Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Changelog
1.0.0
Added Stay Home mode — companions remain near a set home position instead of following the player
Stay Home works alongside any action mode (gather, follow, etc.) as a separate toggle
Added auto-deposit — companions in Stay Home + gather mode automatically find the nearest chest and deposit when overweight
Added 50m home leash — companions in Stay Home mode only harvest resources within 50m of their home position
Added deferred tool equip — tool swaps that fail mid-attack animation now retry automatically during movement
Fixed deer engage/clear log spam — abandoned targets are now silently cleared before logging engagement
Fixed DoorHandler scanning while companion is sleeping or sitting
Fixed false stuck timeouts caused by attack animation locks during harvest movement
Fixed deposit re-trigger loop when walking to chest while overweight
Fixed CancelPendingCart not respecting Stay Home mode
0.0.13
Added randomized speech pools for all companion actions (combat, hunger, repair, gather, idle)
Added directed repair — point at a CraftingStation to send companion to repair gear there
Added directed board — point at a ship to make companion board it
Added directed move — point at the ground to send companion to that position
Added directed gather — point at a resource to start gathering that type
Fixed bed attach/detach positioning
Added action preemption — new commands cancel in-progress actions cleanly
0.0.12
Rewrote CompanionAI as a custom BaseAI subclass replacing MonsterAI entirely
Added universal companion commands via gamepad/keyboard hotkey system
Added directed interactions — point at objects to command companions contextually
Full controller support for all companion commands and UI navigation
Eliminated all MonsterAI/BaseAI reflection — CompanionAI owns targeting, follow, and combat directly
0.0.11
Added defensive parry AI — companions block and parry incoming attacks
Added workbench auto-repair — companions walk to CraftingStations and repair worn gear
Added UI freeze support — companion stays still while interaction panel is open
Full controller support for the companion interaction panel (JoyTabLeft/Right tab navigation)
0.0.10
Added manual bow draw system for ranged combat
Fixed harvest approach distance calculation
Added deer abandon cooldown — companions stop chasing fleeing animals they can't catch
0.0.9
Added combat AI with melee engagement, retreat, and re-engage logic
Added door handling — companions open doors when stuck, close them behind
Added weapon/armor durability bars on companion UI
Fixed follow target restoration and weapon swap issues
0.0.8
Added tabbed companion interaction UI (Customize, Inventory, Actions)
Added overhead stamina and health bars
Added carry weight limit — companions stop gathering at 298 weight and speak about being overweight
Added inventory logging and diagnostic tools
0.0.7
Prioritize fallen logs and stumps over standing trees (3x distance penalty for TreeBase)
Improved target selection for wood gathering
0.0.6
Added drop collection after destroying resources — companion picks up nearby items
Added stump targeting for wood gathering
Added attack shuffle-closer when out of range
Added UI freeze — companion pauses during interaction panel
0.0.5
Rebuilt harvest system from scratch with reliable movement and pathfinding
Fixed companion getting stuck during resource gathering
Improved state machine transitions
0.0.4
Refactored companion AI into modular subsystem architecture
Separated combat, harvest, repair, food, and stamina into individual controllers
0.0.3
Internal updates and stability improvements
0.0.2
Refined companion UI layout, inventory slots, and action controls
Improved panel styling and button layout
0.0.1
Initial release — placeholder Companions tab integrated into Haldor's TraderUI
Dynamic tab injection via Harmony patches on TraderOverhaul