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ColonyChat

Brings AI conversation to MineColonies: chat with your citizens, let them talk to each other, and have them act on your requests. Works with any OpenAI-compatible API, including local models.
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ColonyChat-0.3.0

File namecolonychat-0.3.0.jar
Uploader
kkkk12321kkkk12321
Uploaded
Sep 28, 2026
Downloads
93
Size
198.6 KB
Mod Loaders
Forge
File ID
8998013
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:colonychat-1709835:8998013")

Learn more about Curse Maven

What's new

ColonyChat 更新日志 / Changelog

0.3.0

新增 / New

  • 一对一对话窗口:从殖民者窗口左栏最下面的 ColonyChat 页签打开 左对话、右性格并排;顶部状态条显示职业 / 空闲或正忙 / 睡眠 / 心情; 对方的回话只显示在窗口里,不进聊天框;超出 chatRadius 时输入自动禁用并说明原因; 等待回复时显示省略号,30 秒无响应自动收尾 One-on-one dialog window — open from the ColonyChat tab on a citizen's window. Conversation on the left, personality on the right; status bar shows job / busy / sleeping / mood. Replies stay inside the window instead of the chat; input auto-disables beyond chatRadius with a reason; an ellipsis is shown while waiting, and the exchange auto-closes after 30 seconds without a response.
  • /colonychat say "名字" 文本:一对一窗口的发送通道,不需要管理员权限 /colonychat say "Name" text — the dialog window's send channel; no OP permission required.
  • 窗口开着时,本轮的失败提示(后端未配置、超时等)也接进窗口,不再散落在聊天框 While the window is open, error feedback (backend not configured, timeouts, etc.) appears inside the window instead of the chat.

改进 / Improved

  • 只给「正在对话的那一位」完整历史,其余接话者只带最近几轮,提示词开销明显下降 Full conversation history is attached only to the citizen being talked to; other speakers only get the last few turns — noticeably lower prompt cost.
  • 日志新增前缀缓存命中数(prompt_cache_hit_tokens / cached_tokens),成本可核实 Logs now include prompt cache hit counts (prompt_cache_hit_tokens / cached_tokens) so costs can be verified.
  • historyMaxTurns 默认 10 → 6;新增 historyKeepTurns = 20(存档保留轮数,供一对一窗口回溯) historyMaxTurns default 10 → 6; new historyKeepTurns = 20 (turns kept in the save for dialog-window backfill).
  • 新增配置:dialogEnabled(窗口总开关)、dialogInputMaxChars(单条发言字数上限,默认 200) New options: dialogEnabled (master switch) and dialogInputMaxChars (per-message cap, default 200).

修复 / Fixed

  • 点名的人若在 chatRadius(默认 16 格)之外,点名不生效 → 被点名者改用 npcChatHearRadius(默认 48 格) Calling a citizen by name outside chatRadius (16) had no effect; called citizens now use npcChatHearRadius (48).
  • 一次未被回应的主动搭话会压住全服闲聊 120 秒 → 不再阻塞扫描,该状态只约束发起者自身 An unanswered NPC greeting no longer blocks idle chatter server-wide for 120 seconds; the state now only constrains the initiator itself.
  • 行动待批准只有一个槽位,两人同时请求会互相覆盖 → 改为按玩家分槽 Pending action approvals now use one slot per player instead of a single shared slot.
  • 状态条与提示词里的「职业」取错字段(显示成 DECIDE / TRAINING_WANDER 之类)→ 改用职业注册项解析 The citizen's job in the status bar / prompts was reading the wrong field (showing DECIDE / TRAINING_WANDER, etc.); it now resolves the proper job registry entry.
  • 回应主动搭话时,模型偶尔把开场白原样重发一遍 → 提示词里点明「历史是已发生的内容,只给下一句新台词」 When responding to an NPC-initiated greeting, the model occasionally replayed the opening line verbatim; the prompt now clarifies that history is settled content and only a fresh line should be produced.
  • 输入框此前被客户端硬截断在 200 字 → 上限交回配置判定;超长时红字提示,并保留已输入的内容 The input box was hard-truncated at 200 characters; the cap is back to config, overlong input shows a red warning and keeps what you typed.

已知问题 / Known Issues

  • 行动误触发只是降低、未根除(小模型尤其明显);需要硬保障时把 actionRequireConfirm 设为 true Misfired actions are reduced but not eliminated (small models especially); set actionRequireConfirm=true for hard guarantees.
  • 完全同名的两位殖民者无法区分,会取离玩家最近的一位 Two citizens with identical names cannot be told apart; the nearest one is used.
  • 一对一窗口的发送通道走原生命令,单人存档可用;多人服务器未验证 The dialog window's send channel uses a native command; verified in singleplayer, not yet on dedicated servers.
  • 本地小模型(7B 级)对提示词的遵循不稳定 Small local models (7B class) follow prompts unreliably.

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