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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 0.3.1

File namecompanionai-0.3.1.jar
Uploader
RemapLabsRemapLabs
Uploaded
Jun 19, 2026
Downloads
18
Size
833.5 KB
Mod Loaders
Fabric
File ID
8281507
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:companionrm-1571099:8281507"

Learn more about Curse Maven

What's new

## 0.3.1: The pack looks after itself

A round of polish and mutual aid among companions, building on what came in 0.3.0. Saves from 0.2.x and 0.3.0 stay compatible.

### Sharing what you have

When a companion upgrades its own gear, the old piece it will no longer use (armor, weapon or tool) is passed to an ally of the same owner who is worse off in that slot, instead of sitting idle in the inventory. The pack gears up little by little, hands passing forward what they no longer need.

Food is shared too, because it is what keeps everyone on their feet. A companion with plenty passes some to an ally that is nearly out, always keeping a reserve for itself and never giving away the most precious foods. Rivalry does not count here: even a rival gets food from someone with a surplus, without it turning into friendship. Nobody lets the other starve.

And when things get truly dire, a companion that is not busy with anything urgent drops what it is doing to rescue an ally that is nearly dead and out of food. Mining and tree chopping keep their day to day priority, but a real emergency jumps the line.

### A looser pack

Grouping behind the highest level companion got much looser. The pack used to walk in a tight line glued to the leader; now it only gathers when someone strays too far, and staying close no longer means crowding. Sending a companion somewhere is now respected: it goes and stays, instead of being pulled back to the group a moment later.

### Digging to the ore

A new switch in the Behaviors panel, off by default. In caves, below level Y 30, the miner stops standing idle at the wall when ore is high up or behind rock: it digs natural rock in a straight line until it reaches the vein, with a longer reach, in the spirit of tree chopping that fells a high log without having to climb. It only digs rock (it leaves dirt, sand, gravel and builds of other materials alone), avoids lava, water and falling blocks, and digs at most six blocks. The rock it removes is kept in its inventory, becoming a resource instead of vanishing. The digging is an addition: it never gets in the way of mining ore that is already within reach. Since natural rock cannot be told apart from placed rock, the stone walls of a base can be dug, so it ships off by default and is meant to be turned on with care. On, it handles on its own what you used to have to clear by hand.

### Now in English too

Every bit of text the player reads became translatable, and each player sees it in their own language. The companion's four hundred plus ambient lines (biome, weather, food, events, memories, tiredness), its combat and rescue lines, the event diary, the Who They Are tab, the Progression screen and the Villager shop all moved to translation files. Brazilian slang and references became natural English equivalents, in place of word for word translation. Portuguese stays exactly as it always was.

### Growing up sooner

The classes that were slow to get going got their first abilities much earlier. Warrior, Spell Lancer, Rogue and Mystic now have something to do right after choosing a class, instead of waiting until halfway through. The Station's Furnace unlocks earlier, the experience from kills and from time spent together went up, and the companion gets more freedom to wander early on, room that shrinks as loyalty grows.

### Talk and bonds at the right time

Friendship between companions is now built over time spent together, not in a minute. Rivalries are not declared on a scare either: it takes a while of living together before two decide they do not get along. And a companion you just tamed stays quiet for the first few minutes, instead of chattering away as if it had known you for years. When it talks to an ally, each exchange uses a different symbol instead of dumping everything at once, and those encounters now have sound.

### Tweaks and fixes

The home base is remembered from one session to the next again, including after dying and being reborn, and sending the pack home works even from inside a cave. The distance to open and keep the companion screen open doubled, so it does not close while it walks. The behavior descriptions became a floating tooltip that no longer overflows the screen, and each one's state is now readable. The Skills screen now shows at what level each Station service opens. When a companion learns something, the notice carries its name. And a case was fixed where a low level companion, just by wearing diamond armor, offered Enchanting too early. The Lucky Slot, earned at level 200, is reachable again after a Reborn: before, the companion lost access when it dropped back to level 1, even though it had already unlocked the capstone.