Souverainete v0.8.1

The definitive overhaul of villager intelligence and society.
1. Added Vivaldi integration. Vivaldi is my new seasonal plugin. NPCs now know what season it is, making everything even more immersive.
2. Fixed a rare bug with snakeyaml on some Paper forks (e.g., DivineMC).
3. NPC quests will no longer generate if there are no players on the server.
4. Added a "skip" button to immersive dialogues. Now, instead of standing around listening to NPC chatter for ages, you can skip them.
5. Added a new option to the /s settings menu that lets you adjust the length of quest descriptions. You can choose short descriptions, avoiding walls of text about a villager asking you to find something trivial.
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.
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.
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.
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.
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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. 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.
Added oneRaceMode configuration to gameplay.yml to force a single specific race for all humanoid villagers.
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.
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725 Views
4 Purchases
5 Downloads
Nov 28, 2025 Published
Apr 9, 2026 Updated
Not yet rated
4.9 MB File size
Open source
  1. No
DRM-free
  1. Yes
Unobfuscated
  1. Yes
Type
  1. Gameplay
  1. Adventure
  1. Core
Game mode
  1. Survival
Supported software
  1. Paper
Supported versions
  1. 1.21.11
  1. 1.21.4
Supported languages
  1. English
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Owner
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Refer this resource and earn a 10% commission.
725 Views
4 Purchases
5 Downloads
Nov 28, 2025 Published
Apr 9, 2026 Updated
Not yet rated
4.9 MB File size
Open source
  1. No
DRM-free
  1. Yes
Unobfuscated
  1. Yes
Type
  1. Gameplay
  1. Adventure
  1. Core
Game mode
  1. Survival
Supported software
  1. Paper
Supported versions
  1. 1.21.11
  1. 1.21.4
Supported languages
  1. English
Creator
Owner
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