Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Tags
Creators
Details
Adorable Mochi Pets ๐น
Adopt, name, and raise your own tiny Mochi โ a chubby, cube-cheeked companion that follows you, guards you, sleeps in its cozy bed, and begs for treats with a happy little boing boing.
Original, hand-crafted Fabric mod for Minecraft 26.1.2 and 26.2. Tameable GeckoLib-animated pets with a whole lot of personality.
โจ Meet your Mochi
- 24 pastel colour morphs โ from classic pink and snow to midnight, matcha sage, bubblegum, mocha and more. Every Mochi is a little different.
- Random sizes & personalities โ lazy, playful, shy, brave, or greedy. Each personality changes how your Mochi idles and reacts.
- Expressive GeckoLib animations โ big shiny eyes that track you, ear flops, cheek jiggles, stretches, munching, and combat moves.
- Breeding with inherited colours โ pair two Mochi and raise adorable babies.
๐ฝ๏ธ Care & feeding
- Cheek pouches! Feed your Mochi and watch its cheeks puff up as it stows snacks โ then nibble them later with a shower of food crumbs.
- Home-grown foods: cucumbers, green beans, cheese, acorns, plus treats like sweet dango, mochi treats and bamboo treats.
- Cook & combine: sliced cucumber, steamed green beans, food mix.
๐๏ธ Beds & home
- Cozy Mochi beds in 11 wood types โ a soft cushion in a little wooden basket.
- Right-click a bed to assign your nearest Mochi to it โ it'll trot over, curl up, and sleep. That bed becomes its home; it wanders nearby and always finds its way back.
๐ฑ Farming & dรฉcor
- Cucumber & green bean crops with seeds, plus wild bushes to forage in the world.
- Glowing sunflower decoration.
- Storage crates (acorn, cucumber, green beans, food mix) โ compress 9 of an item into a tidy block, and unpack it any time.
โ๏ธ Loyal & useful
- Guards its owner โ engages anything that comes near you, before you get hit. It won't swing through walls, walks around obstacles, and stands its ground instead of fleeing after one hit.
- Armor in 5 tiers (acorn โ netherite) โ visible on the model. Pay the materials straight from its menu to jump to any tier; no crafting, no smithing table.
- Danger & ore sense โ your Mochi warns you about threats and perks up near valuable ores.
- Shoulder perching โ carry your Mochi on your shoulder like a parrot.
- Levels up the more you adventure together โ killing monsters is what really pays.
- Archery from level 10 โ hand it a bow and arrows and it turns into a tiny skeleton in its own colour to snipe flyers and unreachable targets; up close it still uses its paws.
- Five personalities, each with its own signature behaviour: Brave taunts and spins, Playful leaps, Lazy heals while resting, Shy dodges, Greedy sniffs out ore and loves treats.
- Death isn't the end โ a fallen Mochi leaves a Soul and tells you where. Bring it to a Mochi Bed and your companion returns with its name, level and personality intact. Its armor doesn't: that was lost with them.
๐งญ Never lose your Mochi (new in 0.4)
- It follows you between worlds. Step into the Nether or the End and your Mochi is simply there beside you โ no portal walking, no pet stranded in a portal room.
- Left it sitting somewhere? That's treated as a deliberate parking spot, and the chat tells you exactly where you left it.
- Mochi Whistle โ a craftable whistle that calls every one of your Mochi to you from any dimension, even ones in chunks that haven't been loaded for weeks. Sneak + right-click to list where they all are instead.
- Void and lava can't take it. A pet that falls out of the world teleports back to you instead of dying.
- The Soul always survives โ it no longer burns, blows up, or despawns, and it glows so you can find it.
๐ง Smarter companion (new in 0.4)
- Knows when to run. Below a health threshold it breaks off the fight, falls back to you and tells you it's hurt โ instead of swinging until it dies.
- Won't pick fights it can't win. It ignores the Warden, the Wither and the Ender Dragon; Ravagers and Elder Guardians unlock at level 15.
- Keeps up. If you're in a boat, flying, or it simply can't path to you, it teleports sooner.
๐ A wider world (new in 0.4)
- Mochi now live almost everywhere: plains, meadows, cherry groves, swamps, savannas, beaches, badlands, snowy regions, mushroom islands โ and the Nether.
- Every region has its own palette. Snow-white Mochi in the tundra, pink ones in cherry groves, ember-toned ones in the Nether. Rare off-palette colours still appear anywhere.
- Wild cucumber and green bean bushes generate in far more biomes โ and no longer sprout on the surface of the ocean.
๐ Pet life (new in 0.4.1)
- Your Mochi brings you gifts. Bind one to a bed and it settles in โ then every so often it turns up with something it found. What it brings depends on its personality: the brave one drags back battle scraps, the greedy one ore fragments, the playful one string and feathers.
- The backpack finally works for you. A Mochi wearing one picks up items left on the ground near you while you mine or fight, instead of being a walking chest you fill by hand.
- Ore sense tells you where. When your Mochi smells something valuable it now says the coordinates in chat, rather than sparkling at a wall you can't see.
/mochi list,/mochi call,/mochi homeโ because losing the whistle shouldn't bring back the problem the whistle solves.
๐ A bag that actually holds things (new in 0.9)
The backpack went from nine slots to fifty-four โ a double chest โ and it grows with the pet: six slots at level 5, two more every level, full at 29. Because that grid would have pushed the management panel off small screens, the bag now has its own screen, opened by the Bag (n/m) button. The space it freed became a 2ร3 control grid: Pet ยท Bag โ Guard ยท Unequip โ Info ยท Sniper.
๐ The 0.20.0 dragon fixes (0.20.1)
0.20.0 rewrote how the dragon behaves on the ground, and playing it turned up four things that were still wrong โ one of which meant none of the new ground animation was ever visible.
- The walk animation never played. Each ground pose carries a 0..1 weight, and the walk weight was read from the entity's velocity vector โ a value that is effectively zero on the client for any mob you are not riding, because a remote entity's position arrives in packets and its physics is not simulated. The weight never rose, so the legs really did stay still. It now comes from Minecraft's own walk-animation state, the same source every vanilla walk cycle uses.
- It banked far too hard, and could look upside down. The bank angle came from the raw per-tick turn โ one flick of the mouse is 80โ90 degrees, which pinned the dragon at full bank every time. And the drawn nose angle had no limit: a steep dive produces 75โ100 degrees, and past 90 the model crosses the vertical and reads as inverted. Both are fixed; cornering feels the same.
- The skeleton form still triggered on a zombie in your face. The hand-off rule added in 0.20.0 used a distance inside the range the archer backs away to, so it never fired once.
- It followed too closely โ an eight-block dragon stopping 2.6 blocks behind you is standing inside you. It waits at about six blocks now, like a horse.
Away from the dragon: a hurt Mochi refused to fight for fifty seconds instead of ten, the lantern placed a torch every forty seconds instead of four (both timers counted calls rather than ticks), and picking a lower armour tier charged you again while destroying what you had already paid for.
๐ The dragon finally behaves on the ground (new in 0.20)
Riding felt right; everything else about the dragon did not. On the ground it wandered, jittered and shoved itself into corners, and in third person you sat on it like a coat on a chair. That was not one bug โ it was four, and they had to be found one at a time.
- It used flight physics while standing on grass. Flight friction stores speed, so a tap of W launched it and letting go slid it for metres. Flight now only starts when you actually press jump; on the ground it is a land mount, and the moment it touches down the leftover flight momentum is damped instead of carried into the walk.
- A standing dragon's body chased its head. Minecraft turns a mob's body to follow its gaze โ charming on a small pet, absurd on an eight-block dragon that slowly pirouettes because you walked around it. Its head is now free, its body is not.
- It could not step up a single block. Mobs step 0.6 blocks by default; horses step 1.0. Every stone edge, root and stair cancelled its path and it lurched sideways looking for another way.
- It could not fit through your door. Anything wider than one block asks the pathfinder for a two-block-wide route. Its collision box is now narrower than a doorway โ the drawn dragon is unchanged, and clicking it is as easy as before.
๐ฒ A dragon you can actually sit on (new in 0.20)
The rider looked detached because he was. Three separate reasons, all measured rather than guessed:
- The dragon was narrower than you. Its body is 1.5 blocks wide in model space; at the old scale that came out at 0.42 blocks โ thinner than a player. It is now sized so the back sits at about saddle height, and the whole animal grows with its level.
- Your body did not turn with it. Vanilla only does that for its own mounts. Now your torso follows the dragon, so you face where you fly.
- The saddle point was the wrong end of the dragon. You sat above the entity's origin, which lands near the base of the tail. You now sit between the shoulder spines.
And the drawn body no longer lags a third of a second behind your mouse โ a deliberate weight effect for a boss that never lands, and exactly wrong for something you are strapped to.
๐ฆด The dragon learned to stand, walk and rest (new in 0.20)
The Ender Dragon is a boss that never touches the ground, so its model has no ground poses at all โ no stance, no walk, no sitting. It has them now, written for this mod:
- Standing โ all four feet planted, wings folded onto the back, slow breathing.
- Walking โ diagonal leg pairs, weight shifting through the body, a delayed sway down the tail.
- Resting โ a tired dragon folds its legs, lowers its neck and tucks its wings in tight.
- A living spine. The neck and tail are built from the dragon's flight trail, and on the ground that trail is flat โ so both hung there like a stick. They now carry their own gentle motion.
Just as importantly, poses blend. Before, the ground pose snapped on in a single frame the moment the dragon touched down; legs, wings and body jumped. Landing, taking off and stepping off a ledge are all real transitions now.
๐น Your Mochi stops being a skeleton when the zombie is on top of it (new in 0.20)
Turning into an archer was smart; staying one was not. Entering the form has always had rules โ distant, flying or unreachable targets only โ but leaving it only checked whether the target was still in bow range. So a shot that started at twelve blocks carried on while the zombie walked up and pressed against its face, with the pet backing away instead of biting.
A ground target that closes in and stays close now ends the archery, and the skeleton form drops immediately rather than lingering. Against something you genuinely cannot bite โ a phantom, an unreachable target โ or with Sniper stance switched on, the commitment is unchanged.
๐งฉ Abilities that used to collide (new in 0.20)
A pet with four alternate bodies, three parking orders and thirteen ability switches has a lot of combinations, and a surprising number of them were quietly broken. Among the ones now closed:
- A dragon that landed in water also turned into a dolphin. You saw a dragon, because the renderer knows which form wins โ but archery switched off, swimming physics fought the flight code, and you kept Dolphin's Grace permanently. The form order (dragon โ flight โ water โ archery) is now enforced in one place instead of being re-stated in every caller.
- Sitting did not cancel guarding or a bed assignment. Telling a guard to sit left it both sitting and on duty; stand it back up and it refused to follow you, with nothing to explain why.
- Whistling a guard just made it walk back. Calling a pet is an order to come โ it now clears parking orders like the follow command always did.
- Turning the dragon form off in mid-air dropped you without slow fall. From altitude that was simply fatal.
- A shoulder pet turned into a dragon kept its shoulder physics โ no gravity, no collision.
- Flying ravens planted torches in the air, dolphins mined ore underwater, and a ridden dragon hoovered up items off the ground.
- A saddle let you mount an exhausted dragon that an empty hand correctly refused.
- Unequipping a backpack could drop its contents 200 blocks away.
โก Quieter in the background (0.20)
Three long-standing performance leaks are fixed: the shoulder-pet layer no longer queries the world once per frame per player, combat re-targeting no longer scans a 48-block box every single tick, and pets loaded in the same chunk no longer run their heavy scans on the same tick as each other.
๐ Update notices, for servers too (new in 0.19.1)
The mod already told a single player when a newer build was on Modrinth. Two blind spots are now covered:
- Dedicated servers check for themselves. On start-up the server asks Modrinth once (in the background, silent on failure) and writes the answer to the console; any operator who joins also gets it in chat. Regular players are not bothered with it โ the server's build is not theirs to update.
- Version mismatch is finally visible. The server tells your client which build it runs, and if it differs from yours you are told once, on join. Most "it doesn't work on your server" reports are exactly this, and until now nothing said it out loud.
Both follow the same updateCheck setting, and the mod still never downloads or replaces
anything by itself.
๐ฅ The dragon breathes fire (new in 0.19)
Bind the new Dragon Fire Breath key and, while you are on its back, your dragon spits a ball of dragon fire from its mouth โ the Ender Dragon's own weapon, leaving a cloud of breath where it lands. It damages mobs but does not break or burn a single block, so you can use it over your own roof.
It is deliberately not a machine gun: ten seconds between shots, and every shot costs a tenth of the flight tank. A full tank is ten breaths, and each one is a decision.
๐ซ The dragon gets tired (new in 0.19)
A dragon you can ride forever is a creative-mode flight toy with wings. This one has two tanks, and they turn flying into something you plan.
- Flight. Up to five minutes in the air at level 30 (two at the unlock level). It drains while you are airborne and refills about twice as fast on the ground โ so a full tank costs roughly half its length in rest.
- Boost (Ctrl). A separate, much smaller tank: twelve to thirty seconds of speed, refilling slowly while you cruise and quickly on the ground. Holding Ctrl also burns the flight tank three times faster. You cannot simply keep it pressed.
- A gauge you can read. While you ride, the action bar shows both tanks. At a quarter left your Mochi tells you its wings are getting heavy.
- When it is spent it lands โ it does not fall. The dragon glides down under control, sets you on your feet, sits down and rests. It will not take off again until it is a quarter full, and it says so if you try.
- Feed it to cut the wait. Any food it likes gives back a chunk of flight power.
- Resting works with the form off too, so switching back to Mochi while it recovers is not a trap.
๐งน Small things that were quietly wrong (0.19)
- It stops pacing while you stand still. If you were AFK or just reading a chest, your Mochi would wander a few blocks off, then be pulled back by the follow logic, over and over. Now it simply waits beside you and only roams again once you move.
- No more skeleton form in your face. It only switches to its archer body when the target is actually far away (nine blocks, seven for archers shooting back). Anything closer gets teeth. Flyers are still shot at any distance โ you cannot bite a phantom.
- A landed dragon folds its wings. It used to keep flapping at full speed while standing on the ground, because the vanilla formula flaps hardest when a dragon is not moving โ true for a boss that never lands, wrong for a pet that does.
๐ป Phantoms are fair game again (new in 0.19)
Your Mochi used to shoo phantoms away like a cat, which had a strange side effect: they could neither reach you nor leave, so they circled overhead forever. The shooing is gone. Phantoms attack again โ and a Mochi with a bow answers the way it should, turning into its little skeleton and shooting them out of the sky. If it cannot (no bow, no arrows, or not the right level yet) it tells you exactly what it is missing instead of standing there.
๐ Only your hand feeds it (new in 0.19)
A tamed Mochi no longer wanders off to any stranger holding food โ on a server, someone else's snack cannot lead your pet away. Wild ones still come to anybody: that is how you tame them.
๐ It becomes a dragon, and you ride it (new in 0.18)
Your Mochi already borrows a body when it needs one: a skeleton to shoot, a dolphin to swim, a bat to fly to you. The fourth one is the big one โ a small Ender Dragon, and you can ride it.
Flip the Dragon switch in the ability panel (or bind the new shortcut, or type
/mochi dragon) and your Mochi unfolds into a dragon in its own colour โ the same morph
tint it always had, so the thing circling above you is still your pet. Turn the switch off
and it is a Mochi again, instantly.
Right-click it with an empty hand to climb on.
- It flies where you look. Nose up to climb, nose down to dive, space to gain height, and when you let go of the controls it glides down and lands on its own.
- Hold Ctrl to open it up. The sprint key gives it a real burst of speed while you fly forward โ the difference between "getting there" and flying.
- It banks into the turn. Strafe or swing the camera and the dragon leans the way it is going, wing down, like a bird โ it does not slide around flat.
- Easy to get on. Click anywhere on it, not just the exact middle: the dragon is a big animal now and it is picked up like one.
- It grows with your pet. At the unlock level it is a modest flier; by level 30 it is noticeably bigger and roughly twice as fast.
- It is a mount, not a weapon. In dragon form it will not bite, will not shoot, and will not sit on your shoulder โ the same rule the other flight forms follow.
- Not riding it? It flies to you on its own wings instead of walking half the map.
- Step off in mid-air and it hands you Slow Falling on the way down. No silent deaths.
Unlocks at level 20 by default โ and like archery, that level is a setting (Dragon unlock level, 1-30), so you can bring it forward or push it back to taste. Servers can switch the whole feature off.
Existing pets are untouched: the dragon switch starts off on every Mochi, old and new. Nobody logs in to find their companion has turned into a dragon.
๐ It finally has a voice (new in 0.17)
Mochi had seven sounds. Seventy places in the code shared them by shifting the pitch: the attack sound was the danger warning played higher, the ability toggle was the eating sound played higher, the lightning strike was the danger warning played lower. That is not a design, it is a missing vocabulary โ ten different events asking you to tell them apart from three sounds.
Worse, an audit found three things nobody could have noticed by playing:
- The danger sound was silent.
warn1.oggpeaked at โ67 dBFS โ a file with a size and no audible content. It was the mod's most-played sound: every single melee hit, the behind-you warning, the bag-full notice, the storm strike, the dodge. Mochi has been fighting in complete silence this whole time. - Ten of the eleven files were stereo. Minecraft will not run a stereo ogg through its 3D engine, so distance falloff and direction were gone. Your Mochi sounded exactly the same thirty blocks away as it did on your shoulder.
- Two files were byte-identical. "I found a valuable ore!" was the same clip as an ordinary idle chirp. There was no way to tell them apart, because there was nothing to tell apart.
Nineteen sounds, one voice
Every sound is now synthesised from a single instrument โ the same harmonic stack, the same vibrato, the same pentatonic pitch set. Only the melodic contour changes between events. That is what makes them all sound like the same creature: it is not a stylistic choice that could drift, it is structural.
They are also short and readable โ 0.12 to 0.46 seconds, at most three notes. Game sounds are not meant to be realistic, they are meant to be legible at a glance.
Twelve events that never had a sound at all:
| โ๏ธ Attack | every melee hit โ previously silent |
| ๐พ Landing | dropping from a height. Mochi takes no fall damage, so the vanilla landing sound never fired either |
| ๐ข Sad | you hit it, or the bond tier drops. Hitting your pet had no audible consequence |
| ๐ Greeting | you come back after being away โ it notices you |
| ๐ฃ Lonely | calling out while you are far. The interval tightens too, so you can find a lost Mochi by ear |
| ๐บ Purr | being petted |
| ๐ Begging | you are holding a treat |
| ๐ค Sleeping | curled up in its bed, or beside you while you sleep |
| โญ Level up | its own fanfare, no longer borrowed from the celebrate sound |
| โจ Transform | skeleton / dolphin / raven form |
| ๐คง Sneeze and ๐ฅฑ Yawn | rare idle sounds with no purpose at all, which is exactly the point |
Sounds that now know what is happening
- Each Mochi has its own voice. Pitch is derived from its size gene and a stable per-pet offset, so you can tell members of your pack apart by ear.
- It stops speaking in other forms. The dolphin underwater and the raven in flight were both chirping like a red panda; the sound layer never knew about the form system.
- Sleeping Mochi snores instead of chirping.
- Subtitles for all nineteen events, in all eight languages.
๐ง โ๏ธ It fights like something with a brain (new in 0.16)
Target selection was vanilla's NearestAttackableTargetGoal - which does exactly what its name
says and nothing more. In play that meant a skeleton was raining arrows on you from nine blocks
away while your Mochi trotted off to a spider four blocks away that was bothering nobody.
Targets are scored now, not measured:
- Whatever is locked onto you wins. "It is attacking you" outranks "it is near you", always.
- Closer to you is more dangerous - the score falls off with distance from you, not from the pet.
- Finish what is nearly dead. Two half-killed mobs are worse than one dead one: both keep hitting you.
- Silence the archers first. A skeleton, blaze or witch outranks another melee mob.
- The pack spreads out. If another of your Mochis is already on a mob, it is worth less - three pets no longer pile onto the same zombie while two others are free.
- Nothing behind a wall. An unreachable target scores below every reachable one, so your pet never stands staring at stone. It is not excluded outright, so an archer Mochi can still shoot it when it is the only thing there.
And it positions instead of walking into faces:
- Flanks - it approaches behind a mob rather than standing in the arrow line in front of it.
- Backs away from a swelling creeper instead of walking into the blast.
- Sticks to ranged enemies - mid range is the worst place to be against a skeleton, so it closes and stays closed.
Both the scoring and the geometry are pure functions with tests, so the balance lives in numbers you can read rather than behaviour buried in a goal.
๐ง One pet, one job at a time (new in 0.15)
Every ability used to run on its own, in the same tick, with no idea the others existed. In play that looked like this: you were wrestling a zombie while your Mochi calmly kept mining; its bag was full and it kept breaking blocks anyway, spilling the drops on the floor next to a chest it had been told to use; with both a pickaxe and an axe equipped it argued with itself and shuffled between a tree and an ore; and at two hearts it went back to chopping instead of retreating.
There is a single ordering now - survive, then you, then logistics, then work:
- escaping fire or lava
- falling back when it is nearly dead
- fighting whatever it is already locked onto
- something hostile is next to you - it drops the job and comes back
- saving you with the water bucket
- the bag is full - haul it to the chest before breaking anything else
- mining (an ore vein is temporary; lava flows, caves collapse)
- chopping (a tree waits)
- picking things up
- nothing
And because intelligence you cannot see may as well not exist, the management panel and the book now say what it is doing right now, in colour - red for survival, orange for you, green for work. "Why isn't it mining?" is answered on the same line.
โ Also fixed
Coming out of a transformation left the pet sliding sideways as if a key were stuck. Three things were carried over from the form and never cleared: the flight or swim momentum (up to 0.85 blocks a tick), the body angle the form had forced, and the old navigation target. All three are reset on landing now, for every form.
๐ชถ It flies to you instead of teleporting (new in 0.14)
Teleporting is how most pets solve distance, and it looks exactly as cheap as it is - you finish a fight, your Mochi finishes its mob, and it simply blinks to your side. That is gone.
- Close by, it walks and runs to you, the way it always should have.
- Far away, it turns into a small flier - a raven's errand, borrowing the vanilla bat's wings - and comes to you through the air, over the trees and cliffs, in your pet's own colour. It climbs while it is far, glides down as it arrives, then drops back into a Mochi beside you.
- Teleporting is now the exception, not the rule. It happens only when flying could not finish the job: a fifteen-second flight that got nowhere, another dimension, or a jump so far that no wings would help. Your pet still never gets lost.
- The whole thing is a switch in the abilities panel, like everything else. Turn Raven flight off and you get the old behaviour back.
๐ช Whole trees, whole veins (new in 0.13.1)
Chopping and mining used to go one block at a time, which made a Mochi with an axe feel like it was nibbling. Now the break time is spent on the first block only and the rest comes down with it:
- Fell the bottom log and the whole tree falls - every connected log and its natural leaves - and all of it goes into the backpack in one go. A stack of logs with no leaves attached is treated as something you built, not a tree, and only the single block breaks.
- Break one ore and the whole vein goes, including the blocks behind and beside it. Deepslate and stone variants of the same ore count as one vein, because a vein split across that boundary is still one vein to you.
Both are bounded on purpose: a tree is capped at 96 logs within six blocks of the trunk, a vein at 48 blocks within five, the tool is worn per block and stops the moment it breaks, and the tool is checked for every block, so a stone pickaxe never reaches the diamond next door. XP from a single tree or vein is capped too - this is a helper, not a levelling engine. The journal counts logs, not the leaves that came down with them, and you hear the block break exactly as you would if you had swung the tool yourself.
๐ฌ The dolphin actually tows you now
Dolphin's Grace alone was not enough: in vanilla that effect only shines when you are swimming (sprint-swim), so treading water felt like nothing had changed. The nudge that was meant to fill that gap was measured wrong - water drag ate it before the next tick. It is now a real tow, with a hard speed ceiling, applied only while you are actually moving, and the Grace shows in your HUD.
It escorts instead of hunting. In water it no longer abandons you to chase something across the sea floor - anything within ten blocks of you it fights, anything further it leaves alone. That was two bugs in one: it swam off, and the moment it did you lost Dolphin's Grace and the tow, so you slowed to a crawl in open water for no visible reason.
Both the tow and the Grace need the swim pose - not merely being in water. Standing upright at the surface, you skimmed across the top as if you were running on solid ground. Gating the impulse was only half of it: Dolphin's Grace raises your in-water speed by itself, so an upright player kept gliding on nothing. Now the Grace is granted only while you swim and taken back the moment you stand up. A Grace from a real dolphin, a potion or a command is left alone - the pet only ever removes the short burst it granted itself.
And it can keep up with what it tows. The pet's own swim speed was slower than the speed it was giving you, so it fell behind and then teleported to catch up - which rather ruins the illusion of swimming beside a dolphin. It swims faster than it tows now, pushes harder the further behind it gets, and while it is a dolphin in water it will not teleport until you are genuinely about to lose it. It also points where it is going: the body still faced wherever the Mochi last walked on land, so the dolphin swam sideways.
๐ฌ It becomes a dolphin in water (new in 0.13)
Until now water was simply a wall. Your Mochi could not swim, could not keep up, and had nothing to do there. Now it turns into a dolphin - the same trick as the archer form, and for the same reason: the game already contains something that swims perfectly, and a red panda has no swimming animation. Wear the colour of your pet, keep its name, swim like a dolphin.
- It swims properly. Fast, in three dimensions, toward you or toward whatever it is fighting - no more bobbing helplessly on the surface while you dive.
- It pushes you along. Swim near it and you get Dolphin's Grace, plus a small nudge in the direction you are looking. That is exactly what a vanilla dolphin does for you, and it is what makes swimming beside one feel good.
- It leaps. Near the surface it breaches now and then, because a dolphin that never jumps is not a dolphin.
- It changes back on its own when it leaves the water - and you can switch the whole thing off from the abilities panel if you would rather keep a red panda in the water.
Even without the dolphin form - switched off, or below level 8 - a Mochi in water now gets a gentle push toward you instead of being left behind.
Both transformations grew. The archer skeleton was noticeably small; it and the dolphin are now sized to match each other, closer to a real animal than to a toy.
๐๏ธ An abilities panel you actually control (new in 0.12)
Your Mochi can do a dozen jobs now, and until this release the only way to stop one was to take the tool away. The Abilities button opens a panel where every job is an icon you click:
- Glowing green - running right now. Dimmed - you switched it off; click to switch it on.
- Padlock - not unlocked yet, and the tooltip says at which level and how many levels are left.
- Crossed out - turned off globally in the mod settings, so it cannot be enabled for this pet.
Thirteen switches: mining, woodcutting, archery, fetching, depot runs, water bucket, ore sense, lookout, defend owner, lamplighter, dolphin form, raven flight, and sniper stance. Below them, the abilities you cannot switch off - the ones your level grants - with a tick or the level that unlocks them. Every switch is per pet: take the miner down the shaft and turn mining on there, turn it off when you get home, without ever unequipping the pickaxe.
๐ช A woodcutter, and drops that go straight in the bag
The gear grid gained an axe slot. With woodcutting on, your Mochi fells trees the way you do - same break speed, same cracking block - starting from the bottom log and working up, one tree at a time, then taking a break so it never flattens a forest.
More importantly, mined and chopped drops now go directly into the backpack. They used to fall on the ground and wait two seconds for the pet to pick them up, which meant a diamond mined beside lava could simply burn. Whatever does not fit still drops, as always - nothing vanishes quietly. Silk Touch and Fortune on the tool work exactly as you would expect.
๐งฐ Two more gear slots: a lamp and a totem
- Lamp - fill it with torches and your Mochi lights the dark as it goes. It only plants a torch where the light level is genuinely low, keeps them spaced out, and spends real torches, so a mine gets lit without the world turning into a torch farm.
- Totem - a Totem of Undying here is spent instead of your Mochi dying: back to full health, with resistance, regeneration and a moment of invulnerability. Handing over your own totem is a real decision - it is expensive, single use, and it is not on you while the pet carries it.
The gear column became a 4x2 grid (bow, quiver, sword, pickaxe / axe, lamp, totem) and the panel was widened to fit it, rather than growing taller and falling off small screens.
๐ง The water bucket picks itself back up
Pouring water under you when you burn or fall was the right idea, but it used to cost a bucket and leave a puddle behind every single time. Now the water is collected again about five seconds later and the bucket refills - unless you took the bucket yourself, or the water is no longer a source block, in which case it is left exactly where it is.
โ Also fixed
- Three lines in the management panel showed a raw translation key instead of text
(
mochipets.menu.info.next_*). Every translation key the code uses is now checked against the language files.
โ๏ธ Give it a sword (new in 0.11)
A pickaxe made your Mochi a miner. A sword makes it a fighter. The sword slot opens at level 22 - later than the pickaxe (16) and the bow (18), because it is the single biggest damage jump in the mod and it should be the last thing you earn, not the first.
- The sword's own attack damage is added to your Mochi's, and it scales with level: at the moment the slot opens you get 60% of the blade, at level 30 you get all of it. The same diamond sword is worth more in an older pet's paws.
- Its enchantments work. Sharpness, Smite, Fire Aspect, Knockback and Sweeping Edge apply from the blade exactly as they do from the spell books - handing over your enchanted sword is not a waste.
- It wears out twice as fast as it would in your hand, and when it breaks the slot empties and you are told. Nothing disappears quietly.
- The management panel now shows Sword: +N attack so the scaling is visible rather than implied.
๐งฐ The equipment slots explain themselves
Four empty grey squares told you nothing about what belongs in them, and a locked slot rejected items in silence. Hover an empty slot now and it tells you its name, exactly what it accepts, and either what it does for you or which level unlocks it and how many levels are left. The equipment column was rearranged into a 2x2 grid - bow and quiver, sword and pickaxe - so all four read as one block.
๐ฆ It stops chasing what it cannot hit
A Mochi with no bow would lock onto a phantom, fail to reach it, and circle underneath it forever. The give-up timer only ran while it was in range but blocked, which never happened against something flying. Now a pet without arrows simply does not take an airborne target - it scares it off instead - and if the phantom dives into biting range, it bites. A target that drifts back out of reach is dropped after two seconds.
๐ฆ Mochi things turn up while you explore
Treats, food mix, acorns, cheese, bedding and seeds now appear in vanilla chests - village houses, mineshafts, dungeons, shipwrecks, jungle temples, igloos, strongholds, mansions and bastions - each with a small chance and a couple of items at most. Whistles, backpacks and other control items are deliberately not in those tables: the mod's progression should never depend on chest luck.
๐ A journal, and a long list of fixes (new in 0.11)
Every Mochi now keeps a journal - a new page in its book counting what it has actually done with you: monsters defeated, ores mined, arrows loosed, gifts brought, and the number of times it pulled you out of a fire or a fall. Those numbers survive the carrier, and they survive death and revival: a pet's history is part of who it is.
The rest of this release is a full audit of the older systems. The things that were quietly wrong:
- The depot never worked at the level it unlocks. A trip to the chest needed 7 filled slots, a number chosen when the bag had nine of them. Since the bag started growing with the pet (level 5 opens six), a fresh backpacker could never reach the threshold - and a maxed one set off for the chest at 13% full. The threshold is a proportion now, so it behaves the same at six slots and at fifty-four.
- Carrying a pet erased part of it. The carrier kept level, colour and inventory, but silently dropped breeding genes (a carefully bred line came back homozygous), archery mastery (thousands of arrows, back to zero) and the sniper stance. All of it travels now.
- "Ore alerts" was secretly three switches. Turning off ore messages also turned off the lookout that warns you about something creeping up behind you, the phantom scaring, and the creeper scaring - none of which have anything to do with ores. Those protective behaviours have their own switch, Lookout, and stay on when you silence the ore chatter.
- "Defend owner" only applied to pets born after you changed it. The setting was read once, when a pet was created, so flipping it left old pets behaving the old way - two different behaviours in one world. It is read live now.
- Stuck in lava for thirty seconds. The rescue counter was written as if it ran every tick, but it runs every tenth, so the documented three-second lava rescue was really thirty. Same arithmetic slip in the water-bucket cooldown. Both now measure real time.
- Attack neutral mobs existed since 0.4.4 but had never been added to the settings screen - only people editing the config file by hand could find it. It is on the screen now.
- Storm charge is saved with the pet, so a nearly-full charge no longer vanishes when you reload the world.
โจ๏ธ Shortcuts that actually reach your pet (new in 0.10)
Everything you can do from the menu now has a key as well, and every key tells you what it did.
- Thirteen bindings under Options โ Controls โ Mochi Pets: shoulder up / down / yeet, sit, pet, guard, home, sniper stance, bag, quick stash, the management menu, call all, and the book. All of them ship unbound, so nothing is stolen from vanilla or another mod โ bind only the ones you want.
- The Mochi you are LOOKING at wins. Until now a shortcut always grabbed the nearest pet, so with three of them standing together it was pure luck which one sat down. Look at one and the key goes to that one; look at nothing and it falls back to the nearest, exactly as before.
- Every key answers. The result appears on the action bar with the pet's own name โ "Mochi sat down.", "Mochi is standing guard.", "Stored 23 item(s) in Mochi's bag." โ and a spark pops over the pet that was chosen. On the action bar, not in chat, so spamming a key never floods your messages.
- Quick stash is the new one: one key empties your inventory into the bag โ your hotbar is never touched, so your pickaxe, sword and whistle stay where they are. Sneak and press the same key to pull everything back out. Nothing that does not fit is ever dropped.
- The book gained a fourth page, Shortcuts, listing every key with the button it is currently bound to (or unbound), so you never have to go hunting through the controls screen.
๐ A handbook, not a wall of numbers
The Info button opens a five-page book:
- Status โ level and XP bar, bond, health and attack, personality and role, armour and size, pouch and bag usage, which level brings the next slots, arrows and marksmanship, current order.
- Abilities & unlocks โ the whole ladder: what is already earned (โ), what is still locked (Lv.N), and one line under each explaining what it actually does.
- How to use โ interactions, the whistle, depots, commands, how bond and levels really work.
- Journal โ what this pet has done: kills, ores, arrows, gifts, rescues.
- Shortcuts โ every key binding and what it is currently bound to.
A Settingsโฆ button opens the full options screen from inside the book, so everything can be tuned in one place.
โ Mining, done properly
- Every ore now, not just the flashy ones: coal, copper, iron, gold, redstone, lapis, diamond, emerald, quartz and ancient debris (deepslate and Nether variants included).
- Real break times. Mining follows the vanilla player formula, so an iron pickaxe takes as long on iron ore as it would in your own hands โ no more one-second ores.
- You can watch it happen: the block cracks through all ten stages, with hit sounds and chips flying, exactly like a player breaking it.
Fixed: a Mochi would pick items into backpack slots that its level had not unlocked yet.
๐ฑ It earns everything now (new in 0.8)
The mod used to hand you a finished pet. A freshly tamed Mochi already had a nine-slot backpack, a full cheek pouch and an ore radar that announced "DIAMOND at x, y, z" โ and a mob farm could push it to max level in an evening. That is over. Nothing is locked away, but everything starts small and grows:
- Backpack unlocks at level 5 with two slots and gains one every three levels (nine at 26).
- Cheek pouch starts at a single slot and widens every six levels.
- The nose sharpens in stages: below level 12 it only says "there's something worth digging nearby"; at 12 it names the ore; at 20 it gives coordinates and walks to the block glowing, so you can follow it through walls.
- Archery โ and the skeleton form โ now unlocks at level 18 (volley at 24).
- Locked slots are visible in the menu with a small padlock, and the panel tells you which level brings the next one.
Levelling is a real climb again. The XP curve is more than twice as steep (15.9k โ 37.1k to reach 30), kills give far less, and โ most importantly โ herd fatigue: every kill in quick succession is worth less, recovering slowly over time. Farming a zombie horde is no longer the fastest way to raise a pet; adventuring with it is.
โ ๏ธ Existing pets will show a lower level after updating. Only XP is stored; the level is derived from it, so nothing is lost โ but a level-14 companion will read as level 9 until it earns the difference back.
๐ชฃ It can save your life
Keep a water bucket in its backpack and from level 14 your Mochi acts on two classic deaths: it dumps the bucket under you while you burn, and at your landing spot while you fall. The bucket is really spent (an empty one comes back), and in the Nether it checks the result before wasting it.
โ It can mine
From level 16, put a pickaxe in its gear slot and the ore it smells gets broken โ the half of the ore sense that was always missing. It respects tool tiers (a wooden pickaxe will not take diamonds, and it tells you), only ever breaks valuable ore, and wears the pickaxe three times faster than you would: its labour is not free.
Blowing the Mochi Whistle now makes the pets it calls glow for ten seconds, so you can find them through a cave wall.
๐น Give it a bow (new in 0.6)
Your Mochi was purely a biter: a phantom overhead or a skeleton across a ravine was simply a fight it could not have. Now it can shoot โ but only with the bow and arrows you give it, and only from level 10. Put them in the two new slots in its menu; take them away and it goes right back to biting.
It turns into an archer, literally. A red panda holding a bow in its mouth looked silly, so when your Mochi decides to shoot it transforms โ with a puff of bone dust โ into a small skeleton in its own colour, aims with the vanilla skeleton animations, and turns back into a Mochi when the fight, or the ammo, is over.
It is deliberately not a replacement for melee: anything standing next to it still gets bitten. Arrows are for the shots that were impossible before โ flying mobs, targets it cannot path to (across a ravine, on a ledge), distant enemies and other archers, which it now answers from range instead of running into their fire. And it does not chase: with range and line of sight it plants itself and keeps loosing arrows.
- It never shoots through a wall, and never through you โ if you or another of your pets are in the firing corridor it holds the shot and closes in instead.
- Bow enchantments work (Power, Flame, Punch); Infinity means it never runs out.
- Arrows are spent from the quiver slot, then from its backpack. When the last one goes it tells you and returns to melee.
- The bond you built pays off here: a Soulbound Mochi draws noticeably faster and shoots straighter than a new one.
- New advancement: Little Archer. Turn the whole thing off with
archery: false.
๐ฆ It finally fights flyers
Phantoms, ghasts, blazes and vexes used to be ignored completely: the defence goal required a walkable path to its target, and there is no path through the air. Airborne hostiles now get their own targeting rule (no path required, 18 blocks), so a bow-armed Mochi hunts them โ and even an unarmed one is ready to bite the phantom that dives at you.
๐ฏ It learns to shoot (new in 0.7)
Marksmanship is its own axis now, separate from level and bond: every arrow it looses makes it better. The curve is deliberately long โ around 400 arrows to reach 50%, thousands to approach the cap โ and a kill teaches more than a miss. High marksmanship cuts both the base spread and the distance penalty, so a veteran archer plants arrows where a fresh one sprays them, and draws faster too. The menu shows the bar, Jade shows the number, and 90% earns Never Misses.
/mochi archerโ sniper stance. The smart rule (bite what's close, shoot what isn't) turns off: anything in range with a clear line gets an arrow. Combine it with guard and your Mochi is an archery tower that holds its post.- Volley from level 20: every fourth shot is a three-arrow spread (and costs three arrows).
- Range grows with level, 20 โ 28 blocks, and the unlock level itself is configurable
(
archeryLevel). - Shoot a flyer out of the sky for the Brought It Down advancement.
In archer form it now commits: it will not walk up to anything and it will not punch. If a mob closes in, the little skeleton backs off and keeps shooting; it only becomes a Mochi again when the fight is over or the quiver is empty.
๐งฐ The menu got room to breathe
The management screen had outgrown its panel โ labels ran under buttons, the inventory title sat on the backpack grid and the armour row fell off the bottom edge. It has been rebuilt on a wider card with a three-column band (archery ยท backpack ยท actions), and the layout is now locked by tests so it cannot silently drift again.
๐ The bond is a longer road now
Bond used to reach the top in about half an hour of ordinary play, which made Soulbound a by-product rather than an achievement. It now slows down as it climbs: the first half comes quickly, the last tiers take real time together. Nothing about the promise changed โ a low bond is still never a penalty, the floor is still plain normal play โ what changed is that the top is worth reaching, and the bow gives it a second, visible payoff.
๐ It grows attached to you (new in 0.5.0)
Every tamed Mochi now keeps a bond with you, 0-100, shown in its menu, in Jade and via
/mochi bond. It rises on its own while you play together and faster when you pet it, feed it
by hand, sleep beside it or level it up. Hitting your own Mochi costs a lot of it.
A high bond is worth having: +15% attack, +50% healing from its cheek pouch, and nearly twice as many gifts. A low bond never penalises you โ the floor is plain normal play, so an ignored Mochi simply has no bonus. Reach the top tier and you get the Soulbound advancement.
๐ก๏ธ "Hold this position"
Mochi had three states โ following you, sitting, living at its bed โ and all three were defined
around you. Now there is a fourth: guard. Put a Mochi on guard (menu button, keybind or
/mochi guard) and the spot becomes its post: it stops following you, fights anything hostile
that comes within 10 blocks, and walks back when the fight is over. It holds the post even if
you are in another dimension. /mochi follow calls everyone back.
๐ฆ The backpack finally has somewhere to go
A Mochi with a backpack picked things up off the ground and thenโฆ filled up and stopped being useful. Now right-click a chest with the Mochi Whistle and it becomes the depot for every backpack Mochi within 16 blocks. When one fills up it walks to the chest, unloads and gets back to work. If the chest is full or gone it tells you instead of dropping anything.
๐ง It picks its fights (new in 0.4.4)
- Neutral mobs are left alone. Zombified piglins, endermen and (while you're wearing gold) piglins are no longer treated as "monsters near my owner". Your Mochi used to charge a whole piglin herd that wasn't even angry at you, wake all of them with one bite, and die. It now only engages a neutral mob that is already angry at you or at itself.
- Its area attacks respect that too โ sweeping edge, spin and chain lightning skip calm neutrals instead of aggroing the room.
- No more false "something's behind you" for a piglin that is just walking past.
- Prefer the old behaviour?
attackNeutralMobs: trueinconfig/mochipets.json.
Also in 0.4.3
- A Mochi riding your shoulder feeds you from its cheek pouch again.
- Two idle Mochi now play together (hop-and-chase, purely cosmetic).
- Update checker picks the highest version instead of the first one listed.
๐ก๏ธ It survives the Nether (new in 0.4.2)
- Fire can't kill it any more. Campfires, magma, lava, sulfur, freezing, cactus, berry bushes and even lightning are all off the table โ the "my pet died to a block" category is gone. Monster hits, explosions and arrows still hurt exactly as before.
- It doesn't walk into fire in the first place. Hazards are now scored as places to never wander, and it never lands on a campfire when it teleports to you.
- If it ends up in one anyway, it gets itself out โ it drops everything, even a fight, and walks to safety. In lava it swims up and climbs out on its own instead of sinking.
- It watches your back. A monster approaching from outside your field of view gets called out, with the direction it's coming from.
- It scares off phantoms and sleeps beside you when you go to bed โ and that's when it prepares your morning gift.
๐ Extras
- Built-in illustrated Mochi Guide Book (grab it from the creative tab).
- Advancements, custom sounds, and a spawn egg.
- 8 languages: English, Tรผrkรงe, Deutsch, Espaรฑol, Franรงais, Portuguรชs (BR), ะ ัััะบะธะน, ็ฎไฝไธญๆ.
- Optional integration with Mod Menu (in-game settings) and Jade (hover info).
๐ฆ Requirements
| Minecraft | 26.1.2 or 26.2 (pick the matching file) |
| Mod loader | Fabric |
| Required | Fabric API ยท GeckoLib 5.5+ |
| Optional | Mod Menu ยท Jade |
๐ฌ Bug reports & feedback
Found a bug, or something feels off? Reach me on Discord: emreconf
The source is closed, so there is no public issue tracker โ Discord is the fastest way to get a fix in.
Original mod โ models, textures, animations and code are all made from scratch. Inspired by the charm of creature-companion mods, built entirely from the ground up. Made with ๐ฉท by conftag (Emre).


