Changelog
1.2.5
Bug Fixes
- Fixed companion HUD panel disappearing after logout/login — the panel UI lives in the Minimap hierarchy which is destroyed on logout, but the host MonoBehaviour survives via DontDestroyOnLoad; the panel now detects the destroyed root and rebuilds on re-login
1.2.4
Ore Detection
- Fixed MineRock_Obsidian and other ores not detected by gather ore mode or point-to command — added name-based fallback (
IsOreNamedRock) for MineRock targets, so ores with empty or null drop tables are still recognized
- Added iron and meteorite to the ore name keywords so meteorite deposits are correctly classified as ore
- Stone mode now excludes ore-named MineRock targets to prevent false matches
- Fixed companions mining normal small rocks in gather ore — replaced blacklist filter (
DropsOnlyStone) with whitelist-based ore detection (HasOreDrops) that only targets rocks dropping actual ore items (Ore, Scrap, Obsidian, Chitin, Flametal, BlackMetal)
AOE Mining (All Rock Types)
- AOE now handles all rock/ore damage — physical swing damage from the pickaxe is suppressed via Harmony prefixes on Destructible, MineRock, and MineRock5, and routed through the AOE system instead, eliminating double damage
- AOE fires at visual hit timing via two paths: Harmony prefixes (when pickaxe connects with rock) and terrain hit callback (when pickaxe hits ground near rock)
- Fixed AOE firing before the swing animation — removed premature fallback that triggered AOE on the same frame as StartAttack, before the pickaxe animation reached the target
- Fixed MineRock AOE silently failing —
m_hitCollider was not set, causing MineRock.Damage to reject the hit; AOE now finds the nearest active collider
- Tree AOE threshold reduced from 2 swings to 1 — companion applies direct damage after the first swing without kill
- MineRock5 reposition interval reduced from every 5 swings to every 2
- AOE direct damage now drains stamina matching the weapon's attack cost
Ranged Combat (Bow Kiting)
- Companions with bows now keep distance from enemies — standoff at 20m, flee if enemy gets within 10m
- Added strafing while charging bows — companion circles the target at standoff distance instead of standing still, including during bow draw animation
- Flee suppressed during bow draw so the companion finishes the shot before retreating
- Attack range increased to 30m so companions engage from further away
- Fixed companions still approaching at close range during ranged — lost-sight path now respects standoff distance instead of using hardcoded zero
- Fixed weapon type detection during stance switching — ranged kiting now checks stance in addition to weapon type
Melee Combat
- Balanced/Melee stance aggro — disabled periodic circling and circulate-while-charging for balanced and melee stances; companions stay close and fight aggressively
Door Handling (Leaving Buildings)
- Fixed companions not pathing to doors when leaving a house — proactive door detection now works during controller movement (harvest, repair), not just follow mode
- In controller mode, detects stagnation via net displacement: if the companion is moving but its position barely changes over 3 seconds, it scans for doors with a wider 15m radius
- Fixed PassingThrough pushing companion back inside — when no follow target exists, the companion now continues in its original approach direction through the door instead of pushing away from the door (which pointed back inside)
HUD
- Companion HUD now uses a single-column vertical layout (always same width, stacks downward)
- Replaced wooden texture background with a semi-transparent overlay (50% opacity black)
- Stat bar gradients changed from horizontal to vertical (bright top, dark bottom)
- Food icons and status effects appear on the same line as the companion name (food left, name center, SEs right)
- Increased food and status effect icon size
- Removed carry weight bar
Radial Menu
- Thinner outer ring background — donut band is now centered on icon positions
- Inner ring background changed to donut with transparent center
- Added horizontal gradient to both outer and inner ring backgrounds
Logging
- Removed movement and harvesting debug logs from CompanionAI, HarvestController, CompanionCombatAI, HuntController, FishController, and FarmController
1.2.3
Mining Overhaul (MineRock5 / Copper / Silver / Tin Veins)
- Fixed companions mining underground segments — exposed check now uses the segment's bounding box center height instead of just the top, correctly filtering segments buried deep underground (e.g. center 3m below terrain with only the tip poking out)
- Fixed companions standing in the wrong spot while mining — movement target now uses the segment center at ground level instead of the AABB edge point, which could be far from the actual visible rock face
- Fixed companions not moving to the rock —
Collider.ClosestPoint() returns the input position for non-convex MeshColliders (MineRock5 segments), making all distances read as 0. Added SafeClosestPoint() helper using ClosestPointOnBounds to match vanilla Attack.cs behavior
- Added direct damage fallback for MineRock5 — when the companion's pickaxe hits terrain instead of rock (due to segment geometry), damage is applied directly to the nearest exposed segment via
MineRock5.Damage(), so mining progresses even from awkward angles
- Nearest segment selection now uses center distance instead of bounding box edge distance for more reliable targeting
- After a segment is destroyed, the companion automatically moves to the next nearest exposed segment
Tree Harvesting (Stuck / Elevated Logs)
- Added direct damage fallback for TreeLog and TreeBase — after 5 swings without destroying the target, the companion applies damage directly via
IDestructible.Damage(), handling logs stuck on top of other trees or in unreachable positions
- Fixed companions swinging at air under elevated logs — early arrival no longer triggers for tree targets more than 3m above the companion, forcing the companion to walk to the base first
- Fixed companions bouncing between Moving and Attacking on elevated logs — the "too far" distance check now uses horizontal distance for tree targets, so vertical gaps from stuck logs don't cause endless state cycling
- Fixed companions blacklisting unreachable logs — when pathing times out on a TreeLog/TreeBase, the companion now applies direct damage and retries instead of giving up and moving on
1.2.2
Ranged Combat (Bow Draw)
- Fixed companions firing arrows too fast — implemented a proper bow draw phase: companion visually draws the bow for a full 1 second before releasing, matching vanilla draw animation
- Arrows now fire at 100% draw percentage (full velocity, accuracy, and damage) rather than the partial-draw default
- Draw time is a consistent 1 second regardless of bow type
Inventory
- Fixed Ctrl+click not moving items out of companion inventory — items now transfer correctly to any free slot in the player inventory, matching vanilla behavior
Minimap Status Panel
- Added companion status panel below the minimap showing each companion's name, health bar, stamina bar, and carry weight bar at a glance
- Rested icon appears when a companion has the Rested buff active
- Panel auto-hides when the full map is open and when no companions are active
Cook Mode
- Added Cook as a standalone radial menu action mode — companions autonomously cook at a Cauldron, manage Fermenters, and tap ready mead
- Cook is also available as a Homestead task when Stay Home is active
Mining Fixes (MineRock5 / Copper / Silver Veins)
- Fixed companions turning around and hitting the ground after destroying the top layer of a vein — face target now falls back to XZ-nearest section regardless of depth when all upper-layer sections are mined away, with Y clamped to companion level so swings stay horizontal
- Fixed companions digging holes in the terrain — disabled
SpawnOnHitTerrain (TerrainOp) for all non-player characters so pickaxe swings never permanently lower the terrain
- Fixed companions walking to an empty spot on top of the rock after a section is destroyed — initial approach direction and distance are now cached on first attack; all repositions return to the same side of the vein instead of chasing section centers that NavMesh snaps to the rock top
- Fixed
Physics.ClosestPoint Unity warning spam — switched internal MineRock5 debug scan from convex-only Collider.ClosestPoint to bounds.ClosestPoint which works on any collider type
- Swing and failure counters now reset to zero on each section-destroy reposition so per-position tracking is always accurate
- After 2 consecutive
StartAttack failures at the current position, companion repositions closer
Follow Fix
- Fixed holding Z not making the companion walk toward you when far away — added a direct-movement fallback in catchup mode: when
BaseAI.Follow fails to find a NavMesh path (companion velocity stays near zero), the companion moves straight toward the player so Z always produces visible movement regardless of NavMesh coverage
1.2.1
Farm Zones
- Added Farm Zones — designate square planting areas where companions plant specific crops in a grid
- Place zones via right-click on the Farm radial segment, or with a configurable hotkey (default Alt+Z)
- Scroll wheel resizes zones, LMB places, RMB deletes existing zones, Escape exits
- Crop picker popup lets you assign a specific crop or "Any Crop" per zone
- Up to 4 zones per companion, saved to ZDO (persists across sessions)
- Companions only plant inside defined zones — no zones means no planting
- Zone rotation support via Q/E keys during placement
- Camera zoom is blocked while placing zones to prevent accidental scrolling
Cooking
- Companions can now cook for themselves — when hungry, they find a nearby Cauldron, gather ingredients from chests, and craft a meal
Potion Support
- Right-clicking a potion or mead in a companion's inventory now makes them consume it
- Status effects (healing, stamina, resistance, etc.) are applied to the companion and displayed in the player's HUD bar
- Duplicate effects are prevented — if the same potion is already active, consumption is blocked
- Stamina potions manually restore CompanionStamina (since vanilla SE_Stats targets Player only)
Harvesting Fixes
- Fixed companions running back and forth over rocks — removed the LateUpdate shuffle for rock targets during Attacking state so companions stay planted once they arrive
- Fixed companions digging holes in the ground instead of hitting rocks — attack facing now targets the rock's collider center (elevated) instead of the ground-level surface closest point
- Fixed companions not finishing boulders (MineRock5) — when a node is destroyed, the companion always repositions to the next node instead of trying to attack from a distance
- Stabilized the "too far" distance check for rocks by using the locked face target position instead of live ClosestPoint, which was shifting every frame and causing false re-approach triggers
- Removed MineRock5 (boulders) from stone and ore gathering — boulders had persistent pathfinding and targeting issues and are no longer targeted by gather modes or directed commands
Stay Home Fixes
- Fixed companions running in one direction and getting teleported back when Stay Home was activated — Follow toggle (default ON) was overriding StayHome throughout the codebase, causing the companion to walk toward the player and get yanked back by the hard leash
- Fixed StayHome being overridden after completing gather, smelt, farm, hunt, cook, or rest tasks — all controllers now check StayHome before restoring follow target to the player
- Fixed StayHome being overridden on companion respawn — spawn restore now correctly patrols at home instead of following the player
- Fixed stale random movement target causing consistent directional drift after entering StayHome —
ResetRandomMovement() is now called once on wander-OFF entry to flush the old target
- StayHome is now checked before Follow in all follow-restore paths across 10 files (CompanionAI, CompanionSetup, CompanionRadialMenu, HarvestController, HuntController, SmeltController, FarmController, CookController, CompanionRest, CompanionManager)
UI
- Enlarged the radial menu inner ring background slightly for better visual clarity
- Moved companion name above the inner ring background
- Moved hovered action text and state indicator above the outer radial ring
Water Fixes
- Fixed companions glitching out and running in random directions near water — extended the NavMesh bypass to activate on any water contact (not just full swimming depth), preventing erratic pathfinding at shoreline edges
- Context steer fallback state is now cleared when entering water, preventing stale obstacle avoidance directions from causing random movement
- Fixed companions drowning with 0 stamina — pathfinding agent now switches to
HumanoidAvoidWater when stamina drops below 50%, routing companions around water instead of through it
- Water bypass (straight-line swimming) is now skipped when wading with low stamina, preventing companions from walking into deep water they can't escape
1.2.0
HomeLife System (Stay Home Overhaul)
Companions left at home now behave organically instead of mechanically rotating through tasks. They use a weighted random behavior picker with per-behavior cooldowns, creating natural living-at-home behavior.
Ambient Behaviors
- Wander — companions walk continuously around the home area for 30-60 seconds, chaining random waypoints within the home radius
- Sit on chairs — companions find nearby chairs and stools, walk over, sit down for 30-90 seconds with proper attach animation, then stand up and resume other activities
- Use workstations — companions occasionally walk to a workbench or forge and stand at it for 10-20 seconds (cosmetic only)
Cooking
- Companions now cook their own meals at a Cauldron when hungry (empty food slot or food below 50% remaining)
- Scans
ObjectDB recipes filtered to the Cauldron's station type for food items the companion can craft
- Gathers ingredients from nearby chests (supports multi-chest gathering), walks to the Cauldron, and crafts the meal
- Announces "Something tasty!" on successful cook — the existing food auto-consume system handles eating
- If inventory is full, the cooked item is dropped on the ground as a fallback
In-Place Chest Sorting
- Replaced cross-chest item transfer with in-place chest sorting — items within each chest are reorganized by type and name without moving items between chests
- Sort priority: Weapons → Shields → Armor → Consumables → Materials → Trophies → Ammo
Maintained Behaviors
- Repair buildings — finds damaged structures (below 50% health) within home radius and repairs them (kept from previous system)
- Refuel fires — finds low-fuel fireplaces and refuels them from nearby chests or inventory (kept from previous system)
Architecture Changes
- SmeltController and FarmController are now fully independent — no longer gated by HomesteadController's task rotation
- Weighted behavior selection prevents repetitive loops (each behavior has a cooldown after completion)
1.1.9
Harvesting Fixes
- Fixed companions not aiming at large rocks when mining — closest surface point on big rocks could be directly beside the companion, causing the facing system to silently bail out; now falls back to the rock's center and snaps body rotation instantly during attacks
- Fixed companions digging holes in the ground instead of hitting rocks — tightened approach distance, arrival threshold, and "too far" detection for rock-like targets so pickaxe swings land on the rock face
- Fixed companions jumping between pickaxe swings — proactive jump and stuck recovery are now suppressed while the companion is in the harvest Attacking state
- Fixed pickaxes being used as combat weapons — pickaxes and tools are now excluded from CanUseAttack alongside fishing rods
Combat Fixes
- Fixed companions using weak axes over better weapons — weapon selection now ranks by combat damage (excludes chop/pickaxe damage that doesn't hurt enemies), so a flint axe no longer beats a proper sword or battleaxe
- Fixed vanilla
EquipBestWeapon picking randomly between valid weapons — companions now always equip the highest combat-damage weapon available
1.1.8
Fish Mode
- Added Fish action mode — companions autonomously fish nearby water bodies (ocean, rivers, ponds)
- Requires a fishing rod and bait in the companion's inventory
- Companion scans for water within 30m, walks to shore, faces the water, and casts the rod with the full casting animation
- After casting, the companion waits for a nibble (15-20s), then reels in the fish (4-6s) with stamina drain
- Catch type is determined by bait type using vanilla Fish prefab probability tables — the same bait catches the same fish as player fishing
- On catch, the companion announces what they caught with overhead speech and a skill levelup sound effect
- Automatically recasts after catching a fish if bait remains — loops until bait runs out or inventory is full
- 85% hook chance and 10% miss chance by default (configurable)
- Companion speaks contextual lines: "I need a fishing rod...", "I need bait...", "I caught a {fish}!", "I can't find water nearby..."
- Self-defense: companions abort fishing to fight enemies, then resume
- All fishing parameters are fully configurable in the Fishing config section
Home Zone Fixes
- Fixed home radius slider not working — the Set Home radius slider now correctly controls the companion's leash distance (previously hardcoded to 50m regardless of slider value)
- Fixed companions getting stuck in a teleport loop when working outside their home radius — controllers now reset when the companion is teleported home, preventing them from immediately running back to the same spot
Hunt Mode Fixes
- Fixed companions jumping after waiting at a dead animal's body during drop collection — the companion now stops moving cleanly when the collection delay expires instead of triggering a movement lunge
Bug Fixes
- Fixed fishing rod being used as a combat weapon — fishing rods are now excluded from auto-equip weapon selection and BaseAI.CanUseAttack
- Fixed fishing rod staying equipped after leaving fish mode — the rod is now unequipped on mode change
- Fixed auto-equip overriding the fishing rod during casting — bait consumption no longer triggers a weapon swap mid-cast
- Fixed companions jumping into water after casting — proactive jump and stuck recovery systems no longer trigger during fishing
- Fixed companion not facing water before casting — the companion now rotates to face the water point and waits until aimed before starting the cast
1.1.7
Hunt Mode
- Added Hunt action mode — companions actively hunt Boar, Deer, Chicken, and Hare within 20m
- Hunting is ranged-only; companions maintain distance so prey do not flee out of range
- If prey runs beyond 20m, the companion disengages and stays planted rather than chasing indefinitely
- Respects home zone — companions with Stay Home enabled only hunt within the home radius
- Self-defense still works: if an enemy attacks while hunting, the companion handles the threat first then resumes hunting
- Combat AI view and hear range reduced from 30m to 20m to match hunt scan radius
- Fixed companion using melee weapons at the start of a hunt: weapon switch cooldown is now reset on engagement so the bow equips on the first frame
- Fixed companion closing in on prey (charging into melee range): circling behavior is disabled during hunt and a standoff distance of 8m is enforced so the companion stays at bow range
Companion Inventory UI
- Fixed companion inventory grid floating too high and overlapping the name box
- Fixed a missing row at the top of the inventory grid
- Fixed panel background texture not matching the vanilla Valheim style
- Fixed food slot backgrounds disappearing when the panel background was corrected
- Reduced panel height by 10px and raised food slots for better proportions
- Fixed top inventory row being partially clipped by the name input box
1.1.6
Companion Inventory UI
- Fixed chest/container ghosting in the companion inventory by taking over companion container updates and blocking vanilla from pushing other container contents into the companion grid
- Fixed gamepad focus leakage so the player inventory and companion inventory are no longer controlled at the same time
- Adjusted companion inventory grid layout and positioning, including top-row highlight clipping fixes and a lower grid placement
Companion Stats
- Increased default companion base stamina from 25 to 50 before food bonuses
1.1.5
Combat AI Overhaul
- Replaced CombatController with CompanionCombatAI — a complete rewrite ported from vanilla MonsterAI's combat loop with proper engage/disengage lifecycle
- Added 4 combat stances selectable from the inner radial ring: Balanced, Passive, Ranged, Melee
- Combat stances persist to ZDO and can be changed mid-combat
- Ranged stance now forces bow equip and prevents AutoEquipBest from overriding it
- Melee stance forces melee weapons even when a bow is available
- Passive stance completely disables combat engagement
Parry System
- Companions now reactively block when an enemy swings within 8m
- Shield is raised late into the enemy's swing for a natural parry look
- Block timer is reset each frame during the parry window to guarantee a perfect block
- After a successful parry (enemy staggered), the companion queues 2 rapid counter-attacks
- Parry works across all combat stances — including while holding a bow
Ranged Combat Fixes
- Fixed bow being unequipped after every arrow shot — AutoEquipBest's shield section was removing the bow from the left hand to make room for a shield (bows are two-handed)
- Fixed Dverger heal behavior overriding ranged stance bow
Target Reservation
- Companions no longer fight over the same work target — Farm, Smelt, Repair, and Homestead controllers now use static claim sets so each companion picks a different target
Deposit Filter
- Companions depositing items into chests now keep their equipped gear, food, weapons, armor, and shields instead of dumping everything
Radial Menu
- Added Despawn button to the outer radial ring with custom icon
- Increased outer ring radius for better spacing
Bug Fixes
- Fixed companions moving around while the radial menu or inventory panel is open
- Updated Discord invite links
1.1.4
Companion Inventory Overhaul
- Companion inventory is now a fixed 8-wide x 4-tall grid (was previously variable and sometimes mismatched between systems)
- Added automatic layout migration for companions saved with the old inventory width — items are repositioned to fit the new grid instead of being lost
- Removed the equipment side-panel from the companion UI (was only used with ExtraSlots)
Ranged Combat
- Companions with bows now fire much more consistently — they pre-draw the bow between shots instead of waiting for the cooldown to finish first
- Companions no longer constantly back away and reposition after every shot — they only retreat when enemies get dangerously close (within 5m)
- Companions no longer jump around while trying to aim their bow, which was disrupting their shots
- Companions in ranged stance who run out of arrows or lose their bow now fall through to melee combat instead of standing still and doing nothing
Melee Combat
- Companions now follow up on successful parries much more reliably — the defensive block check no longer prevents counter-attacks during the parry window
- Companions now consistently face their target during combat approach and while standing in melee range, fixing the rapid head-shaking animation that could occur when navigating around obstacles
- Increased block grace period from 0.3s to 0.6s so companions hold their shield up long enough to actually block hits that land just after an enemy's attack animation ends
Self-Defense in Work Modes
- Companions in forage, farm, smelt, and hunt modes now properly defend themselves when attacked — previously only gather modes (wood/stone/ore) triggered self-defense combat
"Come to Me" Command
- The "come to me" command now properly forces companions to follow you even if they were set to Stay Home or had Follow turned off — previously they would ignore the command
Stamina
- Companion stamina now properly drains while running during gather modes (foraging, harvesting, etc.) — previously the stamina system couldn't detect running when it was triggered by gather controllers
- Swimming now also properly drains stamina using the same detection improvement
Harvesting
- Stone mode no longer tries to mine ore veins — it now correctly skips copper, tin, and other ore deposits and only targets stone-dropping rocks
- Stone mode now correctly recognizes rocks that use the "Ignore" damage modifier for chop resistance (some rocks were being skipped because they used a slightly different setting than expected)
- Companions no longer sprint past their harvest target and jitter back and forth — they walk when close to avoid overshooting
- Harvest stuck detection is now much faster (2 seconds instead of 12) so companions don't waste time pushing against unreachable targets
Farming
- Companions in farm mode now properly detect and harvest mature crops — previously grown crops were being missed because they exist on a different layer than wild plants
- Companions no longer keep holding the cultivator after farming ends — they now properly switch back to their combat gear when farming finishes or is interrupted
Repair
- Fixed companions getting stuck in a back-and-forth pathing loop for up to 30 seconds when trying to reach a repair station — the AI now detects when it's running in circles and gives up after 6 seconds
- Fixed companions sometimes holding a cultivator while walking to a repair station (caused by farming not cleaning up equipped tools)
Smelting & Homestead
- Stuck detection for smelting and homestead tasks is now much faster (2 seconds instead of 15) so companions don't waste time pushing against obstacles they can't reach
Pathfinding
- Companions no longer repeatedly jump back and forth over the same rocks in a loop — the AI now detects when jumping isn't making progress and suppresses it for 15 seconds
1.1.3
Inventory UI Overhaul
- Removed all 3 Harmony patches on InventoryGui (Show, Hide, UpdateContainer) — eliminates mod conflicts with Equipment & Quick Slots, AUGA, Better Inventory, and other UI mods
- Companion inventory now opens through vanilla's container system instead of intercepting it
AI Combat Improvements
- Companions now lead running targets using velocity prediction instead of chasing their current position
- Companions circle and reposition around enemies in melee range instead of standing still like a turret
- Flanking now leads the target's predicted position instead of its current one
AI Pathing Improvements
- Context steering direction is now temporally smoothed between frames for steadier, more natural obstacle avoidance
Bug Fixes
- Fixed gamepad D-pad skipping rows in companion inventory — input was being processed twice per frame
- Fixed gamepad starting on the wrong row when switching from player inventory to companion inventory
- Fixed equipped item indicators not showing on companion inventory grid
1.1.2
New
- Point-to-command for smelters and kilns — point at any smelter or kiln and press the command key to send your companion to tend it
Bug Fixes
- Fixed companions only filling the first smelter or kiln when multiple are nearby — they now fill the emptiest one first and spread materials evenly
- Fixed items disappearing when a companion was interrupted while carrying materials to a smelter — items are now properly tracked in inventory
- Fixed companions planting seeds on top of wooden floors, walls, and other building pieces instead of on cultivated soil
1.1.1
New Features
Autonomous Farming
Companions can now be set to Farm mode via the radial wheel. They will automatically harvest ripe crops, collect the drops, fetch seeds from nearby chests, plant them on cultivated soil in a grid, and deposit harvested crops into output chests.
- Supports all crops including modded ones
- Only harvests player-planted crops — ignores wild berries, mushrooms, etc.
- Needs a cultivator in the companion's inventory to plant; without one, they only harvest
- Alternates between harvesting and planting every 30 seconds so neither task gets neglected
Repair Buildings Mode
A new toggle on the radial wheel. When active, the companion walks around and repairs any damaged building pieces within 50m. Works while following you or while staying home.
Restock Mode
A new toggle on the radial wheel. When active, the companion refuels nearby fireplaces, campfires, and torches that are running low — pulling fuel from its own inventory or nearby chests.
In-Game Settings Panel (F8)
Press F8 to open a settings panel where you can tweak all mod options without editing config files. Also accessible from the "Mod Options" button added to the ESC pause menu.
AI Improvements
Smarter Obstacle Avoidance
Companions now steer around walls, furniture, smelters, and other obstacles more smoothly when normal pathfinding can't find a route.
Half-Wall and Fence Navigation
Companions can now find their way around half-walls and fences by detecting them and looking for doorways and openings.
Movement Mirroring
Companions match your movement — walking when you walk, crouching when you crouch. They still run to catch up or during combat.
Better Stuck Recovery
When stuck behind obstacles, companions now try sidestepping in multiple directions. After repeated failures, they teleport to you.
Proactive Jumping
Companions automatically jump over small terrain ledges when they detect they're stuck on a step-up.
Hazard Awareness
Companions detect tar pits and deep water and actively try to reach shore. If they can't escape in time, they teleport to safety.
Water Avoidance
Companions check for water ahead and stop walking if their stamina is too low to swim safely.
Improved Pathfinding Over Water
Companions now use a pathfinding type that automatically routes around bodies of water.
Stuck Position Memory
Positions that keep getting the companion stuck are remembered for 30 seconds so they don't keep trying to go there.
Combat Flanking
If a companion gets stuck trying to reach an enemy, it tries approaching from the side instead.
Passive Resting
Companions now get the Rested buff just by standing near a fire inside a shelter — no need to tell them to sit down.
Radial Menu
- Radial menu is 15% larger for better readability
- Added Repair, Restock, and Farm segments to the radial wheel
Combat
- Added crossbow bolt support
- Defensive stance now only fights enemies that are directly attacking the companion or the player
- Companions walk instead of run when retreating with low stamina, and use their shield to block
- Companions can still hit enemies that get close during retreat
- Companions walk to conserve stamina when approaching enemies below 25% stamina
Smelting
- Furnaces are now filled emptiest-first so all smelters get materials evenly
- "Nothing left to smelt" message only shows once per cycle instead of repeating
- Smelter positions that cause stuck navigation are remembered and skipped
Harvesting
- Fixed trees on slopes being missed when the companion swings
- Drops are now picked up one at a time with a short pause between each for a more natural look
- Fixed companions getting stuck trying to re-approach a tree at exactly the right distance
Death
- A minimap marker now appears at the companion's tombstone when they die, showing their name
Bug Fixes
- Fixed minimap marker not clearing after reloading a scene
- Fixed MaxFoodSlots setting having no effect
- Fixed new modes (Repair/Restock) being reset back to Follow after loading
- Fixed restock fuel counter adding up across multiple fireplaces
- Fixed proactive jumping activating when the companion is just standing near you
- Fixed text not visible in the F8 settings panel
- Fixed stamina draining while standing still during combat
- Fixed Repair Buildings and Restock modes freezing after finding a target
- Fixed Farm mode not starting immediately when selected — now starts right away
- Fixed settings panel and radial menu not blocking player movement and camera
Localization
- Added translation keys for all new features across all 22 languages
1.0.9
Bug Fixes
- Fixed companions with Follow OFF still teleporting to the player when they get far away
- Fixed Stay Home companions chasing enemies too far from home — they now stop chasing after 50m and return home
Balance
- Homestead task timer increased from 15 to 60 seconds — companions spend more time on each maintenance task before switching
Death & Respawn
- Fixed Auto Pickup, Wander, Commandable, Formation Slot, and Action Mode settings being lost when a companion dies and respawns
1.0.8
Bug Fixes
- Fixed companions not picking up their tombstone after opening their inventory
- Fixed tombstone recovery getting stuck when the path is blocked — they now teleport to it after 10 seconds
- Fixed other UI interactions interrupting tombstone recovery
- Fixed companions not respawning with follow target when they have a home position
- Fixed tombstone items being lost when leaving and re-entering the area
- Fixed invisible item slots in companion tombstones
- Fixed companions not teleporting through portals when Stay Home is set — Stay Home only means "return here when dismissed", not "never leave"
- Fixed companions not following through distance teleports when Stay Home is set
- Fixed Hunt, Farm, and Fish modes not restoring follow after task completes
- Fixed portal travel not clearing stale states from the previous zone
- Fixed companion inventory grid overlapping food slots
New
- Point at a companion tombstone and press the command key to send the nearest companion to loot it
1.0.7
Bug Fixes
- Fixed companion duplication on death
- Fixed companions teleporting through portals when set to Stay Home
- Fixed gamepad radial menu opening inventory instead of the radial wheel when holding X
- Fixed gamepad joystick direction being inverted on the radial menu
- Fixed B button not closing the radial menu on gamepad
- Fixed hover text showing "E" instead of the correct gamepad button
- Fixed homestead chest sorting losing items
- Fixed smelter output storage losing items
Gamepad / Controller
- Improved gamepad hold detection for opening the radial menu
- Left stick controls action modes, right stick controls combat stances
- Added RB/LB to switch between companion and player inventory tabs
- Added D-pad navigation between companion and player inventory grids
Performance
- Reduced memory allocations in armor durability, projectile scanning, door caching, and UI sprite handling
1.0.6
Bug Fixes
- Fixed Companions tab not appearing in Trader UI when Bounties mod is installed
- Fixed controller radial menu not opening when holding X on gamepad
1.0.4
New
- Press F7 while the companion inventory is open to drag and reposition it anywhere on screen — position saves across sessions
Bug Fixes
- Fixed companion tombstone missing items
- Fixed companion inventory UI glitching on death
- Fixed controller radial menu not opening on gamepad
1.0.3
Bug Fixes
- Fixed translations not loading
1.0.2
Translations
- Added translations for all 22 Valheim-supported languages
Bug Fixes
- Fixed game freeze on startup caused by localization initialization
1.0.0
Homestead Mode (Stay Home Automation)
Companions left at home (Stay Home ON, Follow OFF) now automatically maintain your base. They rotate between tasks every 15 seconds:
- Repair — walks to damaged buildings and repairs them
- Refuel — finds low-fuel campfires and torches and refuels them from nearby chests
- Sort chests — consolidates split item stacks across multiple chests
- Smelt — handles smelting duties alongside other tasks
All chest interactions are animated with open/close sounds.
Companion Respawn at Bed
- Companions respawn at the last bed they slept in instead of the world spawn point
- Home position and Stay Home state are preserved through death
Portal and Dungeon Teleportation
- Companions follow you through portals and dungeon entrances
- Stay Home companions are excluded — only active followers teleport
Minimap Markers
- Companions appear on the minimap (only visible to their owner)
Skill Leveling
- Companions level up skills over time, improving combat and gathering
Rested Buff
- Companions get the Rested buff from resting near a fire or sleeping in a bed
Smart Gathering
- Companions won't try to chop trees if their axe isn't strong enough
Night Sleep
- Companions must be sleeping at night for the time-skip to work (matches vanilla behavior)
Drowning
- Companions slowly drown if their stamina runs out while swimming
Ship Boarding
- Point at a ship to tell companions to board — they find the ladder and climb on
Inventory UI
- Authentic Valheim-style companion inventory panel (8x4 grid)
- Equipped item indicators, split/drop modifiers, editable name, weight display, food slots
Radial Menu
- Configurable radial menu key (default E)
- Dual-stick gamepad support
- Two-ring layout: outer ring for action modes, inner ring for combat stances
Combat
- Removed backstab damage bonus against companions
Localization
- Full translation framework integrated with Valheim's localization system
- Translation files loaded from
Translations/{Language}.json
Other
- Voice audio system with gender-specific voice packs
- Starter companion spawns automatically in new worlds
- Speech lines customizable via
speech.json
- TraderOverhaul is now optional — mod works without it
- Various bug fixes for smelting, female companion appearance, Stay Home modes, repair, and combat
0.1.1
- Improved companion inventory UI to match vanilla Valheim style
- Added configurable radial menu keybind
- Added editable companion names
- Added food slot display at bottom of inventory
0.1.0
- Companions now teleport with you through portals and dungeons
- Stay Home companions don't teleport — only active followers do
- TraderOverhaul is now optional
0.0.9
- Companions now teleport with you through portals and dungeons
0.0.8
- Added voice audio system with gender-specific voice packs
- Added starter companion that spawns in new worlds
- Speech lines can now be customized via
speech.json
0.0.7
- Fixed companion getting stuck when trying to use smelters at the edge of reach distance
0.0.6
- Improved controller support for radial menu
- Added custom combat stance icons
- Enlarged radial menu icons
0.0.5
- Added combat stances: Balanced, Aggressive, Defensive, and Passive
- Two-ring radial menu layout: outer ring for modes, inner ring for stances
0.0.4
- Added Smelt mode: companions automatically fuel and fill kilns and furnaces from nearby chests
- Companions collect smelted output and deposit it in chests
- Added Smelt and Auto Pickup icons to the radial wheel
0.0.3
- Added Forage mode: companions pick berries, mushrooms, flowers, branches, and stones
- Follow is now an independent toggle that works alongside gather modes
- Replaced procedural icons with custom PNG textures
0.0.2
- Fixed Stay Home + Wander and Stay Home + Gather not working
- Fixed various harvesting and repair bugs
- Improved tree priority — fallen logs preferred over standing trees
- Added Command toggle to radial wheel
0.0.1
- Initial beta release
- Hire companions from Haldor with custom appearance
- AI with follow, combat, sleep/wake, and stuck detection
- Harvest wood, stone, and ore
- Auto-repair gear at crafting stations
- Food system with 3 slots and auto-consume
- Stay Home mode, auto-deposit, wander, auto-pickup
- Door handling, directed commands, radial wheel, inventory panel
- Full gamepad/controller support