
Modrinth · Minecraft mod
Pet Vault
Store, summon, and manage your tamed pets and mounts from one place.
Quick answer
Which Pet Vault release should I use?
Pet Vault v1.3.0-mc1.20.1 targets 1.20.1 with Fabric. Installation on the client is optional. Installation on the dedicated server is optional. All 1 required mods have matching files.
Where it goes
Is Pet Vault required on the client, server, or both?
Installation on the client is optional. Installation on the dedicated server is optional.
The source marks this as usable on both the client and server.
What else does Pet Vault v1.3.0-mc1.20.1 need?
v1.3.0-mc1.20.1. Change the file and its required mods may change too.
Install Fabric API first. We found matching files for this game-version and loader setup.
We only count dependency files that match this setup. A file for another loader does not fill the gap.
Before you install it
Add Pet Vault without breaking your instance.
Built for Pet Vault v1.3.0-mc1.20.1. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use v1.3.0-mc1.20.1. It targets 1.20.1 with Fabric; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
Install Fabric API first. We found matching files for this game-version and loader setup.
- 03
Put it on the correct side
Installation on the client is optional. Installation on the dedicated server is optional.
- 04
Pick the file you checked
Use the “Get this file” button beside v1.3.0-mc1.20.1. It opens that exact file at the source.
About this project
What does Pet Vault add?
Pet Vault
Store, summon, and manage your tamed pets and mounts from one place.
Supports any player-owned creature: wolves, cats, parrots, horses, allays, and more.
Features
- Store up to 10 tamed companions per player (configurable): wolves, cats, parrots, horses, donkeys, mules, llamas, allays, and any other player-owned mob.
- Right-click your tamed companion to register it to the vault.
- Right-click a summoned companion to permanently unregister it from the vault (the animal stays in the world).
- Open the radial menu to see all stored companions with their names, health, and status.
- Companions and upgrades are bound to you, not the locket — losing or replacing the locket never affects your stored companions.
- Unlock passive healing with a Life Crystal — stored pets slowly regenerate health.
- Unlock pet revive with a Soul Crystal — if a summoned pet dies it recovers after 5 minutes at full health.
- Healing and revive timers catch up while you were offline.
- Curios / Trinkets integration — equip the locket in a dedicated equipment slot where supported (see Mod Compatibility below).
- Works out of the box with any mod's pets or mounts built on vanilla's
TamableAnimal/OwnableEntity— no extra setup needed.
Requirements
- One of: NeoForge, Forge, or Fabric with Fabric API
Mod Compatibility
Optional equipment-slot mods — the locket works from your inventory without them, but a dedicated slot frees the space up:
| Mod | 26.1.x | 1.21.1 | 1.20.1 | |||||
|---|---|---|---|---|---|---|---|---|
| NeoForge | Forge | Fabric | NeoForge | Forge | Fabric | Forge | Fabric | |
| Curios | ✅ | ⏳ | — | ✅ | 🛠️ | — | ✅ | — |
| Trinkets | — | — | ✅ | — | — | ✅ | — | ✅ |
- ✅ Supported — implemented, works today
- 🛠️ Planned — other mod supports this loader; not yet implemented by me
- ⏳ Blocked — other mod has no build for this loader/version yet
- — Not applicable — other mod won't support this
"Trinkets" means different mods depending on version: the original dev.emi/trinkets on 1.20.1 and 1.21.1, but eu.pb4/trinkets ("Trinkets Updated") on 26.1.x — a from-scratch rewrite with a different API, since the original isn't maintained for that version.
1.20.1 has no NeoForge column — I don't support that version.
Pets and mounts from other mods: works automatically for anything built on vanilla's TamableAnimal/OwnableEntity. Auto-riding (shift-left-click to summon and mount) is opt-in per entity type — add the entity to the pet_vault:auto_rideable tag or the extraRideableEntities config option to enable shift-click-mounting for it. Entities with no ownership concept at all (e.g. iron golems, happy ghasts) aren't storable by default — see Configuration below to opt one in via the storableEntities config option or the pet_vault:storable tag.
Getting Started
- Craft or obtain the Keeper's Locket and keep it in your inventory.
- Right-click any tamed companion you own to register it to the vault.
- Press V (default) to open the radial menu and summon or store pets by clicking their slice.
- Left-click on a slice to summon a companion. Left-click again, to store it.
Items
Keeper's Locket
The core item. Keep it in your inventory to access the radial menu. Right-click a tamed companion you own to register it to the vault. Right-click a summoned companion to permanently unregister it from the vault (the animal stays in the world).
Radial menu controls:
- Left-click — summon or store
- Shift+left-click — summon and immediately mount (rideable companions only)
- Ctrl+left-click — force-summon directly in front of you
- Right-click — toggle bodyguard mode; the pet auto-summons when you take damage (shown with a blue line)
- Shift+right-click — select a slice (highlighted yellow); shift+right-click a second slice to swap their order; click the same slice again to deselect
Life Crystal
Craft with a golden apple surrounded by four emeralds (shapeless). Consuming it permanently unlocks passive healing for all your stored pets — they regenerate 1% of max health every 3 seconds while stored.
Soul Crystal
Craft with a totem of undying surrounded by four emeralds (shapeless). Consuming it permanently unlocks pet revive — if a summoned pet dies, instead of being lost it enters a 5-minute recovery period and returns at full health.
Debug Items (creative only)
Available in the Pet Vault creative tab.
- Golden Bone — right-click any untamed tamable creature to instantly tame it to yourself
- Keeper's Magnifier — inspect vault data and entity state for nearby creatures
Configuration
A config file is generated at config/pet_vault-common.toml on first launch. All settings take effect after restarting or reloading the world.
| Setting | Default | Description |
|---|---|---|
maxPets |
10 |
Maximum pets stored per player (1–16) |
maxSummonedPets |
-1 (unlimited) |
Maximum pets summoned at once |
enableLifeCrystal |
true |
If false, Life Crystal does nothing and its recipe is removed |
enableSoulCrystal |
true |
If false, Soul Crystal does nothing and its recipe is removed |
healingRatePercent |
1.0 |
% of max health healed per heal tick |
healIntervalTicks |
60 |
Ticks between each heal tick (60 = every 3 seconds) |
reviveTimerSeconds |
300 |
Seconds a dead pet waits before it can be summoned again |
excludedEntities |
[] |
Entity types that cannot be stored, e.g. ["minecraft:wolf"] |
extraRideableEntities |
[] |
Entity types that can be auto-ridden via shift-left-click, e.g. ["minecraft:pig"] |
storableEntities |
[] |
Entity types with no vanilla owner that can still be stored, e.g. ["minecraft:iron_golem"] |
Allowing specific mobs: some entities have no ownership concept at all in vanilla (e.g. iron golems, happy ghasts). Add entity IDs to the storableEntities config option, or entity types to the pet_vault:storable data-pack tag — either one opts them into storage. They're stored first-come, first-served since there's no owner to check, but summoning one stamps it as yours so nobody else can re-store it while it's out.
Blocking specific mobs via data pack: add entity types to the pet_vault:excluded tag so your mod can ship its own exclusions without touching config.
Allowing more auto-rideable mobs via data pack: add entity types to the pet_vault:auto_rideable tag so your mod can ship its own auto-rideable mounts without touching config.
FAQ
Do I need to keep the Keeper's Locket in my inventory?
Yes, to open the radial menu. Losing the locket does not delete your stored pets — they are saved to your player data and will still be there when you get a new locket.
Does healing or the revive timer work while I'm offline?
Yes — when you log back in, the mod calculates how much time passed and applies healing and revive timers accordingly.
Can another player steal my pets by picking up my locket?
No. Pets are bound to you specifically — picking up your locket gives no access to your pets.
What happens if I try to store a pet whose chunk has unloaded?
Minecraft only keeps entities loaded near a player, so a pet you left behind can end up in a chunk the server has unloaded. When that happens, the mod marks the pet's last known position at the moment its chunk unloads. If you then try to store that pet, it force-loads just that chunk, waits (up to ~10s) for the pet to reappear, stores it normally, then releases the chunk again — you'll see a "Recalling..." message and a short cooldown wedge while this happens.
This has a low chance of failing (e.g. the chunk takes too long to load, or something else already moved/removed the entity). If it does, the pet isn't lost — the vault slot falls back to its stored state so you can summon it again later. On the way back, it's given a fresh identity, since the old one may still be tied to the entity that failed to load. There's a much smaller theoretical edge case where that original entity is still alive somewhere after all (e.g. it starts ticking again a moment too late) — in that unlikely case you could briefly end up with two of it. Practically negligible, but worth knowing about.
Disclaimer
This mod is provided "as-is" without any warranty of any kind.
By using this mod, you agree that the author(s) are not responsible for any damages, data loss, misuse, or unintended consequences that may arise from its use.
This project is not affiliated with Mojang, Microsoft, or CurseForge.
Project description from Modrinth.
Pick your setup
Pet Vault by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
26.2
3 loader builds26.1.2
3 loader builds26.1.1
3 loader builds26.1
3 loader builds1.21.1
3 loader builds1.20.1
2 loader buildsCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Pet Vault versions and loaders
v1.3.0-mc1.20.1
pet_vault-mc1.20.1-v1.3.0-fabric.jar
17 Aug 2026
v1.3.0-mc1.20.1
pet_vault-mc1.20.1-v1.3.0-forge.jar
17 Aug 2026
v1.3.0-mc1.21.1
pet_vault-mc1.21.1-v1.3.0-fabric.jar
17 Aug 2026
v1.3.0-mc1.21.1
pet_vault-mc1.21.1-v1.3.0-forge.jar
17 Aug 2026
v1.3.0-mc1.21.1
pet_vault-mc1.21.1-v1.3.0-neoforge.jar
17 Aug 2026
v1.3.0-mc26.1.2
pet_vault-mc26.1.2-v1.3.0-fabric.jar
17 Aug 2026
v1.3.0-mc26.1.2
pet_vault-mc26.1.2-v1.3.0-forge.jar
17 Aug 2026
v1.3.0-mc26.1.2
pet_vault-mc26.1.2-v1.3.0-neoforge.jar
17 Aug 2026
v1.3.0-mc26.2
pet_vault-mc26.2-v1.3.0-fabric.jar
17 Aug 2026
v1.3.0-mc26.2
pet_vault-mc26.2-v1.3.0-forge.jar
17 Aug 2026
v1.3.0-mc26.2
pet_vault-mc26.2-v1.3.0-neoforge.jar
17 Aug 2026
v1.2.3-mc26.1.2
pet_vault-mc26.1.2-v1.2.3-fabric.jar
9 Aug 2026
Looking for an older file? The official Modrinth project page is in Resources.