Pet Companions

by Tjost

A pet that lives in your factory. It follows you, settles when you stop, fetches a thrown ball, warns you of biters, learns tricks and keeps a journal of everywhere you have been together. Pick your kitten's coat from 14 and name it; 12 species and 65 coats in all are found, rescued or bred. Build a kennel, whistle it to heel, feed it, and raise it over 90 hours. It can never be lost. Space Age optional.

Content
3 days ago
2.1
10
Combat

Changelog

Version: 0.30.0
Date: 2026-09-08
  Features:
    - Your pet has a mood now, and a bar that shows how full it is. Both are on its panel, and the face is beside every name in the kennel list. It runs from Hungry through Content up to Adored, and it goes up when you feed it, play fetch with it, ask it for a trick or just spend time out in the world together.
    - Feeding it finally does something you can see. It has quietly made everything your animal learns count for one and a half times as much, for half an hour, for many versions -- and nothing on the screen said so. Now the bar fills up in front of you, the face lifts, and the panel says the bonus is running.
    - The bar only goes down while your animal is hurt. A healthy one never needs feeding at all, so there is no schedule, nothing that goes wrong while you are away, and nothing a child can forget and be punished for. Food is what heals it faster and what makes it happy, not upkeep.
    - If the bar does run empty, the only thing that happens is that it walks twenty per cent slower until you feed it again. It cannot starve, it cannot be lost, and it cannot come to harm. A hurt animal still heals by itself on no food at all, exactly as fast as it did before -- a full bar simply heals it several times faster, and resting beside a kennel or a pet house is faster still.
    - A [?] on the pet panel and on the kennel window opens a short help page: what feeding does, how it gets better, what an empty bar means, what the mood is, what the bars mean, kennels and beds, tricks, and the animal waiting at your landing site. Neither window got any bigger to fit it in.
    - Every one of your animal's stats is drawn as a bar in the journal, and the bars are honest about the ceiling. A full-width bar is the best any animal in the game can ever reach; where your animal's bar stops is the most it will ever reach; the filled part is where it is today. So you can see in one glance that a jack russell will never carry much, and you find that out in the first hour rather than after ninety.
  Changes:
    - A pet house costs more. It is 20 steel plate, 20 concrete and 20 stone brick, where it used to be wood, brick and a little iron -- it was always meant to be the built-up one, and it is the only building that can raise a litter and the fastest place in the game for a hurt animal to get better. It needs no research of its own; the materials are the price. The kennel is unchanged and still cheap: 20 wood and 10 stone brick, from the first minute.
  Info:
    - Nobody has played the food bar or the mood. Every number in them was measured in an automated test -- how long a near-dead animal takes to heal fed and starving, in the field, at a kennel and at a pet house -- but none of it has been felt. Whether one pet food per bar is generous enough, whether a slower hungry animal is noticeable at all, and whether the face reads to a child are the three things only playing can answer. Say so if any of it is wrong; they are one line each to change.
Version: 0.29.1
Date: 2026-09-08
  Bugfixes:
    - An animal is not a machine, and a repair pack no longer heals one. A hurt pet could be patched up instantly with a repair pack, which skipped every way the mod means you to look after an animal. Worse, construction robots would do it for you: a hurt pet walking around inside a roboport network is a moving repair job, so bots were sent after it again and again. Neither happens now. An animal heals by resting, twice as fast beside its kennel and three times as fast beside a pet house, and the wounded animal at your landing site still takes five pet food and nothing else.
Version: 0.29.0
Date: 2026-09-07
  Features:
    - The animal near your landing site is wounded now, and you have to nurse it back to health before it is yours. It is asleep, it is hurt, and it is a fair walk out -- about half way from where you landed to the nearest biters, and never outside the starting area, so on a normal Nauvis it is somewhere between seventy-five and a hundred tiles away rather than the twenty-two it used to be. Walk up to it and it tells you "The dog looks hungry and sick." Five pet food heal it, one at a time, and a small window shows how far along it is. When it is well it is yours, you name it, and it is an ordinary pet from that moment -- the injury is a story, not a condition it carries. As before, it is drawn for you alone: everyone in a multiplayer game has their own animal waiting in their own direction.
    - There are no rocks piled on it any more. It is lying in the open, asleep, and finding it is the walk rather than the pickaxe.
  Bugfixes:
    - A dog you could never pick up. If you walked up to the animal while you already had a pet out and no free bed, it was quite correctly refused -- and the only way to ask again was to mine a rock next to it. Chop those rocks down while you are waiting, build the kennel, come back, and there was nothing left in the world to trigger the claim: the animal stood there, visible and yours by right, and could not be obtained by any means at all. The same trap caught a wild find that was waiting for a bed. Claiming an animal is now walking up to it with somewhere to put it, which depends on nothing you can destroy. If your save already has an animal stranded this way, loading it with this version repairs it -- walk over and it is yours.
  Changes:
    - Pet food from raw fish is a biochamber recipe now, and only a biochamber. It is not something the Pet Food Plant can make, and with Space Age absent the recipe does not exist at all rather than sitting in your crafting menu unmakeable. Before Gleba, pet food comes from the biomass that organic enemies drop -- which means the five pet food that heal the wounded animal have a price: about twelve biomass, or roughly thirty small biters, plus a Pet Food Plant, 150 kW and an offshore pump. Rescuing the dog is now a short errand rather than something you do on the first morning.
  Info:
    - Nobody has played the rescue. It is proved by automated scenarios -- the animal is staged, walked up to, fed five times, healed and acquired, across a save and reload, and the stranding bug is reproduced and shown fixed -- but the feel of it is untested: whether the walk is the right length, whether thirty biters' worth of biomass is the right price for a dog, and whether the fifty-metre hike reads as a discovery or an errand. Say so if it is wrong.
Version: 0.28.1
Date: 2026-09-07
  Optimizations:
    - The game no longer hitches once a second in a large base. To light the doorways of its kennels the mod asked the engine for every kennel in the world, with no search area, once every second -- and the cost of that question is set by the size of your factory, not by how many animals you own. On a 596,000-entity base it took 33.8 milliseconds, on one tick in every sixty, and a player who owned no animal at all still paid it in full. The list is kept now instead of asked for, and the mod's own work with no animals in the game fell from 0.626 to 0.052 milliseconds a tick.
    - A hurt pet no longer causes a stutter when it runs home. Working out where home is made that same world-wide search twice over -- 70 milliseconds -- every single time an animal needed the answer: fleeing a fight below its flee threshold, coming back after losing its body, moving into a kennel, or following you to another planet. In a base under attack that was a freeze at the worst possible moment, on the tick your pet was already in trouble. It now costs nothing that can be measured.
    - The kennel roster, the kennel and Pet House windows, changing team, the journal's camera on an animal asleep indoors, the Raise a litter button and the starting crate were all making the same expensive lookup, some of them several times per click. None of them does now. Twelve places in the mod that search the whole world were audited; the ones that were already searching a small circle were left exactly as they were.
    - What the mod costs, measured in a scripted 596,000-entity factory running at 55 updates a second: with five animals on five separate teams and map markers on, 0.62 milliseconds a tick, which is 3.4% of the tick. About 0.05 of that per animal, and an animal asleep in a kennel costs nothing at all.
  Info:
    - The first version of this speed-up was not safe, and that is worth saying out loud. A kennel placed by a script rather than by hand raises no build event, so the kept list never learned that kennel existed -- and a hurt animal ran straight past its own kennel to the landing site. This mod makes one promise above all the others, that an animal can never be lost, and a faster game is not worth a hole in it. The list is now re-checked against the engine's own count of your buildings, which is a constant-time question, before it is trusted at all: a building cannot enter the world unnoticed however it got there and whatever event it did or did not raise.
Version: 0.28.0
Date: 2026-09-07
  Major Features:
    - Your pet comes with you to another planet. Board a rocket, ride a cargo pod, step on or off a space platform, take an elevator -- if your animal is out with you when you go, it is standing beside you when you arrive, with its name, its level, its coat, its odometer, everything in its equipment grid and everything in its trunk, and its marker back on the new map. An animal that is stabled, off duty, told to stay, away on an errand, mourning or resting at home stays where it is and says so in one line. This was promised on the first day of this project and it has taken until now to build.
  Features:
    - Every friendly pet is on the map and the minimap, with its name on it. Your own animals, and your team-mates' if you are friendly or at cease-fire, each carry a marker with the animal's own icon and the name you gave it. Animals asleep in a kennel get none -- they are indoors, and the building is already on your map. A new setting, "Show pets on the map", is on by default if you would rather not have them.
    - The mod can be translated now. Every word a player reads is a locale key, including all 65 coat names and the four trick captions, which had been hardcoded English since the day they were written. If you would like this mod in your language, locale/en/en.cfg is the whole of it -- 322 keys.
  Bugfixes:
    - The ball your pet fetches now lands where you can actually reach it. It used to be put down at the animal's feet, which is a follow distance away from yours, and the pick-up key only reaches one tile -- so the ball you sent it for came back out of arm's reach and you had to walk over and get it, every single time. It is now delivered at your own feet, and there is still only ever one ball.
    - The message listing equipment a pet could not carry printed raw internal names -- "iron-plate x5" where it should have said "Iron plate x5". That was wrong in English too, not only in translation.
  Changes:
    - The cat's stealth button says "Stealth" and "End stealth" rather than "Hide" and "Show", which read as though it were the window being hidden.
    - "Home" is gone from the pet's own panel. It sent the animal to exactly the same place "Off duty" does, so the panel carried two buttons for one idea. Off duty still sends it home, "Stay" still holds it where it stands, and the whistle still has Home on it if you would rather point at the spot.
  Locale:
    - A partial Norwegian Bokmaal locale ships with this version: 72 of the 322 keys, machine-written, and it exists to prove that translating this mod works end to end. It is not a finished translation and should not be taken for one.
  Info:
    - A rocket, a cargo pod, a space platform and an elevator all raise the same event this mod listens to, and that event is what has been tested; nobody has yet ridden a real rocket with a pet aboard, because an automated test cannot launch one. Arriving on genuine Aquilo and Fulgora surfaces is tested, as is the whole of it with Space Age absent.
Version: 0.27.0
Date: 2026-09-06
  Graphics:
    - You can finally tell the kittens apart. The coat picker in the starting crate drew each kitten about seventeen pixels across inside a seventy-two pixel button, and drew it from behind, so thirteen of the fourteen coats were the same pale smudge in the one window whose entire job is telling them apart. Every coat is now cropped to the animal itself and shown from the front, filling its button. It is the first thing you see in a new game, and until now nobody had ever looked at it.
  Bugfixes:
    - Typing a name into the naming dialog no longer plays the game instead. The name box never took the keyboard, so every letter you typed was read as a game shortcut: the dialog closed under you, windows opened and shut, and on one occasion a pet's name was typed into a blueprint. The box now has the keyboard the moment the dialog opens, which is what it always looked like it was doing.
    - "Animals in the wild" in Tips and Tricks showed a heap of rocks with nothing under it. The demonstration built its ring at the old, narrower radius, so five huge rocks buried the animal it was there to show you.
    - "Feeding your pet" in Tips and Tricks showed the out-of-map checkerboard down both sides of the picture.
    - Smaller things in the windows, all of them found by looking: two separator lines that drew nothing at all, a hidden-cat line that ran into the "Bite" figure beside it in the journal, and two more places where a label touched its value with no gap.
  Changes:
    - The base game, without Space Age, is properly supported, and it has now actually been run. This mod has always declared Space Age optional and nobody had ever once started it without Space Age to find out whether that was true. It is true: the whole of Nauvis, from the crate to a litter of pups, passes with Space Age absent. If you do not own Space Age you no longer get a "Rescue cost multiplier" setting for space rescues you can never reach. Everything else is unchanged, and on Nauvis alone -- sixteen animals to find in the rocks, kennels, a Pet House and breeding -- it is the whole mod.
  Info:
    - This mod's windows were photographed and examined for the first time in the project's life. A mod window cannot be captured by the game's own screenshot, so the screen itself was photographed from outside the game while each window was opened in turn. Everything listed above under Graphics and Bugfixes came out of that single look.
Version: 0.26.0
Date: 2026-09-06
  Major Features:
    - Play on separate teams. If everyone in your game is on their own force -- the way a family playing side by side often sets it up -- the mod now understands it. Your pet, and the crate still waiting for you at the crash site, come with you when you change team, animals you already owned included. A save made before this update heals itself the first time you load it, so nobody has to start again.
  Features:
    - Everyone's trapped animal is in its own place. The animal waiting in the rocks near where you landed used to be worked out from the team's spawn point, so five brand-new teams all buried theirs on the same tile. Each player's is now in a different direction around the landing site -- five players end up at least 65 degrees apart -- and it is still visible to its owner alone.
    - Your landing site stays your landing site. Joining a newly made team no longer moves it to the middle of the map, so the trapped animal, how far out a wild find has to be, and where a pet with no kennel calls home all still measure from where you actually came down.
    - Kennels you leave behind still work. A building stays with the team that paid for it, exactly as the rest of the game treats buildings, and you can still open it, swap animals and take out any of your own that sleep there.
  Changes:
    - A team-mate cannot hurt your pet. "Takes no damage from your own force" now means no damage from anyone you are friendly with, so a team-mate's flamethrower, fire or poison splash is undone the same way your own always was. Enemy damage still lands.
  Bugfixes:
    - Whistling your pet works again after you change team. A pet kept the team it was created on for ever, and the whistle will only command a vehicle of your own team, so it quietly stopped working -- no error, no message, nothing.
    - A pet killed after a team change used to come back on the wrong team, and stay there. It now always comes back on its owner's team.
    - The crate's map marker follows you to your new team instead of being left behind on the old one.
    - The mod no longer prints an empty line of chat to everyone in the game.
  Info:
    - Research is per team. The flight unit is unlocked by power armour mk2 and each space rescue by its planet's research, so if you play on separate teams every player has to research those for themselves -- one person finishing the research does not hand it to the rest.
Version: 0.25.0
Date: 2026-09-06
  Major Features:
    - Nauvis goes on giving. Hand-mine a rock more than 150 tiles from where you landed and something may have been sheltering under it. The chance grows the further out you dig, every find is rarer than the last, and no two come less than fifteen minutes apart. Cats and farm dogs only, and never a coat you already own -- sixteen more animals on the starting planet, and the second of them is what finally lets a Pet House raise a litter without ever leaving for space. An animal you have nowhere to put waits in the rubble where you dug until you build it a home.
    - Pets defend themselves. An animal that is standing its ground and is attacked now bites back. It never starts a fight, never chases, and never fights while it is moving. Two new trained statistics on every breed: Bite, the damage it deals, and a hide that turns aside a fraction of every blow it takes. A dog bites twice as hard as a cat, and a lion twice as hard as a dog, at every level. A level 1 kitten sees off a lone small biter; a level 20 cat sees off four small, two medium and one big biter. A behemoth still kills it in seconds -- and it still comes back, with its name and everything it was carrying.
  Features:
    - Three new Tips & Tricks entries: animals in the wild, kennels and the Pet House, and raising a litter. Until now Factorio's own manual taught exactly one thing about pets, which was the ball.
    - Both new combat statistics are shown where every other statistic is, on the pet's panel and in its journal: "Bite 72 - 55% turned away".
  Changes:
    - Less text, and smaller windows for it. The pet panel is a little over half its old width and shows only what is changing right now -- level, experience, growth while it is a pup, well fed, hidden, flight. Its biography and its full statistics moved into the journal, which had room for them and already showed three of them. Tooltips that only repeated the button they were on are gone, and so are the lines of chat that narrated something you had just watched happen.
  Bugfixes:
    - The animal trapped in the rocks near the crash site is ringed by five rocks again, and had been ringed by three since the feature shipped: the ring was drawn too tight for the last two to be placed at all.
    - The journal no longer prints "__1__ km walked with you" where the heading "Kilometres" belongs.
    - Taking your first kitten out of the crate without typing a name no longer prints a half-finished sentence.
Version: 0.24.1
Date: 2026-09-06
  Changes:
    - An animal is not manufactured. Every breed had a hand-craft recipe costing one stone, left over from early development, which meant a single mined rock could buy the entire roster. It is gone. Companions are found, never built: the crate at the crash site, the animal trapped in the rocks, breeding, and the space rescues.
Version: 0.24.0
Date: 2026-09-06
  Features:
    - Every animal is called what it is: the species picker, the pet panel, the kennel roster and every line of chat now say "Farm dog", "Jack russell" or "Lion" instead of "Kitten".
    - Rename your pet at any time: a Rename button on its own panel opens the same naming dialog the crate used, and the new name follows it onto the map and into the journal.
    - Opening a pet's inventory now shows the animal: a live camera on it, with its name and level, beside the trunk and the equipment grid.
    - Pet flight unit: one piece of grid equipment, unlocked by power armour mk2, that lets a powered adult pet cross water and move faster. It is drawn as a jetpack across the animal's back while it is running.
  Changes:
    - Balancing: a cat is now detected by enemies whenever it is not stealthed, whatever is in its equipment grid. Enemies used to ignore cats outright. Stealth is now a cat's only protection -- and while it is stealthed its grid is powered down, exactly as before. Your starting kitten can be attacked from the first hour; it still flees home when badly hurt and can never be lost for good.
  Bugfixes:
    - Pets can no longer walk on water. Every movement -- following, roaming, fetching, and a whistled order -- now checks the ground it is stepping onto, works its way along the shore instead, and a ball thrown into a lake lands on the bank.
    - Putting a pet in a kennel no longer destroys its equipment and everything in its trunk. Neither does its death, nor a mod update that gives it a new body: what it was carrying comes back with it, in the same grid squares. Anything that genuinely cannot fit -- a flight unit and a laser defence in a smaller breed's grid -- is dropped at its feet and said out loud, never deleted.
    - Throwing the ball a second time no longer leaves the first one behind: the ball is a real item carried in the pet's trunk, so it can be seen, counted and taken out by hand.
Version: 0.23.0
Date: 2026-09-05
  Major Features:
    - Space rescue missions (Space Age only): five dog breeds and the lion are stranded out on the star map. Finish a planet's research and its derelict appears -- jack russell at Nauvis, irish setter at Vulcanus, bloodhound at Gleba, dachshund at Fulgora, sheepdog at Aquilo -- and bringing one aboard costs 50 pet food from your own inventory.
    - The Long Dark: a spur off the edge of the solar system that opens only when every non-infinite technology is researched, through the shattered planet's own asteroid field. The lion is there, it costs 500 pet food, and rescuing it earns the Lionheart achievement.
    - Breeding: two of your own fully grown, same-family animals living in a Pet House can raise a litter for 20 pet food. The pup wears one parent's coat -- except that a breed's breeding-only coat comes up 25% of the time when both parents are that breed and one has reached level 10. That is the only way such a coat enters a save.
  Features:
    - Pups record their generation and their parents' names in the journal. A pedigree is worth nothing in a fight, by design.
    - A hurt pet resting at a Kennel heals twice as fast, and three times as fast at a Pet House.
    - Every space rescue is per player and one-time, and every refusal costs nothing: no food, or no free bed, and the animal is still standing there next visit.
    - The rescue-cost multiplier setting is no longer hidden, so all five settings now do something.
  Bugfixes:
    - Mining or destroying a kennel no longer strands the animals living in it: they move to another kennel of yours, or come back out at the doorstep. Nothing is ever lost.
    - All of your kennels now share one roster: walk up to any of them and you see every animal you own, wherever it sleeps.
    - Another player can no longer take out or release your pet. Their animals are listed at your kennel with no buttons, and yours at theirs.
    - Swapping which pet is out now works at a full kennel, and every refusal says out loud why it refused.
    - Cancelling a fetch drops the ball on the ground instead of destroying it and welding a ball sprite to the pet.
    - A pet with no cold tolerance on Aquilo now shelters in a Pet House, or in a kennel on a warmer planet, instead of being sent "home" on Aquilo every 30 seconds with a fresh line of chat.
    - An upgrade that cannot find a pet's body no longer collapses several stored animals into one.
    - A pet taken out while you are sitting in a car is no longer teleported into it.
    - Fixed a 45-degree facing error when an animal sat down or lay down, the "zzz" emote showing only once per save, an orphaned pet never walking home, a cloned pet being adopted as a second active pet, and a kennel leaking its porch light and doorway animals when removed.
    - Ten species -- every dog breed but the farm dog, and the lion -- had no translations at all and read "Unknown key" in game. They have names and descriptions now.
    - A whistle to somewhere a pet cannot stand now shows a "?" over its head and gives no order, instead of silently doing nothing.
Version: 0.22.0
Date: 2026-09-05
  Sounds:
    - Pets are audible: a bark shared by the ten dog breeds, scaled by breed size, a meow, and the lion's roar.
    - Cats purr when they settle down to lie -- once per settle, with a pause so a fidgeting player cannot loop it.
    - A stealthed cat is silent at the source: the mouth opens and nothing comes out.
  Info:
    - The shipped clips are placeholders. The per-player pet-sounds setting turns them off for you alone.
Version: 0.21.0
Date: 2026-09-05
  Major Features:
    - The whole roster ships: 12 species and 65 collectible coats -- the cat with 14, ten dog breeds with 5 each, and the lion.
  Features:
    - Every dog breed keeps one coat that is obtainable only by breeding.
    - Each planet's hidden animal is now decided: the farm dog on Nauvis, st bernard on Vulcanus, labrador on Gleba, spitz on Fulgora, and the cold-hardy newfoundland on Aquilo.
  Optimizations:
    - The three gaits keep 16 directions; everything stationary drops to 8, which cut the roster's video memory from 359 MB to 226 MB.
Version: 0.20.0
Date: 2026-09-05
  Features:
    - Cat stealth: a panel button ghosts the cat to 60% opacity, drops it to a walk at 60% speed, powers its equipment grid down and silences it. Dogs cannot do it -- that contrast is the point.
    - Stealth breaks on damage, on a fetch order and on a last stand, each with an emote and a ten-second cooldown.
    - The stealth-opacity setting is no longer hidden and is read live, so moving the slider answers immediately.
  Info:
    - Known limitation: a demolisher does not care. Enemy neutrality does not gate a segmented unit and stealth does not hide from one. Do not take a cat into demolisher territory expecting to be ignored.
Version: 0.19.0
Date: 2026-09-05
  Features:
    - The last stand: with its owner badly hurt and an enemy in view, a brave pet ignores its flee threshold and holds the line until the owner recovers or the threat is gone.
    - Bravery decides where a pet stands -- a brave one takes station between you and the threat, a timid one keeps you between itself and it.
    - A pet reveals the map around it as it goes, the radius scaling with its sight.
    - Thin-coated breeds go home rather than take the cold on Aquilo; the thick-coated ones stay out.
  Combat Balancing:
    - Dogs are military targets and biters come for them; cats are neutral and are ignored.
    - Combat is the equipment grid's job -- an adult dog with a personal laser defence kills an approaching biter, and a pup's grid stays powered down.
Version: 0.18.0
Date: 2026-09-05
  Major Features:
    - Stats, experience and training. Six stats per animal -- speed, health, carry, equipment grid, sight and bravery -- with per-breed base values, four of which train through use.
    - A pet earns experience for what it actually does: walking with you, fetching, warning you, surviving a fight and getting home, saying hello, and simply being out with you. Level 20 lands at about 90 hours of active play.
  Features:
    - Raising one animal makes the next learn faster (1.5x / 2x / 3x), earned by the levels your other pets reached rather than by how many you own.
    - Feeding makes everything a pet does train 1.5x faster for half an hour.
    - The pet panel and the journal show its level, its experience bar and the whole stat set.
  Balancing:
    - Breed still beats training: a maxed farm dog never catches an untrained jack russell.
  Bugfixes:
    - Existing saves keep the level they had.
Version: 0.17.0
Date: 2026-09-04
  Features:
    - Pets grow up: pup to adult over about four hours of time actually spent out with you, and it tells you when it is fully grown. A pet left in a kennel stays a pup.
    - Feeding, from a button on the pet's panel: one pet food buys half an hour of well fed. There is no upkeep and no decay -- a pet is never hungry and cannot be neglected.
    - Two raw fish and water make three pet food, so a player who has never killed a biter can still feed their animal.
  Changes:
    - The biochamber is taught the pet-food category, so it is the faster crafter where Space Age is installed.
Version: 0.16.0
Date: 2026-09-04
  Features:
    - An animal waits trapped in a ring of rocks near the landing site -- yours alone to find. Hand-mine a rock and it squeezes out, and you name it.
    - Freeing respects one active pet: with empty hands it comes with you, with a pet already out it moves into a kennel, and with neither it stays put and says why.
Version: 0.15.0
Date: 2026-09-04
  Features:
    - Pets living in a kennel sit visible in its doorway, in their own coats.
    - The journal: one tab per animal, with a live camera on it, its place on the map, its odometer and how far it is towards the next level.
  Bugfixes:
    - A pet left with nobody about for five minutes now walks home instead of waiting forever where it was left.
Version: 0.14.0
Date: 2026-09-04
  Features:
    - Click a kennel to see who lives there, take one out, send yours in, or let one go. Taking a second one out swaps them, so exactly one pet is ever out with you.
    - Kennel capacity is the beds you built -- two in a Kennel, six in a Pet House.
    - The doorway lights warm when somebody is home and goes dark when the last one leaves.
Version: 0.13.0
Date: 2026-09-04
  Features:
    - The Kennel (2x2, 20 wood + 10 stone brick) and the Pet House (3x3, 50 wood + 30 stone brick + 20 iron plate).
    - A kennel is what home means: free roam orbits the nearest one and a hurt pet flees to it.
Version: 0.12.0
Date: 2026-09-04
  Features:
    - Let it play: off duty, a pet stays in a patch around home, wanders, sits, lies down and talks to itself -- and runs over to greet you when you come near, once per approach, before going back to its own business.
  Graphics:
    - The sprite contract is locked; every animal shares one anchor, one scale and one ground line.
Version: 0.11.0
Date: 2026-09-04
  Features:
    - The whistle, from a shortcut-bar button: click the ground to send your pet somewhere, click something for it to follow. Come and Home are buttons on the pet's own panel.
    - A pet you sent somewhere stays sent until you call it back.
  Bugfixes:
    - Walking far from a pet under orders no longer teleports it to your heels and throws the order away.
Version: 0.10.0
Date: 2026-09-04
  Major Features:
    - Pets became vehicles: real health, an equipment grid, a trunk inventory and an entity label. A cat has a 6-slot trunk and no grid; a farm dog a 12-slot trunk and a 4x3 grid.
    - A pet boards the vehicle its owner is in, once it has arrived, is carried while inside, and steps down beside you rather than on top of you.
  Bugfixes:
    - Belts no longer carry a pet away.
    - Upgrading an existing save keeps one pet on its own body instead of showing two, one of them lifeless.
Version: 0.9.6
Date: 2026-09-04
  Bugfixes:
    - Eight fixes from a full playthrough.
Version: 0.9.5
Date: 2026-09-04
  Features:
    - Three Tips and Tricks entries with live demos; the first one turns ALT mode on, which is where the name and the emotes live.
    - The ball now actually arrives with the kitten in the crate.
    - The odometer shows how long you have been together.
    - Each species has its own idle rhythm -- a dog speaks up about every 40 seconds, a cat about every 70.
  Bugfixes:
    - A pet told to stay no longer runs to its owner's corpse.
Version: 0.9.4
Date: 2026-09-04
  Bugfixes:
    - A save whose pet wore a removed coat crashed every tick.
    - Seven defects found by a code review, each verified before and after the fix.
Version: 0.9.3
Date: 2026-09-03
  Balancing:
    - The provisional level curve was about 60x faster than intended; progression is now measurable and testable.
Version: 0.9.2
Date: 2026-09-03
  Bugfixes:
    - A ghost pet left behind across a save and reload.
Version: 0.9.1
Date: 2026-09-03
  Bugfixes:
    - The demo scenario no longer wrecks a fresh playtest.
Version: 0.9.0
Date: 2026-09-03
  Bugfixes:
    - All five mod settings were declared and read nowhere. Follow distance, always-show-name and pet sounds are now honoured live.
Version: 0.8.0
Date: 2026-09-03
  Major Features:
    - A pet cannot be lost by any means. A pet is its record, not its body: if the body is lost for any reason at all -- killed, destroyed by another mod, its surface deleted under it -- it gets a new one at home with its name, coat and whole odometer intact.
  Features:
    - Below 30% health a pet runs home and rests.
  Changes:
    - Pets are not minable, so neither a careless click nor a deconstruction planner can take one.
Version: 0.7.0
Date: 2026-09-03
  Bugfixes:
    - A pet could be killed and lost forever. It now comes back.
Version: 0.6.3
Date: 2026-09-03
  Features:
    - A demo scenario: a deterministic green start with the crate at arm's length and one line of instruction.
Version: 0.6.2
Date: 2026-09-03
  Bugfixes:
    - In multiplayer, crates now belong to a player instead of being opened by anyone.
Version: 0.6.1
Date: 2026-09-03
  Bugfixes:
    - A brand new game had no crate at all, because it opens in the crash-site cutscene where the player has no character.
Version: 0.6.0
Date: 2026-09-03
  Major Features:
    - Fetch. Throw the ball and it flies on an arc and lands as a real item; the pet runs it down, carries it back and drops it at your feet. It is never consumed.
    - Tricks, unlocked as the pet grows -- sit, speak, lie down and stay -- shown greyed out before you earn them so you can see what is coming.
  Features:
    - Emotes in ALT mode: a heart, a warning and a sleeping z.
    - Danger warnings: a dog barks and shows an exclamation, a cat faces the threat and says nothing.
    - Three achievements on the mod's own items.
  Changes:
    - Pets take no damage from their owner's force -- your flamethrowers, your fire and your artillery cannot hurt them. Enemy damage still lands.
Version: 0.5.1
Date: 2026-09-03
  Bugfixes:
    - Two crashes found in a real save.
Version: 0.5.0
Date: 2026-09-03
  Major Features:
    - A crate waits for you at spawn. Open it, pick one of 14 kitten coats, give it a name, and it is yours. Adding the mod to an existing save puts a crate down too, so nobody is ever pet-less.
  Features:
    - Names, drawn over the pet in ALT mode, with a setting to show them always.
    - The odometer: kilometres walked, places visited, times it warned you, and the day you met.
    - An idle personality -- one unprompted action every half a minute or so rather than a per-tick dice roll.
    - If you die while it was following, it runs to your body and sits beside it until you respawn.
  Graphics:
    - 19 coats baked: 14 for the cat, 5 for the farm dog.
Version: 0.4.0
Date: 2026-09-03
  Major Features:
    - The cat, and with it a roster that both the data stage and the script read -- so a new animal is a row and a sprite bake, nothing else.
  Balancing:
    - A pet follows at its own speed rather than at a speed proportional to the gap. The gap picks the gait and the gait sets a fraction of the animal's top speed, so a fast pet settles close and a slow one hangs back.
Version: 0.3.0
Date: 2026-09-02
  Changes:
    - Renamed to Pet Companions: the mod is about cats as much as dogs.
Version: 0.2.0
Date: 2026-09-02
  Graphics:
    - Gait frames advance with distance travelled rather than with the clock, so paws stay planted at any speed.
Version: 0.1.0
Date: 2026-09-02
  Major Features:
    - A dog that follows you, settles when you stop, and gets up through the whole chain when you walk off.