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Coming in the future

Planned for Pretend You Have Friends but not in the mod yet. Plans can change, and none of this has a date.

Menus and controls

  • A command wheel, roster and quick-talk boxHold a key and flick to pick a friend and give an order; a roster with a gear button for settings; a quick-talk box for typing a line. Being built now.
  • A voice orbWhile you hold the voice key, an orb sits clearly above the hotbar: the "Shell" design, a rotating 3D point cloud that swells in a wave as you talk.
  • Friends in the tab listFriends show in the player list when you hold Tab, with a grey name and their owner, for example "Pip · Alex's friend". For display only.
  • Assistance optionsFour helps you can switch on yourself: unsticking a stuck friend and easier survival (Phase 3), keeping items on death and catching up by teleport (Phase 5). Survival stays the default.

Work in the world

  • Acting like a real playerFriends aim, mine, use items, click through menus, craft and trade the way a player does. Planned for Phase 2B.
  • Real crouchingFriends crouch for real: they stop at ledges, bridge across gaps, greet you with a crouch and copy your crouch taps back.
  • Rails, minecarts, shulker boxes and an ender chestRiding rails in minecarts, packing shulker boxes, and an ender chest of the friend's own.
  • How the world treats friendsMobs go after friends and villagers remember them, as with players, but a friend never causes phantoms or raids.
  • Skills they write themselvesFriends write, practise and save their own small programs for jobs, in a sealed sandbox that can only ask the server to act.
  • Gathering, crafting and deliveryGet wood, make tools from empty hands, cook, store and bring things back, from real materials.
  • Farming, breeding and villager tradingPlanting, harvest, feeding animals and trading with villagers, paying with real items.
  • Fishing, boats, horses and bucketsBasic fishing, riding and liquid handling.
  • Building from a descriptionAgree a small build in chat, then watch it go up block by block, with simple redstone.
  • Adventures and the Nether and EndExpeditions, enchanting, brewing, portals and boss fights alongside you.
  • Fetching dropped gearA friend that died goes back for its own items when it has nothing else to do.
  • Following through portalsToday a friend stays behind and says so.

Friends who feel alive

  • Promises and follow-upsThey remember what you said you would do, and their own plans, and bring them up later.
  • A journal and a nightly thinkDated entries in their own words, written when they sleep, kept on your computer.
  • Body language and moodHead turns, nods, sitting by a fire and a mood you can see.
  • Your story and their tastesShared milestones, favourite places and quirks learned from playing together. They unlock nothing.
  • Off-the-record talkChat that never goes into memory.
  • A new-friend interviewA few questions that draft a personality you can edit.
  • Friends talking togetherSeveral friends planning, splitting jobs and helping each other, including friends of two players who both agree.
  • Competence sliderHow well a friend plays, from relaxed to expert. It never changes what a friend is allowed to do.

Connections and voice

  • Understanding your modpackFriends learn modded items, dimensions and mods from the game itself. When you ask, or when they are unsure, they look things up online: Modrinth, wikis and GitHub first, then your AI connection's own search, with a notice about what is sent.
  • Local models with a guided setupFinds Ollama, LM Studio, llama.cpp, KoboldCpp or Jan on your computer and walks you through it.
  • Free hosted optionsMistral's free plan and Cloudflare Workers AI's free plan, each with a notice before the first message. Planned for the connections slice after Phase 2.
  • A spending counterA running count of what replies have cost, with an optional stop cap.
  • Inventory and status panelSee what a friend carries and how it is doing.
  • Simple Voice ChatOptional: friends hear you through Simple Voice Chat's key too, with speech still turned into text on your computer.
  • Friends speaking aloudPlanned for a much later phase. Today friends answer in text and speech bubbles.

Release

  • A public downloadThere is no release yet. Other game versions and loaders are decided at release.

The roadmap has the whole plan, phase by phase.

Fighting and safety rules

Friends are free to decide what to do, how and what to say. A few hard rules fence them, and the server enforces those itself: a friend’s own decision or an AI’s answer can never get round them.

Friends defend themselves and their owner from hostile mobs. When they are badly outmatched they back off and warn you: “Too many of them! I’m backing off!” These reflexes never wait for an AI, so they work with no connection.

A fight with a mob pauses the job in hand. Work already done is kept and checked again before the job carries on.

A friend may fight a player, another player’s friend or pet, or a mount: on your order, or by its own judgement.

On your order:

/pyhf attack <friend> <player>

The friend answers “Pip will attack Alex. Say stop to call it off.” A friend never attacks its own owner on anyone’s order: “Pip won’t attack their own owner.”

By its own judgement, a friend may choose to fight a player, another player’s friend or pet, or even its owner.

Either way, every hit is checked as if the player whose rights the friend is using struck it: the player who gave the order, or the owner when it is the friend’s own idea. That player must be online and in the same dimension. A hit is refused when that player couldn’t make it:

Check What the friend says
PvP is off on the server “PvP is turned off on this server, so Pip won’t attack players.”
The land is protected from PvP by FTB Chunks “Pip won’t fight there: that land is protected from PvP.”
A teammate, with friendly fire off “Pip won’t hit a teammate while friendly fire is off.”
The target is in creative or spectator mode “Pip won’t hit someone in creative or spectator mode.”
The player it fights for is away “Pip stopped: whoever that fight is for has to be nearby.”
It can’t tell who owns the target “Pip can’t tell whose that is, so won’t hit it.”

When a friend hits its own owner, the checks are server PvP, FTB Chunks PvP protection where the fight happens, and the owner not being in creative or spectator mode. Team friendly fire doesn’t apply.

There is no PvP switch in the friend’s settings. The server’s own rules decide.

Stop ends a fight at once. If someone attacks the friend after that, it may still defend itself. Untrusting the player a fight was for also ends it: “Pip stopped fighting for you: you can’t give them orders any more.”

  • The server decides. Every action is a request the server checks first: who asked, their rights, reach and the world as it is. A friend saying it is done counts for nothing until the server has checked.
  • Only what the player could do. A friend works within the rights of the player it works for: their game mode, spawn protection and land claims. See Servers.
  • Items have one owner. A friend never gets free items, and death, restarts and interrupted jobs settle each item once rather than copying it.
  • Stop always works, at once, with or without AI.
  • Private stays private. See Privacy.
  • No access to your computer. Friends can’t run programs, read files or use commands beyond their own checked actions.
  • No paid fallback. If your connection fails, nothing switches to another service or a paid one by itself.

Within those lines a friend uses its own judgement. You steer it by talking to it, not by menus that restrict it. Tell it “leave the garden alone” or “don’t use my diamonds” and it remembers.