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1.1.3
Compatibility
Required content
Changes
UltraDialogue 1.1.3 — button editor, slimmer pack
No change to how dialogue files are written or how conversations play out. This release adds an in-game editor for buttons, shrinks the bundled resource pack, and reorganises the source code.
Button editor
/ud(or/ud editor) opens an in-game menu: pick a dialogue, pick one of its nodes, and see its buttons — the main answers and thenav:row.- For each button: edit its text (typed in chat, with a cancel step), change its icon
(the 10 approved presets, or none), change its size (auto/1/2/3/4), move it up or down
or, on a node using
layout:, move it to another row, and delete it with a confirmation step. - Add a button by picking an existing one as a template — its
goto, actions and conditions are copied over, then its text and icon are set like any other button. - Test opens the dialogue as it is currently saved; Save writes the buttons back to that node's file; Cancel, or closing the menu, discards anything unsaved.
- The editor only ever touches buttons. The NPC's own lines, conditions, actions and affinity are
still edited in the dialogue's
.ymlfile, same as always; the menu says so. - Saving only rewrites the edited node's
answers:,nav:andlayout:lines — every other node, key and comment in the file is left exactly as it was.
A much smaller resource pack
- The bundled pack now only ships what's actually used: the
lisobackground and thedobleborder. The jar dropped from roughly 570 KB to 200 KB. - An older style or border name in a dialogue file still loads without errors: it falls back to
liso/doblewith a single, once-per-name console notice, never a blank or missing-texture button.
Its own data folder
- Data now lives in the normal
plugins/UltraDialogue/folder. Upgrading from the previous sharedplugins/UltraView/UltraDialogue/folder moves everything over automatically the first time it starts — no action needed, nothing is overwritten.
Under the hood
- Source reorganised into packages by responsibility, and every identifier, comment and log
message is now in English. Dialogue files still accept both English and Spanish keys, as
always. Added a Gradle build alongside the existing
compilar.shscript.
Requirements
Built and tested for Paper 26.1.2 with Java 25, same as 1.1.2. All existing dialogues, config and player data carry over unchanged.
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:go98VUMF"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:PS1YyH9N:go98VUMF"
}

