NeoForge 1.21.1 • mod id modern_companions
Modern Companions
Modern Companions is a NeoForge 1.21.1 port + rebrand of the Human Companions mod (originally by justinwon777), maintained by MajorBonghits. The goal is full feature parity under the new namespace, with updated APIs and intact attribution.
Discover companion houses in the Overworld, recruit residents with the exact items they ask for, then command them with stances, patrol anchors, sprint + pickup toggles, and a full companion GUI. Companions level up, gear up, gain traits, and can be resurrected via scrolls that preserve their full inventory/NBT.
No level cap and no hard party-size limit — recruit and command as many companions as your hardware/server can handle.
Follow AI includes a vanilla-style recall: if a companion drifts ~35 blocks away (same dimension), it teleports to the nearest safe spot.
A quick peek at the vibe (images from the README).
Status
What’s done, what’s compiling, and what’s still placeholder.
Gameplay Overview
Recruit them, feed them, command them… and try not to get them killed. (Try.)
/companionskin "NAME" URL
(example: /companionskin "Daniel George" https://i.imgur.com/FWADR65.png).
Inventory + optional Curios support (from the README).
Curio / Backpack Support
Optional integrations that “just work” when installed.
If Curios is installed, companions expose Curio slots and a render toggle so you can hide/show equipped curios per companion. The mod runs fine without Curios.
If a companion wears a Sophisticated Backpack in the Curios back slot, picked-up items are inserted into the backpack before the companion’s 6×9 inventory (with capability fallback).
Morale & Bond
A lightweight “mood + relationship” system that nudges you to treat your tiny AI gremlins nicely.
Hidden value in [-1, 1].
High morale (>0.5) grants small buffs (+0.5 damage, +0.5 armor); low morale (<-0.5) applies equal penalties.
Morale rises from feeding and bond level-ups; drops on near-death and resurrection. Deltas are configurable in common config.
A parallel XP curve that increases while alive near the owner (interval is config-driven), when fed, and on resurrection. Devoted/Glutton traits boost bond XP. Bond levels raise the morale floor and appear in the Journal.
Traits
1–2 traits rolled at spawn (legacy companions with none get a one-time backfill).
Small damage boost; follows slightly closer.
Extra follow distance; slightly slower follow speed.
Small armor bonus; follows slightly closer.
Small move-speed bonus; follows closer.
Knockback resistance.
Move-speed bonus; faster follow speed.
Bonus bond XP from feeding.
Bonus XP gain; softer morale loss.
Chance to duplicate one drop on kills (configurable).
Small damage + speed buff at night.
Small damage + speed buff during day.
Softer morale loss.
Minor damage penalty when morale is low.
Small armor bonus; bonus bond XP (including resurrection).
Legacy companions with zero traits are backfilled once; no rerolls on later loads.
A Journal button on the companion GUI opens a Bio screen showing traits (with blurbs), a backstory tag, morale descriptor, bond level/XP, and journey stats (kills, major kills, resurrections, distance traveled, first hired day). Companions roll an age (18–35) at spawn and age +1 year about every ~90 in-game days (visual only).
Worldgen & Spawns
Structures generate in the Overworld; companions are spawned in code when structures place.
All buildings are injected via data/modern_companions/worldgen/structure_set/companion_house.json (random_spread placement).
Each structure spawns exactly one resident when generated.
Which companion class spawns from which structures.
data/modern_companions/worldgen/structure/*.json; each points to a pool that drops matching NBT from data/modern_companions/structure/.
Class Details
Every companion has a role — from shield tanks to potion chuckers to lightning gremlins.
Balanced melee with swords/clubs/spears; reliable frontliner.
Shielded tank: raises/lowers shields vs ranged threats, projectile DR, resistance aura ticks, and taunts monsters off the owner.
Ramps damage as health drops, cleaves nearby foes, high KB resist, lighter armor mitigation.
Fast: speed + jump buffs, reduced fall damage, bonus damage on backstab or distracted targets.
Bow AI and modern crossbow behavior (charge/cooldown/LOS). Auto-equips bows/arrows or favors crossbows.
Periodic heals/regen/resistance to allies under 65% HP, extra damage vs undead, totem/golden gear theme.
Throws regen/heal at allies and weakness/slow at enemies; may upgrade potency; uses dagger/staff if out of potions.
Calls lightning on hit (shorter cooldown in rain/thunder) and gains brief strength after striking.
Fire peppers with precise blaze fireballs + occasional heavy blast. Lightning drops single-target strikes and chain bursts (harder in storms).
Wither-skull artillery that can raise short-lived wither skeleton allies. Other companions treat the summons as friendly.
Items & Crafting
Weapons, utility items, and quality-of-life tools (plus some very shiny gems).
Bundles a BasicWeapons-style arsenal (dagger, club, hammer, spear, quarterstaff, glaive) in every vanilla material, plus optional bronze when a bronze mod is loaded. Recipes are standard JSON, JEI/REI friendly, and companions auto-prefer their class weapons.
Drops from tamed companions; activation uses a nether star in your off-hand.


Armor-only enchants: Empower, Nimbility, Enlightenment, Vitality. They add STR/DEX/INT/END bonuses from companion armor; stats recalc live as gear changes.
Custom-textured enchanted books appear on the Modern Companions creative tab and can drop from dungeon/mineshaft/stronghold library/temple/buried treasure/shipwreck loot tables.
Requirements & Build
NeoForge dev workflow (Gradle).
pack_format 48 and NeoForge global loot modifiers for compatibility.
ToggleFlagPayload) emitted by the GUI — follow that pattern for future actions.