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MCA: Conversations

MCA: Conversations is an add-on for MCA: Reborn that replaces the Chat button with a hub of deeper conversations. Heart-gated personal topics, per-villager personality and profession flavor, conversation memory, gift gratitude and village gossip.

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8
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20 августа 2026 г.
Лицензия
LGPL-3.0-or-later

Опубликован 12 июля 2026 г.

MCA: Conversations

Deeper, less repetitive villager conversations for Minecraft Comes Alive: Reborn.

Your MCA villagers already have families, jobs, and hearts. MCA: Conversations gives them something to say about all of it — how their day actually went, whether they like their work, the neighbors, their fears, their regrets, and the gossip going around the village. Fewer canned one-liners, more the sense that you're talking to someone who remembers you.

It's a lightweight add-on: no AI, no text generation, no servers phoned home. Just a lot of hand-written dialogue wired into MCA's own conversation system, gated by your relationship and what you've talked about before.


What it does

💬 It's a conversation, not a vending machine (new in 1.1.0)

Asking a villager how their day went used to hand you hearts for the click. Not any more. Now they answer — and you choose what to say back, and that is what counts.

Find someone having a rotten day and you can sit with it, ask what happened, offer to take something off their hands — or tell them everyone has bad days and watch their face close. Apologise afterwards and the air clears, but the hearts don't come back: being dismissive isn't undone by saying sorry.

There's no correct button. Crack a joke on a bad day and the playful blacksmith laughs; the gloomy one asks you not to. Offer the busy farmer a faster way to do her job and she'll either thank you for being blunt or add it to the list of things she's apparently doing wrong — depending entirely on who she is.

All 27 topics are converted — from the weather and what's for supper up through fears, regrets, secrets, and the topics you only get with a spouse or your own children. Nothing pays you hearts just for asking any more, and one config toggle puts it all back the old way.

🕯️ They hold you to what you said (new in 1.1.0)

Get a villager to tell you what really frightens them and it isn't a one-off scene. Days later they'll bring it up themselves, ask you what you think would help, and later still tell you how it's going. Promise you'll stand with them and they remember the promise — by name, out loud, a week on. Say honestly that you can't promise that, and they remember that instead, and respect it.

Push them after they've told you no, though, and it's permanent. The topic opens warily from then on, the warm route closes, and the only way back is an apology that doesn't pretend it never happened.

🗣️ Just talk to them

Skip the menus entirely: type Hey Coralia! How's your day going? in normal chat and Coralia answers — in chat, in her own voice, through the exact same dialogue engine as the GUI (same heart gates, same memories, same moods, same gossip). No AI and no text generation: matching is old-fashioned, deterministic keyword-and-phrase scoring with typo tolerance, and every line is hand-written.

  • Call them by name (Hey Hanna!, even typo'd), look at them, or just keep talking — your conversation partner sticks with you for follow-ups.
  • The village feels alive: some villagers greet you as you pass (the peppy ones more than the introverted ones — and villagers who dislike you brush you off). Open the chat box and nearby villagers stop and turn to you; whoever you're talking with stays put, facing you, until a little while after the conversation ends. Shout "How's everyone doing?" in the square and whoever it applies to answers.
  • They respect your boundaries: say "bye" to end it, "stop talking" to mute that villager for a while, "never mind" to change the subject. Insult one and they'll take it personally.
  • Multi-turn depth works in chat too: get a villager to open up about their fears, then answer "You could face it — I'd stand with you."
  • When a villager puts a real choice to you, the options come with their reply, numbered — answer in your own words, or just type 2. While you're mid-decision an idle "nice weather" won't be mistaken for your answer.
  • Everything is a config toggle (whole feature, greetings, attention, local chat, thresholds), it's per-player opt-out (/conversations chat off), and modpacks can add their own topics and synonyms via datapack.

💬 The Chat button, reimagined

MCA's existing "Chat" button now opens a clean Conversations hub instead of a random one-liner. Pick a category and dig in — or click "Never mind." to step back out. (Prefer vanilla Chat? One config toggle restores it.)

The hub is organized into six tidy categories instead of one endless list:

  • Chit-Chat — how their day went, the food, the weather, and the season
  • Profession — how they feel about their work
  • Village — the place, the people, and the rumors going around
  • Events — news and gossip going around
  • Personal — their life story, hopes, dreams, fears, feelings, regrets, and secrets
  • Relationships — dedicated talk for spouses and family (hidden from strangers)

Empty categories simply don't show up.

🧠 They remember what you asked

Villagers keep a per-player memory of your conversations (persisted with the villager, using MCA's own long-term memory). Ask the same thing too soon and they'll gently call it out. Come back much later and they'll revisit it on their own — "I've been chewing on what you asked me…"

❤️ Conversations that earn their depth

Not everyone spills their guts to a stranger.

  • Casual topics (their day, work, food, the neighbors) are open to anyone.
  • Personal topics (life story, dreams, fears) open up at 25+ hearts.
  • Intimate topics (feelings, regrets) need 60+ hearts and a prior heart-to-heart — unless you're married to them.
  • Secrets only come out once they've confided in you before.

Below the bar, villagers deflect — in character, not with an error.

🤝 A relationship deeper than hearts

Every villager now quietly keeps track of more than a number: how much they trust you, whether they respect you, how warm they feel around you, any recent tension between you, and how long you've simply known each other. None of it shows as a score — hearts stay MCA's one visible measure — but all of it shows in what they're willing to say. Push too hard too early and doors stay politely shut; be someone's rock for a week and watch what opens. Left alone, feelings drift back toward what that villager's personality resting state is — grudges soften, and banked goodwill from one great day doesn't last forever either. It's per-player, farming-proof, and persists with the world.

🎲 Conversations with real stakes

The deepest stances resolve like a tabletop check with four ways to land. A crit opens the villager up further than you asked; a success lands as intended; a partial half-lands; a rebuff misfires — in character, with a graceful way out, and sometimes a little lingering tension. The outcome comes from your relationship, your hearts, their mood — and a dash of luck that is seeded: closing and reopening the dialogue never re-rolls a bad answer. Come back tomorrow and try again. First stances to use it, on the fears topic: "You could face it. I'd stand with you." and "Tell me the rest of it."

🧑‍🌾 Personalized to each villager

Nobody sounds like a template:

  • Profession-aware work talk with hand-written lines for every vanilla trade and the professions added by popular mods — MCA's own roles, More Villagers, Ars Nouveau, Chef's Delight, Ice and Fire, Vampirism, Werewolves. Any other mod's profession still gets a graceful self-personalizing line.
  • Food talk that respects MCA traits — vegetarians, the lactose intolerant, and more answer differently.
  • Kids and teens answer in their own voice — never with adult follow-ups.
  • All 13 MCA personalities now get flavored overlays across the 20 most-heard topics, each with two or three variants — the gloomy villager, the peppy one, and the greedy one answer the same question in genuinely different voices, and asking twice rarely gives you the same words back.

🎭 Passing moods

Something just happened, and it shows. A villager turns grateful or smitten after a gift, proud or annoyed after a quest, annoyed if you hit them — and a whole village goes grieving after a death or elated after a birth or wedding nearby. The mood colors their lines for a while, then fades.

🌦️ They notice the weather, the season, and the day

Villagers remark on the sky above them — a clear day, the rain, a rolling storm — so a chat in a thunderstorm doesn't sound like a chat in the sun. They also speak to the time of year and to festival days — the spring bloom, midsummer, the harvest festival, midwinter. Run Serene Seasons and the season tracks it exactly; without it, the season is read from the world calendar.

🚪 They notice who comes and goes

Beyond marriages and deaths, villagers now notice neighbours moving into the village and leaving it for good — fresh faces and empty doorways both become news worth passing on.

🎁 Gifts they're grateful for

Give a villager a gift they like and they'll stay grateful for about a day. Married partners will even thank you for the specific item"Still smiling about that poppy, if I'm honest."

🗣️ Village gossip

Villagers notice marriages, divorces, births, deaths, arrivals, and departures happening around them and share the news — with names — exactly once per player. Ask "Anything happen around here lately?" in Events, or "Any rumors going around?" in Village, and see what's going around. And now every personality breaks the news in its own voice — the gloomy one, the greedy one and the peppy one report the same wedding very differently.

💍 Spouse & family talk

Married partners and family get their own branches — Are you happy? Remember when we met? What about our future? Is anything weighing on you?


Requirements

Languages: English and Brazilian Portuguese, both complete — menus, dialogue, every personality voice and the whole chat-mode vocabulary (2,453 translated strings).

Minecraft 1.20.1
Mod loader Forge 47.x
Required MCA Reborn 7.67.7 (built against 7.7.0-beta.2; not 7.7.0-beta.1, which is broken upstream)
Only if MCA needs it Architectury API — required by MCA 7.6, dropped by MCA 7.7. This mod never asks for it
Optional MCA: Quests — unlocks quest-aware conversation lines when installed
Optional Serene Seasons — villagers track the real season when installed (calendar fallback otherwise)

This is an add-on — MCA Reborn must be installed for it to do anything.


Optional: MCA: Quests integration

If you also run MCA: Quests, villagers become quest-aware in conversation: they'll mention work that needs doing, react to quests you have active or ready to turn in, and the whole village hears about a finished quest as fresh gossip. Everything degrades cleanly if Quests isn't installed — MCA: Conversations works fully on its own.


Configuration

Everything is toggleable in config/mcaconversations-common.toml (generated on first run):

  • Turn the whole Chat replacement off and get vanilla MCA Chat back.
  • Enable/disable topics, conversation moods, templated lines, weather/season/holiday lines, and village gossip independently.
  • Toggle the relationship vector, dialogue checks, and four-tier outcomes separately — each falls back to a simpler documented behavior, all the way down to the classic pre-RPG experience.
  • Turn branching conversations off entirely and converted topics go back to their old one-line answers, payout and all. If you'd rather the new economy were gentler or harsher, there's a global multiplier, separate daily caps for hearts gained and lost, and a stronger-negatives switch.
  • Tune gossip scan frequency, event retention, how long gratitude lasts, each mood's duration, the calendar year length, which village events (marriage, birth, arrival, departure, …) get noticed, and the relationship system's gain/decay rates and daily anti-farming caps.

Disabled features degrade to graceful fallback lines rather than breaking mid-conversation.


For datapack & modpack authors

Almost all of the dialogue is data, not code. MCA merges same-named questions across namespaces, so packs can add topics, extend the hub, or plug into a category without touching Java. The Java side only registers a handful of custom dialogue conditions and actions into MCA's public registries. See the project's DATAPACK.md for the full JSON vocabulary.


Status & license

Alpha — actively developed; feedback and bug reports welcome. Licensed GPL-3.0-only, matching MCA Reborn.

Ченджлог

1.2.0Релиз1.20.1 · 20 августа 2026 г.

[1.2.0] - August 20th, 2026

A major conversation-quality update focused on consistency, deeper dialogue, better personality expression, MCA: Reputation integration, and fixing dozens of conversation branches that did not behave as intended.

Dialogue Is Now Consistent Everywhere

  • Villager replies now show the same sentence in:

    • The conversation screen.
    • Chat.
    • Text-to-speech.
  • Nearby players now hear the same version of a villager's response instead of each client randomly choosing a different line.

  • Fixed thousands of dialogue variants that existed in the files but could never actually appear.

  • Improved reply-delay timing so dedicated servers no longer base the delay on the length of an internal translation key.

MCA: Reputation Integration

When MCA: Reputation is installed, villagers can now actually talk about your public reputation.

  • Villagers can gossip about deeds recorded by Reputation.

  • Quest-related gossip is no longer duplicated between Conversations and Reputation.

  • Added a new Village topic:

    "What do people think of me around here?"

  • Villagers can discuss:

    • Your reputation tier.
    • Whether the village generally likes or dislikes you.
    • Recent deeds they know about.
    • Unresolved problems involving you.
  • Some conversations allow you to publicly apologize for something you did.

  • Your response to criticism can affect the conversation.

Without MCA: Reputation installed, these features simply remain unavailable.

Every Topic Is Now a Real Conversation

The remaining simple one-click topics have been converted into proper branching conversations.

Topics such as:

  • Family.
  • Feelings.
  • Your relationship.
  • Memories.
  • Worries.
  • The future.

now let you actually respond instead of ending immediately after the villager's first line.

Simply asking a question no longer rewards hearts. What matters is how you respond.

Better Secrets

Secret conversations have been rewritten to make more sense.

  • Villagers no longer reveal the secret before you agree to hear it.
  • Accepting now actually reveals the secret.
  • Declining has proper responses and does not incorrectly advance the relationship.
  • Asking whether anyone else knows the secret is no longer treated as betrayal.
  • Children can no longer be asked to keep inappropriate adult secrets.

Promises Can Be Broken

Villagers now remember when you promise to support them and then fail to follow through.

  • Broken promises can affect trust and tension.

  • The first missed promise does not directly remove hearts.

  • Some conversations offer a chance to:

    • Admit you failed them.
    • Offer support now.
    • Refuse to make excuses.
  • Keeping promises continues to be recognized normally.

Deeper Conversations

Several deeper topics have been expanded.

  • Strong conversation successes can now reveal additional information instead of immediately ending.
  • Villagers respond differently when you push after being told no.
  • Apologies now lead to proper repair conversations instead of immediately offering the same intrusive choice again.
  • Villagers remember when you honestly say "I can't promise that, but I'm listening."
  • Returning to an ongoing conversation on another day now provides meaningful follow-up instead of a short dead-end.

Better Age-Appropriate Dialogue

  • Toddlers now have their own dialogue in many more topics.
  • Children now describe village news in age-appropriate language.
  • Several topics that were unsuitable for children are now correctly restricted.
  • Age restrictions in the conversation catalog are now checked automatically.

Fixed Broken Conversation Branches

  • Fixed the ordinary "nothing special is happening today" branch being effectively unreachable.
  • Fixed several topics where every answer always produced the same result.
  • Fixed conversations accidentally falling back to old one-line dialogue despite branching being enabled.
  • Fixed some negative responses leading into dialogue that thanked the player for being supportive.
  • Fixed repeated answer labels that looked identical but secretly had different consequences.
  • Fixed replies mentioning details that only appeared in one random version of the previous line.
  • Improved automated checks so broken or unreachable conversation paths are caught before release.

Conversations Feel More Distinct

Major topics such as:

  • Life.
  • Dreams.
  • Hopes.
  • Regrets.
  • Secrets.

now use more topic-specific dialogue instead of sharing many of the same lines.

Other improvements include:

  • Less overuse of dramatic "nobody has ever done that for me" responses.
  • More varied answer layouts instead of every conversation always following the same four-button pattern.
  • Some conversations now allow jokes.
  • Some allow you to share something about yourself in return.
  • Dreams can now end differently depending on whether you encourage the villager or give them an honest reality check.
  • Added more varied dialogue instead of multiple choices saying nearly the same thing.

Previously Unused Systems Now Work

Several existing configuration and conversation systems were present but were not actually doing anything.

Fixed:

  • enableTopics now really disables branching topics when turned off.
  • enableQuests now properly disables quest-related conversation branches.
  • Season and holiday conversation switches now work.
  • Villagers can now react to the Proud state after you complete a quest for them.
  • Conversation session information is now properly remembered and used.
  • Daily relationship limits can now produce an actual response instead of silently preventing rewards.

More World-Aware Conversations

Villagers now react to more of what is happening around them.

New or expanded dialogue can account for:

  • Talking late at night.
  • How familiar the villager is with you.
  • Lingering tension after previous conversations.
  • High trust.
  • Current mood.
  • Profession and village role.
  • Whether you are injured.
  • Village facilities such as a smith.
  • Weather and seasons.
  • Gifts you recently gave.
  • Quests you recently completed.

This means the same topic can produce noticeably different conversations depending on the villager and situation.

Personality Matters More

Personality differences now continue beyond the first line of a conversation.

Villagers have more personality-specific responses when:

  • Accepting sympathy.
  • Accepting help.
  • Being treated as a person rather than just a worker.
  • Receiving a promise of support.
  • Being encouraged.
  • Returning to a previous conversation.

Personality traits now also influence more conversation checks.

New Conversation Options

Added more natural ways to respond during deeper conversations.

You can now sometimes:

  • Ask about a specific villager rather than people in general.
  • Say "I don't know what to say" while still staying with someone.
  • Be bluntly honest.
  • Tell someone they can talk when they're ready.
  • Share a story of your own instead of always making the villager do the talking.

Chat Mode Improvements

Chat-based conversations can access the same branching dialogue as the normal GUI.

  • Added many more recognized conversational responses.

  • Numbered answers work during decisions:

    • Typing 1, 2, 3, etc. selects the matching response.
  • Chat matching now pays closer attention to the decision currently being shown.

  • Random topic matches are less likely to accidentally interrupt an active conversation.

Known Limitation

Romance-focused systems for flirtation and attraction are still intentionally unfinished.

They are planned for a dedicated future design pass rather than being partially implemented here.

0.7.1Релиз1.20.1 · 12 июля 2026 г.

Initial Modrinth Release of MCA: Conversations.

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