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0.3.1 · Minecraft Java 26.2 · Fabric · Java 25+
A tiny floating companion, an active-pet bonus and a configurable SP-style HUD. Version 0.3.1 includes 13 selectable companions: Zombie, Creeper, Skeleton, Enderman, Spider, Slime, Blaze, Ghast, Wither Skeleton, Pig, Cow, Wolf and Bee. All are unlocked, with one active bonus at a time. Ghast carries a working dynamic-light lantern when LambDynamicLights is installed on the client.
Features
- One active companion, approximately Allay-sized, smoothly following its owner.
- Free wandering: chooses different nearby points, distances and heights, pauses, and faces its travel direction independently of the owner.
- All 13 companions available through Choose pet in
/sppets, or/sppets summon <pet_id>. - Each companion has its own editable Blockbench model and pixel texture.
- Configurable Max HP bonus: initially +10 HP (five hearts), adjustable from 0 to 100.
- No attacks, damage, collision pushing, item pickup, loot or monster progression.
- Active companion HUD with its exact configured bonus and pet icon.
- Hover over the HUD icon in your inventory or pet menu to read the bonus tooltip.
- Personal HUD visibility, size and opacity settings, with live X/Y position sliders (0–100%).
- Custom floating Zombie model recreated from the mod icon in Blockbench.
- Active choice saved separately per player UUID and world; reconnect restores it.
/spadminintegration for personal pet access and administrator bonus settings.
Only an active Zombie belonging to a living, non-Spectator owner grants the HP bonus; other companions grant the effects listed below. Death and Spectator suspend it; it resumes after respawn or returning to another game mode. Dismissing removes the bonus. Summoning never heals or adds duplicate modifiers. Removing bonus health clamps current health to the remaining maximum when necessary. An invisible owner keeps the bonus but the companion visual is hidden.
How to use
/sppets: open the pet menu; no operator permission required./sppets summon zombie: summon the starter companion./sppets dismiss: put it away and remove its bonus./spadmin→ SP Pets → Settings: edit or reload all shared pet bonuses; requires game-master permission (normally OP level 2 or singleplayer cheats).
The menu's Summon/Dismiss buttons manage your own pet. HUD controls change visibility, horizontal/vertical position, scale (75–150%) and opacity (20–100%). Local display settings are saved immediately when changed. Coordinates are percentages of available screen space so the panel stays within the screen.
During normal gameplay the mouse controls the camera. Open your inventory or the pet menu to move the pointer over the icon. The tooltip explains the active companion's configured bonus. The panel is hidden when no pet is active or the HUD is disabled.
In-game previews
Actual native screenshots from the disposable test world, not generated mockups:
Zombie
Creeper
Skeleton
Enderman
Spider
Slime
Blaze
Ghast
Wither Skeleton
Pig
Cow
Wolf
Bee
Configuration and world data
{
"format": 1,
"zombieHealth": 10,
"bonuses": {
"creeper": 15, "skeleton": 5, "enderman": 10,
"spider": 20, "slime": 10, "blaze": 15, "ghast": 15,
"wither_skeleton": 5, "pig": 15, "cow": 10, "wolf": 5, "bee": 5
}
}
Edit through Core or stop the game/server before changing the file. Core's Reload settings validates it before replacing the live configuration. Invalid/future data is refused without silently resetting the original file.
config/sp-pets/hud.json stores personal display preferences on the client.
<world>/sp-pets.json stores owned/active pets per UUID. State is saved through
atomic temporary-file replacement where supported; failed writes retain the
previous in-memory choice. Back up the world before upgrading.
Companions are transient server-tracked visuals. They are not saved as normal mobs in chunks and do not force-load chunks. They are recreated for the correct owner and dimension, and removed on dismissal, death, disconnect and server shutdown. Tracking uses normal nearby-entity visibility, not a global player-location feed. Third-party vanish systems require their own compatibility verification.
Current scope
Version 0.3.0 includes 13 companions with working configurable bonuses. No pet levels, trading, combat skills, acquisition drops, shop purchases, collection bonuses or block pets are implemented. Definitions and state are separate from rendering to allow future pets to be added deliberately.
Companion bonuses (0.3.1)
| Pet | Default effect |
|---|---|
| Zombie | +10 maximum HP |
| Creeper | 15% less explosion damage |
| Skeleton | 5% more bow/crossbow arrow and firework damage; excludes thrown tridents |
| Enderman | 10% movement speed after 5 seconds without dealing/taking damage |
| Spider | 20% less fall damage |
| Slime | Approximately 10% more jump height (launch velocity multiplier sqrt(1.10)) |
| Blaze | 15% less fire/lava damage |
| Ghast | Moving visual light, default level 15 |
| Wither Skeleton | 5% melee attack damage |
| Pig | 15% less food exhaustion |
| Cow | 10% more food nutrition and saturation; fractional nutrition carries between meals |
| Wolf | 5% attack speed |
| Bee | 5% mining speed |
Configure every value in /spadmin -> SP Pets -> Settings -> Edit bonuses, or config/sp-pets/settings.json. Existing configs retain their Zombie HP value and receive defaults for missing bonuses. Only the active companion applies its effect; switching/dismissal removes SP Pets attribute modifiers without removing other mods' modifiers.
Each HUD icon is a portrait of its actual pet model, with name, active effect, and hover details. Enderman shows combat suspension; Ghast clearly shows when its client lighting backend is missing.
Changes in 0.3.0
- Working bonuses for all 13 companions, editable together through
/spadmin. - Individual pet portraits, names, effects and hover details in the HUD.
- Free wandering with varying distance, height and pauses; companions face their travel direction.
- Ghast lantern integration with optional client dynamic lighting.
- Enderman HUD reports when its movement bonus is paused during combat.
Ghast lighting dependency
If Ghast does not light up:
- Open LambDynamicLights settings through video settings or Mod Menu. Enable Entity light sources and select an enabled dynamic-light mode such as Fancy.
- Check the Ghast bonus in
/spadmin: its light level must be greater than 0 (default 15). - Test at night or in a dark cave. The HUD should show
Dynamic light: level 15;Needs LambDynamicLightsmeans the client backend was not detected.
For manual configuration, close the game and change the existing entities key under [light_sources] in config/lambdynlights.toml to true. Do not duplicate the table. Some performance profiles disable entity lighting by default, even when LambDynamicLights is installed.
Run the lighting integration fixture with -Psmoke -Ppack -Plights runSmokeClient. The normal -Psmoke -Ppack runSmokeClient also verifies operation without the optional lighting backend. python tools/render_pet_icons.py regenerates the twelve new portrait icons from their Blockbench models; the original Zombie icon is preserved.
Inventory HUD update — 0.3.1
Pet Bonus and its free-cursor tooltip stay visible in RPG, vanilla and Creative inventories and other container screens.
Cross-mod verification
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