Description
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# NPC Workshop - A all in one jar: NPC maker, dialogue editor, quest system, shops, lore books and a library, reputation and memory, NPC chatter, gifts, voices, daily routines, world spawning, cutscene commands, a map for editors, an in-game guide, and 5,500+ lines of NPC dialogue ready to use, or create your own from scratch. No add-ons, no library mods, nothing else to install.
✦ Design a world, not just a save
Most NPC tools tie your work to one map. NPC Workshop doesn’t. You build your characters, their stories and the rules for where they live — then every world created afterwards is populated with them automatically.
**Build your own NPCs inside the game.** Press **N** and the workshop opens: skins, behaviors, conversations, quests, shops, lore books, personalities, reputation and spawning — all in menus. No JSON, no datapacks, no code.
NPC Workshop is made for **modpack makers, map makers and server owners** who want a world that feels lived-in: villagers with names and stories, guards who remember what you did, traders who give you a better price once they trust you, and strangers who turn up in ruins you haven't explored yet.
Every player also gets an **in-game Guide book** that explains everything, chapter by chapter, with a search box.
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- ✦What you can build
A living village — a blacksmith with a shop, a guard who patrols by day and goes home at night, neighbors who gossip about the player, and prices that drop once the town trusts you.
A quest chain across the map — a letter to deliver to the next town, a key handed over for a crypt, a boss to hunt, and a reward that unlocks new NPCs in the world.
A horror story — torn diary pages dropped by zombies, a creepy stranger who remembers your name, candle-lit NPCs who whisper about something in the fog.
A traveling merchant who only appears in deserts at night, sells rare books, and is gone by morning.
An adventure map with cutscenes — NPCs that walk to the gate, turn to you, speak, and open their conversation, all from command blocks.
A modpack’s whole lore — characters who talk about the other mods’ monsters and places, books to collect, and a Library to track them.
✦ You decide when the world wakes up
Every world has its own switch. Pick On or Waiting right on the Create World screen — then build your base, test your pack or just explore first. When you’re ready, press Turn on in the menu (or run /npcw world on from a command block or quest reward) and the NPCs start arriving. Nothing you explored in the meantime is missed.
## ✦ The NPC Creator
Every NPC is a profile you build once and spawn as often as you like. Change the profile and every NPC made from it updates.
- **Skins:** press **Browse** (or drag a PNG onto the window) to upload a 64×64 skin. It's sent to every player automatically. Steve or Alex arms.
- **Look:** size from 0.3 to 3 (hitbox too), name tag always / when looking / hidden, name color, glowing outline, invisible.
- **Sounds:** hurt, death and idle sounds from the game, other mods or resource packs — with a preview button.
- **Stats:** health, speed, and damage as a set number or **like a player hitting with its weapon** (Sharpness and Power count).
- **Gear:** every armor and hand slot, with a searchable item picker that includes modded items.
- **Attitude:** Friendly (never fights), Neutral (fights back) or Hostile, plus invulnerable.
- **Behavior:** Stationary, Wandering, Patrol, Guard, Follow, Flee or Attack — and a different one at night if you like. Fighters can be **melee or ranged** (arrows, fireballs, snowballs).
- **Death:** respawn timer, XP, last words in chat, drop its gear, and a loot table with amounts and chances.
- **Safe editing:** every save keeps older versions you can bring back, and leaving with unsaved changes asks first.
- **Easy to learn:** hover over any button for help, every long list has a scroll bar you can drag, and the Guide book covers the rest.
✦ By the numbers
7 behaviors, switchable by day and night, melee or ranged
16 quest goal types and 9 reward types, with steps, chains, time limits and team quests
36 remark situations — from what you’re holding to the mob behind you
11 personalities × 13 themes of ready-made lines, plus lines for 21 other mods
5 reputation levels, memory, gifts, voices, routines and NPC-to-NPC chatter
20+ commands for map makers, with results for execute store
32 menu themes and 5 fonts
A 24-chapter in-game Guide book with search
Zero lines of code needed
## ✦ Conversations and quests — in one menu
- A **conversation editor** that looks like the real talk window: write the NPC's line, add answer buttons, press **Go >** to write the reply.
- **Several lines per page** — one is picked at random, so greetings never get stale.
- **Answers that think:** show an answer only when a quest is (not) started, the player carries an item, has a flag, hasn't picked it before, or has earned enough reputation.
- **Answers that do things:** give or take items and books, start / complete / reset quests, set flags, change reputation, give advancements, add to scores or run commands.
- **Page map** shows the whole conversation as a tree, with broken links in red. **Test** plays it like a player, with pretend quest progress.
- **Templates:** simple chat, fetch quest, one-time gift, rumors and shopkeeper.
- **Translations:** `lang:` lines are read from resource-pack language files.
## ✦ Quest cards
- Make a quest in seconds: **Fetch, Hunt, Deliver, Explore** or blank, with ready-made NPC lines in three wordings.
- **16 goal types:** bring, kill, mine, place, craft, smelt, pick up, use, go to, talk to, read, advancement, statistic, flag, score or command — modded IDs, tags and "anything" work. Limit them to biomes, dimensions, night or a held item.
- **Given at start:** the NPC hands the player something when they accept — a sealed letter to deliver, a key for the crypt, a diary to read — and takes it back if the quest fails.
- **Steps** for longer quests, **chains** ("needs this quest first"), **time limits**, **repeatable** with cooldowns.
- **Rewards:** items, library books, XP, levels, flags, advancements, scores, commands and reputation.
- **Team quests:** share with nearby teammates (vanilla teams or FTB Teams), with an optional **[Join]** invite.
- **In game:** a gold **!** in the talk window to accept, a grey **?** for progress, a gold **?** to hand in, and optional **! / ? markers** over NPCs' heads.
- **Journal (J):** active quests with live progress and time left, finished quests, and the Library.
## ✦ Shops
- The familiar **villager trade screen**: the player pays one or two items and gets an item or a lore book.
- **Sold out after X buys** and **restock** timers.
- Optional: **prices follow reputation** — friends pay less, enemies can't trade at all.
## ✦ Books, lore and the Library
- Write books in game with colors and `{player}`, or turn a **Book and Quill** you're holding into a library book.
- **Sell** them in shops, **give** them from answers and quests, **hide** them in structure chests (vanilla and modded, picked from a list), or have **mobs drop** them — with a "killed by a player" option so farms don't count.
- **Torn pages:** split a book into 2–8 pages that players collect and put back together.
- **The Library** (journal > Lore) lists every lore book: found ones readable again, missing ones as **???** with a hint about where to look.
## ✦ Persona — NPCs with a life of their own
*Every Persona feature has its own switch and is **off by default**, so your server only runs what you turn on.*
- **Remarks:** NPCs comment on what you hold, your health, the weather, the night, nearby mobs, biomes and your quests.
- - **11 personalities** (Friendly, Grumpy, Guard, Merchant, Scholar, Creepy, Shy, Noble, Jolly, Veteran, Cultist) and **13 themes** (Horror, Fantasy, Pirate, Western, Sci-fi, Steampunk, Cozy, Apocalypse, Military, Mystery, Magic, Tech, Adventure). Mix them — a shy pirate, a creepy cozy innkeeper.
- **Mod lines** react to other mods' mobs and places, only when that mod is installed.
- **Reputation** with five levels — Hated, Wary, Neutral, Liked, Trusted — per NPC type or **shared by a group**, like a whole town. Personality changes how fast it moves: grumpy NPCs warm up slowly, jolly ones forgive fast.
- **Quests and answers that need trust**, with a grey locked **!** and "not yet" lines in the NPC's own voice.
- **Memory:** NPCs remember when you were away, hit them, did their quests or gave gifts, and bring it up in their own voice — "Gone 4 days. Didn't miss you. Much." If they don't like you, they only remember the bad things.
- **NPC-to-NPC chatter:** nearby NPCs talk to each other in speech bubbles, in character. They face each other, stand still and nod, and may gossip about players they like or hate.
- **Gifts:** favorite, liked and disliked items, with hearts and reactions.
- **Voices:** a little mumble while the talk window types — built-in, any game or mod sound, or **your own .ogg files**.
- **Routines:** spots with hours ("06:00–18:00 work, 18:00–22:00 tavern"); far from players they simply appear there.
- **The Phrasebook:** every line is editable, and you can make your own personalities and themes.
## ✦ Spawning
- **Spawn rules** place NPCs at real generated structures — vanilla and modded, picked from a searchable list — or out in biomes, on the surface or in caves.
- Chance, count, world maximum, time of day, weather, dimension, and where to stand (inside, around, by the wall or an exact offset).
- **Safe spots only** (solid ground, head room, no lava), never generates chunks, never spawns twice in the same place.
- **Test here** tells you what each rule would do where you're standing.
*Build once — works in every new world
Everything you make — NPCs, skins, conversations, quests, books, Phrasebook lines and spawn rules — is saved for the whole game, not one world.
Create a new world and it’s ready: spawn rules place your NPCs at villages, ruins, modded structures and biomes as players explore, so every world gets its own spread of the same characters.
Each world keeps its own story: quest progress, reputation, flags and which NPCs have already appeared are saved per world, so a fresh world is a fresh start.
Modpacks: ship the config/npcworkshop/ folder and every player’s new worlds come with your full cast, quests and lore — no setup, no commands.
Servers: the same setup works on a dedicated server; players just join and explore.
## ✦ Commands for map makers
Every command starts with /npcw (or the full /npcworkshop) and needs an operator. The only exception is /npcwjoin, which any player can use. <npcs> means a selector like @e[type=npcworkshop:npc,limit=1,sort=nearest].
Setup
/npcw help – lists every command in chat
/npcw editor – opens the NPC Workshop menu (same as the N key)
/npcw list – lists all NPC profiles by ID
/npcw reload – re-reads every file in config/npcworkshop/ (NPCs, rules, quests, books, Phrasebook, settings)
This world
/npcw world – shows whether NPC Workshop is on or waiting in this world (result 1 or 0)
/npcw world on – turns it on: spawn rules start and the Guide book is handed out
/npcw world off – pauses it: nothing spawns by itself until it’s turned on again
Placing NPCs
/npcw spawn <profile> [x y z] [count] – spawns an NPC where you stand, or at a position, up to 32 at once
/npcw despawn <npcs> – removes NPCs from the world
Making NPCs act (cutscenes and maps)
/npcw talk <player> <npc> – opens that NPC’s conversation, quests or shop for the player
/npcw say <npcs> <text> – the NPC says something in a speech bubble
/npcw nod <npcs> – the NPC nods at the nearest player
/npcw look <npcs> <target> [seconds] – the NPC looks at a player or mob (5 seconds by default)
/npcw goto <npcs> <x y z> [stay] – the NPC walks there; stay makes that spot its new home
/npcw chat <npc> <npc> – two NPCs have a chat right now, even with chatter switched off
/npcw behavior <npcs> <behavior> – switches what it does: stationary, wandering, patrol, guard, follow, flee or attack; reset goes back to the profile’s
Quests
/npcw quest list – lists all quest cards by ID
/npcw quest start <player> <quest> – starts a quest for a player
/npcw quest complete <player> <quest> – finishes it and gives the rewards
/npcw quest fail <player> <quest> – fails it (handed-over items are taken back)
/npcw quest reset <player> <quest> – forgets it, so it can be taken again
/npcw quest status <player> <quest> – result 0 = not started, 1 = doing it, 2 = finished
/npcw quest progress <player> <quest> <goal> <amount> – adds progress to a goal (for scripts and command blocks)
Players
/npcw rep <player> – lists what every NPC thinks of the player
/npcw rep <player> <npc> get – the reputation score as a result (-100 to 100)
/npcw rep <player> <npc> set <n> – sets the reputation
/npcw rep <player> <npc> add <n> – raises or lowers it
/npcw flag <player> list – lists the player’s flags
/npcw flag <player> add <flag> – gives the player a flag
/npcw flag <player> remove <flag> – removes a flag
/npcw flag <player> clear – removes all their flags
/npcw flag <player> has <flag> – result 1 or 0 (fails on 0, so execute store success works too)
Books
/npcw book list – lists all library books by ID
/npcw book give <player> <book> [page] – gives a library book, or one torn page of it
Spawn rules
/npcw spawnrule list – lists all spawn rules and which are off
/npcw spawnrule enable <rule> – turns a rule on (saved)
/npcw spawnrule disable <rule> – turns a rule off (saved)
Any player
/npcwjoin <id> – joins a teammate’s shared quest (the [Join] link in chat runs this)
## ✦ For modpacks and servers
- **Permissions:** only operators (or the level you choose) see the workshop; everyone else just plays.
- **Share:** export one NPC (skin included), one spawn rule, or **everything as a pack**, and import it anywhere.
- **Automatic backups** of NPCs, quests, books, rules and Phrasebook packs.
- **Ship `config/npcworkshop/`** with your pack and everything comes along — it works in every new world.
- **Server settings** with a search box, plus **My settings** for each player (32 menu themes, 5 fonts, voices, hover tips).
- **Light on performance:** NPCs with no player nearby rest, spawn rules work in small slices, and quests only run for players who have one.
- **Editor tools:** a map and minimap of every NPC, a **Problems** scan for broken links and missing items after mod updates, and a player inspector for quests, flags and reputation.
MUCH MORE TO COME!
If you make a video with this mod tag me and let me know i'd love to see what you make!
**Bugs and ideas:** *post in comments or send message*
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Fonts: Liberation Sans / Liberation Serif (SIL Open Font License 1.1) and GNU FreeMono (GPL with font exception).







