Souveraineté [Free] icon

Souveraineté [Free] -----

The definitive overhaul of villager intelligence and society.




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This update contains improvements to the settings menu, a new mechanic for communicating with squad members, and various fixes.

1. Communication with party members. The player can now quickly communicate with NPCs in their group using messages in the " @Message" format (messages starting with @). The AI will generate dialogues between squad members, roleplaying their personalities and taking the surroundings into account, such as the biome or weather.
2. NPCs in the player's party no longer try to find a place to sit. This previously caused a recursive logic freeze.
3. Added a new option to the /s settings command (personal settings for each player); players can now toggle the nametag mode. There are two modes: ADVANCED (maximum amount of dynamic information) and VANILLA, which displays a simple name.
4. Removed personality.yml. Returning to single-word personality types: instead of a detailed NPC character definition, the plugin now uses just a single word (like ANGRY, DEPRESSED, or OPTIMISTIC, and so on). Thanks to this, the AI roleplays NPC behavior SIGNIFICANTLY better, as there is no excess of instructions. This should impact quest generation, chat, and the new party chat feature.
5. /quest command is now available to every player and requires no permission configuration. Available commands: /quest|q <remove|track|list|stats>.
6. Default AI temperature has been reduced to 1.0; the AI would frequently make up nonsense. Now there will be less nonsense. Probably.

Check out my other plugin, Atrox! My plugins work perfectly together!
----------, Mar 17, 2026

WARNING: The guys at CEREBRAS dropped gpt-oss-120b for the free tier, currently only qwen-3-235b-a22b-instruct-2507 (SOTA) is available. If you were using the free CEREBRAS tier, go to provider.yml and manually change the model to "qwen-3-235b-a22b-instruct-2507", otherwise your AI will not work. It's possible that in the future this model will also become exclusive to paid tiers, but right now you can use it completely for free.

1. Changed the default model for the CEREBRAS provider; since these guys dropped support for gpt-oss-120b, the plugin now uses qwen-3-235b-a22b-instruct-2507.
2. Fixed an error related to ClassCastException (Entity VILLAGER is not humanoid instance!). The problem was in the internal logic of the plugin.
3. Fixed a critical bug with the forced loading of multiple chunks during a raid, which could cause the server to freeze.
4. /s settings command is now available to all players by default (previously, permission configuration was required).
5. Fixed an IllegalArgumentException related to an attempt to calculate the distance between points in different worlds.
----------, Mar 14, 2026

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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.
----------, Mar 12, 2026

1. Minor language.yml edits to avoid generative translation errors. Missing strings have been added.
2. Political quest generation has been moved to a separate ticker; political missions will no longer compete with regular quests.
3. Significant improvements to political missions. The quest can now be completed even if the original leader is dead. The player will see a message about improved relations between the settlements for which they completed the diplomatic mission.
4. The delivery item has been changed: now, instead of standard items like paper or a book, the player must deliver a container containing a message and some political gifts. The player can open the container to appropriate the resources, but doing so will result in mission failure, a reputation penalty, and increased tensions between settlements.
5. Added the /settlement highlight command, which highlights settlement leaders.
6. Fixed a bug where the player's reputation did not decrease after killing an NPC.
----------, Mar 10, 2026

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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.
----------, Mar 9, 2026

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.

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----------, Mar 1, 2026

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.
----------, Feb 23, 2026

In this update, I improved the plugin's responsiveness, allowing you to customize it directly during gameplay. I also added a "Deterministic Mode" option, allowing you to consciously opt out of the generative approach. Future updates will focus on developing this mode; the AI API has become too expensive for continuous use, and not everyone can afford it, while the trial models are too truncated and feel like stubs.

  1. Improved Settlement Access: Any bell located within settlement borders now opens the management menu. Previously, this was restricted to the central bell only.
  2. Race-Aware Naming: AI-generated settlement names now account for the dominant race. Towns feature more immersive, lore-friendly names, such as Ghrak-Dun for Orcs or Sylvaruun for Elves.
  3. Dynamic AI Localization: Introduced the /s translate system to automatically localize race-specific resources (names and phrases). This system includes persistent progress tracking, a status BossBar, and built-in quota protection to safely handle large batches of content.
  4. Interactive AI Setup Wizard: Added the /s setup command, providing a streamlined, step-by-step process to configure AI providers directly in-game. The wizard handles secure API key entry, automatically selects optimal AI models for each provider, and instantly localizes the primary language.yml file upon completion.
  5. Deterministic Mode: Added the /s disable ai command, which allows server owners to opt out of AI features entirely. This action silences setup notifications and switches the plugin to a deterministic state, disabling generative translations and dynamic quests in favor of static content from local files.

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☕ Support the Development
Developing a plugin of this scale and complexity solo is a massive undertaking. If you enjoy the project and want to help keep the updates coming, please consider buying me a coffee!

Ko-fi (vxquid)
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----------, Feb 11, 2026

1. Fixed bugs related to the display of professions in the overhead display for villagers.
2. Significantly improved unique item generation. The AI now generates real descriptions instead of mixing up context (prompt improved).
3. Updated the plugin page and Wiki.

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----------, Feb 8, 2026

Various bug fixes.
----------, Feb 6, 2026

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  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.
  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.
----------, Feb 5, 2026

Added oneRaceMode configuration to gameplay.yml to force a single specific race for all humanoid villagers.
----------, Jan 28, 2026

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. (requested by @valentine969)
----------, Jan 16, 2026

1. Configuration improvements. Attribute settings now take up less space. The default dialogue mode is now BOTH (chat + TextDisplay).
2. De-hardcoded rarity colors for unique items (NPCs sometimes create unique items with AI-generated descriptions).
3. Removed the settlement name generation prompt as it was unused; city names are now generated internally by the plugin.
4. Significant improvements to NPC chat prompts. Token usage optimization (token consumption will be reduced by approximately half!), improved response generation structure. Important: prompts.yml is not automatically overwritten. If you want to use the new prompts, delete the old prompts.yml or extract the necessary values from the .jar file.
5. Added two new directives during AI interaction: PUNCH and KILL. PUNCH triggers if you insult an NPC during dialogue or invade their personal space. KILL triggers if you manage to insult an NPC VERY severely or threaten them. This adds a new level of immersion.
6. Improved the Orc race description. I found it amusing to note in their description that they love using CAPS LOCK.
----------, Jan 11, 2026

Reworked how party members handle death. Added a DeathManager with 3 configurable strategies:
  • FATALISM: Hardcore. Vanilla death behavior.

  • RESPAWN: Villagers retreat to their settlement on lethal damage (permadeath if homeless).

  • KNOCKOUT: New mechanic. Villagers get downed and bleed out. You can carry them (Shift+RClick) or revive them with Golden Apples/Potions. If time runs out, they try to retreat.
P.S. If you like adding depth and difficulty to your server (or just want to support me), check out my new plugin Spicy! It makes survival much more interesting: https://www.spigotmc.org/resources/spicy-survival-reimagined.130690/
----------, Jan 7, 2026

Fixed a bug related to incorrect interaction with NMS on versions other than 1.21.10 (@eDrakon).
----------, Jan 7, 2026

Ignis can now function without AI configuration. I decided that the plugin should be accessible even to those who cannot afford AI, as the plugin offers plenty of functionality even without it.

1. Due to this change, NPC names and phrases are now tied to race rather than personality. Ignis will no longer generate phrases and names for every resident on the server. This saves simply an INCREDIBLE number of requests. If you think this is a downside, consider this: first, names are now stored in the folder plugins/Ignis/races/{raceName}/names.yml. How many are there? 100? 200? 10,000! 100 first names and 100 surnames yield... quite a sufficient number of monikers for your favorite characters. Plus, you can add your own! The only downside is that names and phrases will no longer be affected by language settings, but you can translate all files into your desired language using any modern neural network.
2. The skins.yml file is moving to the same location: plugins/Ignis/races/{raceName}/skins.yml. All skins have been transferred there. Only texture and signature remain. The files are now much better organized.
3. For obvious reasons, generic character data is no longer generated. Nor is character data itself, actually. However, personas are still used for AI chat, quest generation, and item generation.
4. The swamp dweller race "verdant_veil" has been replaced by the "moss" race. Skin signatures remain the same, with slight balance adjustments.
5. Packet handling has been improved (you can now enable adaptivePacketManipulator in the config); it is disabled by default. It handles resending packets to players. You should only enable this feature if the server has a plugin installed that hides entities (e.g., raytraced-entity-culler).
6. When a player attempts to chat with an NPC but the AI is not configured, they will see a message notifying them of this.
----------, Jan 5, 2026

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.
----------, Jan 4, 2026

1. Added new skins for dwarves.
2. Code refactoring.
----------, Jan 3, 2026

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.
----------, Jan 1, 2026

Various entity related fixes, performance improvment.
----------, Dec 10, 2025

  • 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.
----------, Nov 29, 2025

- 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.
----------, Nov 27, 2025

- Fixed compatibility with RaytracedAntiXRay Entity Culler.
- Fixed many bugs related to quests.
- Fixed the /quest command.
----------, Nov 27, 2025

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.
----------, Nov 21, 2025

Added support for 1.21.8.
----------, Nov 18, 2025

Ignis finally gonna work on 1.21.8.
----------, Aug 2, 2025

New value in config: gameplay.core.tradehall-scan-tick.
----------, Jul 30, 2025

Cancelling support for these versions since Ignis doesn't work on it anyways.
----------, Jul 29, 2025

Update 0.3.2c

Changes
- Added a new mechanic: "prison detection." If enabled, Ignis will continuously check villagers' positions. If a villager remains in the same position for a long time, the plugin will determine that the villager is in a trade hall and mark them as a trapped villager.
- Added a new type of phrase: trapped villagers will tell the player that they feel cramped and want more space.
- Trapped villagers cannot be traded with or interacted with in any way.
- Particles will periodically appear around a villager deemed trapped, making it easier for players to understand what's happening.
- Added an achievement system. For now, I've only created the root achievement—others will follow later. Custom achievements will help players understand how the plugin works. You could say this is the best version of a tutorial—instead of endless chat messages, the "story" will unfold through achievements.

----------, Jul 20, 2025

Changes
  1. The /ignis dialogue format command now works correctly.
  2. Added support for version 1.21.8.
----------, Jul 17, 2025

Resource Information
Author:
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Total Downloads: 622
First Release: Jul 12, 2025
Last Update: Mar 17, 2026
Category: ---------------
All-Time Rating:
4 ratings
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