Spawned NPCs
Folder: Configs/SpawnedNPCs/ (.yml/.yaml files, one profile per file — the filename becomes the profile's ID)
Lets a player summon a temporary NPC for themselves, through Distanced UI — no admin placement involved. Unlike every other NPC on this site, a Spawned NPC isn't placed with Marketplace Hammer and isn't shared world state: each player who spawns one gets their own, client-side, and spawning another replaces it. Think a temporary companion or a "preview" NPC, not a persistent fixture.
Example
Configs/SpawnedNPCs/village_guide.yml:
Name: Wandering Guide
Type: None
Dialogue: village_guide_greeting
SpawnNearPlayer: false
Condition: QuestFinished, intro_quest
MoveSpeed: 1.5
VisibleToEveryone: false
Fashion:
RightItem: Torch
GreetText: Lost? I can point you toward the village.
Any player who has finished intro_quest can spawn this from their Distanced UI's Spawned NPCs tab. It walks in from a short distance away, carrying a torch, and only its summoner can see it.
Fields
| Field | Meaning |
|---|---|
Name |
Display name. |
Type |
One of the NPC types — Trader, Quests, etc. — if you want this spawned NPC to actually run a shop/quest/etc. None for a dialogue-only or purely decorative one. |
Profile |
The profile this NPC uses from its Type's own folder, same as any other NPC — omit for Type: None. |
Prefab |
Model/creature override, same as Core identity settings. |
Dialogue |
A dialogue ID from Dialogues. |
SpawnNearPlayer |
true: appears right next to the player, facing them, and stays put. false (default): appears 15-20m away and walks in toward the player once. |
Condition |
A condition — only players who currently pass it see this profile listed as spawnable at all. To make it available to everyone, set it to an empty string (Condition: "") — safer than leaving the key out of the file entirely, since every other field here tolerates being missing but this one isn't given a fallback in the source if it's absent. |
Fashion |
Optional appearance block, same fields as Appearance settings (RightItem, GreetText, and the rest) — everything defaults to none/blank if you skip it. |
MoveSpeed |
Walk speed for the walk-in approach when SpawnNearPlayer is false. 0 (default) uses the normal speed. |
VisibleToEveryone |
false (default): only the player who spawned it can see it. true: every nearby player sees it. |
Related
- Distanced UI — where a player actually triggers a spawn.
- NPC system — the full field reference this format reuses (type, appearance, dialogue).
- Conditions — gating which players can spawn a given profile.
- Hot reload — editing a file here updates it live.