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player collars

Add dyeable collars and paw socks; worn collars make wearer a pet and leashable to leads or invisible anchors; Add Clicker to force pet to look at owner; Add...

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fabricBoth1.21.1mod

What was built

  • Added the player collars gameplay system with dyeable collars and paw socks that mark any wearer as a pet, keep them follow/sit/stay via Paw Controller, and allow leashing to a handler or invisible anchor.
  • Introduced helper tools: Clicker (force attention), Paw Controller (mode cycling), and Pet Deed for permanent ownership with heart-loss penalties on recapture.
  • Added caring blocks: Dog Bed heals resting pets; Pet Bowl stores food and feeds nearby collared pets.
  • Created two humanoid mobs: a friendly Companion that spawns collared/socked and follows pet rules, and a Hostile Tamer with rotating skins who collars nearby players/mobs and spanks misbehaving pets.
  • Implemented persistent pet data (owner, mode, anchor, penalties) with leash/anchor pulling, follow logic, and heart reduction after escapes.

How it works & usage

  • Equip a Collar (helmet slot) to become a pet; equip Paw Socks (boots) for soft landings. Right-click a collared pet with a Lead to leash to yourself; sneak to anchor them in place.
  • Use a Paw Controller on a pet to set modes: FOLLOW, SIT, or STAY (teleports if too far).
  • Use a Clicker on a pet to force them to look at the handler and pause navigation.
  • Sign a Pet Deed (use in air) then use it on a collared target to make ownership permanent; escaping and recapture reduces max health by half a heart.
  • Place a Dog Bed for healing/parking pets; place a Pet Bowl and fill it with any food item to auto-feed nearby pets (empty-hand interaction retrieves stored food).
  • Spawn eggs: Companion Spawn Egg (friendly humanoid pet) and Hostile Tamer Spawn Egg (captures and leashes players/mobs, non-lethal spanks).

Notes and limitations

  • Leash visuals use data-driven pull/anchors rather than vanilla rope rendering; pets are gently nudged/teleported toward handlers or anchors.
  • Pet AI is lightweight: companions and collared players are moved via navigation nudges/teleports instead of complex path goals.
  • Heart-loss penalties apply when a permanently owned pet escapes (loses collar) and is reclaimed; health reduction persists via attributes.

Server Validation

Server validation passed - The mod was tested on a real Minecraft server and loaded successfully.