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0.9.3
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Without Honor: NPCs, Update 0.9.3
Look: three degrees of interest
The "React with gaze" setting in Traits grew from a checkbox into three modes:
- Off - the NPC stands the way you placed him and doesn't turn his head.
- Calm - the old behavior: occasionally glances at passers-by, looks around.
- Lively - tracks you with his head while you move around, and if you walk behind his back he turns his body too. Stand still for a few seconds - he loses interest and goes back to his business; move again - he locks back on.
Lively mode has a radius (3 blocks by default, up to 16) - so the whole village doesn't stare at you while you walk down the street.
Into the boat with the player
A companion that follows you (once or permanently) now hops into your boat when there's a free seat. Leave the boat and he leaves too. Can be turned off with the "Board the player's boat" checkbox in Traits.
Say action: chat and cooldown
The Say action got two new options:
- Duplicate to chat - the text also goes to chat for nearby players, just like profile phrases can.
- Cooldown - the line fires at most once per N seconds. Counted per NPC (one cooldown for everyone) or per player (each gets their own).
Emotes: proper replay
Previously an Emotecraft emote from a dialogue action played once - and that was it until you re-entered the chunk. Now the action has three modes: every time, once (as before) and on cooldown. Schedule emotes got a choice too: once, or repeat every N seconds - a small "1x/Ns" button next to the emote (RMB cycles the intervals).
New condition: player level
Hide a dialogue line behind experience levels: "from level 30" - and the trader shows his special stock only to seasoned players. Min/max bounds; an empty one isn't checked.
"Turn to me"
Placed an NPC and he froze mid-turn after looking around? The Pose tab got a "Turn to me" button - the NPC turns to face you, for all players. The schedule transform window has a matching "Face me" button that writes the direction into the rotation field.
Mentions: @player and @nick with an avatar
- Dialogue and phrase texts support the @player and @npc aliases - they insert names just like
{player}and{npc}, only faster to type. - Mention a specific player - "@Dunknight" - and their tiny head shows up next to the name in the dialogue. A small thing, but immersion grows.
NPC Lines got comfier
A long phrase no longer sticks out of the list - it's trimmed with "..." and the full text shows on hover. Every phrase got a pencil icon - edit in place, no more delete-and-retype.
Also fixed
- The "used by NPCs" hint for dialogues and factions now counts only NPCs actually placed in the world.
- The dialogue portrait no longer inherits model rotations: turn an NPC 90 degrees - in the dialogue he still faces you.
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:z3LQpsHg:htFJkhYe"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:z3LQpsHg:htFJkhYe"
}

