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Плагины/Souverainete
  • 26.1.2 support

    release10 июня 2026 г.
    1. The plugin has been ported to 26.1.2.
    2. Due to compatibility issues with older Minecraft versions caused by Mojang's actions (dropping obfuscation), support for previous versions has been removed. The plugin now works exclusively on 26.1.2. This approach will be maintained in the future, as I no longer plan to support multiple versions of the game. If you are using a version below 26.1.+ (e.g., 1.21.*), please use Souverainete 0.8.2.1.
    3. Great news: Google took pity on us mere mortals and set a reasonable RPD (Requests Per Day) limit for Gemini Flash 3.1 Lite. 500 free requests per day with a massive context window is practically a dream. The default AI provider has been changed to Gemini; I recommend all plugin users switch to it, as it is smarter, faster, supports more languages, and is trained on a vast amount of information.

    I won't promise any new updates, but given the situation with Gemini, I might try to add something cool. Thanks for reading.

    P.S. Don't forget to update the required libraries, such as PacketEvents.

  • 0.8.2

    release11 апреля 2026 г.

    Minor fixes to quest generation algorithms.

  • 0.7.2.1

    release17 марта 2026 г.

    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!

  • 0.7.1.4

    release14 марта 2026 г.

    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.
  • 0.7.1.3

    release12 марта 2026 г.

    1

    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.
  • 0.7.1.2

    release10 марта 2026 г.
    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.
  • 0.7.1.1

    release9 марта 2026 г.

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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.
  • 0.6.2.1: Spring Cleaning

    release1 марта 2026 г.

    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

    release24 февраля 2026 г.

    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.

    [ATTACH=full]946588[/ATTACH]

  • 0.6.1.1

    release23 февраля 2026 г.

    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.
  • Souverainete 0.5.2.3

    release11 февраля 2026 г.

    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.

    ☕ 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! https://ko-fi.com/vxquid

  • 0.5.2.1

    release8 февраля 2026 г.
    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.
  • Global Settlement Update (Part #1)

    release5 февраля 2026 г.

    view

    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

    release28 января 2026 г.

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

Совместимость

Minecraft: Java Edition

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Опубликован:1 год назад
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