Entities that look exactly like real players - auto-grabbed skins, armour, full inventories, the lot. Bond one to yourself, give it a job, and it gets to work.
- Looks like a player - real model with a skin grabbed from any username (or URL / the trending list); slim & classic.
- Acts like one - wanders, sits, sleeps, wears armour, holds items, chats, fights back.
- Carries an inventory - managed through its GUI.
Shift + right-click a fake → AI → Bond, then pick a job. The GUI hands you markers (waypoint, region, chests); right-click to place them - the fake follows you while you do. Each job's menu shows only the markers it needs, and fakes visibly open the chests and barrels they work from.
| Job | Needs | Does |
|---|---|---|
| Idle | waypoint (optional) | Walks to its waypoint, else waits. |
| Follow | bond | Sticks within 32 blocks, teleports if it lags behind. |
| Guard | patrol points | Patrols your points and attacks hostiles in range. Hold the Waypoint marker to edit points - right-click adds, sneak + right-click removes. |
| Miner | region + deposit | Strip-mines ore (c:ores by default) and banks the haul. |
| Lumberjack | region (+ deposit) | Fells whole trees, replants, bonemeals; auto-collects drops. |
| Courier | source + deposit | Hauls matching items from one chest to another. |
| Fisherman | waypoint + deposit | Sits at the water and casts a real bobber; banks the catch, swaps a fresh rod when one breaks, and uses your rod's enchantments. Accepts compatible modded rods and fish added to fishing loot. |
| Farmer | region + deposit | Tills a plot, waters it, plants any seed (modded too), bonemeals, then harvests and replants on a loop. |
| Crafter | table + source + deposit | Walks to a crafting table and lays out a recipe you teach it by hand; chain it onto another job's chest for a pipeline. |
Tuning lives in players.json (guardRadius, minerMaxBlocksPerSecond, minerBailY).
![]() AI sub-menu |
![]() Management GUI |
![]() Miner clearing a quarry |
![]() Lumberjack after felling a tree |
![]() Farmer tending a watered plot |
![]() Fisherman casting at the water's edge |
![]() Crafter crafting by hand at its table |
Name a fake after a player and it wears their skin - always matching. Also:
- URL -
/players url <entity> <url> - Trending - browse and apply from the in-game list (shift + right-click).
- Slim & classic both supported.
Craft a Robot Shell and a Robot AI and combine them in a crafting table (or use a Player Spawn Egg).
These changes are being prepared on the version branches and are not published yet.
- Quartermasters manage marked storage pools; Runners collect and deliver requests from fakes or players.
- The job registry lets addons register jobs and use the request API.
- Fishermen accept compatible modded rods and catch fish added to vanilla fishing loot. Custom catch systems need their own integration. Fishing Real catches stay as items.
- Aquaculture tackle, bait, hook textures and dyed lines work on supported Forge/NeoForge versions. Its lava fishing addon is supported on 1.21.1, 1.21.11 and 26.1. These mods are optional.
- The Fabric fishing rod launch fix is implemented for 1.21.4, 1.21.5, 1.21.8 and 1.21.11.
River Fishing support is on Minecraft 1.21.1, for Fabric and NeoForge. Fishermen assemble rods from supplied parts, request missing parts and catch fish using River Fishing's habitat and bite timing. It supports ordinary shore fishing, with a simplified fight and no player XP or journal progress. Fly, winter, boat and trolling rods, claimed ponds and stocked water are not supported. Both loaders passed automated checks. The line now follows the rendered rod tip, and the 1.21.1 integration has been approved in game.
Tide's own catch system, modded storage and the 26.3 port are still to do. Each version branch's README describes its own support; accepting a rod does not mean every feature of its mod is supported.
- Jeryn - skin API and downloading code.












