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v0.92.0+forge-1.20.1
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0.92.0
Your pets come back with you
The animals you tamed are remembered when you die, and up to three of them return alongside your echo — loyal to it, exactly as they were to you. They follow it down the train, teleport to it when they fall behind, and turn on anyone who attacks it. Mounts stay behind unless you gave them a name; a horse you never named was transport, not a companion. Taming also counts as kindness, so a life spent befriending animals comes back friendlier than one that did not.
- Up to three tamed animals return with an echo of the life that tamed them.
- Returned pets follow, teleport and defend their echo like a living owner's pets — a PlayerMob is now a real owner as far as the game is concerned.
- Unnamed mounts are left behind; a named one comes back.
- Taming raises the friendliness the echo of that life is born with.
0.91.0
Turn PlayerMob scavenging off — or limit it to wild mobs
PlayerMobs raid chests, strip armor stands and hoover up loose items. Three new config settings let you decide who does what: leave it on for everyone, switch it off entirely, or restrict it to PlayerMobs that spawned into the world on their own, so the ones you summon as companions leave your base storage alone.
- New config settings searchContainers, searchArmorStands and collectFloorItems, each one of enabled / disabled / onlynaturallyspawning (default enabled — nothing changes unless you change it)
- onlynaturallyspawning lets wild, chunk-generation, spawner and Dungeon-Train PlayerMobs keep scavenging while spawn-egg, /summon and dispenser mobs don't
- Each behaviour is separate — you can stop chest raiding while still letting mobs pick up gear off the floor
- Change any of them live with /playermob searchcontainers|searcharmorstands|collectflooritems <mode>
0.90.0
Order the PlayerMob you named — or nobody
Commands that take a PlayerMob name have always fallen back to the nearest mob when nothing matched, which means an order aimed at a name that no longer exists lands on a bystander. Two new options put you in control: exact-name matching, and quiet failures for orders driven by automation.
- /playermob exactnames on — a <name> that matches no loaded PlayerMob cancels the command instead of falling back to the nearest one. Off by default, so nothing changes until you turn it on.
- /playermob orderfailures off — a /playermob order that cannot run is cancelled silently instead of explaining itself in red chat. Handy when orders come from a chat bot or command block and the errors are just noise. On by default.
- Both are also config keys (exactNames, orderFailureMessages) in config/playermob.properties, and the command form is a session override.
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:KeY5Fc8p:VAlFPLxd"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:KeY5Fc8p:VAlFPLxd"
}

