0.7.0
Curse Maven Snippet
What's new
For Minecraft 1.21.1, NeoForge 21.1.264 or newer and MineColonies 1.1.1405 or newer 1.1.x (checked on 1.1.1405 to 1.1.1407). Needed on the server and on every client (a client without it can't join).
The last version for now: development moves to a new mod built around the colony's social life and a town hall panel, with AI as an optional add-on later.
Added
The mod works without a language model, as a game of its own. With no API key, or with
useModelturned off in[llm], U at a colonist (or a click on their name) opens a talk menu instead of free typing: ask how they are, how work is going, what they like (one thing a day, and it goes into the notebook), when their birthday is, or pay them a compliment. Answers come from what is really so (their happiness, hunger, illness, mourning, what their workplace waits for), in set lines, warmer or colder by friendship. The first talk of the day and a compliment bring a little friendship. Colonists bring up their real troubles (no home, hunger, illness, missing materials) in set lines, the colony talks about its events with a second colonist answering, and now and then someone says a catchphrase. There is no Players | Colony switch then, and Y only says that the colony tells its news by itself. The notebook leaves out Orders and explains the talk menu,/lc helpand the settings screen say the model is off. The notebook, promises from MineColonies' windows, gifts, letters, help in trouble, the calendar, happiness and the work bonus work as usual. Look-ups and orders in your own words, memory and life stories need the model, and nothing is sent anywhere without it.Words in passing: walking past a colonist, now and then they say something in a speech bubble over their head (good morning, it's raining again, I'm starving, hey friend), nothing in the chat. It depends on the time of day, the weather, how they are, the colony's mood and how they feel about you, and works with or without a model.
barksin[behaviour]turns it off.Colonists sound like themselves in set lines: the eleven characters come down to four voices (cheerful, grumpy, quiet, chatty), so a grumbler answers "how are you?" differently from an optimist.
The talk menu grows with friendship: hearts show how close you are, a friend tells you about themselves (where they come from, what they do for fun, what they dream of), a good friend shares the colony's news (who has become close, who is at odds).
Without a model, colonists chat with each other in pairs of set lines on what's going on (the weather, the evening, hunger, a holiday, a death, danger), and someone at odds with the speaker answers with a jab.
Removed
- The note that no API key is set, in favour of the set lines above.
This mod has no additional files

