Your deeds become stories, and those stories shape how the village treats you.
Credit to TheWiggleDuck for the awesome Curseforge project icon!
MCA: Reputation is an addon for Minecraft Comes Alive: Reborn that gives villages a persistent memory of the things players do.
MCA already tracks how individual villagers feel about you through hearts and relationships. MCA: Reputation adds something different: your public standing with an entire village.
Help a settlement and people will remember. Harm somebody in public and witnesses may spread the story. Make amends later and the damage can be softened, but the history of what happened remains.
Your reputation is tracked separately for every player and every village, so being respected in one settlement does not automatically make you trusted everywhere else.
Every MCA village keeps its own opinion of each player.
Standing progresses through named reputation tiers ranging from Infamous to Revered, with both positive and negative reputations supported.
Your current standing can be viewed through a dedicated Standing screen, which shows:
The Standing screen can be opened directly from MCA's villager interaction screen or through an optional keybind.
With MCA: Quests installed, it can also be accessed through the Journal.
Reputation is backed by an actual history rather than an unexplained score.
The mod records significant incidents, allowing you to see why a village thinks the way it does.
Built-in incidents include things such as:
Repeated hits against the same villager are combined into a single assault incident instead of generating a penalty for every damage tick. If the villager is later killed, the preceding assault is accounted for so you are not charged twice for the same event.
The system also recognizes self-defense. If a villager attacked you first, retaliation can receive a reduced penalty instead of being treated exactly like an unprovoked attack.
Villages do not magically know everything you do.
For witnessed incidents, nearby MCA villagers determine whether the event becomes public knowledge.
By default:
Rumor spreading is deterministic and does not require constantly scanning villagers every tick.
This means reputation behaves more like information moving through a community than a global morality meter.
Not every deed has to matter forever.
Incident definitions can specify whether their reputation impact gradually fades. Minor offenses may eventually become less important while serious events can remain part of the village's memory indefinitely.
Negative incidents may also support several forms of resolution:
Resolving an incident reduces its effect according to that incident's rules while preserving the historical record.
The village may forgive what happened without pretending it never happened.
MCA: Reputation is intended to complement MCA rather than replace its existing systems.
It does not replace:
It also deliberately avoids handing out reputation for easily farmed actions such as repeatedly trading, giving ordinary gifts, clicking conversation options, sleeping in a village, or simply being present.
Reputation is intended to represent meaningful public actions rather than another progression bar to grind.
MCA: Reputation works on its own with MCA Reborn, but it becomes more deeply connected when used with other MCA addons.
When MCA: Quests is installed:
Reputation changes are applied per player, so multiplayer participants do not automatically receive each other's standing.
When MCA: Conversations is installed:
The Reputation system provides the facts while Conversations provides the villager's voice.
MCA: Reputation also supports integration with MCA: Crime.
Both mods can deal with actions such as attacking or killing villagers, so they coordinate ownership of those events to prevent the same offense from being recorded and penalized twice.
MCA: Crime can handle detecting the criminal action while MCA: Reputation continues to manage the resulting deed, witnesses, standing, decay, and gossip.
Reputation changes can be shown through lightweight in-game notifications.
Depending on configuration, the mod can display:
Multiple changes occurring together can be combined to avoid flooding the screen.
All presentation options are client-side and do not change the reputation stored by the server.
MCA: Reputation includes separate server and client configuration files.
config/mcareputation-common.toml
Server owners and pack authors can configure features including:
Disabling a subsystem does not delete existing reputation data. It simply stops that system from changing it.
config/mcareputation-client.toml
Players can customize presentation options such as:
These settings affect only what the player sees.
Nearly all of the important reputation content is datapack-driven.
Pack authors can create custom:
Definitions are loaded from:
data/<namespace>/mcareputation/incidents/
data/<namespace>/mcareputation/reputation_tiers/
data/<namespace>/mcareputation/titles/
Legacy MCA: Quests reputation tier and title datapack paths are also supported for compatibility.
Definitions can be reloaded with /reload, and /mcareputation validate can check loaded definitions for authoring problems.
Invalid content is handled defensively so a malformed definition does not need to destroy the previously working reputation configuration.
The main command is:
/mcareputation
with the shorter alias:
/mcarep
Players can inspect their own standing without operator permissions.
Administrative commands allow server staff and pack developers to:
Administrative reputation changes are logged by the server.
Players upgrading a world that previously used MCA: Quests' reputation system can carry their existing village standing into MCA: Reputation.
Legacy standing is imported as a starting balance rather than fabricating deeds that never actually occurred.
Migration is performed carefully and is designed to happen only once for each eligible player.
MCA: Reputation provides a public, server-authoritative Java API for other mods that want to participate in the system.
Integrations can:
The API is designed so optional integrations can fail safely rather than making Reputation a mandatory dependency for another mod.
MCA: Reputation is designed around server-authoritative multiplayer use.
Reputation belongs to an individual player within an individual village. Two players living in the same settlement can therefore have completely different histories and reputations.
Witness checks happen when an incident occurs rather than continuously scanning the world.
Rumor propagation is calculated deterministically instead of maintaining an expensive constantly updating social graph.
History is bounded to prevent unlimited save growth, and old records can be pruned without changing the player's actual reputation score.
Minecraft: 1.20.1
Mod Loader: Forge 47.x
Java: 17
Required: Minecraft Comes Alive: Reborn 7.6 through 7.7.x
Architectury is not separately required by MCA: Reputation.
MCA: Reputation makes your relationship with an MCA settlement feel persistent.
A village can remember what you did, who saw it, how the story spread, whether you tried to make things right, and how all of that changed the community's opinion of you.
Instead of every village treating the player like a blank slate, your actions become part of its history.