
Modern Companions
Recruit 14 RPG-style human followers with unique AI, infinite leveling, custom weapons, and useful tools! Pack them into Soul Gems, then summon your fully geared squad in any dimension to guard, patrol, or follow as you carve a campaign across Minecraft!
Tags
Creators
Details
3.0
Compatibility
Changes
Modern Companions 3.0
New companions and integrations
- Added nine optional magic companions: Wizard, Sorcerer, Warlock, Witch, Hag, Cryomancer, Druid, Illusionist, and Battlemage.
- Magic companions use Iron’s Spellbooks or Ars Nouveau when installed, with improved targeting, ally protection, Intelligence-based spell damage, capped Wizard sword summons, and repaired summon-gem visuals.
- Added rare TacZ firearm specialists for Pistols, SMGs, Rifles, Shotguns, Snipers, Machine Guns, and Heavy weapons.
- Added matching TacZ summon gems, specialty-only equipment rules, native firing/reloading, improved class names, and firearm preservation through Companion Mover capture and redeployment.
- Added optional Curios and Sophisticated Backpacks support, including native backpack storage screens and upgrade/settings access.
- Added favorite foods to companion Journals; feeding a companion its favorite food provides improved Bond and Morale gains.
Companion resources and potions
- Added persistent Stamina for every companion and Mana for magic companions.
- Sprinting and successful melee attacks consume Stamina. Spells consume Mana only after successfully casting.
- Added six custom potions: Health, Regeneration, Stamina, Mana, Rejuvenation, and Shield.
- Added five reusable vessel shapes, brewing recipes, empty-vessel returns, loot-table support, JEI brewing displays, custom effect icons, and Jade Stamina/Mana bars.
- Companions can now intelligently consume useful potions from their inventories.
Inventory, controls, and Journal
- Reworked the companion inventory with dedicated armor, main-hand, and offhand equipment slots plus a 3D companion preview.
- Improved gear persistence, shift-click equipment, effect-icon alignment, button states, and visible Release/Jobs controls.
- Main-hand equipment is limited to tools and weapons; offhand equipment is limited to shields, torches, and lanterns. Job tools take priority when working.
- Follow, recall, and wandering now use the companion’s assigned Radius instead of repeatedly forcing the companion directly back to the owner, causing a ping-pong effect.
- Added editable Journal fields for Name, Age, Bio, and Skin with owner-only server validation. Ages accept values from 1–120, and skins use HTTP(S) URLs.
Taming, identity, and survival
- Added empty-hand dialogue for untamed companions.
- Taming requirements now use weighted resource tiers: 70% common, 25% uncommon, and 5% rare.
- Nether and ocean resources remain unavailable until the player has reached those areas. Requirements are finalized once on first interaction and then saved.
- Added a configurable
companion.lowHealthFoodThreshold; the default is 50% health for both eating and food requests. - Greatly expanded male and female name pools with medieval, historical, and fantasy names.
- Expanded the random skin pools to include 295 bundled companion skins.
- Cleared harmful effects and optional Mekanism radiation from resurrection data so companions do not immediately die again after revival.
- Dramatically expanded upon the available dialogue options for companions.
Localization
- Moved UI labels, dialogue, job statuses, commands, tooltips, compatibility messages, and companion class names into localization keys.
- Expanded the English language file with the new player-facing text.
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:428soLwa:cv8OycsG"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:428soLwa:cv8OycsG"
}
