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Furkin

Furkin is a lightweight Minecraft Forge companion-pet framework. Contract vanilla animals into pets that grow, learn skills, wear gear and can be revived. Cats and dogs included, plus an open API.
Every companion you have contracted in one list: level, EXP, skill points, live attributes, plus Summon, Dismiss, Rename, Unbind and combat mode.

Every companion you have contracted in one list: level, EXP, skill points, live attributes, plus Summon, Dismiss, Rename, Unbind and combat mode.

The Skills tab. Unlock Night Watch, Nimble Grace, Nine Lives, Fish Harvest and more with skill points; reset any time with a Respec Potion.

The Skills tab. Unlock Night Watch, Nimble Grace, Nine Lives, Fish Harvest and more with skill points; reset any time with a Respec Potion.

Twelve flowers around a block of wool bring a fallen companion back, with everything it learned intact.

Twelve flowers around a block of wool bring a fallen companion back, with everything it learned intact.

Description

Furkin

Ever look at the stray wolf that followed you home and think: you deserve better than sitting at a fence post until I remember you exist?

Furkin is a lightweight companion pet framework for Minecraft Forge. Contract vanilla animals into companions that level up, learn skills, wear armor, and — because adventure is dangerous — can be brought back when they fall.

Before someone asks: cats and dogs are supported out of the box. They were the entire reason this got built.

Minecraft 1.20.1 · Forge 47.0+ · Java 17 · Zero dependencies · MIT


What you actually get

  • Contract — One Furkin Contract binds any registered species to you. Consumed per use, and it does not require prior taming, so passive mobs work too.
  • Skill tree — A shared trunk plus per-species branches. Dogs lean combat, cats lean scouting and support. 13 skills total, and it's fully data-driven: drop JSON into data/furkin/skills/ and /reload.
  • Equipment — All four vanilla armor slots. Third-party armor fits with zero configuration; stats resolve through the vanilla attribute system.
  • Travel pouch — A carry-along inventory that grows with the travel_pouch skill level, with shrinking, reclaiming and death-drop handling built in. Finally, someone else carries the cobblestone.
  • Companion Record — One book that manages every pet you own: summon, recall, unbind, toggle combat mode.
  • Revival — A companion that falls drops a soulstone. Pick it up and you can bring them home with every level intact. Expensive, but they were worth it.

Getting started

  1. Craft a Furkin Contract (wool + paper).
  2. Right-click a valid animal. It's yours now — no prior taming needed.
  3. Craft a Furkin Record (contract + book) to summon, recall and manage companions.
  4. Sneak + right-click your companion to open its panel — spend skill points, swap gear, or rummage through the pouch.
  5. Regret your build? Craft a Respec Potion (contract + water bottle). No judgment.

The four items live in their own creative tab named Furkin (they still show up in creative search).

A companion that falls drops a Furkin Soulstone. For that you will want some wool… and a few flowers.

(Okay. Twelve flowers. It's a ritual, not a suggestion.)


Please read this part

  • Right-click behaviour is taken over for your own companions. For animals that are bound to you, Furkin cancels the vanilla interaction and handles it: feed, open the panel, contract. The check is strict — it only applies to your own companions and to holding a Furkin Contract. Other players' pets and unbound vanilla animals are untouched. If you run another mod that also handles right-clicking your own cats or dogs, Furkin takes it first. This is intended behaviour, not a bug.
  • Armor stats apply, armor visuals don't. Your companion benefits from everything it wears, but the armor is not rendered on the model — same as vanilla's default for most mobs. We compute numbers, not fashion.
  • All tuning lives in a server-side TOML (world-level, synced automatically when you join a server). Current numbers are first-release values and may be rebalanced later.

For mod developers

Furkin doubles as a predecessor mod: depend on it, then register your own species, skill effect types, or react to level-ups through the public API.

FurkinApi.registerSpecies(EntityType.WOLF, ...);

Any registered species works. A zombie too, if you find it fluffy enough.:)

Public API = 7 types, all under com.wanancat.furkin.api. Everything outside that package — especially internal.* — is implementation detail with no compatibility promise. This release ships no standalone API jar, so treat that boundary as a convention rather than a compile-time wall.

Version scheme is MCVERSION-MAJORMOD.MAJORAPI.MINOR.PATCH. Compare the second segment (or call FurkinApi.getApiVersion()); it is currently 0, meaning the API is not yet a stability promise.


Compatibility

No mixins, no access transformers, no vanilla overrides, all IDs namespaced furkin:. Verified on a dedicated server, on a vanilla client with the mod alone, and alongside OptiFine 1.20.1_HD_U_I6 — which rewrites 412 vanilla classes, so it's a decent stress test.

Resource-pack style mods haven't all been walked through one by one. If something renders oddly, tell us.


Install

  1. Install Minecraft Forge 1.20.1 (47.0 or later).
  2. Drop furkin-1.20.1-0.0.1.0.jar into your mods folder.
  3. That's it. No dependencies, no library mods, no config you must set first.

Feedback and bugs

Either channel works, whichever you find easier:

  • Comments on this page (open, no account needed beyond CurseForge).
  • GitHub issues: https://github.com/wanancat/furkin/issues — best if you want to attach a crash report, a log, or a reproduction you can keep editing.

Compatibility reports are especially welcome.

License

MIT. Free to use, modify and redistribute, including in modpacks and as a dependency.

The Furkin Team

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