RimWorld

RimWorld

EchoColony
394 Comments
Scorch Xi 8 hours ago 
enjoying it so far , but any advice on preventing the colonists from making up events that never happened? my colony chief talks about 'the raid we just endured' every time I start a conversation with him, regardless of when the last raid occurred. even before the first raid, the only thing that had happened was a bear ate my chicken.
The same mod list is used; however, the character's memory is occasionally reset to zero upon entering the game, while in other instances, memory data is retained.
Zeth.exe Aug 19 @ 8:14am 
Does this work with 1.6?
Zqiygyxz Aug 19 @ 6:14am 
This is the best and most underrated mod ever. It changes the game so much it's insane.
TopT Aug 18 @ 5:21am 
@GOMIN Look in EchoTales's AI Memori. I constantly fight with him.
Nah(?) Aug 16 @ 6:09pm 
Well, this is my new favorite rimworld mod ever. I have one massive problem with it though........
It's making me care too much about my pawns! What do I do now?!
GOMIN Aug 13 @ 4:51pm 
@Auster
No, I'm using Gemini, not LM Studio.
I'm on the August 10th update, and on maps with an Ancient Danger, my characters keep saying things like "bullets are raining down!" and "we are in combat!"
Auster Aug 13 @ 3:36pm 
@GOMIN
Are you using LM Studio, if so there was an update last night. under settings gear there are other dlls that need to be updated as well, just click on them to update, after updating everything works fine.
GOMIN Aug 13 @ 6:24am 
Even when characters haven't discovered an Ancient Danger, their dialogue indicates that they are in combat.
dzlockhead Aug 11 @ 5:27pm 
Can you talk to prisoners or allies with this who are on the map?
TosterHarkoster Aug 9 @ 11:01pm 
I use LM Studio. Is it possible to make a button to create a memory? Now I have a memory created in the middle of the dialog, then 2 times after exiting the conversation window.(The last memory is saved)
Jin-Jin Aug 9 @ 9:24pm 
@GrimaceLuvsFent This mod is for you to talk to them. If you want them to talk to each other, try RimDialogue. It's also great.
GrimaceLuvsFent Aug 9 @ 6:52pm 
So will my pawns talk to each other using the ai? or is it just when i talk to them.
Auster Aug 9 @ 9:23am 
Thanks for updating. Rimworld is not the same without this mod.
тетеря, блин Jul 30 @ 10:46am 
please, add this into account:

https://steamcommunity.com/sharedfiles/filedetails/?id=3448693012

also, description says it remembers recent events. only recent? can it summarize the year to determine the most important events to keep the memories on?
name Jeff Jul 29 @ 7:07am 
It doesn't seem like EchoColony obeys token limits set below 150. Mine's at a 100 and it generates upwards of 300 tokens, sometimes 600.
Ronin Jul 28 @ 6:07pm 
Does this mod stop the pawn logs or change them in any way? I can see all the interaction bubbles and conversations occuring but the logs for each Pawn are empty, even their actions.
GOMIN Jul 28 @ 4:28pm 
@FirePlox Characters do not recognize ideology. Please provide content in the prompt.
FirePlox Jul 28 @ 2:44am 
Also we should be able to talk with prisoners and slaves. Potentially also sentient animals. Add some buttons in the config menu for that
FirePlox Jul 28 @ 2:32am 
I think there is a bug with your mod. I have Ideology DLC and when I asked one of my colonists would they fancy some human meat for dessert they said no cause its gross but in their ideology it clearly states that human meat is just like any other meat
Zoto Jul 23 @ 10:35am 
I love this but hate how I have been unable to get LMS and Kobold running with decent latency (AMD 5700XT....), and OpenRouter and Gemini are quickly running into rate limits. Gemini limits if you have a billing account set up are very reasonable actually, but i've been unable to set that up as it just consistently errors out which also sucks.

All that to say is, that in the moments this does work (and when it doesn't it's not due to the mod!), it's pretty fucking magical.
Sapphire Jul 22 @ 3:28am 
Danke, mein heart warming Freund!
Auster Jul 21 @ 5:55pm 
@Neo-Kerozen
If you are trying to use a local model with EchoColony I suggest LM Studio. Webui i don't think works. I have a pinned discussion about how to setup LM Studio if you are trying to use that.

@Zero_Zama
Sorry for the late reply. I think you might be able to manually download and add it to the model folder of KoboldAI. I don't use KoboldAI so this is just a guess.
Neo-Kerozen Jul 21 @ 2:34pm 
I'd like to use it with webui as a local model, but can't figure how.
It's really a nice mod beside that and am eager to play with it
mongee Jul 17 @ 11:22am 
Awesome mod! I have officially signed away 1000 more hrs for this game because of it o7
Zero_Zama Jul 16 @ 3:52pm 
have you tried to download QuantFactory/NeuralDaredevil-8B-abliterated-GGUF directly with koboldcpp?
Auster Jul 16 @ 2:08pm 
@Yago
I could never get kobold to work. ensorblock/neuraldaredevil-8b-abliterated is pretty good if you can load it into kobold.
Yago. Jul 16 @ 1:44pm 
@Auster
i mean the ai models, sorry :steamsad:
Auster Jul 16 @ 1:33pm 
@Yago
Outland - Genetics, Dragons of the Rim, Obsidia Expansion - Drakonids Xenotype
Yago. Jul 16 @ 12:55pm 
any recomendaitons for kobold models?
Comrade Pingu Jul 16 @ 11:15am 
AI doing your homework ? nah
AI making Rimworld more enjoyable and time-consuming so you never do your homework ?

HELL YEAAAAAAAH
GOMIN Jul 16 @ 5:22am 
@mutootie
um...Sentience Catalyst animals?
mutootie Jul 13 @ 11:28am 
Call me crazy but ... can we add animals to this too? I really wanna talk to my animals 😢
GOMIN Jul 6 @ 2:05am 
@Hospitaller
I believe the characters can only remember events that are explicitly mentioned in the chat.

Unless it's a major event that creates a moodlet (like fighting an infestation or a mech cluster), they probably won't be aware of most actions that happen in-game.
Mørŧariøn Jul 5 @ 9:08pm 
Awesome mod. For whatever reason though, colonsits only remember certain things for me. Example:

Grey flesh was found, meaning an imposter. I asked the researcher who analyzed it what he thought, and he responded as though he never heard of it. But he remembered, and brought up, a mech cluster from a week ago.
Auster Jul 5 @ 2:26pm 
@Tapel
I did the same thing, trial and error. Your ram usage however is going to be very high due to LM Studio. NeuralDevil has been updated as well as dirty muse writer. I find NeuralDevil works best currently. You can try a newer one but you have to modify EchoColony settings.
Tapel Jul 5 @ 12:12pm 
@Auster
I figured it out already but the LLM recommendations are useful, thanks a lot! :dmc5_white_orb:
James Jul 5 @ 11:46am 
When I load a save file, no memory is loaded
jkuk3 Jul 5 @ 5:02am 
Thanks for the great mod. Could you see if this error can be resolved? This error message keeps popping up when certain object is on fire and gets destroyed (like trees or plants).

Exception ticking Fire23089: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 4B555F9A]
at EchoColony.Patch_Fire.Postfix (RimWorld.Fire __instance) [0x00007] in <c266afe8142f4e64b0bb401df3e74d19>:0
at RimWorld.Fire.DoComplexCalcs () [0x00332] in <630e2863bc9a4a3493f2eff01e3a9556>:0
- POSTFIX EchoColony: Void EchoColony.Patch_Fire:Postfix(Fire __instance)
at RimWorld.Fire.Tick () [0x00149] in <630e2863bc9a4a3493f2eff01e3a9556>:0
at Verse.TickList.Tick () [0x0015c] in <630e2863bc9a4a3493f2eff01e3a9556>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
... (error message cut to fit in comment section)
Auster Jul 4 @ 10:21am 
@Tapel
Under Discussions i have a pinned how to guide on how to setup LM Studio.
Tapel Jul 4 @ 9:13am 
I'm trying to make the mod to use LM Studio, but whenever I try to talk with my colonists I get this error: Error contacting local model: HTTP/1.1 400 Bad Request
In the Local Model Endpoint box, I put in this address: http://localhost:1234/v1/chat/completions
In the Name Model box, I tried putting in these names (I'm using Gemma 3 12b): google/gemma-3-12-b; gemma-3-12-b; Gemma 3 12 b
No matter what I do, the same error pops up. Does anyone know a fix?
Australian Elf Jul 3 @ 9:35am 
@augu
Not that I am aware of.
augu Jul 2 @ 4:49am 
@Australian Elf : ty for finding solution im gonna try that .. also is there any way to use those mods at the same time ? with getting an error
SandFox Jul 2 @ 1:26am 
The issue I reported earlier had been happening repeatedly for quite a while, which is why I reached out.
But now, everything is working fine without any problems.
It's really strange... 😢
SandFox Jul 2 @ 12:09am 
I am using gemini flash.
In version 2.0, I could have long conversations..
But in version 2.5, I got an error saying "Failed to contact Gemini: HTTP/1.1 429 Too Many Requests" even though I didn't have many conversations.
Can you add a function to choose between version 2.0 and 2.5?
Australian Elf Jul 1 @ 11:33am 
Okay, removed to mods that were causing conflicts. The first was Uncompromising Fires. During dry thunderstorms it would constantly red error.
The second was Dynamic Flooding which would red error and not allow you to open the Echo Colony window during rain weather.
Felix the Manul Jun 30 @ 11:33pm 
@SandFox, funny... I've asked the AI itself about the issue. Something-something about JSON format long technical mumbo-jumbo that I don't exactly remember. And followed it's suggestion to force a rule for backslash not appear in global prompt in settings. It helped, only temporarily, backslashes appear again after couple of responses.

Actually, it's really cool to ask the AI to stop roleplay and give me an analysis of the story, characters, events etc. and give suggestions, and summaries. Really feels like a dialogue with a co-writer than an algorithm. I'm not easily impressed, but here I am. Making compliments to an AI chat bot...

@Gerik Uylerk, Maybe you could make an option to disable displaying date separation? It breaks immersion sometimes. Also it would be nice to edit inputs, since sometimes I find orthographical errors and unable to fix them afterwards.
SandFox Jun 30 @ 9:55pm 
AI :: JEMINI

I’ve noticed two issues during roleplay using your mod:

Sometimes, a backslash (\) appears at the beginning and end of a character's spoken line, like this: \"Hello!\".
It seems like escaped quotation marks aren’t being rendered properly and are instead shown as literal characters.

Also, I often see a strange formatting string like \N\N\ appearing directly in the middle of dialogue, as if it's not being parsed correctly and is instead displayed as part of the character’s speech.

These both break immersion during roleplay, so I just wanted to let you know.
Thank you for all your hard work on this mod!
GOMIN Jun 30 @ 8:27pm 
@Gerik Uylerk
The fixes are working great! The 'Regenerate' issue is solved, and the memory system now updates and summarizes properly. Thank you for your hard work.

I did find one new issue, though: the date in the memory is incorrect.

The game will start on a day like the 6th or 11th , but the memory log is always start with the date "1st".
Gerik Uylerk  [author] Jun 30 @ 11:19am 
Hey everyone!
I've been looking into the most reported bugs and tackled that conversation issue where full context was only used when hitting the regenerate button but not with regular sending. That should be fixed now.
I also addressed the memory problem where, for some reason, it wasn't summarizing properly and ended up creating massive entries if users had lots of conversations on the same game day. That should be sorted too.
Hopefully, I've also improved the detection of which colonists you can actually chat with.
I'm still working through some other bugs that are floating around out there.