Your voice runs the colony. Talking Colonists gives MineColonies citizens AI voices - Colonist Errands makes those conversations do things, and makes what a colonist tells you true.
BETA - 42 voice tools, play-tested daily on a heavily played world (single-player + LAN co-op). Raids, resurrection and births exist but are rarely seen, so they have had the least testing. Please report bugs with your latest.log.
Talk, and it happens
- Errands: "Go eat at the restaurant" (they really eat), "go to the hospital" (sick citizens become patients and rest), "come here", "wait here", "everyone home", "follow me".
- Logistics: ask couriers for warehouse stock, have them fetch items to you or deliver between buildings - multi-warehouse rounds, honest answers when stock runs short.
- Crafting and orders: ask any colonist to have something made. Several items in one sentence, delivered to a building or carried to you personally - and you are told when it is really ready, or when it failed. A shared courier board passes orders on to the first courier who is free.
- Messengers: a citizen walks to any building and sends its worker back to you for a chat.
- Find people: "where is Amelia?" -> a guide walks you to her. "Tell me when you mine diamonds" -> they do.
- Jobs: "become a farmer" - and employed citizens can switch jobs ("work at the bakery instead"), with profession words resolving to the right building (carpenter -> sawmill).
- Military: bodyguards (one tower or all), defensive lines at any border, voice-set patrols, red alert. Raids are announced per colony, pinpointed before raiders spawn, and the defense line forms - and stands down - automatically. Ask who is missing armour, a weapon or a shield, then arm the lot of them in one order.
- Building: reorder the build queue by voice, and ask what every builder is really doing right now.
Colonists who tell you the truth
The theme of this release. Before a colonist opens their mouth, their prompt is grounded in the colony's real state: the compass direction and distance of every building, which guard towers cover which side, their own real health, their own real equipment, what the builders are actually doing and why, whose beds are broken, what research is running. Invented aches, invented gaps in the defence and complaints about gear they are already wearing are gone.
A guard leaderboard with weekly seasons
Kills, raider kills, assists and damage taken, scored into a weekly season that closes on its own with a podium announcement - and the top three are paid in real skill XP. Careers, wins, podiums and personal bests carry across seasons.
Promises they remember
Promise a citizen a house, food, a guard tower… They write it down, remind you when it's due, patiently stop nagging while they trust you - and the colony notices on its own when you deliver (the promised building gets built, the homeless citizen gets a home). Kept promises give a real happiness boost; broken ones hurt.
Citizens who know who you are
Multiplayer-aware: citizens know who is speaking (name, nickname, colony rank), keep per-player memories and rapport (kindness, rudeness, kept/broken promises), gossip about players' manners, and follow configurable rank permissions - guests may chat, but by default only Officers command jobs, alarms and defence.
Colony life
Citizens chat standing together or strolling (per-profession policy), families talk as families, marketplace staff talk shop when no customer is around, births are celebrated, the fallen are remembered by name - and helping builders with the Assistant Hammer earns real gratitude. When a building goes up or gains a level, the people who live, work or built there react to it.
Watchdogs that quietly fix things
A builder who has genuinely stopped laying blocks is reported with the real reason (asleep, eating, on an errand, missing a tool, waiting for materials) instead of a false alarm. Broken bed registrations are re-filed onto the right block and phantom entries dropped, hospital beds blocked from above are named, and a worker whose restart has been pending too long is nudged through it.
Under the hood
A pile of audio fixes for Talking Colonists: no doubled goodbyes, interruptible pre-generated clips with true barge-in semantics, citizen-to-citizen audio that follows the speakers and keeps following to the end of the last sentence, a self-learning blocklist for TTS voices the Gemini API rejects (no more permanently mute citizens), and a fix for citizen memories lost to markdown-wrapped JSON.
Requirements
Minecraft 1.21.1 - NeoForge 21.1.x - Talking Colonists 1.7.x (with a working Gemini API key) - MineColonies 1.1.1300+ - Simple Voice Chat + a microphone. MC Trade Post is optional; the marketplace and economy features simply stay quiet without it. In multiplayer only the host needs the API key.
Credits
Made by Lovkar & Claude - designed through hundreds of in-game test reports, coded by Anthropic's Claude. Thanks to sshcrack (Talking Colonists) and the MineColonies team. GPL-3.0.
Source and issue tracker: https://github.com/Lovkar-Squid/colonist-errands

