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Colonist Errands - Voice Commands for MineColonies

Voice-command addon for Talking Colonists + MineColonies: errands, jobs, promises citizens remember, per-player relationships, rank permissions, raid auto-defense.
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colonist_errands-2.0.0.jar

File namecolonist_errands-2.0.0.jar
Uploader
Lovkar_SquidLovkar_Squid
Uploaded
Sep 2, 2026
Downloads
13
Size
406.9 KB
Mod Loaders
NeoForge
File ID
8793565
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:colonist-errands-1674812:8793565"

Learn more about Curse Maven

What's new

Colonist Errands 2.0.0 — voice commands, and colonists who tell you the truth

The first full release. The code is the one that ran as beta.42 - nothing changed but the version - after three days of daily play-testing on one heavily played world, the last two sessions without a single warning or error from the addon.

Requires MineColonies 1.1.1300+, Talking Colonists 1.7.x (with a working Gemini API key) and Simple Voice Chat. MC Trade Post and MineColonies Compatibility are optional.

What it does

42 voice tools. Errands ("go eat", "go to the hospital", "come here", "everyone home", "follow me"), logistics (stock checks, fetching, deliveries between buildings, multi-warehouse rounds, a shared courier order board, request_craft with real follow-through), messengers, finding people, hiring and switching jobs by voice, patrols, bodyguards, red alert, defensive lines, guard_gear / arm_guards, the build queue by voice, the MC Trade Post economy, and the colony's roll of honour.

Promises they remember. Promise a citizen something and they write it down, remind you when it is due, stop nagging while they trust you, and notice on their own when you deliver.

Citizens who know who you are. Per-player memories and rapport, gossip about players' manners, and configurable rank permissions - guests may chat, only Officers command by default.

Colonists who tell you the truth. Before a colonist opens their mouth, their prompt is grounded in the colony's real state: the compass layout of every building and which side each guard post covers, their own real health and equipment, what the builders are actually doing and why, whose beds are broken, what research is running. No invented aches, invented walls or complaints about gear they are already wearing.

Watchdogs that fix things. Stalled builders reported with the real reason, broken bed registrations repaired (hospitals included), pending restarts completed, a colonist locked out of their own house saying so.

Raids. Announced per colony and pinpointed before the raiders spawn; the defensive line forms by itself on the axis of the attack, between the raiders and the colony, on dry ground - and stands down by itself. A guard runs to warn you in person.

A guard leaderboard in weekly seasons. Kills, raider kills, assists and damage taken; the week closes with a podium and real skill XP for the top three; careers survive across seasons.

Colony life. Random chats standing or strolling, families talking as family, three colonists holding a round-robin huddle, shopkeepers talking shop until a customer walks in, reactions to new buildings and finished research, births celebrated, the fallen mourned and remembered by name.

Conversations that finish. Audio is drained before a session is closed, the last chunk of every rendered conversation is played, small talk never evicts a running conversation, and shop talk is wound down politely instead of being cut at the time limit.

Network storage. A linked MineColonies Compatibility Common Network Storage counts as warehouse stock for every check, fetch, delivery and order.

Since 2.0.0-beta.36 (the first public beta)

  • Conversations are no longer cut off mid-sentence - three separate causes fixed (beta.37-41).
  • Shop talk ends politely at the time limit; a customer gets one line of excuse.
  • The round of three (group_chats=false turns it off).
  • MineColonies Compatibility network storage counts as warehouse stock.
  • The automatic defense line is anchored between the raiders and the colony and pulls back from water instead of giving up (beta.42).
  • The homeless-colonist bed warning is said once per session.

Known gaps

Resurrection and births are built but rarely seen in play, so they have had the least testing. Two colonists talking share one audio channel - a limitation of the conversation API - so the sound is placed between them as the best available approximation.

Source and issue tracker: https://github.com/Lovkar-Squid/colonist-errands

Authors: Lovkar & Claude.

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