MC-AI Chat
Chat naturally with nearby NPCs using AI. Whitelisted entities get a persistent name, personality, and memory, and hold conversations shaped by their surroundings, their history with the player, and what's happening around them right now.
Features
- Real conversations with NPCs - walk up to or look at a whitelisted entity and type in chat to talk to it instead of the global chat channel.
- Persistent identity - each entity is given a random name and personality the first time it's encountered, and keeps that identity permanently.
- Long-term memory - after each conversation, that entity's memory is summarized and merged into a running dossier, so it remembers past interactions across play sessions.
- World-aware dialogue - conversations reference the entity's home structure, nearby civilizations, biome, time of day, weather, nearby danger, and whether it's indoors, outdoors, or underground.
- NPCs can start conversations - entities occasionally speak up on their own when a player is nearby, instead of only responding when spoken to.
- Movement commands - non-hostile NPCs can be given commands that are said by the player in-character and get a real AI reply; NPCs that are hostile toward the player refuse the command outright but still respond in character.
- Player-founded locations - a can player found and describe a named location (for a gold cost) that NPCs perceive the same way they perceive a village or other structure. The location's name stays hidden from NPC context until a player says it aloud in conversation with an NPC that's discovered it - at which point every NPC sharing that home learns the real name too.
- Generated lore - the first time a civilization structure is discovered, Gemini writes a short history for it, cached permanently afterward.
- Social awareness - entities sharing a home know about each other, including whether one has died.
- Sleeping entities can't be disturbed - an entity in bed won't respond to or start a conversation, and an in-progress conversation ends if the entity falls asleep.
- Ice and Fire compatibility - if Ice and Fire is installed, dragon roosts are detected and treated like any other discoverable location. Inert if Ice and Fire isn't installed.
- In-game configuration screens - toggle which entities can be chatted with, categorize entities and structures, and set per-entity-type custom instructions, without hand-editing config files.
Credits and License
- Requires Structurify by Faboslav.
- Optional compatibility with Ice and Fire, Towns and Towers, and Valarian Conquest.
- Licensed under CC BY 4.0 - free to share, modify, and redistribute, including commercially, as long as ThanWiggins is credited.

