags: All custom weapons use vanilla-style JSON recipes and standard tool/block tags; JEI/REI will list them automatically. Spawn eggs are items with gem textures; survival acquisition is left to pack makers/datapacks.
- Resurrection: Activation is purely item logic (nether star off-hand). Auto-loot blacklist prevents companions from grabbing their own scroll.
- XP & health scaling: Companions gain XP when they land killing blows (server-side event). INT raises XP gain (≈ +3% per INT over 4). A superlinear curve governs level costs: XP needed ≈ 20 + 10·(level+1)^1.35. Each level raises max health by +⅓ heart (via attribute modifier), and END grants +1 HP per point above 4, plus up to 35% physical mitigation via END-based reduction. Current health is clamped to new max on level-up; the GUI shows level, XP bar, and kills.
- Beastmaster pets: Pets are permanently bound, inherit STR/DEX/END scaling, and automatically respawn after a short timer if they die or unload. Respawn is suppressed while the Beastmaster is dying/dropped to a scroll to prevent dupes. Pets also avoid friendly fire from their master.
- Random names: Companions roll from a large male/female name pool on spawn, and Beastmaster pets get their own sizable pet-name list. Names are saved, shown on hover (not always-on), and carried through resurrection/pet respawn.
FAQ
- Do companions take fall damage? Toggle in config (default on).
- Can they hurt me/each other? Player FF off by default; companion FF off by default; both configurable.
- Where are recipes? Standard JSON recipes; view with JEI/REI. Resur...
Initial Release
Modern Companions (NeoForge 1.21.1)
Modern Companions is a faithful NeoForge 1.21.1 port/rebrand of Human Companions with new branding, gem-style spawn eggs, a bundled BasicWeapons-inspired arsenal, and expanded class kit flavor. Hire RPG-flavored human followers, gear them up, and command them with a clear stance UI.
What You Get
- Eleven Recruitable Roles: Knight, Vanguard, Axeguard, Berserker, Scout, Archer, Arbalist, Beastmaster, Cleric, Alchemist, Stormcaller —each with tailored AI, weapon prefs, and perks.
- Spawn Gems: All spawn eggs are class-colored gems on the Modern Companions creative tab; they still behave like eggs but match the new branding.
- Custom Weapons: Daggers, clubs, hammers, spears, quarterstaves, and glaives in every vanilla material (plus bronze if that mod is present). Standard crafting recipes (JEI/REI friendly); companions auto-prefer their class weapon type.
- RPG Stats & Leveling: STR/DEX/INT/END shape damage, speed, XP gain, and bulk. A superlinear XP curve makes high levels meaningful; health scales with END and level.
- Commands in the GUI: Follow ↔ Patrol ↔ Guard cycle, alert/hunt toggles, stationary mode, auto-pickup, patrol radius +/- (2–32), clear target, release. Shift+right-click to sit/stand, right-click to open the screen.
- Deep Taming Loop: Each untamed companion demands two specific foods/resources; supply both stacks to tame. They self-heal from food in their 6×9 inventory and politely ping you when hurt and empty.
- Resurrection Built-in: Tamed companions drop a Resurrection Scroll containing full NBT/gear. Hold a nether star in off-hand to activate (adds a glint), then use the scroll on a block/face to respawn them exactly there; Beastmaster pets are cleared on revival to avoid duplicates.
- Beastmaster Pets: Permanent pet (wolf/fox/cat/panda/camel/hoglin/etc.) that auto-respawns, inherits STR/DEX/END scaling, and ignores friendly fire from its master.
Worldgen & Spawns
- Companion buildings generate across the Overworld (random-spread set); each spawns exactly one resident when generated.
- Class-by-structure:
- Alchemist: alchemist_house, tower1
- Beastmaster: beastmaster_house, watermill, spruce_house
- Berserker: berserker_house, largehouse3
- Cleric: cleric_house, church
- Scout: scout_house, tower2, oak_birch_house
- Stormcaller: stormcaller_house, windmill
- Vanguard: vanguard_house, smith
- Knight: house, oak_house, birch_house, sandstone_house
- Archer: largehouse, acacia_house
- Axeguard: largehouse2, dark_oak_house
- Arbalist: lumber, terracotta_house
Class Details
- Knight: Balanced melee with swords/clubs/spears; reliable frontliner.
- Vanguard: Shielded tank; +HP/KB resist, 30% projectile DR, resistance aura ticks, and taunts monsters off the owner.
- Axeguard: Axe bruiser; heavy hits, closes to melee.
- Berserker: Ramps damage as health drops, cleaves nearby foes, high KB resist, lighter armor mitigation.
- Scout: Fast skirmisher; speed+jump buffs, reduced fall damage, bonus damage on backstab or distracted targets.
- Archer: Classic bow user with ranged AI; auto-equips bows/arrows.
- Arbalist: 1.21 crossbow behavior (charge/cooldown/LOS); favors crossbows.
- Beastmaster: Bow + scaling pet; buffs nearby tamed animals and deals bonus damage to beasts.
- Cleric: Support melee; periodic heals/regen/resistance to allies under 65% HP, extra damage vs undead, carries totem/golden gear theme.
- Alchemist: Potion support; throws regen/heal at allies and weakness/slow at enemies, sometimes upgraded potency; uses dagger/staff if no potions in hand.
- Stormcaller: Trident brawler; calls lightning on hit (shorter cooldown in rain/thunder) and gains brief strength after striking.
How It Plays
- Find: Companion houses generate across the Overworld (spacing ~20 chunks by default; configurable).
- Hire: Right-click untamed companions with the exact items they request (shown in chat and the GUI). When both requested stacks hit zero, they tame and begin following.
- Command: Use the GUI to set stance, toggle pickup, and set patrol radius; Shift+right-click to sit/stand on the spot.
- Equip: Drop weapons/armor in their 6×9 inventory; they auto-equip the best armor and a class-appropriate weapon each tick.
- Progress: Gain XP from kills; MMO-style curve. Level ups increase health; STR/DEX/INT/END modify combat/XP/defense.
- Recover: If a tamed companion dies, grab the Resurrection Scroll they drop. With an off-hand nether star, activate, then right-click a surface to respawn them exactly there.
Items & Crafting
- Weapons: Vanilla-style recipes for every weapon/material combo; JEI/REI will show them. Bronze variants appear only when a bronze mod is loaded.
- Gem eggs: Available on the Modern Companions creative tab; survival acquisition is up to pack makers/datapacks.
- Resurrection Scroll: Drops only from tamed companions. Activation consumes one nether star (off-hand).
Config & Packmaker Notes
- Friendly fire, fall damage, spawn armor/weapon, and house spacing are configurable.
- Data pack uses pack_format 48; loot injections use NeoForge global loot modifiers for compatibility.
- Better Combat detected: reach modifiers are skipped to avoid stacking with that mod’s reach.
Requirements
- Minecraft 1.21.1
- NeoForge 21.1.1
Technical Notes
- Configs:
config/modern_companions-common.toml— worldgen spacing (averageHouseSeparation, default 20 chunks), friendly fire toggles (friendlyFirePlayer,friendlyFireCompanions), fall damage, spawn armor/weapon, base health, low-health food requests, creeper warning. - Compatibility hooks: If Better Combat is loaded, weapon reach modifiers are skipped to avoid double-stacking. Bronze weapon set registers only when a bronze mod is present (checked via
ModList). - Recipes & tags: All custom weapons use vanilla-style JSON recipes and standard tool/block tags; JEI/REI will list them automatically. Spawn eggs are items with gem textures; survival acquisition is left to pack makers/datapacks.
- Resurrection: Activation is purely item logic (nether star off-hand). Auto-loot blacklist prevents companions from grabbing their own scroll.
- XP & health scaling: Companions gain XP when they land killing blows (server-side event). INT raises XP gain (≈ +3% per INT over 4). A superlinear curve governs level costs: XP needed ≈ 20 + 10·(level+1)^1.35. Each level raises max health by +⅓ heart (via attribute modifier), and END grants +1 HP per point above 4, plus up to 35% physical mitigation via END-based reduction. Current health is clamped to new max on level-up; the GUI shows level, XP bar, and kills.
- Beastmaster pets: Pets are permanently bound, inherit STR/DEX/END scaling, and automatically respawn after a short timer if they die or unload. Respawn is suppressed while the Beastmaster is dying/dropped to a scroll to prevent dupes. Pets also avoid friendly fire from their master.
- Random names: Companions roll from a large male/female name pool on spawn, and Beastmaster pets get their own sizable pet-name list. Names are saved, shown on hover (not always-on), and carried through resurrection/pet respawn.
FAQ
- Do companions take fall damage? Toggle in config (default on).
- Can they hurt me/each other? Player FF off by default; companion FF off by default; both configurable.
- Where are recipes? Standard JSON recipes; view with JEI/REI. Resurrection uses nether star activation—no smithing template needed.
Take a squad with you, keep them fed, and enjoy the extra firepower. Feedback and balance reports are welcome!***

















