RimWorld

RimWorld

RimTalk
Showing 11-20 of 124 entries
< 1  2  3  4 ... 13 >
Update: Nov 22 @ 3:15pm

Add "Continue Dialogue While Sleeping" setting, off by default

Update: Nov 22 @ 2:44pm

Add check to prevent newborns and babies from talking
Enable multi-turn dialogue for player

Update: Nov 21 @ 6:46pm

Resting pawns can now talk. Sleeping pawns cannot initiate conversation but can respond. To prevent pawns from interrupting sleeping pawns, use the LLM instruction: 'Do not talk to sleeping person'

Update: Nov 21 @ 5:04pm

fix: refine prisoner threat bug where they recognize other inmates as threat

Update: Nov 19 @ 9:54pm

fix: add exception handling for saving/loading interaction texts and sanitize XML strings
fix: Minor bug fix in `ConsumeTalk` with failsafe check for empty responses.

Update: Nov 19 @ 3:05am

Revert merge causing dialogue/status issues reported by users

Update: Nov 19 @ 12:16am

Improved enemy classification: Non-violent hostiles (babies, children, violence-disabled pawns) are no longer treated as attackers.
Fixed issue where invaders were incorrectly identified as colony defenders.
(from Alchuang22-dev)

Added Player2 AI as a new cloud provider option.
(from CarlosNahuelcoy)

Update: Oct 26 @ 3:26pm

Refactor `GetMapRole()` logic and add message state to debug window

Update: Oct 25 @ 8:33am

Fixed logic for colonist and invader role assignments.

Update: Oct 24 @ 5:08pm

Fixed AI mixing up attacker/defender roles during raids.
Player dialogue movement now uses normal speed.
Minor fixes for player-initiated dialogue.