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It really only responds to the very leftmost pixel!
I apologize again, but I'm currently experiencing a similar issue as @mukudori505.
I apologize for bothering you during your busy schedule, but I would appreciate it if you could provide specific fixes for this issue.
@mukudori505さん
私も同じ情な状況ですがペルソナボタンの左側の一番端を押すことによってペルソナが編集できます。
修正まではこちらでやることをお勧めいたします。
It seems that the Persona button and the Faction button are overlapping.
Can it be set to not discard conversations? Every time DeepSeek makes a request, it generates 5 to 8 conversations at once. At 4x speed, a large number of conversations are discarded because the colonists are sleeping, which causes my colonists to hardly engage in any dialogue interactions.
Yeah, that’s a known bug. Happens when two pawns share the same name. You’ll need to rename one of them to get around it for now.
@新垣夜夏
The relationship context is only provided for notable relations (family, friends, or enemies). You can try adjusting the prompt if you want to fine-tune how colonists interact differently with visitors or prisoners.
@我必须考虑这会不会是我此生仅有的马枪机会
That’s intended. Dialogue is regenerated and cached with a slight delay, but it’s discarded if the pawn can’t talk (sleeping, downed) or in combat.
by the way i want to know if it is possible to set conventional style for everyone(include prisoners,invaders and visitors)
When using DeepSeek, if colonists enter sleep or collapse states during conversation generation, the dialogue will be interrupted in the chat box. This is particularly noticeable at triple or quadruple game speed.
@vogelre Are you by any chance using a local model? I tested with Gemma and didn’t run into that issue. Try using the default prompt with Gemma and let me know if it still happens.
@Fuyun Could you give an example of the text or situation where this happens? I’m not sure what you mean.
还有一点是,模组似乎无法识别出任务完成的文本,会当作又一次接到任务来处理,这是游戏任务文本本身的问题吗?
One more thing I'd like to mention: the mod seems unable to recognize the text indicating task completion and instead treats it as receiving the task again. Is this an issue with the game's task text itself?
@KUNZITE Thanks! Yeah, Mistral Nemo really stands out for multilingual use considering its size. It’s one of my top two models too, along with Gemma.
If you need the debug log, let me know.
[RimTalk] Exception in API request: Insecure connection not allowed
生成对话的时候本地tps会下降,所以我想访问我局域网的另一台电脑
@ZIRI Please post error logs in the Discussions section. If the log is too long, you can upload it to pastebin.com and share the link here.
When Pawn A is duplicated (resulting in B), Pawn B outputs all dialogue generated by Pawn A. Additionally, the dialogue process seems to become corrupted for both characters.
The issue was resolved by editing the name using the Character Editor mod and reloading the save.
For local servers, only HTTP is supported, so make sure your address starts with http:// and not https:// . If you’re trying to connect from another machine on your local network, then you’ll need to use HTTPS. You can follow the guide here: https://steamcommunity.com/workshop/filedetails/discussion/3551203752/600789021066589686/
I set up Ollama on my Windows machine, the same I play Rimworld on, like said in the description. But now I get the error saying 'Unable to complete SSL connection'. What can I do?
1. RiMind is a fork of an early RimTalk version by someone else, and I wasn’t involved in its development, so I’m not familiar with its internal logic or design.
2. That’s an interesting idea. I will keep it in mind for a future update. Visualizing character histories or interactions could make the experience richer.
3. Regarding missed events, characters currently only respond to nearby events, but I plan to fix this so they will be more responsive. Lines that ignore distance can happen because the AI generates a batch of text at once, which is displayed one by one while RimWorld pawns keep moving. You can also adjust the prompt to limit conversations to 2 or 3 turns to help prevent this issue.
1.I tried both RimTalk and RiMind but couldn’t tell their dialogue logic/output differences. RimTalk seems lighter on performance—what sets them apart?
2.Could you add a "Memory" UI like RiMind’s (or similar) to visualize character histories/interactions? Current logs lack readable "story" text.
3.Characters often miss/lag in reacting to in-game events (e.g., visitors/caravans: dialogue doesn’t match roles/goals; distance-ignoring lines). Is this fixable via AI/model tweaks, prompt adjustments, or a logic issue in info-gathering?
4.More custom prompt presets would boost usability—hoping to see those added!
1.我对比使用了您的RimTalk和另一个相似模组RiMind,但在具体的对话生成逻辑和效果上没有总结出明确差异,RimTalk的性能占用似乎更低,可否介绍一下两者的区别?
2.是否可以引入类似RiMind的“记忆”UI设计,或者其他方式,使角色的经历和言行可视化?目前虽然有对话记录,但缺乏具有可读性的“故事”文本
3.角色对游戏中的信息感知有时不及时或有缺失,例如访客和商队来到殖民地时,谈话内容和他们的身份、目的不太匹配/角色有时没有做出及时反映/角色说话内容与对话对象距离不相符,这应该通过更换AI模型、提示词进行优化,还是说这是模组自身抓取信息逻辑的问题呢?
https://huggingface.co/bartowski/PocketDoc_Dans-PersonalityEngine-V1.3.0-24b-GGUF
https://huggingface.co/bartowski/TheDrummer_Cydonia-R1-24B-v4.1-GGUF
24GB VRAM, 500ish mods, works just fine.
at DubsMintMenus.MainTabWindow_MayaMenu.ExtraOnGUI () [0x00014] in <4a61d8a323544f168b948c321aa111ae>:0
at Verse.WindowStack.WindowStackOnGUI () [0x00038] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00089] in <24d25868955f4df08b02c73b55f389fe>:0
- POSTFIX cj.rimtalk: Void RimTalk.UI.OverlayPatch:Postfix()
at Verse.Root.OnGUI () [0x00046] in <24d25868955f4df08b02c73b55f389fe>:0
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
- POSTFIX UnlimitedHugs.HugsLib: Void HugsLib.Patches.Root_OnGUI_Patch:OnGUIHookUnfiltered()