
BRNTalk
A simple IM-style dialogue / talk UI mod for Minecraft
- Загрузки
- 491
- Подписчики
- 8
- Обновлён
- 9 августа 2026 г.
- Лицензия
- MIT
Опубликован 3 мая 2026 г.
BRNTalk
BRNTalk is a dialogue-focused Minecraft (NeoForge) mod built for RPG servers, quest maps, and modpacks.
It helps you deliver story content in a cleaner, more immersive way by unifying NPC conversations, branching narrative, and player-facing message flow in one system.
What can you use it for?
- Build NPC story conversations and branching quest guidance
- Provide a more consistent message-center style UI for players
- Pause at key nodes and continue later to match quest progression
- Run simple command in scripts for feedback, or conduct more complex operations with provided APIs.
For full technical details (script structure, commands, JSON format, and developer API), please check the repository README.
Highlights
- IM-style UI approach: BRNTalk feels closer to a modern messaging app feed, not a Galgame portrait + big textbox layout, and not direct world-entity click interaction.
- Multi-thread conversation tracking per player
- Immersive reading UI with dedicated talk screen + new message notifications; cogwork-style or vanilla-style is available
- Branching + wait nodes for staged quest and narrative flows
- Configurable experience (typing speed, scrolling feel, UI style, notification placement)
- Server-friendly design for managing story progression in multiplayer worlds, as scripts distribution and progress storage are all server-sided
- Hot-reloading with /reload is available for scripts
- Flexible API that allows integrations with other mods or KubeJS Scripts
Quick Start
- Install BRNTalk and launch the game.
- Confirm the BRNTalk message/talk UI can be opened on the client.
- Load sample dialogue content (/brntalk start test_demo) or your own dialogue resources.
- Trigger a conversation in-game and verify the full flow:
- Auto-advanced text
- Branching choices
- Wait node continuation
- Tune UI and notification settings to match your gameplay style.
For advanced customization of dialogue nodes, branching logic, and integrations, see the repository README.
Good Fit For
- RPG survival server onboarding
- Adventure map main/sub quest storytelling
- Stage-based guidance in modpacks
- Community event chapters and roleplay dialogue
Compatibility & Environment
- Platform: NeoForge
- Minecraft version: follow the versions listed on this project page / release files
- Optional integrations: Cloth Config / JEI / FTB Library
More Information
- For this project, parts of the architecture design and code implementation were created with AI tooling support
- Licensing: open-sourced with MIT license
- Full usage docs, development notes, and script structure: see the repository README and internal demo conversation json
- Issues and suggestions: feel free to open an Issue in the project repository
Ченджлог
mc1.20.1-1.4.0Релиз1.20.1 · 9 августа 2026 г.
中文
新增
- 新增服务端 API
BrntalkAPI.openTalkScreen与 2 级权限命令/brntalk open_ui <targets>,可由管理员、命令方块或其他模组控制玩家打开对话界面。 - 新增默认关闭的客户端选项
autoOpenOnNewMessage,允许在收到新对话线程或新增消息时立即打开对话界面。
English
Added
- Added the server-side
BrntalkAPI.openTalkScreenAPI and permission-level-2/brntalk open_ui <targets>command, allowing operators, command blocks, and other mods to open the dialogue UI for players. - Added the disabled-by-default
autoOpenOnNewMessageclient option to immediately open the dialogue UI when a new thread or appended message arrives.
mc1.21.1-1.4.0Релиз1.21.1 · 9 августа 2026 г.
中文
新增
- 新增服务端 API
BrntalkAPI.openTalkScreen与 2 级权限命令/brntalk open_ui <targets>,可由管理员、命令方块或其他模组控制玩家打开对话界面。 - 新增默认关闭的客户端选项
autoOpenOnNewMessage,允许在收到新对话线程或新增消息时立即打开对话界面。
English
Added
- Added the server-side
BrntalkAPI.openTalkScreenAPI and permission-level-2/brntalk open_ui <targets>command, allowing operators, command blocks, and other mods to open the dialogue UI for players. - Added the disabled-by-default
autoOpenOnNewMessageclient option to immediately open the dialogue UI when a new thread or appended message arrives.
mc1.20.1-1.3.1Релиз1.20.1 · 6 августа 2026 г.
中文
修复
- 修复连续消息批量进入 HUD 时,尚未播放的早期消息可能被显示数量限制提前丢弃的问题。
- 修复同一说话人的连续消息隐藏名称时,“等待回应”提示可能显示在消息背景之外的问题。
English
Fixed
- Fixed an issue where the HUD display limit could discard earlier messages before they began playing when a batch of consecutive messages arrived.
- Fixed the awaiting-response prompt appearing outside its message background when the speaker name was hidden for consecutive messages from the same speaker.
mc1.21.1-1.3.1Релиз1.21.1 · 6 августа 2026 г.
中文
修复
- 修复连续消息批量进入 HUD 时,尚未播放的早期消息可能被显示数量限制提前丢弃的问题。
- 修复同一说话人的连续消息隐藏名称时,“等待回应”提示可能显示在消息背景之外的问题。
English
Fixed
- Fixed an issue where the HUD display limit could discard earlier messages before they began playing when a batch of consecutive messages arrived.
- Fixed the awaiting-response prompt appearing outside its message background when the speaker name was hidden for consecutive messages from the same speaker.
mc1.20.1-1.3.0Релиз1.20.1 · 31 июля 2026 г.
中文
新增
- 新增通用客户端状态监听与变更事件,界面不再由状态层直接识别和刷新。
- 新增独立的文本格式化、时间轴、预览、布局、聊天渲染、滚动状态与图片按钮组件,降低
TalkScreen的职责耦合。
变更
- 线程选择、稳定排序和未读判断统一由
ClientTalkState按threadId管理,全量同步后使用确定性回退。 - 阅读历史消息时,新消息不再强制跳到底部;原本位于底部或切换线程时继续沿用自动定位到底部的行为。
- 消息渲染缓存会清理失效条目并限制最大规模,减少长时间使用和全量同步后的无效缓存。
- 已读请求只在同一活动时间发送一次,并等待服务端状态确认后再更新客户端已读结果。
English
Added
- Added general client-state listeners and change events so the state layer no longer identifies or refreshes a specific screen directly.
- Added dedicated text formatting, timeline, preview, layout, chat rendering, scrolling, and texture-button components to reduce
TalkScreenresponsibility coupling.
Changed
- Thread selection, stable ordering, and unread evaluation are now managed by
ClientTalkStateusingthreadId, with deterministic fallback after full synchronization. - New messages no longer force the view to the bottom while reading history; the view still follows when already at the bottom and moves to the bottom when switching threads.
- Message rendering caches now remove stale entries and enforce a size limit to avoid retaining obsolete data after long sessions or full synchronization.
- Read requests are deduplicated per activity timestamp and client read state waits for server confirmation.
mc1.21.1-1.3.0Релиз1.21.1 · 31 июля 2026 г.
中文
新增
- 新增通用客户端状态监听与变更事件,界面不再由状态层直接识别和刷新。
- 新增独立的文本格式化、时间轴、预览、布局、聊天渲染、滚动状态与图片按钮组件,降低
TalkScreen的职责耦合。
变更
- 线程选择、稳定排序和未读判断统一由
ClientTalkState按threadId管理,全量同步后使用确定性回退。 - 阅读历史消息时,新消息不再强制跳到底部;原本位于底部或切换线程时继续沿用自动定位到底部的行为。
- 消息渲染缓存会清理失效条目并限制最大规模,减少长时间使用和全量同步后的无效缓存。
- 已读请求只在同一活动时间发送一次,并等待服务端状态确认后再更新客户端已读结果。
English
Added
- Added general client-state listeners and change events so the state layer no longer identifies or refreshes a specific screen directly.
- Added dedicated text formatting, timeline, preview, layout, chat rendering, scrolling, and texture-button components to reduce
TalkScreenresponsibility coupling.
Changed
- Thread selection, stable ordering, and unread evaluation are now managed by
ClientTalkStateusingthreadId, with deterministic fallback after full synchronization. - New messages no longer force the view to the bottom while reading history; the view still follows when already at the bottom and moves to the bottom when switching threads.
- Message rendering caches now remove stale entries and enforce a size limit to avoid retaining obsolete data after long sessions or full synchronization.
- Read requests are deduplicated per activity timestamp and client read state waits for server confirmation.
mc1.20.1-1.2.0Релиз1.20.1 · 15 июля 2026 г.
中文
新增
- 校验报告内部改为结构化记录,日志现在会输出资源、剧本、消息和选项定位,便于作者回到脚本排查。
- 新增非阻断式校验警告,覆盖空白消息/选项文本、无法恢复的
wait节点,以及无法从起始消息到达的消息节点。
变更
/reload后的管理员游戏内提示保持为简短摘要,详细校验信息改由latest.log承载。/reload校验摘要和旧存档迁移提示改用翻译键,内置简体中文与英文文本。- 运行时
action命令失败、返回 0 或自动推进触发安全上限时,现在会写入包含剧本、线程和消息定位的日志。 - 补充
BrntalkAPI与PlayerSeenMessageEvent的稳定边界和事件触发语义文档。
外部工具
- 新增规则级校验 fixture,覆盖所有当前阻断式错误和非阻断式警告。
- 新增
tools/debug/run-validation-fixtures.ps1,可通过 RCON 批量注入 fixture、执行reload并检查日志判定。 - 更新
docs/EXTERNAL_VALIDATION_PLAN.md,改为记录当前 fixture、RCON smoke 和批量校验工作流。
修复
- [1.20.1] 修复 Forge 专用服务端在 common setup 注册客户端网络包处理器时误加载客户端 UI 类,导致服务端启动崩溃的问题。
English
Added
- Validation reports now keep structured issue data, and logs include resource, script, message, and choice locations for author debugging.
- Added non-blocking validation warnings for blank message/choice text, non-resumable
waitnodes, and messages unreachable from the start node.
Changed
- After
/reload, the in-game admin validation message stays as a short summary while detailed validation information is written tolatest.log. /reloadvalidation summaries and legacy data migration messages now use translation keys with built-in Simplified Chinese and English text.- Runtime logs now include script, thread, and message locations when an
actioncommand fails, returns 0, or automatic progression reaches the safety limit. - Documented the stable boundaries and event semantics for
BrntalkAPIandPlayerSeenMessageEvent.
External Tooling
- Added rule-level validation fixtures for every current blocking error and non-blocking warning.
- Added
tools/debug/run-validation-fixtures.ps1to inject fixtures, runreload, and verify logs in batches through RCON. - Updated
docs/EXTERNAL_VALIDATION_PLAN.mdto describe the current fixture, RCON smoke, and batch validation workflow.
Fixed
- [1.20.1] Fixed a Forge dedicated-server crash caused by client packet handler registration loading client UI classes during common setup.
mc1.21.1-1.2.0Релиз1.21.1 · 15 июля 2026 г.
中文
新增
- 校验报告内部改为结构化记录,日志现在会输出资源、剧本、消息和选项定位,便于作者回到脚本排查。
- 新增非阻断式校验警告,覆盖空白消息/选项文本、无法恢复的
wait节点,以及无法从起始消息到达的消息节点。
变更
/reload后的管理员游戏内提示保持为简短摘要,详细校验信息改由latest.log承载。/reload校验摘要和旧存档迁移提示改用翻译键,内置简体中文与英文文本。- 运行时
action命令失败、返回 0 或自动推进触发安全上限时,现在会写入包含剧本、线程和消息定位的日志。 - 补充
BrntalkAPI与PlayerSeenMessageEvent的稳定边界和事件触发语义文档。
外部工具
- 新增规则级校验 fixture,覆盖所有当前阻断式错误和非阻断式警告。
- 新增
tools/debug/run-validation-fixtures.ps1,可通过 RCON 批量注入 fixture、执行reload并检查日志判定。 - 更新
docs/EXTERNAL_VALIDATION_PLAN.md,改为记录当前 fixture、RCON smoke 和批量校验工作流。
修复
- [1.20.1] 修复 Forge 专用服务端在 common setup 注册客户端网络包处理器时误加载客户端 UI 类,导致服务端启动崩溃的问题。
English
Added
- Validation reports now keep structured issue data, and logs include resource, script, message, and choice locations for author debugging.
- Added non-blocking validation warnings for blank message/choice text, non-resumable
waitnodes, and messages unreachable from the start node.
Changed
- After
/reload, the in-game admin validation message stays as a short summary while detailed validation information is written tolatest.log. /reloadvalidation summaries and legacy data migration messages now use translation keys with built-in Simplified Chinese and English text.- Runtime logs now include script, thread, and message locations when an
actioncommand fails, returns 0, or automatic progression reaches the safety limit. - Documented the stable boundaries and event semantics for
BrntalkAPIandPlayerSeenMessageEvent.
External Tooling
- Added rule-level validation fixtures for every current blocking error and non-blocking warning.
- Added
tools/debug/run-validation-fixtures.ps1to inject fixtures, runreload, and verify logs in batches through RCON. - Updated
docs/EXTERNAL_VALIDATION_PLAN.mdto describe the current fixture, RCON smoke, and batch validation workflow.
Fixed
- [1.20.1] Fixed a Forge dedicated-server crash caused by client packet handler registration loading client UI classes during common setup.
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