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I could never get kobold to work. ensorblock/neuraldaredevil-8b-abliterated is pretty good if you can load it into kobold.
i mean the ai models, sorry
Outland - Genetics, Dragons of the Rim, Obsidia Expansion - Drakonids Xenotype
AI making Rimworld more enjoyable and time-consuming so you never do your homework ?
HELL YEAAAAAAAH
um...Sentience Catalyst animals?
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.
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.
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.
I figured it out already but the LLM recommendations are useful, thanks a lot!
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)
Under Discussions i have a pinned how to guide on how to setup LM Studio.
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?
Not that I am aware of.
But now, everything is working fine without any problems.
It's really strange... 😢
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?
The second was Dynamic Flooding which would red error and not allow you to open the Echo Colony window during rain weather.
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.
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!
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".
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.
@Gerik Uylerk
New game. From what I can see it might be a memory issue, as the save has a noticeable size difference from the previous to the ones with the error.
1:works on saves like from 5 mins ago .. literally if i load a save from 5 min ago it works but not in the current save.
2:building/repairing base might cause the error .. bc after i repaired my base got raided .. the chat box stop working .
3:Most likely its related to to the colony zone of the player .. it loads on other world tiles but not in player base tiles .
in the dev debug it said something about GUI ,, maybe the GUI and core framework have some code issue or something
is the error your getting the same as what I am getting?
[EchoColony] Error abriendo chat individual: Object reference not set to an instance of an object
hello .. hope you are doing well i am having an error which wont allow me to open the chat tab .. in my own colony if i caravan somewhere else it allows me to talk with pawns bit not in my own colony .. the error is (error opening individual chat) do you have any solution for it ?
In the past, I knew information about certain characters (name, age, gender, traits, stats, etc.).
But now, when I ask, they say they don't know.
Has it changed so that information is not provided to AI??
Or is it simply an error on GEMINI's part?
Version :: 1.5
AI :: GEMINI Flash
player 2 :: X
try Regenerate
I've started new games several times and have never encountered that issue myself.
Does it still happen if you disable all other mods and only use EchoColony? Also, when a pawn fails to respond, do you see any error messages or logs in the developer mode console?
SaveableFromNode exception: System.MissingMethodException: Constructor on type 'EchoColony.ColonistMemoryTracker' not found.
[Ref 421B093C]
Thank you for the wonderful mod!
try Regenerate
The policy changed a while ago. It used to be free... It's a shame.