Skip to main content

Interacting with NPCs

Aim at an NPC and press F, or right-click. The interaction panel opens.

Painel de Interação do NPC

What the panel shows​

SectionContents
HeaderName, job, mood, and Life Stage (BABY, TODDLER, CHILD, TEEN, ADULT)
NeedsHunger and energy, colour-coded by severity
TraitsPersonality traits
IdentityJob and hobby, as item icons
TastesShowcase of items they love and hate, as interactive icons
FamilyParents, spouses, and children
StatusRelationship, friendship, affinity, or Filial Kinship (for your children, showing son/daughter bond tiers instead of romantic levels)

The colors on the hunger line follow the thresholds the routine actually uses: green above 50, yellow below 50, orange below 25, red below 5. At 5, the NPC cries and abandons all tasks.

Dynamic Camera Framing​

When the interaction panel opens, the camera dynamically adjusts its distance, height offset, and pitch based on the NPC's actual bounding box and growth stage scale. This ensures toddlers and children are centered perfectly in frame without pointing awkwardly at the empty air above them.

Actions​

ButtonWhat it does
ChatConversation. Grants a small boost to Friendship (+5) and Affinity (+5 to +10). If Generative AI is enabled, the NPC will actively write a response back.
Tell jokeLands or flops depending on her humour. Fails entirely if enemies. Cheers up sad/angry partners. NPCs with the FUNNY trait give a massive +15 affinity boost.
FlirtRequires a good baseline relationship (hidden/disabled for children). Unlike a certain life simulator game, you can't just spam this 50 times in a row until they marry you. Guaranteed to fail and drop relationship points if enemies, strangers, or angry. When successful, the NPC blushes with a cheerful expression, blows a kiss emote, and spawns heart particles (Hearts) over their head!
Give giftHands over whatever you are holding. (See below for gift logic)
InsultCosts up to -30 trust and affinity, and she remembers it. (Clementine will remember that). Highly offended or aggressive NPCs will physically shove you backwards with a punch animation and real knockback impulse!
ScoldSpecific to your children. Reactions vary by age: Teens become angry, Adults become bored, and Babies/Toddlers become sad. Repeated scolding drops trust and affinity.
Pick Up / CarryAllows carrying toddlers or children on your back or shoulders. Release by crouching and right-clicking a block or typing /simtale putdown.
Assign jobSets her job from the tool you are holding (e.g., holding a hoe assigns Farmer). Protected: young children will refuse to work.
View pregnancyOpens the gestation panel
InventoryOpens her inventory

Celebrations & Ambient Interactions​

  • Birthday Celebration: Holding a Birthday Cake (BirthdayCake) and interacting/right-clicking next to a villager triggers an immediate celebration! The NPC eats a slice, completely refilling hunger, sparkling with joyous particles, boosting affinity, and setting their mood to maximum happiness (EXCITED at 1.0 intensity).
  • Player Proximity Greetings: Approaching an NPC ($\le 4.5m$) prompts them to turn toward you, smile, wave, and send a contextual greeting in chat based on your relationship tier (Partner, Friend, Stranger, Enemy). Includes a per-player anti-spam rate limiter (15s window) so that approaching a crowded village square only triggers one greeting at a time instead of a flood of simultaneous messages. Fully configurable via /simtale proximity and simtale-config.json (supports disabling chat text while keeping visual waves).
  • Emote & Thought Bubbles: NPCs express their feelings, routine events, and reactions through animated 3D thought bubbles hovering near their heads (over 36 expressive emoji icons, such as romantic hearts, sleepy Zzz, food cravings, and mischievous smug expressions).
  • NPC-to-NPC Conversations: When two NPCs meet during their daily routines, they stop, face each other, and converse turn-by-turn. Dialogue topics adapt to their actual context (farmers talk about crops, exhausted NPCs talk about sleep, starving NPCs discuss food, and enemies trade insults before shoving each other). Conversations have balanced cooldowns (40–60s between talks) so villagers don't stay glued together, and villagers take leisurely strolls across village streets (up to 48 blocks) while respecting each other's personal space (1.15m separation). NPCs actively walking on a stroll are protected and won't be interrupted by distant social calls. Chatter is audible in chat within a 4-block radius.

Player interacting with childrenChildren interacting and playing together

Gifts​

What she thinks of a gift depends, in this order:

  1. Is it on her favourites list? Big gain (+30 affinity).
  2. Is it on her hated list? Big loss (-25 affinity).
  3. Is it hobby-related? Solid gain (+22 affinity) — below an explicit favourite, above anything generic.
  4. Is it junk? (dirt, sand, stone, cobweb, bones, poison, scrap) Loss (-20 affinity).
  5. Personality: GREEDY values it more (+25 affinity); PARANOID reacts badly (-10 affinity).
  6. Anything else: small polite gain (+15 affinity).

Food is a special case​

If her hunger is at 70 or below and the gift is edible, she eats it right there instead of putting it away. That restores hunger and health, cancels any starvation, and alters her fun based on her tastes.

Above 70 hunger, food goes back to being just a gift.

The Baby Item​

Baby Item

The Baby is initially an item. After some time, it will transform and spawn into a child NPC. (Just make sure you don't leave it inside a chest, unless you want a very confused child spawning in your storage!)

Marriage​

To propose to an NPC, you must gift them a Wedding Ring. (One Ring to rule them all... wait, wrong franchise). The proposal will only be accepted if your relationship with them is at least 80 Romance and 70 Friendship. If accepted, the NPC will become your spouse.

Wedding Ring

Talking with AI​

The mod can route conversation through a generative AI so replies are written on the fly instead of picked from a list. It has to be enabled in the server config — see Generative AI.

Only through the panel

AI replies currently work through the interaction panel. Typing in the normal chat always gives the built-in scripted responses, even with AI enabled.