LegendQuest ReForged 2.1.0
Curse Maven Snippet
What's new
Party chat and nameplates — and a fix worth updating for on its own.
Update for this even if you skip the features
Race and class bonuses were lost on death. Max health and speed are applied as transient attribute modifiers, and respawning builds a new player entity that copies base values but not those modifiers. So a Dwarf Fighter with 57 max health respawned on vanilla 20 and stayed there until they logged out and back in — every death, quietly, since 2.0.0.
It reads as "the mod is a bit buggy" rather than as a bug anyone can point at, which is exactly why it lasted. Bonuses are now restored during the respawn itself, before the client is told anything, so the bar is simply correct rather than visibly corrected. Dimension changes get the same repair.
Nameplates
Character info floats above each player's head — by default [Race Class | Lvl N].
The wording lives in messages.yml as nameplate.prefix and nameplate.suffix, so it re-themes along with the rest of your vocabulary. Placeholders: {name} {race} {class} {sub_class} {level} {karma} {title} {epithet}. Players can hide their own with /lq nameplate off.
It is a text display entity, which an unmodded client renders because it is an ordinary vanilla entity. It occupies only the space above the head — chat, the tab list and /list are untouched — and it does not take the scoreboard team slot, so it does not compete with LuckPerms, FTB Ranks or any chat-prefix mod for a player's team.
Classes can now name their ranks by level (titles: Squire → Man-at-Arms → Knight → Champion → Lord), and karma earns an epithet — "the good", "the saintly", "the diabolic".
Party chat
/pc <message> talks to your party alone. /pc on its own toggles capture, after which everything you type goes to the party until you switch it off — typing /pc before every line is fine for a remark and miserable for a conversation.
The way this feature hurts someone is being on when they have forgotten it, so: it will not switch on without a party, it names the way out in the same breath as confirming it, and it clears itself if the party goes away.
Operators can listen in, but only deliberately. The legendquest.party.spy permission defaults to false even for operators, and there is a per-player toggle on top of that — two locks, because an operator who chooses to listen is a different thing to players than one who cannot avoid hearing. A listener's copy names which party is speaking; a member's copy does not. Party chat is echoed to the server log, because a channel that never reaches the log cannot be moderated afterwards.
/ignore deliberately does not reach party chat. A party is small, opt-in, and has a leader with a kick command — the better remedy already exists.
Also fixed
- Colour codes reached consoles and RCON as raw section signs. Command output carried the codes inside the text, which renders correctly in game and hands
§7CHR: §f14 §8(+2)to anything that is not a client. They are real component styles now, so the console, the log and any admin tool read plain sentences. In-game appearance is unchanged. - An ampersand in ordinary text no longer eats the character after it — "Tom & Jerry" survives as written.
- Format codes in player-typed text are stripped rather than honoured, which closes an impersonation route:
&rplus a plausible prefix could dress a player's words up as a server message.
Optional: Standards integration
With Standards installed, class titles and karma epithets decorate chat, and party lines wear the same name as public chat — including tags contributed by other mods, since it reads the shared registry rather than its own fields. Party chat routes through Standards' chat seam, so a muted player cannot talk to their party either.
Standards is entirely optional. Without it, party chat and nameplates work exactly as described above.
Downloads
| File | What it is |
|---|---|
legendquest-2.1.0.jar |
The mod. Put it in mods/ on the server. |
legendquest-apocalypse.zip |
The Wasteland — a complete post-apocalyptic setting. Drop it in <world>/datapacks/. |
legendquest-scifi.zip |
Cold Frontier — a complete sci-fi setting. Drop it in <world>/datapacks/. |
examplepack-1.0.0.jar |
Optional worked example of a skill-pack mod, adding custom skill effect types. Server and every modded client. |
The pack zips and the example pack are unchanged from 2.0.0 and are re-attached so one download page has everything.
Requires
NeoForge 21.11.42+ on Minecraft 1.21.11.
Vanilla clients can still join and play the whole game — including the nameplate, which is why it is a display entity and not a client-side overlay.
Full history in CHANGELOG.md.
This mod has no additional files

