Ignis: AI NPC Engine icon

Ignis: AI NPC Engine -----

Revolutionize your villagers with cutting-edge AI dynamics!




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----------, Jun 29, 2025


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----------, Jun 28, 2025


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----------, Jun 26, 2025

Ignis is now exclusively a premium plugin. More info to come when I finish working on the new update.
----------, Jun 25, 2025

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----------, Jun 10, 2025

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Fixes

  • All quest types will now be used, not just BOOZE.
  • skins.yml and races.yml were loaded from the .jar file instead of the plugin folder, preventing custom race creation.
  • Fixed generative translation of some messages and updated language.yml.
Changes
  • Naming style, language, and setting configuration have been removed from Ignis config and moved to Bifrost config.
  • Restored support for Geyser and Floodgate.
  • After accepting a quest, more information is now displayed in the chat, making it easier for players to understand how to complete it.
  • You may not know, but I created a Wiki for Ignis and am slowly writing pages explaining non-obvious plugin details. Recently, I wrote a guide on creating custom races!
----------, Jun 10, 2025


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----------, Jun 8, 2025

   
----------, Jun 7, 2025

This update is architectural and not focused on adding gameplay content. The plugin has been rewritten from scratch (using a completely new approach in some areas and proven solutions in others), making it modular and supporting various Minecraft versions (from 1.19.4 to 1.21.5). AI interaction is now handled by a new library, Bifrost, which I wrote for a more convenient approach to generative content. Additionally, the database format for storing quest items has been changed. And, of course, bugs were fixed. A lot of bugs. I decided to skip a lengthy patch note (because I’m lazy and no one reads them anyway), so the best way to explore the update is to download the new version of Ignis.

P.S. Due to significant architectural changes, all old data generated by Ignis on your server will be lost.
----------, Jun 7, 2025



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----------, Jun 1, 2025













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----------, May 16, 2025

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Fixes

  • Fixed a bug related to NPE during race search. Now, if any issues arise, the default race will be used.
  • Fixed a bug related to quest completion and its notification display.
  • Fixed a bug related to exception handling when using an invalid JSON format while retrieving quests available to NPCs.
  • Fixed a bug related to distance checking during dialogue sessions between the player and an NPC when the entities are in different dimensions.
  • Fixed a bug where the interaction menu would open upon clicking an NPC, even in a world where Ignis is disabled.
Changes
  • The required plugin version is now 1.21.5.
  • First attempt at implementing Smart Key Switcher (let's call it SKS, because it sounds cooler). Instead of a single key, you can now create a list of keys. The more keys you have, the less likely you are to hit quota limits, as each key has its own unique request limit. You can generate a bunch of keys yourself or ask your players for help. This allows for unlimited use of the Gemini API. In the future, this loophole might get closed (because it feels a bit like cheating, as we're essentially breaking the system), but as they say—use it while it lasts.)
  • Two new races: Mandrathi (humanoid apes, extremely primitive jungle inhabitants that resemble animals that learned to walk on two legs) and the Verdant Veil faction. Yes, not a race. The swamp dwellers aren't a distinct race themselves—these creatures, who have lived for a very long time, got lost in the pages of history and, for some reason, banded together in the swamps. They are ancient, powerful creatures with unique skins, high health, and a mysterious culture. I tried to make this faction cool, so I bought a Mineskin subscription, generated skins with capes for them, and even created unique lore. Ignis now includes 7 races (or factions) instead of 5.
  • 33 new skins: 2 for the Mandrathi race, 31 for the creatures of the Verdant Veil faction.
  • Improved code handling NPC chat. NPCs should now adhere more closely to their faction's lore.
----------, May 16, 2025

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----------, May 15, 2025

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----------, May 14, 2025

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This free update contains many bugfixes, improvements and changes, but not all features are available to the player; in order to access them, you need to buy the premium version of the plugin on Polymart.

Changes

  • Added a common phrase pool. Previously, villagers only spoke to the player after their personal data was generated by artificial intelligence. Now, if a villager lacks a persona, phrases will be drawn from the common pool. This addresses a gap in immersion—villagers will always react to the player’s actions.
  • Complete overhaul of quest generation. The previous mechanism was decent but limited quest types due to its design. Delivery quests (regardless of their nature) quickly become repetitive.
  • Quests now require acceptance before they can be completed. To accept a quest, the player must listen to the villager’s story. At the end of the dialogue, a new quest acceptance menu will appear.
  • Upon accepting a quest, two things happen: a chat message appears, and a boss bar tracks quest progress.
  • Dropped support for Geyser. Experience has shown that Geyser support heavily restricts developers and limits creative problem-solving. It may return in the future, but for now, I’ve decided to abandon this feature.
  • Improved dialogue windows. Commas now trigger slight pauses, making text easier to read.
  • Quest progress can now be tracked! A boss bar displaying progress ensures players won’t forget they’re working on a quest.
  • Quest rewards are now limited to currency tied to the villager’s race who issued the quest.
  • Items required to complete a quest are now highlighted (visible only to the quest holder, implemented via packets).
  • Significant work done on the “quest relevance mechanism.” If a quest becomes impossible to complete (e.g., another player completed it or the quest-giving villager died), the plugin automatically detects this and removes the quest. Quests can now be failed permanently.
  • The cost (and thus the difficulty of obtaining) quest items now depends on the villager’s level. Low-level villagers won’t assign complex quests.
  • Villager level progression after completing quests is now twice as slow, making progression feel more rewarding.
  • Minor improvements to the family of quests tied to villager profession development: better generation prompts, trade prices, and item pools.
  • Added the /quest command (/q as a shortcut) with subcommands: list, remove, track, item, and stats.
  • The /quest stats command collects specific statistics: total quests generated, quests completed/failed, and experience earned. More stats may be added in the future, but this is what I came up with for now.
  • New quest type: hunting. These special quests involve, as the name suggests, hunting living creatures. Villagers offer quests to gather resources from creatures, and only items dropped from killed creatures can be used to complete them. These items are stored in a new database (a data.db file is now in the plugin folder), and the AI generates unique descriptions for these items each time a new quest is created.
  • Added a special command for creating “hunting” quests: /quest item add <entity_type> <score> <quantity> <drop_chance>. Hold the item you want to add to the quest item pool while running the command, and NPCs will offer quests to find it. This unique implementation allows admins to add custom items from plugins like ItemsAdder, Oraxen, etc. If the item lacks a custom name, the default name is used, but the lore is always overwritten. Custom-textured heads are also supported!
  • The /quest item add command supports mobs from MythicMobs, with automatic detection of the plugin.
  • Added new skins for dwarves, elves, and humans (6 total).
  • Fixed a bug where monster spawn reasons weren’t checked. Now, killing monsters spawned from spawners won’t grant reputation (nor will they drop quest items).
  • For monster-hunting quests, 127 dynamic quest items were prepared. Each has a unique name, drop chance, cost, and required quantity. Additionally, random descriptions are generated for these items during quest creation.
  • Added new settings to config.yml and language.yml.
  • New saved file type: data.db. Pre-generated dynamic quest items are stored in this file.
  • Improved the algorithm for generating quest names.
----------, May 13, 2025

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----------, May 12, 2025

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I decided to play even bigger and added MythicMobs support for a new type of monster-hunting quest. The command associated with adding quest items will automatically detect this plugin, scan all custom added mobs, and will generate quests associated with hunting down mythic mobs. 0.2.9 plugin version gonna be a really big one.
----------, May 11, 2025

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I'm not one to hype things up, but this is an exception. I think I just created one of the most important features in Ignis. While working on a new family of quests related to killing monsters (and any living creatures in general), I made it so that Ignis selects pre-created item instances stored in the database as quest items. Thanks to this, my plugin now partially supports ItemsAdder and Oraxen — you can create custom quest items yourself with one simple command, which I'll explain when I release the update. Additionally, it supports heads with custom textures, and the AI takes item names into account, generating a new description for them each time! Sounds pretty cool, doesn't it?
----------, May 10, 2025

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----------, May 8, 2025


There's still a lot of work to do, but I think I can already show the result. The quests feel more alive, more responsive! Boss bar to track progress, quest accepting, glowing required items, new commands... Much better than it was, isn't it? And that I haven't shown the new quest types yet!​
----------, May 6, 2025

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----------, May 2, 2025

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----------, Apr 30, 2025

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----------, Apr 28, 2025

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Not an update description. I want to share what I’m working on now—a complete rethinking of questing. All the old quests were tied to delivering items to villagers. That’s, of course, very exciting, but there are plenty of issues: no storyline, no way to track progress (because everything boils down to a painfully dumb "find-and-bring" algorithm). Quests should be engaging, not repetitive. Otherwise, it’ll feel like grinding dailies in World of Warcraft—grind for the sake of more grind. In my opinion, this is a cancer killing Minecraft. Grinding has turned our beloved sandbox into building farms of every kind: XP farms, item farms, farms for EVERYTHING. Why play a game if you can just build a bunch of farms and go AFK?

Fixing this is my goal. I’m developing this plugin to bring back the joy of the game, first and foremost for myself. I’ve been playing Minecraft for over 12 years, and honestly, I can’t pinpoint why anymore—everything that could be built, I’ve built. Everything that could be completed, I’ve completed. Ignis is an attempt to breathe life into a static world that once felt infinite but now feels repetitive, with the same patterns everywhere. The new update should change everything. That’s why patches have been taking so long. Stay with Ignis, become part of something bigger.

And thanks to everyone for the support. The plugin on Polymart is becoming more and more successful, and I’m thrilled that people are willing to sponsor my enthusiasm. You are breathtaking!
----------, Apr 26, 2025

Various bugfixes.
----------, Apr 25, 2025

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----------, Apr 20, 2025

----------, Apr 16, 2025

Various bugfixes.
----------, Apr 16, 2025

Changes:
- Fixed quest priority; now PROFESSION_ITEM_GATHERING will always be first.
- Player messages during NPC dialogues are now visible in the chat.
- Reputation change messages now appear at the end of NPC messages instead of the beginning.
----------, Apr 14, 2025

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Changes

- RESIN_CLUMP added to the treasure hunt quest: now cartographers and librarians will occasionally send the player to the pale garden.
- Clerics now brew random potions from the materials they have. Previously, clerics were idle. Now you can buy potions from them. Random ones. Even those that cannot be brewed in vanilla.
- The price of each potion effect has been added to prices.yml. This helps maintain balance.
- Slightly increased the amount of starting currency for each race.
- Quests of the PROFESSION_ITEM_GATHERING type now have the highest priority. This ensures that villagers always first ask the player to help with their profession development.
- The number of available quests has been increased by 1 for each level — more quests, more interesting interactions, more everything.
- Minor benefits for low-income villagers: villagers of the first and second levels will receive their race's currency when generating quests. This allows every villager to have quests for the player. Previously, if a villager didn’t have enough items to pay for a quest, the quest simply wouldn’t generate, and the villager would wander aimlessly without a chance to earn. This could be classified as minor cheating, since the plugin’s essence is that villagers no longer pull items straight from the void, materializing them out of nothing. But blessed is the lie that saves, right?
- When a cleric brews a potion, a sound is played. By the way, the maximum number of potions equals the cleric’s level + 1.
- Added a new quest: FUNGUS_SEARCH. This quest is a special quest for clerics and librarians. As you might guess, it involves searching for mushrooms.
----------, Apr 11, 2025


  • Added the ability to give gifts to villagers. To give a gift, you need to start a dialogue with a villager — open the interaction menu and press the "Chat" button. Then open the menu again and select "Gift" — after that, the next item the player drops from their inventory will be given to the villager. The AI will then generate a few phrases showing how the villager reacts to the gift: if you give an NPC, say, a stack of diamond blocks, they’ll be EXTREMELY surprised. If you give them some useless junk, they’ll throw it back. Gifts affect reputation, shape the villager’s opinion of the player, and allow you to "invest" in the villagers’ development by supplying them with materials needed for crafting items. This is a very deep mechanic, and even I don’t fully know what reactions the gifts might trigger. What if you give a villager a dragon egg, for example? Time to experiment, because even I have no idea.
  • Added a wealth mechanic. It’s determined by calculating the value of a villager’s inventory. For now, it only affects the dialogues generated by the AI.
  • Fixed an old bug that prevented other types of quests from appearing.
  • Fixed a bug related to inventory serialization, which @Ubivis has been reporting for a very long time. Sorry it took so long, buddy.
  • Fixed numerous bugs related to trading.
----------, Apr 9, 2025

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This update fixes many bugs that were missed in 0.2.4. In addition, significant balance edits: villagers no longer have rich man inventories from the start, and the goal is for players to participate in their development.

Changes
- The new feature is memory. NPCs will now remember events that happen to them. For example, if one of the other NPCs dies in front of them, it will be stored in their memory.
- Another new feature is the ability to chat with NPCs. You may have heard about the existence of chatbots like CharacterAI and so on - well, I've worked pretty hard on this mechanic, and now you can chat with NPCs almost as if they were real players. Telling them backstories, asking them how they're doing. This is combined with the already mentioned memory: if you insult an NPC, NPC will remember it. Also, because of this, your reputation in the NPC settlement will decrease. The NPC's opinion of you is updated with every phrase you say to them: this allows you to simulate the “development” of the relationship between you. I also invented a mechanism for “directives”: if a player tells an NPC that he wants to trade, a trade menu will open. NPCs are also aware of their surroundings: in their responses they will take into account the current time of day, weather, biome. The moral question of whether it is necessary, because Minecraft should be played with friends, we'll leave it for later. I know a huge number of lonely players, and perhaps this will help them to brighten their loneliness.
- Like I said, balance edits. It deepens the progression considerably: whereas before a player would just come to a village and collect all the cream off the top, now they'll have to take an active part in the development of the village, and I think it's much more reasonable. I will continue to work on the balance in the next patches.
- New type of messages from NPCs: messages about impossibility to trade. If an NPC has a job but has nothing to trade, then the NPC will say so. Previously, nothing would happen and it was confusing.
- world_nether и world_the_end added to core.allowed-worlds in the config.yml.
- Redesigning the interaction menu. The “Actions” menu has been removed - it has been replaced with a “Chat” option. If the player is chatting with an NPC, clicking on it will bring up a brand new menu where you can interrupt the dialog or give the NPC a gift (gifts will be added in the next update).
----------, Apr 7, 2025


In the next Ignis update, I plan to add a feature to talk to NPCs — they will understand their surroundings, what they need, and what they want. These NPCs are replacing the vanilla nosy villagers.
----------, Apr 5, 2025

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Update 0.2.4 (The Final Gameplay Patch)
This update is a bit different from the others. In addition to minor tweaks, I’ve reworked the project’s architecture. The plugin no longer requires Paper to function, as the development API has been switched to Spigot. Additionally, I’ve replaced Gradle with Maven. This is the final gameplay update for QuestIntelligence.

The Final Update
I started developing this plugin in October of last year. Before me, no one had tried to integrate generative AI into games this deeply, and many of the solutions used in QI were invented by me from scratch. Take, for example, the approach to quest generation or villager personalities. I’m incredibly proud of the result. However, despite the exceptional approval my plugin has received, I haven’t earned a single cent from it. We’re all human, and we all need money. My financial situation isn’t the best right now, which is why I’ve decided to change my marketing strategy.

New Name and Marketing Strategy
The plugin is now called Ignis. QuestIntelligence was a decent name, but my plugin has long outgrown being just about quests—races, personalization, revamping trade and villagers as a whole, settlements… All of this can’t be captured in a single title, so I decided to go with something stylish. Ignis, because it’s the real fire! I believe that in terms of quality and concept, Ignis is fully on par with top-tier premium resources with unique content. That’s why all future updates for Ignis will be released exclusively on Polymart. If you’d like to invest in its development, reignite my enthusiasm, say "thank you" for my work, or simply support me—buy a copy of the plugin.

Wrapping Up
QuestIntelligence won’t be deleted or renamed—the latest version will still be available for free on Modrinth. The source code will also remain open and publicly accessible, but Ignis will be developed privately. It’s time to move forward. Thank you to everyone who believed in me and shared kind words—without your feedback, none of this would have been possible. <3
----------, Mar 29, 2025

Added compatibility with Floodgate.
----------, Mar 16, 2025

Geyser support hotfix.
----------, Mar 16, 2025

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In this update, I’ve done some pretty noticeable work on the plugin: I completely overhauled config.yml, recoded the reputation system from scratch, fixed a lot of bugs and inconsistencies, experimented a bit with the setting, and, most importantly, added the long-awaited Geyser support.

Changes
  • Proxying has been removed. QuestIntelligence no longer supports the use of proxies.
  • Significant code refactoring.
  • Major configuration overhaul. Firstly, config.yml is FINALLY updated and supplemented automatically. No more deleting configs. A complete rework and rethinking of config.yml. Secondly, a new file: professions.yml. Trade material settings for each profession are now there. Additionally, config.yml now supports the classic "&" for color formatting.
  • New personality type: PHILOSOPHICAL. Thoughtful NPCs will now ponder the meaning of their existence.
  • Minor improvements to the quest title generation mechanism. They are now more interesting and logical.
  • Improved settlement name generation algorithm.
  • Default naming style changed from Fantasy to Dark Fantasy. I’m not sure why I did this, but why not? We’re experimenting with the setting.
  • Reputation system fully reworked. Reputation is no longer split into two types — global reputation is completely gone. Instead, it’s now unique to each settlement. Instead of three reputation levels (bad, neutral, good), there are now eight: exiled, hostile, unfriendly, neutral, friendly, honored, revered, exalted. If you’re familiar with World of Warcraft, this should put a smile on your face.
  • Reworked the mechanics for generating dialogue lines that adapt to the player’s reputation. NPCs still speak to the player based on their reputation, but the shift is now smoother, as we’ve gone from three reputation statuses to eight.
  • Added the /q settlement reputation command, allowing you to change a specified player’s reputation in a specified settlement.
  • Residents will now occasionally address the player by their nickname. This creates a sense of involvement, doesn’t it?
  • Cleaned up language.yml. Unused values have been removed.
  • Female voices in races.yml are now more feminine. Minecraft doesn’t offer many voice options that fit, so I had to improvise, as usual.
  • Price multipliers based on the player’s reputation can now be configured in the config.
  • Adjusted the AI temperature when sending requests. Temperature affects the creativity of responses, and it’s now obviously set to the maximum. All generated content has become even more unpredictable and engaging.
  • The default language has been changed from ENGLISH to LITERARY ENGLISH, making NPC dialogue more captivating. This is another batch of experiments — writing style and language greatly influence perception.
  • Fixed an old bug with abrupt dialogue termination caused by flawed internal logic.
  • Added Geyser support. I’ve been asked about this many times, so I went ahead and did it. However, I didn’t just stick to chat. Bedrock Edition has an interesting feature — an API for creating interfaces. You can see the result in the screenshot. Detection of players using Geyser is automatic — no need to enter any commands.
----------, Mar 15, 2025

Various bug fixes and refactoring.
----------, Mar 3, 2025

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Changes

  • PacketEvents plugin check. QI will not function without this plugin.
  • forced-armor-trims on unique armor items is now true by default, as I thought it would be cooler.
  • Added genders. Each gender has its own skins, voices, and names.
  • All existing skins have been divided into male and female.
  • Added female skins for each race.
  • The quest generation AI will now take into account the NPC's gender.
  • Added a new parameter to config.yml: trade-profession-items-only. It is enabled by default, but if disabled, villagers will sell all items they have, not just those related to their profession.
Fixes
  • Quests can now be completed even if the villager has no items for sale.
  • enabled-worlds now works correctly. Villagers in worlds that are not specified in enabled-worlds will behave like default villagers.
----------, Feb 27, 2025

A quick bug fix related to quest completion.
----------, Feb 26, 2025

The plugin page has been completely redesigned. What do you think?
----------, Feb 25, 2025

Code improvements and bugfixes.
----------, Feb 24, 2025

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In this update, a new race has been added – goblins! Additionally, I've paid more attention to the bugs that you are reporting. Thank you for helping to make the plugin better.

Bug Fixes
  • Fixed a bug with the incorrect random range when choosing a voice for the human race.
  • Minor fixes related to debugging and error logging.
  • Attempted to fix an unclear inventory bug. Now, if a villager's inventory is processed incorrectly, a new one will be created.
  • Minor improvements to config.yml.
  • Now the NPC interaction menu opens on the first click.
  • Code cleanup. Now illager banners cannot be worn on the head, as the friendly illager feature was removed two patches ago!
  • Damage sound is no longer played if the player skips dialogue.
  • Improved the logic of modified creature scaling. The scale of small creatures is modified genuinely, while the scale of large creatures (e.g., orcs) is changed only through packets. This is done so that creatures above scale 1.0 can pass through doorways.
  • Fixed the prompt rule hack. Now, villagers of certain personality types can again swear, bypassing the neural network's censorship.
Additions
  • Added a check for the presence of the RealisticVillagers plugin. If this plugin is on the server, QuestIntelligence will turn off, as these plugins are incompatible.
  • New race: goblins.
  • New value in config.yml: core-settings.swearing. Not everyone may like swearing villagers (the plugin has an "easter egg" due to which villagers of the DRUNKARD and ANGRY types can swear in their phrases), so I added the ability to disable this feature. Perhaps you are a moralist, or host a server for your children, so I decided that such a feature must have a disable option.
----------, Feb 19, 2025

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QuestIntelligence goes into beta!

In this patch: bug fixes, trade rebalancing and completely new mechanics! Delete old config files.

  1. Humanoids (or simply NPCs) have been added. Villager models are replaced with player models. Now villagers have skins, and also races. Currently, they do not have modified behavior and behave like ordinary villagers, but in the future, I plan to teach them to fight, etc. You might have seen a similar mechanic in the RealisticVillagers plugin. Initially, my goal was to create a compatibility patch with this plugin, but due to the architecture of RealisticVillagers, this turned out to be impossible. After that, I wanted to create a modification of this plugin specifically for QuestIntelligence. Studying the code of RealisticVillagers, I discovered that I really didn't like it, and getting quite angry, I decided to write my own implementation of this mechanic. From scratch.
  2. Four races: dwarves, orcs, elves and humans. The races.yml file contains all settings related to this mechanic. Races have unique attributes, voice, skins, starting items, base reputation, and more.
  3. The skins.yml file has been added. It contains all the skins that will be used by the plugin. Some skins may look odd, but I will fix this in the future. If you have a desire to help the project, then you can send good skins and I will add them to the plugin. More information can be found on our Discord server.
  4. Significant code improvements. Refactoring, architecture rework, removal of dubious mechanics (for example, friendly illagers).
  5. Humanoid voices can now be configured in races.yml. Yes, each race has its own voice. For example, orcs have low and raspy voices.
  6. Basic villager voices (ambient, damage taken, and death) have been replaced with custom ones from races.yml.
  7. Improved trading formula. Now, during trading, the second slot will be used!
  8. In addition, each race has been given its own currency. Now, instead of emeralds as a universal currency, each race uses something of its own. For example, dwarves use diamonds (yes, they are very wealthy).
  9. Trade rebalance. The balance of trade is far from perfect, but it feels a little more logical now.
----------, Feb 16, 2025


So, I decided to show what I'm working on right now. I've added races to the game and replaced villager models with player models (they now have skins), and the first race added is the dwarves. Why? Because they're cool! At first I wanted to write a compatibility patch for RealisticVillagers. But it turned out to be impossible because of the way this plugin works. Then I thought I could make a modification of RealisticVillagers specifically for my plugin. I started to study the code and found out that I don't like it very much. So I decided to write my own implementation of fake-player-villager thing. From scratch. You can see the result in the video. This is not an update, I'm just keeping you in touch. It's time to say goodbye to the nosy villagers.
----------, Feb 4, 2025

Bug fixes:

  • Fixed the display of the reward name in villager dialogue. Previously, the reward was described in uppercase. Now it's not.
  • Fixed the logic of settlement creation where the plugin would find villagers without a settlement and create a new one, even though they were within an existing settlement. Villagers who find themselves within the territory of existing settlements (or nearby) are automatically added to it and head towards the center.
  • Added a limit for newcomers in settlements.
  • Added a limit for illager party sizes.
Changes:

  • Changed the version support policy. Now the plugin only works on one Minecraft version — the latest one. Currently, this is 1.21.4. I want to focus on adding and improving content, rather than fixing bugs that arise due to differences between versions (believe me, there are many such bugs, as the plugin already actively uses NMS, and there will be even more in the future). So if you want to use my plugin — please update your server. However, the plugin has an open source code – you can port it to the version you need yourself.
  • Improved the algorithm for generating villager personal dates. Now the villager's personality type is taken into account, resulting in their names sometimes being "meaningful".
  • Added a mechanism for replenishing settlements. If a settlement has enough free beds, new villagers will sometimes arrive in it.
  • I've decided to drop some mechanics: some temporarily, others most likely permanently. Like tutorial or control panel of the villages. Some features will come back closer to (or in) beta stage.
  • Added a message to announce entering/leaving a village.

Once again, I have REFUSED to support previous game versions in favor of working on content, not on compatibility patches and bug fixes that arise due to the fact that NMS in different versions can have significant code differences. Such decisions require time for analysis and testing, and given that I plan to use even more NMS in the future — this is the better solution. For me. I develop the plugin alone and I don't get paid for it. And it's not about the money – I do this for fun, and believe me, compatibility patches for other NMS versions bring me absolutely no pleasure as a developer, not even a little bit.
----------, Jan 15, 2025

Ominous Update
Hey! Another update is on the way. In this update, I've greatly improved the name generation prompts, added more features to the configuration, and most importantly, completely reworked the player-and-illager interactions, which makes having a bad reputation actually meaningful. Illagers won't attack players with bad reputation, but will talk to them (treating them friendly), and even protect them from monsters. In addition, such players can now wear ominous banners as a helmet. Illagers will consider such players as their leaders and follow them.


Bug fixes
  • Fixed a bug where Markdown was used in quest titles.
  • Fixed the ominous banner description when generating a quest related to obtaining it. Now villagers don't just talk about a white banner, but an ominous one.
Changes
  • Significant improvements to the name generation prompts for villagers and settlements. Now, instead of strange names, the AI will generate interesting and beautiful names, avoiding repetitions. This is achieved because the plugin now saves all previously used names and informs the AI, prohibiting their reuse.
  • The naming style setting has been moved from prompts.yml to config.yml. The default naming style is now Fantasy, but you can actually use anything.
  • Added profession quests for nitwit villagers. These poor guys have been without quests for a long time; now they ask the player to bring them various junk.
  • Improved the quest generation prompt: information about the quantity of the quest item is added to the context. Now villagers mention the required quantity of the requested item (before, they always described it in the singular).
  • Iron golems will now attack players with a very bad reputation. The golem will choose the nearest player with bad reputation, and if the player runs away far enough, the golem will stop chasing them.
  • Illagers will no longer attack players with a very bad reputation, mistaking them for their own.
  • Added a new type of dialogue: illagers. A player with a very bad reputation can interact with pillagers, receiving phrases in response. Unlike personal phrases for each villager, pillager phrases are generated each time the server starts – they are common to all illagers and are randomly selected from a common pool. There are also phrases for when such a player attacks an illager, thereby betraying them. Since illagers aren't the nicest bunch, their replies can be... more colorful.
  • Now, when illagers spawn, they get ominous names.
  • Illagers protect players with a bad reputation from monsters. For example, if a zombie (or even a creeper!) aggroes onto the player, the illager will attack the attacking monster.
  • Players with a bad reputation can put ominous banners on their heads. Other illagers will follow such a player, considering them the squad leader. The player can even lead them into a village! Illagers will attack the same targets as the player, protecting them from monsters. Illagers talk to such players with special phrases intended for the leader.
----------, Jan 9, 2025

Dialogues Update
Bug Fixes:
  • Text displays now render correctly; villagers and other objects are no longer visible through them.
Changes:
  • Added a new type of dialogue for children. When a player interacts with a child, the child will respond with a phrase (from a list) that depends on the player's fame.
  • Added a new type of dialogue for villagers who have profession but no quests for the player.
  • Killing villagers' children is now penalized twice as harshly (configurable), significantly reducing fame and respect.
  • The action menu no longer opens when interacting with children villager.
  • Dialogues with children now display correctly.
  • The plugin's prefix has been updated to a more minimalist style.
  • Improved styling of messages in language.yml for better appearance (probably).
  • Further enhanced dialogue presentation — important and emotional words are now highlighted, improving text perception even more.
  • Added options to configure the size, color, and transparency of dialogue windows in config.yml.
  • Villagers now eat at staggered intervals instead of all at once.
  • Significantly improved visibility of the immersive dialogue window.
  • New personality type: CHILDLIKE.

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----------, Jan 7, 2025

Reputation Update

Bug Fixes

  • Villager Spawn Fix: Villagers now properly load into their settlements after server startup.
  • No More Random Unique Items: AI-generated unique items will no longer appear out of nowhere for a completely no reason.
  • Villager Info GUI: Hunger levels and professions are now displayed correctly in the villager information interface.
  • Language File Loading: The language file now loads immediately when the plugin initializes, ensuring there are no NPE.
  • Improved Reload Command: The /q reload command now correctly reloads the language file.
Changes

  • Reputation System Added: Reputation now affects prices, relationships with villagers, and some game mechanics (some of which are yet to be implemented). Reputation is divided into two types: Respect and Fame.
    • Fame is a more global type of reputation. If the player performs good deeds, completes quests, trades with villagers, or kills monsters and Illagers, villagers will lower their prices and greet the player more warmly. On the other hand, if the player kills villagers or players (especially those with high Fame, particularly in villages), villagers will dislike (or even hate) the player, raising prices or outright refusing to trade. Discounts from high Fame also apply to villager services.
    • Respect is a local reputation, unique to each villager. Respect influences player-villager relationships just like Fame but on a local level for each village. A player may have a great reputation in one village but be completely unknown in another.
  • Improved Dialogues: Villagers now converse with the player based on their Fame.
    • If the player is famous, they will be greeted as a hero, with warm and detailed quest explanations.
    • If the player is neutral, villagers will treat them neutrally, as they would any ordinary traveler.
    • If the player is infamous, villagers will speak to them disrespectfully, making it clear they are unwelcome in the area. Now that's immersion, huh?
  • Quest Completion Dialogues: The phrases villagers use when the player completes a quest now also depend on the player's reputation.

  • New Interaction Responses: If the player’s reputation is REALLY low, villagers will outright refuse to interact or trade with them. Politely put, they’ll send the player packing. Heh.

  • New Command: /q fame set <player> <amount> allows modifying any player's Fame value.

  • Updated config.yml: The formula for calculating final prices with reputation modifiers can now be easily adjusted, giving you more control over balance.

  • Improved Text Display in Dialog Windows: Important words are now highlighted in configurable colors, making the AI-generated verbosity much more readable! Names and objectives are now immediately noticeable. Additionally, text color in dialog windows is finally customizable.
And, just usual.. Old configs.. yeah, delete them. xD
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----------, Jan 6, 2025

1. Fixed generative translation NPE.
2. Added support for 1.21.4.
3. Added new personality type.
4. Fixed a rare bug related to quest updating.
5. Opened sources.
----------, Dec 22, 2024

Settlements Update
  1. Settlements have been added. Settlements are created automatically, without player involvement: QuestIntelligence constantly searches for clusters of villagers (for example, naturally generated villages or player bases) and establishes a settlement. Names for settlements are generated using AI. These names are then used when generating quests, unique items, and other things.
  2. A settlement management panel has been added. If you click on the bell while inside a settlement, the management menu will open. In it, you can find various buttons (some of them don’t do anything yet, this is content for future updates). In this menu, you can find basic information about the villagers in the village (even take a look at them in list form), the number of beds, food, and more. Functionality will be gradually expanded.
  3. Commands related to settlements have been added: /q settlement list, /q settlement teleport. I hope it’s unnecessary to explain what they do?
  4. QuestIntelligence now uses the new Gemini model.
  5. Improved parsing of generated dialogues (now ellipses and pauses between them are always displayed correctly).
  6. Holiday events have been added.
Merry Christmas and Happy New Year!
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----------, Dec 21, 2024

I decided that a brief description of the plugin would be much better and clearer than a wall of text with a bunch of technical terms. I also remembered an old video I once recorded for my friends. Hopefully, this will make the plugin look a bit more attractive.
----------, Dec 14, 2024

[​IMG]

I'm currently working on an update adding settlements. Settlements are extremely simple in their design. They are just a lot of villagers that are detected by the plugin. If the plugin detects enough villagers in one place, it will treat it as a settlement. A settlement has its own territory, residents and, of course, a name. The name is generated by the AI and is used in the generation of quests and unique items. This makes the plugin even more immersive, because the villagers know where they live. When working on this feature, I am inspired by games like RimWorld, Dwarf Fortress and Terraria, as well as the old Millénaire mod (oldies remember). Each of these games has the ability to develop a settlement (or colony, if you prefer), and I felt that Minecraft was sorely lacking something like that. Of course, we already have villages in our game, but they are static and the same, didn't you want something more? I plan to take the best mechanics from these games and add them to my plugin: managing the settlement, creating demands from villagers (for example, villagers will be saddened by the fact that they don't have a bed, or they have nothing to eat), and if the village is thriving — new villagers will come to it. I'm already actively working on these features and on the screenshot you can notice that the villager mentions “ Smoldering Mire” — the settlement they live in. Names for settlements, by the way, are generated depending on the biomes in which they are located.
----------, Dec 13, 2024

Accessibility Update
  1. "allowed-potion-types" for booze quest is configurable now.
  2. Added modes to display villagers' dialogs in chat as if they were messages from players.
  3. Added the command “/q dialogue format <IMMERSIVE/CHAT/BOTH>”. This command allows each player to choose the message display method they prefer.
  4. A new key related to messages from villagers to players has been added to translate.yml.
  5. A new key has been added to config.yml related to the default way of displaying dialogs. (IMMERSIVE of course)
  6. Fixed several bugs related to NullPointerException after using “/q reload” command. It is still not recommended to use this command.
  7. The plugin structure has been changed to multimodular (jeez, I had to mess around with gradle long enough). Now the plugin works on the following versions: 1.20.6, 1.21.1, 1.21.3. Bugs are possible, so please report them to Discord. Support for other versions and backports are on the way.
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----------, Dec 6, 2024

another bug fixes and new personality type
----------, Dec 2, 2024

bugfixes, insignificant config.yml rebalance and "close" button in the interaction menu

p. s. delete old language.yml and config.yml (i'll code auto-updating configs in the future)
----------, Nov 30, 2024

Resource Information
Author:
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Total Downloads: 2,433
First Release: Nov 30, 2024
Last Update: Yesterday at 10:35 PM
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All-Time Rating:
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