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CompanionRM

A smart humanoid companion (not LLMs or external services, only behavior on its own) that fights, mines, fishes, harvests and replants crops, and levels up through unique classes.
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CompanionRM 0.3.0

File namecompanionai-0.3.0.jar
Uploader
RemapLabsRemapLabs
Uploaded
Jun 16, 2026
Downloads
17
Size
807.7 KB
Mod Loaders
Fabric
File ID
8258168
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:companionrm-1571099:8258168"

Learn more about Curse Maven

What's new

0.3.0: Living Identity

The companion no longer just "has attributes" but now HAS A STORY that it tells itself. Perfectly compatible with version 0.2.x.

The Journal

Each companion keeps a journal of the moments that mark its life: the day it started accompanying you, the first time in the Nether and the End, the first boss faced, each resurrection, the choice of class, the rebirths, the enemies they began to hunt, the places they learned to fear, and the friendships and rivalries that arose.

The Inner Voice

From time to time, the companion speaks of what it has lived and who it is. A brave one enters a cave with its head held high while a fearful one asks to stay close. It remembers an old enemy, comments on the friendship with an ally, and, after a long time by your side, says that it trusts you implicitly.

The Epithet

As a companion achieves a feat, they gain a title that appears alongside their name, such as "The Immortal" after returning from death multiple times, "Boss Slayer," or "Flame Walker." The title is earned (a new companion doesn't receive one) and never replaces the name you gave them. You can turn it on and off.

The "Who Is He?" Tab

A new button on the companion screen (the book) opens the "Who Is He?" tab: temperament, bond, marked enemies, the combat style they learned from you, and the latest pages of their journal.

The Pack That Protects Itself

When a companion falls in combat, a close friend rushes to avenge their fall. A rival, however, turns their back.

Visuals

The Runes screen has gained a new stone frame. The Behaviors panel has become a series of icons, with a description of each appearing in the footer when you hover over it. And a problem that prevented Skills and Runes from opening when the Season or Behaviors were open has been fixed.

0.2.9: Pack Bonds

The continuation of the pack: now companions exchange items with each other and develop friendship or rivalry. Saves from 0.2.x remain compatible.

Sharing the Work

When a companion's inventory is full, they take the surplus (never equipment, food, or tools) to an ally of the same owner who has space. And when a companion crafts tools or armor but is short of a material (iron, gold, diamond, leather, coal), they borrow some from an ally who has extra. All between companions of the same owner, standing nearby, without interfering with the main tasks.

Friendship and Rivalry

Each companion now forms bonds with others of the same owner. Most pairs start neutral, but some are born rivals. Friendship grows with interaction and, faster, by fighting side-by-side. Rivalry only softens by cooperating in combat; it doesn't disappear on its own.

The relationship changes the pack's behavior, without affecting attributes. Friends help each other within a larger radius, release more hearts when together, and freely exchange items. Rivals don't help each other in combat, don't exchange items, maintain distance in formation, and instead of hearts, release the irritation particle when they cross paths. When two companions become friends or rivals, you receive a notification.

0.2.8: Pack behavior

Companions that belong to the same owner now act like a pack, and they talk a lot less. Saves from 0.2.x are compatible.

Fighting together

When one companion takes a target or gets hit, nearby allies that are free to fight join in on the same enemy, as long as it is close to them. No more one companion brawling while the others stand around.

Sticking together

Idle companions drift back toward the leader (the highest level one in the group) instead of scattering, so the pack stays loosely grouped when you are not leading them somewhere.

A bit of life

When two companions are idle right next to each other, they turn to face one another and let out a little stream of notes and hearts.

Quieter and less repetitive

Companions speak much less now. Place comments (biomes, and structures like mineshafts and temples) no longer repeat while you stand still or explore: each structure is mentioned once, and the gap between any ambient line, across all your companions, is longer.

Fallen loot

When a companion falls in battle, the gear and items it drops now sit on the ground for a few seconds before anyone can pick them up, so a surviving companion's auto collect no longer snatches everything during the death animation.

0.2.7: Runes

Accessories are gone, replaced by Runes: five generic sockets where set bonuses do the heavy lifting, in the spirit of a gear set system. No body slots to fill anymore (so nothing goes in the wrong place), and a name that won't clash with other mods' accessories. Saves from 0.2.x are compatible: whatever accessories a companion had become the matching runes on load.

Runes and sets

The companion has 5 rune sockets, and any rune fits any socket. Each rune gives a small stat on its own, but the real payoff is the set bonus: gather enough of one family and it unlocks. The sets of two (Energia, Guarda, Lâmina, Tenacidade, Sombria, Coletor) give a modest bonus; the sets of four (Veloz, Fúria, Vampírica, Espinho) give a big one, so going all in on a four set fills four of your five sockets. The Runes screen lists every active set and how close you are to the next. Runes have three tiers (Common, Rare, Epic) that scale the personal stat, and the icons are color coded by family.

Getting runes

Common runes are crafted (an amethyst shard plus a themed material). Rare and Epic ones drop from hostile mobs you or your companion kill, at a small chance, so a strong loadout is something you build up over time.

Backpack and migration

The backpack is no longer an accessory. It has its own dedicated slot on the Runes screen and is purely storage now (the pickup radius moved to the Coletor rune). Existing companions keep everything: their accessories turn into the equivalent runes, and an equipped backpack moves to the new slot with all 18 stored items intact.

0.2.6: Backpack, reinforcements & smoother pickup

Your companion can carry a backpack now, call in a friend when you need more hands, and it picks things up while it works instead of stopping to fetch. Saves from 0.2.x are compatible.

Backpack

A new Companion Backpack, cheap to craft early (leather, a chest and string), worn in the accessory backpack slot. Equipped, it gives the companion 18 extra storage slots plus a pickup radius, and the stored items live inside the backpack itself, so they travel with it if you move it to another companion. Open it from the Behaviors panel ("Open backpack"), which only shows up while a backpack is equipped.

Call a friend

From level 18 a companion can call another companion to join you, through "Call a friend" in the Behaviors panel. The recruit arrives at a random low level with a class already chosen (always different from the caller, so no duplicates) and a rolled rarity. It costs diamonds and emeralds, more for each companion you already have, and shares a long global cooldown across all your companions, so it stays a rare event and never snowballs into an army. Handy now that wild companions are scarcer near spawn.

Smoother auto pickup

Auto pickup is now passive: the companion vacuums nearby drops while it mines, fights or walks, instead of stopping its work to go fetch them. The "Auto collect" toggle still turns it on and off.

0.2.5: Chest curation, livestock & big trees

The companion now files your surplus into the right chests, the Villager tends your animals, and tree chopping finally handles the big jungle and dark oak trees. Saves from 0.2.x are compatible.

Chest curation

A new Store in chests toggle in the Behaviors panel turns the companion into a tidy quartermaster. It carries surplus from its inventory to nearby chests, barrels and shulker boxes, and only into a container that already holds that item, so it files things away instead of scattering them into empty chests. It keeps a small reserve of crafting materials (wood, cobblestone, coal, iron, gold, diamond and a few others) so its own crafting keeps working, and it never touches gear, food, torches, saplings or accessories. Paired with auto pickup, anything you drop ends up filed away on its own.

Villager animal care

A new Villager skill at level 25, Animal care, with its own Behaviors toggle. The companion milks cows, shears sheep and breeds your livestock. It takes buckets and shears from its own inventory, crafting them from iron (or asking you) the same way it makes a fishing rod, and it takes breeding food from its storage chest or its inventory. Breeding stops once a species gets crowded nearby, so a pen never overflows. Milk and wool go straight into its storage chest.

Bigger trees

Tree chopping now handles the large, irregular trees that used to defeat it: tall jungle trees, dark oak with their thick trunks, and the loose logs scattered through a heavy canopy. Detection accepts trees up to 24 logs tall (it gave up at 10 before), and log gathering now follows diagonals, so branches and floating canopy logs are no longer left behind. The companion also replants jungle and mangrove now (dark oak is left alone, since it needs a square of four saplings to grow).

Progression & screens

Picking up a new kind of item from the ground now grants a little XP, once per item type, so it rewards variety in the early game without turning into a drop and gather loop. When the companion hits level 10 without a class yet, it suggests one that fits how you fight (a Warrior if you favor melee, an Elementalist if you favor range), as a gentle hint. The Skills screen is much easier to read now: three columns sized to your window, one tidy line per skill, so even a level 200 companion's full list fits without spilling over the hotbar.

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