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Ignis: AI NPC Engine 0.7.1.3

Revolutionize your villagers with cutting-edge AI dynamics!

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0.7.1.3 Mar 12, 2026
0.7.1.3

1. Fixed a critical bug that prevented quests from generating.
2. The default quest generation interval has been increased from 400 to 2400. I felt that quests were generating WAY too often (every 20 seconds is overkill, 3 quests a minute, 60 quests per in-game day!).
3. Added the /s settings command and a notification message about it upon joining the server. The command opens a menu where each player can customize certain plugin mechanics to their liking. The functionality of this command will be gradually expanded.
4. Menu configuration: brought back the old scroll-based menu control mechanic. This can be toggled in the settings menu.

0.7.1.1 Mar 9, 2026
0.7.1.1

1. NPCs can now sit. Periodically, they look for a place to sit and invite other NPCs to join them. This is something like a social simulation: during these gatherings, they drink and eat.
2. Added a new provider type: CEREBRAS. If you use a free provider like GROQ, I HIGHLY RECOMMEND switching to CEREBRAS because of the larger context window, token limit, and maximum request count.
3. Added new metrics for collecting statistics.
4. Increased the interaction radius between settlements. Now, the first political interaction between settlements is random; the result is based on a dice roll. On a successful roll, the settlements will have warm relations (the similarity of the dominant culture is also considered), and on a critical failure, the settlements might immediately declare war on each other.
5. Added settlement leaders. Each race has its own leader title, which is specified in races.yml/*race*.leader-title; settlement leaders give unique political quests.
6. Reworked quest generation. Old quests contained arrays of strings for the description and the finisher for reputation dynamics: with a bad reputation, the player would face a disrespectful attitude, and with a good reputation — on the contrary, they would be praised. The problem with this approach is that we required the AI to roleplay "several vibes" at once. Because of this, the quality of the quests suffered critically. The phrases were short, sometimes completely stupid. Now, the lines are always generated in a single instance: one quest description and one finisher, regardless of the relationship between the NPC and the player. By sacrificing dynamics, the quality of quest descriptions is significantly increased.
7. Created a tool for extremely convenient race editing. I advise checking it out: https://vxquid.github.io/souverainete-race-editor
8. Removed broken and duplicated skins for each race (I advise deleting skins.yml for each race).
9. The quest menu now opens even if the NPC does not have a job. (Assuming the NPC has quests at all, of course)
10. Added a new quest type: political mission. The settlement leader asks the player to deliver a package to another village within a certain time limit (two in-game hours).
11. New compass centering mechanic: if you click a compass on the central bell of a settlement, this compass will always point to it.
12. Cartographers now sell maps that show paths to neighboring settlements. The maps have markers and custom designs, somewhat resembling treasure maps. You can buy such a map from any cartographer in a settlement for a nominal fee.
13. Fixed a frequent bug with nametags displaying above villagers' heads. Nametags will never again spawn on the ground or suddenly appear in front of the player and teleport to the NPC. Improved colors.
14. Fixed a bug related to nametag color formatting.
15. Fixed an issue where NPCs would not follow the player during dialogues.
16. Fixed a quest related to searching for food.
17. Menu interaction is now done by looking at it, rather than using the mouse wheel. 

0.6.2.1 Mar 1, 2026
0.6.2.1: Spring Cleaning

In this update, a significant number of various bugs have been fixed. Also added a lot of QoL features.
1. Fixed the race selection logic during resident reproduction. Previously, the child's race depended on the biome where it was born: humans could end up with an ORC if they decided to make love in the desert. Now it's 50/50.
2. Now the first loaded world is taken into account by the plugin in the list of allowed worlds. Previously, the first loaded world was ignored and always used, regardless of the plugin settings.
3. Significant improvements to the dialog menu; fixed the distance calculation bug in case of different worlds, fixed memory leaks, and improved performance.
4. Significant improvements to nametags. Now nametags change interpolation and alpha channel when approaching, and features like profession or party presence are highlighted with colors. Nametags now work based on packets, which means server optimization.
5. Fixed the bug with overwriting language.yml due to user changes. Now, instead of overwriting, new keys are automatically added (old values are preserved!). At the same time, indentation is not broken and comments do not disappear.
6. Fixed the absence of a global raid start message. It will be sent to every player in the world. Added a message about active raids when connecting to the world (server connect, teleport, respawn).
7. Improved NPC highlighting during raids. If the raid wave lasts too long, raid participants will be highlighted. Village defenders in green, raiders in red glow.
8. Significantly optimized the reputation handler. Simplified calculations. Now NPCs won't try to kill a player in CREATIVE or SPECTATOR mode.
9. Significantly improved equipment manager performance: now inventory scanning happens asynchronously, and instead of a global pass through all NPCs in one cycle, a queue has been implemented. Previously, this caused serious load on the server's main thread.
10. Improved the item price calculation algorithm.
11. Improved the quest generation prompt. Now quest-related content will be much better.

0.6.1.2 Feb 23, 2026
0.6.1.2

This minor update contains important fixes.


1. Fixed an issue where active raid boss bars and logic would not resume after a server restart.
2. Implemented a fail-safe for stuck raids: if reinforcements fail to progress the siege, the raiders will now retreat to prevent infinite loops.
3. Raiders now correctly display the "Raider" title in their nametags instead of their vanilla profession.
4. Surviving raiders are now properly converted into normal citizens (tags removed, names generated) after successfully conquering a settlement.

0.6.1.1 Feb 23, 2026
0.6.1.1

Politics & Warfare Update


Diplomacy & World Dynamics




  • Settlements now dynamically interact with their neighbors, forming relations ranging from Alliances to total War.



  • Political events happen over time: friendships can strengthen, or diplomatic incidents can escalate into open conflict.


Custom Raid System




  • Wars trigger fully custom, multi-wave raids complete with Boss Bars and localized chat broadcasts.



  • Attackers spawn in tactical squads. Their weapons and armor scale dynamically based on the wealth and size of their home settlement.



  • Added ranged units (archers/crossbowmen) to raiding parties.



  • Defenders will actively fight back to protect their home and receive random defensive buffs (Strength, Speed, Regeneration) when a wave starts.



  • Allied players (with Friendly+ reputation) will be actively targeted by raiders.



  • Anti-Stuck System: If raiders get lost, they will glow. If a wave drags on too long, stuck raiders are removed and replaced by a reinforcement squad directly in the town center.


Conquest & Assimilation




  • Losing a raid has permanent consequences. If all defenders die, the settlement is conquered.



  • The conquered town is automatically renamed to match the attacking culture.



  • Surviving raiders shed their armor, generate new personal identities, and settle in as the town's new citizens.


Expanded Combat Audio & Fixes




  • Fixed a major issue where NPCs were completely silent during battles.



  • Fully integrated race-specific audio content: NPCs now properly use their unique racial sounds when taking damage or dying.



  • Added dynamic melee feedback: hitting armored targets produces metallic clanks and sparks, while unarmored targets produce visceral impacts and blood particles.



  • Raid waves are now announced with an ominous horn echoing across the region.


0.5.1.1 Feb 5, 2026
Global Settlement Update (Part #1)

1. Configuration expansion (gameplay.yml). You can now completely disable all trade modifications by enabling **"vanilla-trading"**. In this mode, the server will use vanilla trading mechanics, though quest items will still be displayed. (requested by @Dwene)
2. **Settlements Overhaul**. When clicking the **central Bell** while inside a settlement, a new **"Settlement Menu"** will open. This menu provides detailed information about the location and management tools. To manage a settlement, the player must be its **Leader**.
3. **Racial Leader Titles**. Each race now has a specific title for its leader: Chieftain for Orcs, King for Dwarves, Elder for Elves, Boss for Goblins, and Mayor for Humans. These titles are configured in **races.yml** ("leader-title").
4. New Reputation System. An NPC's final attitude is now calculated using the formula: **Personal Reputation + Settlement Reputation**. Relationship status and the settlement name are now dynamically displayed in the **Action Bar**.
5. Intelligence & Aggression. An **"Annoyance" system** has been implemented for the **UNFRIENDLY** status: NPCs will start shouting warnings if you get too close, and if you don't leave their radius within **20 seconds**, they will attack. NPC **aggro now automatically resets** once you leave the settlement borders.
6. Social Reactions & Phrases. NPCs received new phrase pools in **phrases.yml** (warnings and murder witness reactions). The notification system has been improved: killing a resident now applies a **reputation penalty to the entire settlement** at once. NPC phrases now have a **10-second cooldown**.
7. Settlement Protection. **Killing monsters** (Zombies, Illagers, etc.) within city limits now **increases your reputation** with that settlement. Specific mob rewards are configured in the **"monster-kill-reputation"** section.
8. Personal Space. The distance at which NPCs begin to express dissatisfaction (at Unfriendly reputation) is set to **5 blocks**. You can now walk past unfriendly residents without provoking a conflict as long as you don't get too close.
9. Fixed a logic error where NPCs and Golems could show aggression toward **neutral players**.
10. **Removed** everything related to **Dictionaries** (/dictionary command and dictionary.yml). 
11. Fixed a bug where the settlement name was displayed incorrectly during NPC dialogues.
12. Fixed a bug in the configuration system that caused **Map-type data** to be written incorrectly to YAML files.
13. **UUID-based Linking**. Transitioned from name-based to **UUID-based settlement linking** in PDC. NPCs will no longer lose their "home" connection if a leader renames the settlement.
14. Nametag UI Update. The **settlement name** is now displayed on the **very first line** above an NPC's head, making it much easier to identify their faction.
15. **Warning Strike Mechanic**. Unfriendly NPCs no longer engage in full combat immediately. After their 20-second patience expires, they will deliver a **single strike** to ward off the player and reset their timer. 
16. **Visual Aggression States**. Nametags now display an NPC's current attitude at the bottom of the display: **"⚠ Annoyed"** (warning phase) or **"☠ Aggressive"** (full combat mode).
17. **Voiced Shouts**. All phrases are now accompanied by **race-specific voice sounds**. For aggressive shouts, the **voice pitch is automatically lowered** to give the NPC a more threatening tone.

0.4.2.4 Jan 28, 2026
0.4.2.4

Added oneRaceMode configuration to gameplay.yml to force a single specific race for all humanoid villagers.

0.4.2.3 Jan 16, 2026
0.4.2.3


Added support for AnythingLLM. A new url value has been added to the provider.yml config file. It is recommended to recreate this file for updated comments.
0.3.6 Jan 4, 2026
0.3.6

IMPORTANT: Due to changes in Gemini API usage policies (free keys are now heavily limited and completely unsuitable even for small servers, as the limit is now 20 requests per day), new AI providers have been added: GROQ (not Grok!), DEEPSEEK, and CHATGPT. Due to the growing AI bubble, finding a free option is very difficult, so you will have to choose an option that fits your budget. As it has become pointless, the code responsible for key manipulation has been removed: now you can only use one key per AI. Delete the old provider.yml config.
 
1. New values related to settlement configuration have been added to gameplay.yml (10 in total).
2. Added a text notification for the founding of a new settlement. It will be visible to all players in the same world.
3. Settlements are now created only if a bell is found near a cluster of villagers. The bell will serve as the center of the settlement.
4. Reputation requirements for reaching specific levels have been reduced. Previously, the amount of reputation needed was excessive. Now, a friendly reputation status can be earned after a couple of quests, gifts, or dialogues.
5. The default maximum number of party members has been increased. You can now take two NPCs with you.
6. NPCs now always spawn with weapons. This can be a bow, a sword, or a crossbow. There is also a small chance for NPCs to have a shield or even armor. It's strange that NPCs managed to survive without weapons and armor, isn't it?
7. The intervals between ticks for name and quest generation have been increased. This was previously causing an excessive load on the AI.
0.3.5.2 Jan 2, 2026
0.3.5.2

Values related to party configuration have been added to the gameplay configuration.

0.3.5.1 Jan 1, 2026
0.3.5.1

1. The "Follow Me" button is now only visible if the reputation with the NPC is Friendly (or higher).
2. The button for creating a Party (and managing behavior) with an NPC is now visible to players connecting via Geyser.
3. Added support for 1.21.11. Please note that the main version of the plugin is still 1.21.10; errors are possible.
4. Removed unused values from language.yml and added missing ones (related to party management).
5. Fixed an old bug related to the incorrect selection of dialogues based on reputation and its ordinal.
0.3.5 Dec 24, 2025
0.3.5

In this update, NPCs have received the long-awaited ability to fight. They can use swords, axes, shields, bows, and crossbows, while avoiding attacks and kiting targets. Additionally, players can now form parties, inviting NPCs with whom they have good relationships. Merry Christmas!


1. NPCs can now fight. They use swords, axes, shields, bows, and crossbows.
2. During combat, NPCs move tactically, mimicking the player's movements: they don’t just rush forward at the enemy and trade HP, but kite, retreating after striking, strafing, and entering a panic mode if their HP is too low.
3. Three new types of phrases have been added: battle start, melee kill, and ranged kill.
4. A new dialogue display type has been added: HOLOGRAM. Text will appear directly above the NPC’s head, similar to the famous Millenaire mod.
5. The ability to create groups has been added. If the player has a good relationship with an NPC, they will see a “Follow Me” button — the NPC will join the group and follow the player. The default party size is 1, but this can be changed in the config. If an NPC in the group is too far from the player, they will teleport.
6. NPCs recognize the player’s leadership in chat and will communicate accordingly during dialogue sessions, treating the player as the leader.
7. Players can customize NPC behavior: issue a “wait here” command or specify a preferred weapon type. NPCs can use both melee and ranged weapons.
8. Gifts are added to the NPC’s inventory even if the AI fails to process the prompt, eliminating the possibility of items disappearing permanently.

0.3.4.1 Nov 29, 2025
0.3.4.1


    Significantly improved JSON parsing.


    Removed unnecessary debug logging from the console.


    Improved chat-related prompts. Now the AI will role-play characters much more realistically.


    Improved character generation.


    Returned support for Geyser.


Please delete old prompts.yml.

0.3.3.7 Nov 27, 2025
0.3.3.7

- Fixed the code responsible for generative translation. Sometimes the specified language was ignored and English was used instead.
- Optimized the code responsible for generating generic personality data. 

0.3.3.6 Nov 27, 2025
0.3.3.6

- Fixed compatibility with RaytracedAntiXRay Entity Culler.
- Fixed many bugs related to quests.
- Fixed the /quest command.

0.3.3.5 Nov 21, 2025
0.3.3.5

1. Dehardcoded questing prompts and added option to disable them in prompts.yml. Delete old prompts.yml, please.
2. Dialogue sessions now packet driven, it should help with chat plugins like AdvancedChat and etc.
3. Fixed some NPEs. 

0.3.3.4 Nov 18, 2025
0.3.3.4

Added 1.21.8 support.

0.3.3.2 Nov 15, 2025
0.3.3.2

- Dialogues with NPCs and giving gifts now grant the player reputation. Be rude to an NPC and reputation will decrease; give something nice — it will improve.
- When the player gives a gift to an NPC, the NPC will briefly take it in hand and a sound will play. This is done so that the NPC reacts in some way.
- Improved the code related to villager professions. Villagers now craft items from copper! (armor, tools, weapons), including unique items with enhanced attributes, as well as names and descriptions generated by AI.
- Restored the quest related to profession development. The villager will ask the player for items related to their profession; for example, armorers and weaponsmiths will ask for iron (and now also copper) ingots, and then craft armor, tools, and so on from them!
- Restored the quest to find music discs. Now, when the player completes such a quest, the disc that the NPC requested starts playing.
- Fixed the code responsible for trading items that are in the NPC's inventory.
- Fixed the calculation of the cost of unique items — now the values specified in professions.yml actually affect the price at which the NPC will sell their products.
- Restored the quest to find food. Villagers now have a hunger indicator — they eat food and can even die from hunger.
- A new library for working with configs has been written. Configs have become more beautiful, cleaner, and better grouped. gameplay.yml has been completely reworked.
- Fixed an error with incorrect display of humanoids, due to which they were sometimes not visible (the problem was at the protocol level).
- Restored quests to find unique professional items (armorers ask to find smithing templates, librarians ask for enchanted books, clerics ask for ingredients for brewing potions, cartographers generally send the player to search for treasures).
- Generative localization has been restored. To translate language.yml and all other game content, just specify the language in provider.yml; after that, the selected AI will generate the translation.
- Translation caching has been added. Instead of generating the language.yml translation every time, it will happen only once. If an update is installed where new strings appear in the localization file (i.e., the hash sum changes), the translation will be regenerated. Perhaps this is the smartest localization among all Minecraft plugins.
- A display above NPC heads has been added, containing useful information like name, profession and level, reputation, and even health. It automatically appears when the player approaches closely and disappears in the same way.
- bStats has been added. Now I can view usage statistics for my plugin.
- Update notifications have been added. If a newer version of the plugin is available on Spigot than yours, you will see a message about it in chat and on server startup.
- The hunger system has been improved. Now NPCs can die if they starve for too long (can be disabled in config); at the same time, hunger information is visible in the info display (shown only when the NPC is hungry).
- Fixed an old bug due to which NPCs produced custom items and thereby broke server balance.
- Removed everything related to Markdown.

0.3.3 Nov 7, 2025
Ignis .33 — (1.21.10 support) Pre-Release Build #1



The plugin has been rewritten from scratch. I'll add a couple of words from myself: Ignis is already a year old! How time flies. For this occasion, I've prepared something grand. Please note that I haven't yet managed to port all the old plugin features to the new version (the plugin still lacks generative localization, villagers don't craft items, there's only one "test quest", no settlements, and possibly something else). This is a test version of the plugin, not ready for production — you'd help me a lot if you test it!
 
ADDED
1. Support for openrouter.ai. The AI adapter has been completely rewritten, and now the plugin no longer requires Bifrost installation to work. AI integration has become more stable. Gemini API is still supported.
2. Support for custom items. A new file dictionary.yml and the command /dictionary have been added. You can add custom items to the dictionary and then use them in quests (as a reward or required item) or as custom currency.
3. A completely new approach to personalities. Previously, personalities were hardcoded; now they are listed in the personalities.yml file, where you can describe the simulated AI behavior in detail. Add new personalities or remove those you don't like.
 
CHANGED
1. The plugin no longer has dependencies. PacketEvents and Bifrost are now included inside the plugin.
2. Migration to Gradle and Paper. Old versions are no longer supported — Ignis officially supports only the latest game version. If you still need support for an old version, I can try to compile the plugin specifically for you, but I won't modify the code for backporting. This is a fully conscious decision: I want to focus on adding/improving game content rather than working on a fragile architecture that would support different game versions. If you can't update your server to the latest version, that's your problem, not mine.
3. Config separation: config.yml no longer exists. Now there are provider.yml and gameplay.yml with corresponding values. They will be auto-completed.
4. Proxy support has been restored.
5. You can now edit the model used in the provider.yml file.
6. The quest system has been completely rewritten. It will change multiple times in the future since my head is full of ideas, but for now, these are still the same item delivery quests.
7. Reputation mechanics have been reworked. Now it's personal for each villager — one villager in the village might hate you, while another adores you.
The plugin has been rewritten from scratch. I'll add a couple of words from myself: Ignis is already a year old! How time flies. For this occasion, I've prepared something grand. Please note that I haven't yet managed to port all the old plugin features to the new version (the plugin still lacks generative localization, villagers don't craft items, there's only one "test quest", no settlements, and possibly something else). This is a test version of the plugin, not ready for production — you'd help me a lot if you test it!
 
ADDED
1. Support for openrouter.ai. The AI adapter has been completely rewritten, and now the plugin no longer requires Bifrost installation to work. AI integration has become more stable. Gemini API is still supported.
2. Support for custom items. A new file dictionary.yml and the command /dictionary have been added. You can add custom items to the dictionary and then use them in quests (as a reward or required item) or as custom currency.
3. A completely new approach to personalities. Previously, personalities were hardcoded; now they are listed in the personalities.yml file, where you can describe the simulated AI behavior in detail. Add new personalities or remove those you don't like.
 
CHANGED
1. The plugin no longer has dependencies. PacketEvents and Bifrost are now included inside the plugin.
2. Migration to Gradle and Paper. Old versions are no longer supported — Ignis officially supports only the latest game version. If you still need support for an old version, I can try to compile the plugin specifically for you, but I won't modify the code for backporting. This is a fully conscious decision: I want to focus on adding/improving game content rather than working on a fragile architecture that would support different game versions. If you can't update your server to the latest version, that's your problem, not mine.
3. Config separation: config.yml no longer exists. Now there are provider.yml and gameplay.yml with corresponding values. They will be auto-completed.
4. Proxy support has been restored.
5. You can now edit the model used in the provider.yml file.
6. The quest system has been completely rewritten. It will change multiple times in the future since my head is full of ideas, but for now, these are still the same item delivery quests.
7. Reputation mechanics have been reworked. Now it's personal for each villager — one villager in the village might hate you, while another adores you.
0.3.2f Aug 2, 2025
1.21.8 support
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