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Mods

RPG Dialogue

Written conversations for Minecraft NPCs, driven entirely by datapacks. No Java needed for a modpack, one line for a mod.

A panel rises, somebody speaks a line at a time, and the player answers. Every word of it, and everything it does about the world, is a datapack file, so a modpack needs no Java and a mod needs one line of it.

Installing this on its own does nothing

RPG Dialogue is a library. No items, no changed vanilla behaviour, nothing in front of a player until a pack asks for it. The one exception is the bundled example, which is on by default.

At the panel

What the player presses, once a conversation is open.

KeyWhat it does
15Says the answer the digit is drawn beside.
, W SMoves between answers. Whatever the player has walking bound to, not W and S as such.
WheelThe same, and it carries a long list along with it.
Enter, SpaceFinishes the line, then turns the page or says the lit answer.
EscapeLeaves, if the conversation allows it. See dismissible.
ClickAnywhere finishes the line; on an answer, says it.

Installing

Minecraft 1.21.1, on either Fabric or NeoForge. There is one jar and it runs on both.

On Fabric, install Fabric API as well. It is the only dependency this mod has on either loader.

Drop the jar in mods/. On a server it belongs on the server; clients need it too, since the panel is drawn client-side.

The bundled example

Switched on when you install it: one talkative villager, a few things overheard, and lines for raiders. Every file is in the jar under data/rpg_dialogue_example/, to read as a worked example.

Right-click a villager and they will say one of six things, picked to suit the hour, your health, and how often you have bothered them already.

Turn it off in config/rpg_dialogue.properties, which the mod writes on first launch:

example_content=false

For a modpack with its own dialogue, you need not bother

The example's speaker binding sits at priority -1000, so anything you write outranks it automatically.

Where to go next

On this page