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Companion: Reworked

Humanoid survivor companions. Name one, pick its skin, equip it like a player, feed it to heal, and raise it at an altar when it falls. It follows you across dimensions, fights at your side, and carries your gear.

Companion Mod


Description

Companion Mod gives every player a single humanoid companion that stays with them for the whole world. Not a pet that trails behind you — a survivor that wears your spare armour, holds a shield, fights what attacks you, and leaves something behind when it dies.

It starts with an egg

The first time you join a world you receive one Companion Egg. Right click it and you choose your companion's name and how it looks. You only ever get one, so the choice matters.

Nine appearances ship with the game itself, and you can also search for any Minecraft account name to use that player's skin. The search returns every matching account it can find, each shown with its own face, so you pick the one you actually wanted instead of being handed a single guess. Cancelling the screen costs you nothing — the egg stays in your inventory until you confirm.

A companion that behaves like a survivor

It uses the vanilla player model, so it walks, runs, idles, swings, flinches and falls exactly the way a player does, and armour and held items sit on it the way they sit on you.

  • Follow — keeps a comfortable few blocks behind you rather than standing on your head. If it gets badly left behind it teleports to a safe spot near you, but rarely and quietly enough that you mostly just notice it is still there. It comes with you through portals.
  • Stay — roams freely around the spot you left it and finds its own way back if it drifts too far. Told to stay, it stays; it will not follow you through a portal.

It opens doors, avoids fire, lava and powder snow, and crosses water instead of living in it.

It fights like you, not like a mob

Damage is genuinely player-equivalent: the same base value you have, with the weapon's own stats applied on top by the same code that applies them to you. A diamond sword deals 7 in its hands and 7 in yours. Armour works normally, and a shield in the off hand is actually raised while closing distance and dropped to swing.

It retaliates against whatever attacks you and helps you finish hostile mobs and players. It will not turn on you, on another companion of yours, or on a passive animal that has not started something.

Gear, health and food

Right click it to open its screen: six equipment slots, a charm slot, twenty slots of storage, its current health in hearts, and the buttons to switch how it behaves.

Right click it holding food and it eats instead, healing on the spot. Bread, baked potatoes, carrots, beetroots, potatoes, golden carrots and golden apples all restore different amounts, and food is only used up when it actually heals something.

The charm slot takes a Totem of Undying. It exists so your companion never has to choose between a shield and a totem, and the totem works exactly as it would in your own hand — spent on the lethal hit, health back to 1, with Regeneration, Absorption and Fire Resistance.

Death is not the end

A fallen companion leaves Companion Remains: an item holding its identity, its name, its appearance and every item it was carrying. Open the remains to take your gear back. They survive being dropped, stored in a chest, carried between dimensions, or left lying in the world while you are offline, and they are fire resistant, so a companion lost over lava is not lost twice.

To bring it back, build a Companion Altar, set the remains on it, and pay the offerings. After a short ritual your companion returns on the altar with its name, its skin and its inventory intact. Nothing is consumed until it is genuinely standing there, and you can take everything back off the altar right up until the ritual begins.

Built to be played on a server

Every decision is made server side and every packet is validated: ownership, distance and every value sent by a client are re-checked before anything happens. Nobody can rename, equip, order around or revive a companion that is not theirs.

Everything persists properly — through logging out, dying, restarting the server, unloading chunks and changing dimension. There are no static caches to go stale or leak.

Configurable

Follow and teleport distances, stay radius, auto-defence, base health, attack damage, melee reach, swing rate, how many companions a player may own, what each food heals and what the altar charges for a revival are all in the config file.


Minecraft 1.21.1 · NeoForge · English and Spanish

The Companion: Reworked Team

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Hi, I'm DGcuberX and I like creating mods!

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