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Details
1.1.1
Compatibility
Required content
Changes
UltraDialogue 1.1.1 — Deliveries, quests, button sizes and icons
Four button sizes
Answers can now be as small or as wide as the buttons in Minecraft's pause menu:
| Size | Width | Like |
|---|---|---|
size: 1 |
20 px | the small square "report" button |
size: 2 |
98 px | "Options...", half width |
size: 3 |
150 px | a medium button |
size: 4 |
204 px | "Disconnect", full width |
Or width: N for an exact width. columns: now also works on a single node, so two half-width
buttons can sit side by side:
confirm:
text: 'Will you take the job?'
columns: 2
answers:
- text: '&aYes'
icon: accept
size: 2
goto: accepted
- text: '&cNo'
icon: exit
size: 2
goto: end
20 built-in icons
Pixel-art icons for your answers, drawn right inside the button text — nine of them animated:
quest · accept · question · talk · shop · secret · choice · gift · back · exit · staff · gem · sword · heart · skull · chest · key · map · star · book
- text: '&eAbout your errand...'
icon: quest
- The plugin serves the icon pack by itself (port 8083) and it stacks with your other packs.
- Players who don't load the pack — or join with an older client — see a coloured text symbol
instead (
!,✔,?,$...). Never a missing-texture square. /ud iconsshows every icon in game.icons.mode: auto | sprite | textif you merge the pack into your own or don't want it at all.
The NPC's face
NPC portraits now show as a 2D face from the NPC's skin, right next to its name. It's drawn by the player's own client, so the server never asks Mojang for anything.
Deliveries
NPCs can now ask for items and pay for them:
- text: '&aHand over 16 iron ingots'
if: 'has: IRON_INGOT 16'
actions: ['take: IRON_INGOT 16', 'give: EMERALD 4']
has:,hand:,take:,give:— vanilla items, UltraBoss and UltraRevive items, or any plugin's item by hidden tag, model or name.- Taking is all or nothing, and if it fails the reward is never given.
- No dupes: conditions are checked again the moment the button is clicked.
Story locks and BeautyQuests
Stop players from skipping to the end of your story:
start:
- if: '!quest: completed 12'
node: too_early # "What are you doing here? You haven't even found the key."
- node: final_scene
- Conditions:
quest: completed <id>,quest: started <id>,quest: active <key>. - Actions:
quest: complete <key>,quest: start <id>,quest: force <id>. - A new BeautyQuests stage type,
ULTRADIALOGUE: "talk to / hand items to this NPC" steps, completed right from the dialogue. Also in BeautyQuests' in-game editor. - BeautyQuests is optional — without it, everything else works.
Placeholders
%ultradialogue_affinity_<id>% and %ultradialogue_flag_<flag>% — use affinity as a real quest
requirement, lock menu items, anything PlaceholderAPI reaches.
Existing dialogues need no changes. Every new key also works in Spanish: icono, tamaño,
ancho, columnas, tiene, mano, quitar, dar, mision.
Requires Paper 26.1.2+ and Java 25. Open port 8083 for the icons.
Optional dependencies
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:PS1YyH9N:3Wn31Wdb"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:PS1YyH9N:3Wn31Wdb"
}

