Where errands are offered
One file of five choices, written into a slot. How they land in a village mod's greetings when one is installed, and in this mod's own plain greeting when it is not.
An errand is offered inside somebody's greeting, and this mod does not own anybody's greeting. So the choices are written as a contribution rather than into a conversation, and the file names every slot they belong in.
data/rpg_errands/dialogue_choices/errands.json
{
"into": [ "rpg_errands:business", "rpg_villagers:business" ],
"priority": 0,
"choices": [ ... ]
}The five choices
Each one is gated so that only the right one can appear.
| Label | Shown when | Does |
|---|---|---|
| "Is there anything you need?" | offered | speak_of_errand, which opens the asking. |
| "What was it you asked of me?" | running | speak_of_errand, which opens the reminding. |
| "I have what you asked for." | ready and bring | hand_in_errand |
| "It is done." | ready and hunt | hand_in_errand |
| "I was sent to find you." | ready and deliver | hand_in_errand |
Three ways of saying the same thing because the sentence is not interchangeable between the tasks, and one condition on a choice is cheaper than three errand systems.
A second file, errands_welcome.json, puts the asking alone into rpg_villagers:welcome/business, which is the one-off conversation that mod gives a stranger.
With a village mod, and without
With RPG Villagers installed, the choices land in its greetings, where the player's business with a villager belongs: after "let me see your wares" and before the small talk.
Without it, this mod's own plain greeting opens instead. It is bound to every villager at priority -900:
{
"entity": "minecraft:villager",
"dialogue": "rpg_errands:villager/greeting",
"priority": -900
}The greeting itself is three lines of nothing much, a way into trading, the errand slot, and a way out. Trading is still one click away in it, because a mod about errands must not take the shop window away.
Anything you write outranks it
-900 is a floor, not an opinion. A speaker binding of your own at any priority above that wins, and RPG Villagers' own route at 0 wins automatically. That is what makes it safe for this mod to do something the moment it is installed.
One warning per boot is expected
Choices are written for slot rpg_villagers:business, which no dialogue leaves openThat is the RPG Villagers half of into with that mod absent. A slot nothing declares is simply inert, so an optional integration costs one line in the log and nothing else. It is not a fault.
Putting errands in your own conversations
Leave the slot open wherever they belong, and the same file fills it:
"choices": [
{ "label": { "translate": "mypack.choice.trade" }, "actions": [ { "type": "open_trades" } ] },
{ "slot": "rpg_errands:business" },
{ "label": { "translate": "rpg_dialogue.choice.leave" } }
]A slot is an invitation. Where a greeting of yours leaves none, its villagers are never marked and never asked, which is the correct way to take a whole profession out of the system without registering anything.
Moving them somewhere else entirely
Two ways, depending on how much you want to change.
Write your own contribution. Any file in your own dialogue_choices/ may fill rpg_errands:business, or any slot of yours, with choices whose labels and gating you decide. Contributions add rather than replace, so yours appear alongside the shipped five unless you also take those out.
Claim the shipped file's id. A file at data/rpg_errands/dialogue_choices/errands.json in a pack loaded after this mod replaces it outright. That is how to change which slots the choices go into, reword them, or empty them.
| Want to | Write |
|---|---|
| Add errands to your own greeting | { "slot": "rpg_errands:business" } in it |
| Change the wording of the five choices | your own dialogue_choices file, or claim rpg_errands:errands |
Send them somewhere other than business | claim rpg_errands:errands and change into |
| Replace the plain fallback greeting | a dialogue_speakers binding above -900 |
| Stop a profession being asked at all | a greeting of your own, with no errand slot in it |
Errands in conversation
The ten kinds this mod adds to RPG Dialogue: what a conversation can ask about an errand, say about one, and do with one. No Java at any point.
What ships
All 27 errands as they are written, the tags they reach through, the conversations they are asked in, and how to change any of it.
