0.2.4
Compatibility
Changes
0.2.4: Stamina, autonomy & polish
The companion now has its own fatigue to manage, the Miner can be sent to dig on its own from the menu, and the early game plus the skill screen got cleaned up. Saves from 0.2.x are compatible.
Stamina (the companion's "insomnia")
Companions now build fatigue from working, fighting and travelling, and recover by resting or while you sleep. It mirrors your own pressure to sleep at night: whoever sleeps normally barely feels it, but a long cave marathon tires the companion out. Fatigue is gentle and never lethal: below 30% it gets Tired (a small speed and damage penalty), below 10% Exhausted (a bit more), and it speaks up when it tires or recovers. There is an amber stamina bar under the XP bar in the companion screen. It trickles back while idle, and sleeping in a bed refills it fast. Reviving from a downed state leaves it at least half full; Rebirth and the Resurrection Stone fill it.
Autonomous mining button
The Miner's level 200 spiral excavation can now be started and stopped from a button in the Behaviors panel, instead of only by command. The button appears only for a level 200 Miner.
New Mystic skill
Level 140 Mystic gained the Absorption Aura: a temporary shield for the companion and nearby allies, filling the "support that protects" gap (the kit had buffs and debuffs but no shield).
Tuning & quality of life
The early unlock order was tidied: auto pickup at level 3, tree chopping at level 5, out of combat regeneration at level 8, mining at level 10. Crafting an item (tool, weapon, armor, torch, fishing rod) now grants a little XP. A cornered companion fights back instead of standing still: it retreats to you only while it can gain distance, and turns to defend when an enemy is right on top of it. Multiple companions of the same owner no longer talk over each other, a sitting companion stays quiet, and the XP bar tooltip notes the ×2 XP below level 30.
Spawns & screens
Wild companions no longer spawn within 700 blocks of the world spawn, so you won't bump into one right outside your starting area. The Skills screen now splits into three columns (Universal, Class, Innates), so a level 200 companion's abilities are far easier to read. Fixed skill names containing a percent sign (for example "+30% mining speed") showing up as "Format error".
0.2.3: Self sufficiency & multiplayer
A big quality of life pass: the companion crafts its own gear, fishes for real, takes commands, and behaves in multiplayer. Saves from 0.2.x are compatible.
Commands & recall (new keybinds)
Directed command, aim + V (rebindable): point at a block and the nearest companion walks there; point at a mob and it attacks. It refuses to attack allies (your pets, villagers, your own companions). Recall, H: all your companions come to you (near ones walk, far ones teleport). Sneak + H: send them all to the base. Set a base: a "Set base here" button in the Behaviors panel saves your spot, and Sneak + H gathers everyone there (same dimension).
Autonomous crafting (Behaviors panel)
Craft tools (cycle: off, then wood and stone plus a fishing rod, then iron and diamond with sword upgrades): builds the tool it needs from its own materials, resolving logs into planks into sticks, instead of just asking. Craft armor (cycle: off, then leather, gold and iron, then diamond plus a netherite upgrade): fills empty or weak armor slots, and the netherite step keeps the piece's enchantments. It's separate from tools so they don't compete for the same iron. Self enchant (shows up once the Station's Enchanting is unlocked): enchants its own armor with lapis and emeralds from its inventory; power is random up to a level based cap. Weapons stay with class innates. Everything it crafts, smelts or enchants is announced in chat, so resources are never spent silently.
Mining, chopping & fishing feel like a player
Mining speed uses the player's exact formula: it scales with the pickaxe tier, Efficiency, the Miner's speed skills and Haste. Breaking cracks now show on blocks being mined and on logs being chopped. Real fishing: the companion now needs a fishing rod (it crafts one or asks for one), casts with sound and water particles, and pulls the full vanilla fishing loot: fish, junk and treasure (with the rod's Luck of the Sea).
More toggles & smarter helpers
New Mining and Fishing (Villager only) toggles in the Behaviors panel, with hover summaries. Auto collect toggle (replaces the old Collect mode): picks up nearby items in any mode while you're close. Auto equip now prefers the enchanted or tougher piece, not just raw armor value. Multi companion mining claims: two companions no longer fight over the same ore block. ×2 XP below level 30: faster early game, with normal rates after.
Easier early game
It starts working sooner: mining unlocks at level 8 (was 10) and tree chopping at level 10 (was 15). Out of combat regeneration from level 3 (was 8): early companions stop dying helplessly on the first night. New universal skill, Survival Instinct (level 15): when its health drops below 30% it gets a short burst of fast regeneration (a "second wind") on a cooldown, on top of already retreating to you. Every class gets it.
Multiplayer & navigation fixes
Companions understand sides in PvP: ally means same owner (or scoreboard team); they defend you against another player's companion, and never fight their own side. No more sitting when the owner dies or logs off: they stay up and defend themselves. They walk through doors and fence gates now (opening and closing behind them): no more getting stuck outside a fenced base. Wild companions no longer spawn on top of each other: natural spawns keep at least 400 blocks apart, so you won't find two crammed into the same area.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:4ioZoS7H:p383kNkE"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:4ioZoS7H:p383kNkE"
}

