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Minecraft: Java Edition
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TinyMe — Intelligent Adaptive Companion
TinyMe is not a pet. It's not a follower. It's not scripted.
TinyMe is an adaptive companion controlled by a custom decision engine.
It can follow, fight, retreat, recover, use equipment, and adjust its behavior based on combat results.
How to tame: Hold an iron sword or better → crouch near it → wait
How to interact: Right-click → sit / follow
Give it weapons, armor, food, potions, totems.
TinyMe decides when and how to use them.
Optional command:
/summon tinyme:tinyme
I would greatly appreciate any feedback you may have, as it would be extremely helpful.
The mod has been rolled back to Alpha.
The mod is back in Alpha because its internal architecture is going to expand further, and it needs more time before it reaches a mature state.
Spoiler
TinyMe is internally driven by a custom decision engine built around four functional layers. Each layer has a fixed role in the decision pipeline, and the final behavior is produced only after the full pipeline is evaluated.
| Engine Layer | Function |
|---|---|
| Perception Layer | Reads the current world state and converts it into structured context: owner state, threats, distance bands, health, movement state, resources, terrain, and active risks. |
| Intent Layer | Scores the current situation and selects the dominant root intent: follow, protect, engage, retreat, recover, support, or hold. |
| Tactical Planning Layer | Converts the selected intent into a concrete plan. This includes movement choices, combat actions, defensive actions, recovery behavior, and support behavior. |
| Commitment Layer | Stabilizes the result, prevents jitter, tracks recent failures, preserves tactical memory, and emits the final execution command. |
TinyMe itself is not the decision-maker. TinyMe is the executor. BrainLab is the decision authority.
Decision Flow
| Stage | Description |
|---|---|
| 1. TinyMe reads the world | TinyMe gathers raw Minecraft-side state: position, owner status, nearby entities, damage risk, items, terrain, and movement conditions. |
| 2. State is converted into weights | The raw state is transformed into weighted signals. These weights describe urgency, danger, distance, opportunity, resource condition, and tactical pressure. |
| 3. BrainLab evaluates the frame | The engine receives the weighted frame, runs it through perception, intent scoring, tactical planning, and commitment. |
| 4. BrainLab returns a command | The output is not raw movement or vanilla behavior. It is a structured decision command. |
| 5. TinyMe executes | TinyMe applies the command through its runtime systems: movement, combat, shielding, eating, teleport recovery, or support behavior. |
Executor / Decider Split
| Component | Role |
|---|---|
| TinyMe | Executes behavior inside Minecraft. Handles entity state, animation, movement application, combat execution, UI, persistence, and runtime safety. |
| BrainLab | Decides what TinyMe should do. It evaluates the situation, scores intent, builds tactical plans, and returns the final command. |
| Weight Bridge | Converts Minecraft state into decision data. It does not decide. It only translates context. |
| Actuation Bridge | Converts engine commands into Minecraft-side execution. It does not plan. It only applies validated decisions. |
Movement System
TinyMe does not rely on basic vanilla movement logic as its main behavior model. Vanilla navigation is treated as a low-level tool, not as the intelligence layer.
| Movement Area | Technical Behavior |
|---|---|
| Distance Banding | TinyMe does not simply walk toward the owner. It evaluates distance bands such as close, optimal, drifting, far, and emergency range. |
| Follow Logic | Following is controlled by weighted movement intent, not by constant direct chasing. The entity can hold position, resume movement, adjust spacing, or recover from bad routes. |
| Repath Control | Movement is supervised. The system can refresh paths, detect bad movement, reject stale routes, and recover from path failure. |
| Stuck Handling | TinyMe tracks movement progress and can trigger recovery instead of blindly continuing the same failed path. |
| Teleport Failsafe | Teleport is not the default movement answer. It is a fallback for broken distance, unsafe separation, dimension issues, or hard failure states. |
| Mounted / Special Movement | Special movement states bypass normal ground assumptions when needed. This prevents vanilla-style conflicts. |
Range and Look Control
TinyMe’s range and look behavior are calculated separately from vanilla mob behavior. It uses controlled evaluation instead of simple proximity checks.
| System | Description |
|---|---|
| Awareness Range | TinyMe evaluates entities, threats, owner distance, and tactical relevance through structured scanning, not only vanilla aggro range. |
| Threat Range | Enemies are not treated equally. Range is weighted by danger, target relevance, owner risk, and current tactical state. |
| Combat Range | Combat distance is adapted by weapon role, target type, owner condition, and active plan. |
| Look Control | Looking is not random idle rotation. It is assigned by context: owner focus, threat focus, movement direction, combat target, or mimic state. |
| Owner Priority | The owner remains the dominant reference point. Movement, threat selection, and recovery behavior are evaluated relative to owner safety. |
| Vanilla Difference | Vanilla mobs usually follow fixed goals and simple distance conditions. TinyMe runs a weighted decision frame before action execution. |
BrainLab Internal Layers
| Layer | Output |
|---|---|
| Perception | Structured world model |
| Intent | Selected root behavior direction |
| Tactical Planning | Candidate plan or action sequence |
| Commitment | Stable final command |
Final Note
BrainLab will be open-sourced with the full release of TinyMe.
TinyMe was not originally designed as a long-term live-service mod. It was primarily a technical experiment and a learning project: a testbed for building a custom decision engine, separating decision-making from execution, and studying how far a Minecraft companion entity can be pushed beyond ordinary vanilla behavior.


