TownTalk Mod Guide: Voice Lines for Every MineColonies Worker
TownTalk is a MineColonies addon that gives every colonist in your colony a real voice. With 8 voice actors providing lines across 47 different worker roles and 17 situational categories, your colonists will react vocally to everything from bad weather to danger to a good day at work.
Overview
TownTalk is a purely cosmetic addon for MineColonies that replaces the default silent colonist interactions with fully voiced dialogue lines. Every worker in your colony, from Builders and Miners to Knights and Alchemists, will speak out loud in response to what is happening around them. The mod includes 8 distinct voice profiles (4 female, 4 male) performed by professional voice actors, and covers 47 different colonist roles with situational lines for greetings, farewells, danger, weather complaints, housing satisfaction, and much more.
The mod adds no items, blocks, or recipes. It works entirely as a client-side resource pack that injects sound events into the MineColonies sound system. Once installed, it simply works. Your colonists will start talking immediately with no configuration needed.
Prerequisites
TownTalk requires MineColonies to be installed and running. You need an active colony with assigned workers for the voice lines to trigger. The more developed your colony is, with more worker types employed, the more variety you will hear. If you are just starting MineColonies for the first time, you will begin hearing voices as soon as you place your Town Hall and your first colonists arrive.
Getting Started
- 1
Install alongside MineColonies
Drop the TownTalk JAR into your mods folder alongside your existing MineColonies installation. The mod is a Forge addon for Minecraft 1.20.1 and requires MineColonies to function.
- 2
Launch the game and load your colony
Load into a world with an existing MineColonies colony or start a new one. TownTalk automatically registers its resource pack and begins injecting voice lines into the MineColonies sound system. There is no activation step or in-game setup required.
- 3
Interact with your colonists
Walk up to any colonist and interact with them. You will hear greeting lines when you approach and farewell lines when you walk away. Colonists also speak contextually throughout the day, commenting on their work, the weather, their housing situation, and whether they are happy or unhappy.
- 4
Adjust your sound settings
TownTalk voices play under the "Friendly Creatures" or "Neutral" sound category in Minecraft's audio settings. If the voices are too loud or too quiet relative to other game sounds, adjust these sliders to find a comfortable balance.
TownTalk only needs to be installed on the client side. On a multiplayer server, each player who wants to hear the voices needs the mod installed locally. The server does not need it, though having it installed server-side will not cause any issues.
Voice Profiles
TownTalk includes 8 distinct voice profiles, split evenly between 4 female voices and 4 male voices. Each colonist in your colony is assigned one of these profiles, giving your workers individual personality even when they share the same job. The voice actors behind these performances are Elle Ray James, ShallowVA, ItBeMeMrButts, Tabsers, Sammieqt_, Andrew LaRiviere, and Jodi Hansen.
Having multiple voice profiles means two Builders standing side by side will likely sound different from each other. This variety prevents the dialogue from feeling repetitive even in large colonies with many workers sharing the same role. Each voice profile has its own set of recorded lines for every situation, so the same greeting delivered by a male1 voice sounds completely different from the female3 version.
Voice Profile Breakdown
| Female Voices | 4 profiles (female1, female2, female3, female4) |
| Male Voices | 4 profiles (male1, male2, male3, male4) |
| Total Profiles | 8 |
| Voice Actors | 7 credited performers |
Supported Worker Roles
TownTalk covers the full roster of 47 MineColonies worker roles. Every job in the mod has dedicated voice lines tailored to that profession, on top of the general lines that all colonists share. A Miner will talk about digging and ores, a Cook will comment on recipes and meals, and a Knight will reference combat and patrols.
Standard Workers
The core workforce roles each have unique job-specific lines: Builder, Deliveryman, Miner, Lumberjack, Farmer, Undertaker, Fisherman, Shepherd, Cowboy, Swineherder, Chickenherder, Rabbitherder, Ranger, Knight, Composter, Student, Florist, Enchanter, Researcher, Healer, Pupil, Teacher, Planter, Beekeeper, Netherworker, Quarrier, and Druid. These workers hear general colony lines plus employed worker lines plus their own job-specific dialogue.
Crafter Workers
Crafting-focused roles get an additional layer of dialogue. On top of general lines, employed lines, and their job-specific lines, they also receive crafter-specific lines about workbenches, batch crafting, and material requests. The crafter roles are: Baker, Cook, Smelter, Sawmill worker, Blacksmith, Stonemason, Stone Smeltery worker, Crusher, Glassblower, Dyer, Fletcher, Mechanic, Concrete Mixer, Cook Assistant, and Alchemist.
Training Roles
Military training roles have their own voice lines as well. The Archer in Training and Combat Trainee roles each have dedicated dialogue about their training exercises, separate from the full Knight and Ranger combat roles.
Non-Worker Roles
Even colonists without jobs are covered. Visitors passing through your colony and Unemployed citizens waiting for a job assignment both have their own set of idle dialogue lines. Visitors will comment on your colony as outsiders, while unemployed colonists will express their desire for work.
Voice Line Categories
Colonist dialogue is organized into 17 situational categories. MineColonies triggers the appropriate category based on what the colonist is currently doing or experiencing, and TownTalk provides the actual spoken audio for each trigger. This means the voice lines are not random chatter. They are contextual responses to real in-game events.
Social Interactions
When you approach a colonist, you will hear Greeting lines like friendly hellos and welcomes. When you walk away, they deliver Farewell lines. The Interaction category covers general conversation when you click on a colonist. These three categories form the backbone of the social experience with your workers.
Mood and Satisfaction
Colonists vocalize their emotional state through several categories. Happy lines play when morale is high, while Unhappy lines indicate dissatisfaction. Good Housing and Bad Housing lines reflect how the colonist feels about their living situation, whether it is a spacious upgraded home or a cramped starter shack. High Saturation lines play when the colonist is well-fed, and Low Saturation lines indicate hunger.
Situational Responses
The remaining categories cover specific situations. Bad Weather triggers when it rains or storms, with colonists complaining about getting wet or, occasionally, singing in the rain. Danger lines are panicked calls for help during raids or when hostile mobs are nearby. Sick lines play when a colonist is ill. Go to Bed triggers at the end of the workday as colonists head home. Missing Equipment fires when a worker lacks the tools they need. Success plays on task completion, and Noise covers ambient work sounds and idle chatter.
Bad Housing lines are especially useful for colony management. If you hear colonists complaining about rain leaking in or not having enough room, it is a clear signal to prioritize housing upgrades. The voice lines essentially give you audio notifications for colony issues that you might otherwise miss in the MineColonies GUI.
How the Sound System Works
Under the hood, TownTalk works by registering a built-in resource pack that overrides MineColonies' sound events. The mod generates a comprehensive sounds.json file that maps every combination of worker role, voice profile, and situation category to the appropriate audio files. For example, a male Builder commenting on bad weather triggers the sound event "citizen.builder.male1.badweather", which pulls from a pool of weather-related lines recorded by the male1 voice actor.
The layering system is what makes the dialogue feel natural. All colonists share a base set of general lines covering universal situations like greetings and weather. Employed workers get an additional set of work-related lines on top of the general pool. Crafter workers get a third layer of crafting-specific dialogue. And every role has its own unique job lines. This means a Blacksmith might say a general greeting, an employed worker comment, a crafter observation about their workbench, or a blacksmith-specific line about forging, all depending on the context.
Notable Voice Lines
Part of TownTalk's charm is the personality baked into the voice lines. Builders will exclaim about the smell of fresh timber and joke about how builders party ("they raise the roof"). Farmers reference oddly specific wheat counts. Cooks will offer you baked potatoes and wonder how to make a cordon bleu. Deliverymen shout "Out of my way, delivery coming through!" as they rush between buildings.
The general pool includes gems like colonists working on forming a union, asking if you will protect them from barbarians, and questioning whether they are going to get fired. During storms, you might catch someone belting out "Thunderbolts and lightning, very very frightening" or "I'm singing in the rain." The danger lines are genuinely urgent-sounding panic calls that add real tension to raid events. At bedtime, colonists say goodnight with lines like "My bed is calling" and "Another day of work finished."
TownTalk adds hundreds of .ogg audio files to your game. While this has minimal impact on gameplay performance, it does increase the mod's file size compared to typical MineColonies addons. The sounds are loaded as a resource pack and streamed on demand, so memory usage stays reasonable even with all 8 voice profiles active.
Frequently Asked Questions
Does TownTalk work without MineColonies?
No. TownTalk is specifically an addon for MineColonies and has no functionality without it. The mod hooks directly into MineColonies' citizen sound event system, so without the base mod there are no sound events to provide voices for.
Can I use TownTalk on a server where other players do not have it?
Yes. TownTalk operates as a client-side resource pack. Only players who have the mod installed will hear the voice lines. Other players on the same server will simply hear the default MineColonies sounds (or silence). There is no server-side requirement.
Why do some colonists not have unique job lines?
All 47 worker roles have voice line support, but the variety of job-specific lines varies by role. Some roles like Builder, Farmer, and Cook have many dedicated lines, while less common roles may rely more heavily on the shared general, employed, and crafter dialogue pools. Every role will still have contextual voice lines; they just draw from the shared pools more.
Can I disable voice lines for specific roles or situations?
TownTalk does not include a built-in configuration for toggling individual roles or categories. Your best option for controlling the volume is through Minecraft's sound settings. If you want more granular control, you could create a custom resource pack that overrides specific sound events with silent audio files, but this requires manual setup.
Is TownTalk compatible with other MineColonies addons?
Yes. TownTalk only modifies sound events and does not touch any gameplay mechanics, recipes, or colonist behavior. It is fully compatible with other MineColonies addons. Since it is made by ldtteam (the same team behind MineColonies itself), compatibility with the base mod is guaranteed for matching versions.
Do colonists all sound the same?
No. TownTalk includes 8 distinct voice profiles (4 male, 4 female), each performed by different voice actors. Colonists are assigned a voice profile, so even two workers with the same job will likely have different voices. Combined with the layered dialogue system (general, employed, crafter, and job-specific lines), the variety keeps conversations feeling fresh even in large colonies.