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. There are 12 species and 65 coats. 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
9 hours ago
2.1
40
Combat

Changelog

Version: 0.40.6
Date: 2026-10-16
  Changes:
    - The lion's route now has the asteroids of the first 100,000 km of the Shattered Planet route, kilometre for kilometre. Before, it squeezed the whole 4,000,000 km run into 100,000 km, so it got as heavy as deep in the Shattered Planet run after only a few thousand km. Parked at the lion you meet the field 100,000 km out, not the Shattered Planet's own.
    - Biomass now shows up when you pick an item for a filter, a logistic request or a signal. It is under Intermediate products, next to Pet food.
Version: 0.40.5
Date: 2026-10-13
  Changes:
    - An animal on a world with no kennel now comes with you when you leave, even if it had lost you or was waiting somewhere else on the map. Only an animal you told to stay, or sent somewhere, stays behind.
    - An animal that gave up following you and went home by itself starts following again when you walk up to it. Before, it stayed put until you whistled it.
    - When an animal does stay behind, the message now says why.
    - Exoskeletons in a pet's equipment grid now make it faster, just as they do for you: each powered exoskeleton adds its bonus (+30% for a normal one, and more the higher its quality, so a legendary one is best), with no limit. Before, they did nothing.
    - The lion's rescue route is now 100,000 km beyond the solar system edge instead of 3,000,000. It still has the shattered-planet asteroid field the whole way.
Version: 0.40.4
Date: 2026-10-09
  Changes:
    - Releasing an animal now asks first. The kennel's Release button opens a small window showing the animal's face and name; only its red "Release <name>" button lets it go. "Keep it", or Esc, takes you back to the kennel.
Version: 0.40.3
Date: 2026-10-04
  Changes:
    - A wounded animal waiting for you now BARKS you towards it. Far away you hear a faint bark every so often; the closer you get, the louder and more frequent it becomes, and it comes from the animal's direction, so you can tell which way to go. Only you hear your own animal, and only with pet sounds turned on. It stops once you are close enough to see it.
  Bugfixes:
    - Space rescues can be paid for. In space you have no inventory of your own -- everything is in your platform's hub -- but the rescue only ever counted your own inventory, so it always said you had no pet food. It now counts and takes the food from the hub of the platform you are on.
Version: 0.40.2
Date: 2026-09-24
  Changes:
    - The flights to the rescued animals are now as rough as their planet, not as rough as the edge of the solar system. Every planet rescue used to borrow the asteroid field of the route from Aquilo to the solar system edge, so even the Vulcanus wreck showed huge carbonic asteroids on the star map. Each now uses the same asteroids as the trip to its own planet, with around 55% more of them to shoot: medium asteroids at most for Vulcanus and Fulgora, a few big ones on the way to the Gleba wreck, and for the Aquilo wreck a very few huge ones that rocket turrets can deal with. The lion's route to the shattered planet is unchanged.
  Bugfixes:
    - The list of animals in a kennel now scrolls. It lists every animal you own, so with a large family it grew taller than the screen and pushed the kennel's buttons off the bottom. Its height now fits your own screen and the rest scrolls.
    - Looking at a planet from orbit no longer tells you that your animal "stayed" there. Clicking a planet in the star map opens remote view, which the mod mistook for you leaving the world you were looking at. It now only mentions an animal left behind when you actually leave, and never mentions one that is simply at home in its yard.
Version: 0.40.1
Date: 2026-09-24
  Bugfixes:
    - A planet's space rescue now opens when that planet's own research is done. It used to wait for every technology that consumed that planet's science pack at all -- including fusion reactor, quantum processor, railgun, foundation and five more that are costed in all four planet packs and can only be researched after reaching Aquilo. Finishing everything Vulcanus, Gleba or Fulgora had to offer left its rescue greyed out on the star map.
  Info:
    - A save that is already stuck heals itself the first time it is loaded on this version: no new research is needed.
Version: 0.40.0
Date: 2026-09-19
  Changes:
    - A pet following you is never teleported to you any more. It used to be snapped to your feet once you were thirty tiles ahead, so a player in a car carried their animal across the map for free and a breed's speed stat stopped meaning anything past thirty tiles. It now runs after you however far ahead you get, falls behind if it is slow, and catches up when you stop -- which is what the speed stat was always for.
    - An animal that genuinely cannot reach you gives up and goes home. Water it will not swim, or an owner on the far side of the map: if it has not gained a single tile in thirty seconds it stops chasing, walks to its kennel and settles in the yard there, and tells you so. It is never teleported and never lost.
Version: 0.39.1
Date: 2026-09-18
  Bugfixes:
    - A pet dying while it was making a sound could crash the game. Animals are drawn in sixteen directions while walking but only eight while sitting, meowing or barking, and an animal that died mid-stride was redrawn facing a direction its voice clip does not have. It now keeps the direction it was facing, rounded to one the clip actually has.
Version: 0.39.0
Date: 2026-09-18
  Major Features:
    - One active pet per WORLD, instead of one per player. A dog on Nauvis no longer has a veto over every kennel door on every other planet: land on Gleba, take an animal out of your kennel there, and work with it. On whatever world you are standing on you still have exactly one companion -- which is the rule as it was always meant to feel.
  Changes:
    - Arrive on a world with an animal while another of yours is already out there, and the one that was ALREADY THERE stands down to its kennel yard -- the animal you brought stays with you, since it is the one you chose to bring. If there is nowhere for it to stand down to, both stay out and you are told, rather than the game refusing something you cannot undo.
    - Acquiring an animal is judged per world too, so a companion on another planet is no longer a reason you cannot take one here.
Version: 0.38.0
Date: 2026-09-18
  Changes:
    - An animal left behind when you leave a planet now goes to its kennel there. It used to stay standing where it was -- still counting as the one pet you have out, on a world you are no longer on -- and every kennel door you walked up to afterwards would refuse you because of it. An animal that goes indoors when you leave cannot become that. One already off duty in its yard is left alone: it lives there, and it was never in the way.
    - Every refusal that turns on "you already have a pet out" now names the animal AND the world it is on. Being told "Rex is already your companion" is unanswerable when Rex is on Nauvis and you are on Gleba.
Version: 0.37.1
Date: 2026-09-17
  Bugfixes:
    - A pet left behind on another planet could lock every kennel you owned. If the animal you had out was on a world you were not on -- told to stay, or off duty, so it never travelled with you -- then "Take out" and "Put to bed" both refused with "Your animal is too far from this door to go inside", and there was nothing you could do about it short of flying back. An animal you cannot reach now goes to bed in a kennel on its own planet, and says so.
    - A rescued animal that goes to a kennel instead of coming with you now says why. It goes indoors because you already have a companion out -- which is easy to miss when that companion is on another planet -- so it now names the animal and the world it is on, exactly as the refusal does.
    - A refusal at a kennel door now describes THAT door. When the kennel in front of you has no free bed, the mod used to go looking for another of yours, find one on a different planet, and show you that building's complaint ("too far") instead of the real one. A full kennel now says that it is full.
Version: 0.37.0
Date: 2026-09-17
  Major Features:
    - Animals can live OUTSIDE their kennel. Whistle one at a kennel, or press Off duty, and it walks home and then potters about the yard instead of vanishing through the door -- wandering, settling, and running over to greet you when you come near. It still lives there: it keeps a bed, it is on the roster, and it is not yours to command until you take it back on duty.
    - Because an animal in the yard is living in its kennel, IT NO LONGER COUNTS AS YOUR PET OUT. You can take another one out while it is there. A kennel with two beds can have two animals in its yard, a pet house six -- the beds you built are the limit.
    - Build a fence and your animals will keep inside it. An off-duty animal respects walls and gates -- and only walls and gates -- so a wall box round a kennel is a pen, and the animals use all of it. Without a fence they wander up to 20 tiles from the door (a new setting, 5 to 30). A gate is solid to an animal: a pen with a gate in it is still a pen.
  Changes:
    - Whistling at a kennel now sends the animal to LIVE there rather than to sleep there. The whistle is the outdoor gesture and the panel is the indoor one: "Put to bed", the kennel button formerly called "Put inside", is how you tuck an animal in.
    - Off duty is now an order to go home. It walks to its kennel and begins roaming when it arrives, rather than settling wherever it happened to be standing -- so an off-duty animal always lives somewhere.
    - An off-duty animal is no longer something the biters come for, and if enemies do turn up near its kennel it runs inside and stays in.
    - A kennel cannot be picked up while animals are living in its yard, and says so. Biters can still destroy it -- and if they do, the animals in the yard go with it exactly as the ones in the beds do: nothing is lost, and they turn up on the roster at any other kennel you own.
    - With nobody on duty, the whistle says so instead of doing nothing. Click an animal, or whistle straight at it, to choose which one to command.
  Bugfixes:
    - Taking an animal out of a kennel while another was off duty far away could fail with "too far" and no way to fix it.
Version: 0.36.2
Date: 2026-09-16
  Bugfixes:
    - Whistling at a kennel crashed the game. The feature added in 0.36.0 -- point the whistle at a kennel and your animal goes inside -- read the table of what each building sleeps before that table existed, so the game ended the instant the whistle was aimed at a kennel or pet house. Whistling one to bed now works as it was meant to.
Version: 0.36.1
Date: 2026-09-16
  Changes:
    - The pet flight unit has a proper icon. The old one was flat vector shapes -- two grey capsules and a stripe. It is now a real object: riveted brass tanks with domed tops, a worn leather harness with a brass buckle, two glass pressure gauges and copper nozzles, lit and weathered. All three of its pictures are redone: the item icon, the tile in the equipment grid, and the jets drawn above an animal while it is flying. The flying overlay keeps its blue exhaust flame -- at that size the flame is what tells you the animal is airborne.
Version: 0.36.0
Date: 2026-09-16
  Changes:
    - Whistle at a kennel or pet house and your animal goes inside it. It used to walk over and stand next to the building, which is what pointing the whistle at anything else means and is plainly not what you meant by pointing it at a bed. It still walks there -- it is put inside when it arrives, not the moment you click, so it is a dog going to its bed rather than a dog teleporting into one.
    - The pet flight unit now unlocks with MECH ARMOUR rather than power armour mk2, so your animal leaves the ground at the same moment you can. A dog hovering while its owner is still walking looked like a mistake. In a game without Space Age, where mech armour does not exist, it still unlocks with power armour mk2 exactly as before -- nothing becomes uncraftable.
  Info:
    - If you have already researched mech armour, the recipe is available immediately.
Version: 0.35.1
Date: 2026-09-16
  Bugfixes:
    - Clicking Collection on a kennel could crash the game. Opening the collection closes the kennel window it was opened from -- and the button you had just clicked goes with it. The mod then kept looking for something else that click might have meant, asking a button that no longer existed what its name was, and that takes the save down. It now stops as soon as the collection opens, and every other button in the mod is protected from the same thing.
Version: 0.35.0
Date: 2026-09-16
  Changes:
    - Animals are no longer hidden under rocks. Mining a rock never produces a dog again -- it was never a believable way to find one. What it was there for, giving Nauvis enough animals to start breeding, is done properly now.
    - Nauvis hides a second wounded animal: a cat. It waits about two thirds of the way out to where the biters start, on the opposite side from the dog, asleep in the open like the first one and needing the same five pet food. Two cats on Nauvis -- this one and your kitten -- is a breeding pair without leaving the planet.
    - A pup's coat is now rolled at random from its breed's own coats, instead of copying one of its parents. This is the big one: before, most breeds could only ever be had in the two coats the game handed you, and 27 of the mod's 65 coats could not be obtained at all. Every coat is reachable now by raising animals.
    - There is no longer a rare coat behind a level requirement. All coats are equal, and any pairing can produce any of them.
    - NEW: a Collection page, opened by a button on any Kennel or Pet House. Every species, every breed under it, every coat under that, with a picture and a name for the ones you have found. Anything you have never seen is shown only as ??? -- no name, no picture, no hint of what it is -- so there is something to discover without being told what. A whole species you have not met is a single ???, which is how the lion will look for most of a game.
    - Seven coats are gone, and the mod is 13 MB smaller for it. Each was one of a pair you could not tell apart from the side, which is the only view the game ever shows you: ginger & white and orange tabby, siamese and cream, the jack russell's tricolour and white & black, the irish setter's chestnut and mahogany, the bloodhound's dark and black & tan, the st bernard's dark mask and piebald, and the newfoundland's black and black & white chest -- whose white chest cannot be seen at all. 58 coats now instead of 65.
  Info:
    - Nothing you already own is affected. Old saves keep their animals, their landing-site animal wherever it was, and the Collection page fills itself in from what you have.
    - An animal wearing one of the seven retired coats is repainted as the coat it was mistaken for -- not as its breed's default -- so a black bloodhound stays black. If you had already found one, your Collection records it under the coat that replaced it.
Version: 0.34.1
Date: 2026-09-15
  Bugfixes:
    - An animal you claimed on one planet could be sent to a kennel on another one. Feed a wounded dog on Vulcanus and it could arrive, instantly, in a kennel on Nauvis. A kennel with a spare bed was being looked for across every planet you own one on -- correct when an animal you already own has to move because its kennel was taken away, wrong for an animal you have only just met. It now looks on the planet you are standing on and nowhere else.
    - When there is no room for it, the message now says WHO is in the way and WHERE THEY ARE. It used to say "you already have a companion with you", which was sometimes untrue: a pet left off duty, told to stay, or sent somewhere by the whistle does not follow you between planets -- it keeps living where you left it. So you could be alone on Vulcanus and still be told your companion was with you. It now names the animal, and if it is on another planet it says which.
  Info:
    - Still one companion at a time. If your animal is on another planet, claiming a new one needs a kennel where you are standing -- the new animal moves in, and you can take either of them out from any kennel you own.
Version: 0.34.0
Date: 2026-09-15
  Changes:
    - Every animal voice in the mod has been replaced, and this time you picked them. Over seven rounds of listening you kept what worked and threw out the rest, so what ships now is a short yap, a plain woof and a double bark for the dogs; four cat calls including a two-syllable one and a long plaintive one; the purrs as they were; and four lion calls.
    - The pools are different sizes on purpose -- three barks, four meows, five purrs, four lion calls. A pool is however many takes were actually good. Three good barks are better than five with a bad one that turns up every fifth time your dog sees a biter.
    - The barks are deliberately different lengths now, from a quarter-second yap to a full double bark, so a dog barking several times does not sound like one recording on repeat.
    - The lion no longer rumbles. Its old voice was a one-second growl; the new calls are one and a half seconds and sound like an animal rather than an engine.
  Bugfixes:
    - The short bark had a second, unrelated sound stuck on the end of it. Cut.
  Info:
    - Nothing else changed. This release is audio only.
Version: 0.33.0
Date: 2026-09-15
  Changes:
    - Your animals no longer repeat themselves. Every voice -- the bark, the meow, the purr and the lion's roar -- is now five different takes instead of one, and the game picks between them each time an animal speaks. A dog barking at a pack of biters sounds like a dog barking, not like the same half-second of audio played nine times. The breed ladder is untouched: a jack russell is still quieter than a newfoundland, because that has always been volume rather than a different clip.
    - The clip that shipped before is still in every pool, so nothing you already know the sound of has been taken away.
  Info:
    - These are still generated placeholders and still nobody has listened to them properly. If any of them is wrong, say which, and it can be re-rolled or replaced with something recorded.
Version: 0.32.1
Date: 2026-09-15
  Bugfixes:
    - A car with your pet riding in it could not move at all. The animal rides along by being placed inside the vehicle, and one invisible part of it -- the leg every pet has under the hood, which you never see -- was solid. A car sitting on top of something solid does not go anywhere. It is not solid any more, which is what it should always have been: the rest of the animal has never collided with anything, which is why a pet can walk through your factory.
    - A pet riding in a vehicle ignored every command. The whistle, Come, Off duty, all of them went unheard, and the only thing that would get the animal out was the driver getting out first. If something else stopped the driver getting out, there was nothing left to try. An order now gets the animal out of the vehicle and obeyed, and an animal that has been given an order will not climb back in until it has finished.
    - A wild animal that has nowhere to go is buried under a ring of rocks where you found it, and nothing checked whether a vehicle was parked there. It does now, and leaves the rocks out rather than walling a car in.
Version: 0.32.0
Date: 2026-09-14
  Features:
    - Your dog can do logistics. Every dog and the lion now have personal logistic requests and three trash slots, exactly like you do: ask for repair packs or ammunition and the network fills the animal's trunk while it follows you, and anything you put in its trash slots is carried away. It needs a logistic network to do anything at all, so it arrives when your base does. Cats do not get it -- a cat carries nothing and sneaks instead, and that is the difference between the two starter animals.
    - How much it can hold is its breed, as it always was. A jack russell has one slot and a st bernard twenty-four, so a small dog fetches you one stack and a big one is a proper pack animal. There is no new number to learn.
    - A hidden animal does no logistics. Sneaking already switches its equipment off so it cannot shoot or launch robots; a request is robots flying to it, so that goes quiet too. Sneak, or be supplied -- not both.
  Bugfixes:
    - Anything waiting in a pet's trash slots, and its whole request list, now survive going into a kennel, coming back out, dying, or any other change of body. They are part of what the animal is carrying, and the mod has always promised not to lose that.
Version: 0.31.3
Date: 2026-09-14
  Changes:
    - Your animal travels between planets under the same rule you do. A rocket will not take what is in its trunk, but it will take what is in its equipment grid -- exactly as it does for you: your inventory stays, your armour and its equipment come along. So a dog arrives on Vulcanus still wearing its flight unit, its solar panels and its laser, and cannot be used to carry a load of iron past a rocket.
    - What it was carrying is not lost, and there is nothing to collect. The bags stay on the planet it left, and go back on by themselves the moment the animal stands there again. You are told once, when it happens, and only if there was anything in them.
    - When your animal is knocked down you are told where it happened, and the place is a clickable link -- press it and the map jumps to the spot. The message used to be the same one a pet prints when it runs home hurt, so being killed across the map and limping home at 30% health read exactly alike, and neither said where.
  Info:
    - Nothing is lost when an animal goes down. Its trunk, its equipment grid, its name, its coat, its level and the kilometres it has walked all come back with it, and it is standing at its kennel. There is no body to find and nothing to fetch -- the link in the message is there to tell you where the danger was, not to send you on a recovery trip. That is why there is no map marker and no alarm: it would be making a show of something that costs you nothing.
Version: 0.31.2
Date: 2026-09-13
  Changes:
    - The live view of your pet is bigger, and is now the largest thing in the window. The checkered box above the trunk is Factorio's own and belongs to the game, not to this mod: it draws an entity's built-in graphics, and pets deliberately have none, because that is what lets one dog have 65 different coats, walk, run, sit, sleep, sneak at half opacity and grow from a puppy. Nothing can be put in that box that would not also appear in the world as a second, frozen animal standing on top of the real one -- that was tried twice and photographed both times. So the box stays empty and the picture that works has been made the one you look at.
Version: 0.31.1
Date: 2026-09-13
  Changes:
    - Clicking your pet gives you ONE window now. Walk up to it and you get your own inventory on the left, the animal's trunk and equipment grid in the middle, and everything the mod knows about it in a column on the right -- the live view of what it is doing, its level and XP, how grown it is, how fed it is, its mood, and every trick and command button. Before this, walking up to it showed the trunk and a live picture and nothing else, while the whistle or the hotkey showed the tricks and the stats in a completely separate window, and neither showed the other half. If you are too far away to reach the animal, you still get the mod's own window on its own -- the game will not open an entity's inventory from across the map, and a dog is no different.
    - Biomass drops from enemies about a tenth as often as it did. It was piling up faster than anyone could use it, so killing things is no longer a way to fill a chest with it by accident. How much a corpse drops is unchanged -- big things still drop more than small ones -- it is how often that changed.
    - Pet food is half as hungry to make: 2 biomass and 40 water gives 2 pet food, where it used to take 4 biomass. So one pet food costs one biomass now.
  Bugfixes:
    - The ball icon shows the whole ball. It was cut off flat along the bottom and the right, and it was blurry -- the picture had been cropped out of a small contact sheet and then blown up. It has been rebuilt from the original full-size render, so it is sharp and round, with room around it. The ball you throw and the one lying on the ground use the same picture, so both are fixed.
  Info:
    - The checkered picture box in the middle column is Factorio's own, and it cannot be made to show your animal. It draws an entity's built-in graphics, and pets deliberately have none -- every one of the 65 coats is drawn by the mod itself, frame by frame, which is how a dog can walk, sit, run and sleep in eight directions. Giving it built-in graphics to fill that box would draw a second, frozen animal on top of the real one. That is why the live view on the right is there: it is the only picture of your pet that can exist in that window.
    - Those two changes pull in opposite directions and the net is that pet food costs about five times as many kills as before, not ten. The one place you will feel it is the wounded animal at your landing site: five pet food is about 150 small biters' worth of biomass now, where it used to be about thirty. That number was left alone on purpose rather than quietly retuned -- say if it feels wrong and it is one line.
Version: 0.31.0
Date: 2026-09-13
  Changes:
    - A puppy's equipment grid works. Until now it was switched off until the animal was fully grown -- about four hours of being out in the world with you -- so solar panels, a personal roboport, a battery or a laser in a pup's grid quietly did nothing at all. You could fill the grid, watch the roboport never charge, place a blueprint and have no robot ever fly. The panel did say "dormant" in small print beside the grid size, and that was not enough. The grid is live from the first minute now: a pup carries, powers, builds and defends itself exactly like a grown animal, and it can wear a flight unit too.
    - Your animal has to be at the kennel to go into it. "Put inside" used to take it from anywhere at all -- the other side of the map, or another planet -- which read like a teleport rather than like a dog going to its bed. It now has to be on the same planet and within about twelve tiles of the door, which is roughly the distance at which it notices you and trots over. If it is further away you are told so, and whistling it home walks it there. Note this applies to swapping as well: taking one animal out puts the other one in, so the one going in has to be at the door too.
  Bugfixes:
    - Robots carried by a young pet now actually build your blueprints. This is the same change as above, seen from the side it was reported from.
  Info:
    - A hidden cat's grid is still switched off while it is sneaking, and that is deliberate: sneaking and shooting are meant to be a choice, the panel's Stealth line names the state, and you turned it on yourself a moment earlier. That is the difference from the pup rule -- being a pup was a state you could not leave and did not ask for.
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.