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@STRHercules STRHercules released this 23 Nov 08:54

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

  1. Find: Companion houses generate across the Overworld (spacing ~20 chunks by default; configurable).
  2. 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.
  3. Command: Use the GUI to set stance, toggle pickup, and set patrol radius; Shift+right-click to sit/stand on the spot.
  4. Equip: Drop weapons/armor in their 6×9 inventory; they auto-equip the best armor and a class-appropriate weapon each tick.
  5. Progress: Gain XP from kills; MMO-style curve. Level ups increase health; STR/DEX/INT/END modify combat/XP/defense.
  6. 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!***