Companion Case
Forge 1.20.1
Companion Case adds a single portable case for capturing, storing, managing, and deploying living mobs. It includes hostile taming, conversion resources, case-wide upgrades, equipment editing, capture resistance, controlled Creeper detonation, and configurable companion AI.
Features
- Capture, Release, Manage, and Convert modes
- Friendly, Converted, Neutral, and Hostile tabs
- Compact management GUI with release queue and checkboxes
- Per-companion heal, revive, enhancement, equipment, details, and settings
- Hostile and neutral taming
- Capture cooldown, over-level penalty, and resistance countdown
- Case-wide upgrade chips, tiers I–V
- Six-slot upgrade and equipment interfaces
- Behavior priority with optional AI override
- Per-companion follow distance and aggro duration
- Controlled Creeper detonation
- Last Stand treasure chip
- Rotating release queue with clear control
- Mekanism Nutritional Paste conversion
- Optional Curios integration
Getting Started
Craft a Companion Case:
" L "
"ICI"
" L "
L = Leather
I = Iron Ingot
C = Chest
The recipe unlocks after obtaining a chest.
Hold the case and use Shift + mouse wheel to change modes.
Capture Interaction
The case is designed so the dangerous part can be armed without right-clicking the target mob.
Arming
- Select Capture mode.
- Hold the Companion Case.
- Right-click air or the ground.
The case now shows:
Capture-mode item image
Enchantment glint
Blue tint
This means capture is armed.
Capturing
Friendly and Neutral
- Arm the case on air or the ground.
- Walk within about 2 blocks.
- Aim the crosshair at the target.
No right-click on the mob is needed. The case checks the entity under the crosshair and captures it automatically while armed.
Hostile
Right-click the hostile target directly in Capture mode.
Hostile capture does not require the armed ray check.
Why Arm on Air First
Some modded mobs use right-click for:
Changing behavior mode
Opening a GUI
Starting a trade
Issuing commands
For friendly and neutral mobs, arming is done on air or the ground and capture is then automatic by proximity and crosshair. The mob itself is never right-clicked.
For hostile mobs, the direct right-click is the capture action. If a modded hostile uses right-click for its own behavior, that interaction may still run before or alongside capture.
Modes
Capture
Arms capture for friendly and neutral auto-capture, or captures a hostile mob on direct right-click.
Release
Releases the selected companion or the next companion in the queue.
Manage
Opens the main GUI.
Convert
Opens the conversion screen.
Capture Rules
Cooldown
Capturing a hostile mob starts a configurable cooldown, default 10 seconds.
- Stored on the case
- Does not prevent right-clicking air or changing modes
- Shown as a red item bar
Over-level Penalty
If the target has more max health than the player:
extra = (target max health - player max health) × multiplier
total = min(cap, base cooldown + extra)
The cap includes the base cooldown.
Resistance
Captured mobs cannot be tamed immediately.
resistance = min(cap, max health × multiplier)
Defaults:
1 second per max health
600 second cap
1.0 multiplier
Resistance is shown in the management list and entry menu.
Taming
Hostile taming uses health-based chance and failed-attempt bonuses.
Neutral taming uses:
base 30%
not full health +10%
below 50% health +10%
each failure +5%, capped at +50%
final chance capped at 100%
Success moves the mob to Converted.
Resources
Nutrients — healing
Potency — enhancement and upgrades
Revive — revive points
Conversion
- Food gives nutrients and potency
- Positive effects give potency
- Potions, splash/lingering potions, tipped arrows
- Non-splash, non-lingering potions return a glass bottle
- Totem of Undying gives revive points
- Experience Bottle, Enchanted Book, Nether Star: configurable
- Mekanism Gauge Dropper or Canteen with Nutritional Paste
Mekanism
1000 mB Nutritional Paste → 10 nutrients
Conversion drains in a loop, so large Canteen contents are actually emptied.
Convert All empties the container and rounds the nutrient amount up.
Upgrade Chips
Case-wide and removable. Six slots; the highest tier per type applies.
Cooldown
I -10% / II -20% / III -30% / IV -40% / V -50%
At V, if another mob of the exact same EntityType is stored:
total reduction 90%
Conversion
Resistance elapses faster:
I ×2 / II ×4 / III ×6 / IV ×8 / V ×10
At V, resistance uses current health at capture instead of max health.
Recovery
Lazy recovery when opening the GUI or releasing:
I 0.05% / II 0.1% / III 0.5% / IV 1% / V 2% max health per second
At V, lethal recall starts at 10% max health.
Recipes
Tier I:
Cooldown: Clock + 4 planks
Conversion: Golden Apple + 4 planks
Recovery: 2 Dragon Breath + 4 planks + Glistering Melon + 2 Ghast Tears
Tiers II–IV:
previous tier chip in the center
iron / gold / diamond above, below, left, and right
Tier V uses a Smithing Table:
Netherite Upgrade Template
Tier IV chip
Netherite Ingot
No direct tier skipping.
Last Stand
Treasure chip dropped by player-killed Creepers at a configurable 0.5% chance.
On lethal recall:
low-radius friendly explosion
base 50 damage + 0.1 × max health
no block damage
no item damage
owner and same-owner companions immune
+30 seconds recovery
Fully configurable; can be disabled.
Equipment
Six slots:
Main hand
Off hand
Feet
Legs
Chest
Head
Existing equipment is read from HandItems and ArmorItems, edited in the GUI, saved on close, and applied on release.
Enhancement
Health: +1 / +10 / +100
Attack: +1 / +5 / +10
Speed: +0.01 / +0.05 / +0.1
Default costs:
Low 5 / Mid 50 / High 500 potency
Permanent fire resistance:
50 potency
Enhancement buttons have a 0.2 second input lock and the screen stays open after use.
Creeper
Companion Creepers use controlled detonation:
swell normally
→ vanilla explosion canceled
→ companion recalled
→ custom explosion at the original position
Rules:
no block destruction
no item destruction
owner and same-owner companions immune
damage scales with attack strength
radius scales with max health
radius bonus capped at +10
5 second recovery cooldown
Behavior
Priority rows:
Sync attack
Sync hurt
Proactive attack
Follow
Retaliate
Follow is always enabled. Behavior override can be disabled to keep vanilla AI.
Hostile Restrictions
Unconverted hostile entries cannot use:
Enhancement
Equipment
Upgrade chips
Details
Settings
They can still be tamed, healed, revived, and released.
Release Queue and Selection
- Capture selects the new mob when the queue is empty
- Clicking a mob in the GUI overrides that selection
- The queue has the highest release priority
- Releasing the queue rotates the entry to the back instead of deleting it
- The Clear button empties the queue
- Tooltips show the next release; queue contents take priority
Commands
/companion list [player]
/companion rebind add <case>
/companion rebind replace <case>
/companion rebind remove <case>
/companion confirm
/companion nutrient add|remove|set <amount> [case]
/companion potency add|remove|set <amount> [case]
/companion revive add|remove|set <amount> [case]
/companion recover
Configuration
config/companioncase-common.toml
Important keys:
captureCooldownEnabled
captureCooldownSeconds
overlevelPenaltyEnabled
overlevelPenaltyMultiplier
overlevelPenaltyCap
resistanceEnabled
resistanceCap
resistanceMultiplier
captureBlacklist
captureWhitelist
allowBossCapture
conversionValues
mekanismPasteMbPerConversion
mekanismPasteNutrients
creeperControlledCooldown
sacrificeDropChance
sacrificeExplosionEnabled
sacrificeBaseDamage
sacrificeHealthMultiplier
sacrificeRadius
sacrificeExtraCooldown
Compatibility
- Minecraft 1.20.1
- Forge 47.x
- Client and server required
- Curios optional
- Mekanism optional
Known Limitations
- Brain-based modded AI is not controlled by the behavior priority system
- Some health-bar or pet mods may still classify converted hostile mobs as enemies
- Controlled Creeper detonation still passes through ExplosionEvent, so anti-explosion and claim-protection mods can veto it
- Changing an attack goal takes effect on the next release
License
All Rights Reserved.

