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 /follow, /stay, /resume, and /goto (exact coordinates, x/z-only, or a known location's name). Commands are said by the player in-character and get a real AI reply; NPCs that are hostile toward the player (including faction-aware handling for the Valarian Conquest mod) refuse the command outright but still respond in character.
- Player-founded locations - /base new and /base edit let a 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.
Commands
/follow [message] - the targeted NPC follows the player /stay [message] - the targeted NPC holds its current position /resume [message] - clears any standing directive, resumes normal behavior /goto <x> <y> <z> | /goto <x> <z> | /goto <name> [message] - sends the targeted NPC to a coordinate or a location it already knows by name /base new <name> <description> - founds a new named location at the player's position (costs gold ingots) /base edit <name> <description> - updates a location's description (creator only, costs gold ingots) /aichat debug | lore | init | location | findroost - debug tools, see the mod's README
Credits and License
- Requires Structurify by Faboslav.
- Optional compatibility with Ice and Fire and Valarian Conquest.
- Licensed under CC BY 4.0 - free to share, modify, and redistribute, including commercially, as long as ThanWiggins is credited.

