Messages & Interactions

Configure what a citizen says when a player interacts with them. Supports colors, placeholders, delays, and multiple delivery modes.

Opening the Messages Editor

From the Edit Citizen screen, click the Messages button in the Quick Actions section. This opens the Messages editor for that citizen.

Screenshot

At a glance, the Messages screen shows:

  • A quick reference card showing available color codes and variable placeholders.
  • An Add Message button to create a new message.
  • A Selection Mode setting controlling how multiple messages are chosen.
  • An Enabled/Disabled toggle for the entire messages system on this citizen.
  • The full list of configured messages, each with an Edit and Delete button.

Adding a Message

Click Add Message to open the message editor. Each message has three settings:

Screenshot

Message Text

Type the text you want the citizen to send to the player. You can use color tags and placeholders anywhere in the text. See the Color Formatting and Placeholders sections below for syntax details.

Interaction Trigger

Choose which player action sends this message:

TriggerHow to Activate
Left Click Player left-clicks the citizen
F Key Player presses F while looking at the citizen
Both Either interaction triggers the message (default)

Delay (seconds)

How long to wait before sending this message after the interaction. Useful in All mode to stagger multiple messages and create a conversational effect. In other modes the delay simply applies before the single chosen message is sent.

Click Add Message (or Save Changes when editing) to confirm.

Selection Mode

When a citizen has multiple messages, the Selection Mode controls which one(s) fire each interaction:

ModeBehavior
Random A single message is chosen at random from all messages that match the interaction trigger.
Sequential Messages cycle in order per player per citizen. Each player tracks their own position independently, so two players can be on different messages simultaneously.
All All matching messages are sent one after another. Per-message delays are respected in sequence.

Example: Staggered Conversation (All mode)

Message 1: "{WHITE}Hmm..."             — Delay: 0.0s
Message 2: "{GREEN}Oh! It's you, {PlayerName}!"  — Delay: 1.5s
Message 3: "{GOLD}Welcome back to our village."  — Delay: 3.0s
Selection Mode: All

Enabling / Disabling Messages

The Enabled toggle at the bottom of the Messages screen turns all messages for this citizen on or off without deleting them. Useful for temporarily silencing a citizen.

Color Formatting

Wrap a color name or hex code in curly braces to apply color. The color applies to all text that follows until the next color tag.

Named Colors

{RED}This text is red.
{GREEN}This text is green.
{GOLD}Welcome to the village!

Hex Colors

{#FF6B35}Custom orange text.
{#ADD8E6}Light blue text.

All Available Named Colors

BLACK, WHITE, RED, GREEN, BLUE, YELLOW, ORANGE, PINK, PURPLE, CYAN, MAGENTA, LIME, MAROON, NAVY, TEAL, OLIVE, SILVER, GRAY, GREY, BROWN, GOLD, ORCHID, SALMON, TURQUOISE, VIOLET, INDIGO, CORAL, CRIMSON, KHAKI, PLUM, CHOCOLATE, TAN, LIGHTBLUE, LIGHTGREEN, LIGHTGRAY, LIGHTGREY, DARKRED, DARKGREEN, DARKBLUE, DARKGRAY, DARKGREY, LIGHTPINK, LIGHTYELLOW, LIGHTCYAN, LIGHTMAGENTA, ORANGERED, DEEPSKYBLUE

Placeholders

Use these placeholders anywhere in a message — they are replaced automatically when the message is sent. Placeholders are not case sensitive.

PlaceholderReplaced With
{PlayerName} The interacting player's username
{CitizenName} This citizen's display name
{GREEN}Greetings, {PlayerName}!
{WHITE}I am {CitizenName}. How may I assist you today?
Tip: Messages and Command Actions are evaluated independently. A single interaction can trigger both messages and commands at the same time — you don't have to choose one or the other.