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AI Companion – LLM Player Bot (Ollama, ChatGPT)

An autonomous AI companion driven by your own LLM. It navigates, gathers, crafts, builds on request, and fights alongside you. Runs fully local with llama.cpp (nothing leaves your network) or any hosted OpenAI-compatible API. Singleplayer & LAN.
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aicompanion-0.2.3.jar

File nameaicompanion-0.2.3.jar
Uploader
dauk808dauk808
Uploaded
Jul 31, 2026
Downloads
40
Size
4.9 MB
Mod Loaders
Fabric
File ID
8548543
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:ai-companion-fabric-1619582:8548543"

Learn more about Curse Maven

What's new

0.2.3 — More than one of them, and a way to hand them things

Bundles PlayerEngine 1.0.47. Self-contained jar as always — don't install a standalone engine alongside it.

Nothing to do after updating. Your existing companion keeps its name, personality and skin — its settings are moved into the new list format for you on first launch, and your previous config file is kept as aicompanion.json.bak in case you want it back.

Right-click a companion to open its inventory

Empty hand, no sneaking, and a window opens: all 36 of its storage slots, its four armour slots and its offhand, with your own inventory below. Drag items across, shift-click them across, take things back.

Until now there was no way to hand a companion anything. Items reached it only by being dropped on the floor for it to notice, or by asking it to go and fetch them itself — and armour had no route at all, despite the companion wearing armour, taking less damage for it, and wearing it out. Now you can kit one out in ten seconds.

Shift-clicking armour or a shield from your side puts it straight into the slot it belongs in rather than the first free storage slot. The window closes itself if the companion walks out of reach, and only its owner can open it.

You can have more than one, and tell them apart

Two companions used to be two copies of the same character: same name, same personality, same face, both answering to everything you said. Chat showed the same name for both, and every command — stats, come, despawn, skill — picked one of them arbitrarily and didn't tell you which.

Now identity comes from a list, and the easiest place to edit it is in game: /companion config → Companions. Each configured companion gets its own section — name, description, personality, skin — and there's an "Add a companion" box at the bottom. Type a name, save, and you can spawn it:

/companion spawn Rook

A bare /companion spawn takes the first companion that isn't already out, so with two configured you can spawn both without naming either.

Once they're out:

  • Talk to one of them. "Rook, go and scout north" reaches Rook and nobody else — the name is stripped before the model sees it. An unaddressed line goes to whichever is nearest, rather than to all of them at once, so asking a question once costs one reply instead of two.
  • Target commands. Every subcommand takes an optional name: /companion stats Rook, /companion come Rook, /companion skill Rook Harvest. Without one you get the nearest of your own, chosen consistently rather than at random. And the replies now say who they mean — "Rook coming to 74, 64, 349" instead of "Companion coming to 74, 64, 349".
  • See who's out. /companion list gives you every companion, how far away, how healthy, and what it's currently working on. Spawning one that's already out is refused, with a note on where it is — in a previous session someone assumed their companion had died, spawned a second, and ended up with two identical ones wandering the same valley.
  • The radar handles all of them. One labelled marker each, instead of a single marker flickering between two bodies.

Configure one companion and nothing changes — it behaves exactly as before.

(For anyone who hand-edits the JSON: identity used to live in a companion block. That is now the companions list, and your old block is folded into it automatically. /companion config no longer has an Identity tab because it edits the list directly.)

Companions no longer talk each other into circles

Two companions standing near each other used to overhear and answer each other, and each answer prompted another answer. Every one of those is a full request to the model, with nobody talking to them. One session logged 382 of them — including four near-identical sentences in ninety seconds as each reply set off the next.

This is now off by default (behavior.aiCrossTalk). Turn it on if you want them chatting between themselves and you're running a local model where turns are free.

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