RimWorld

RimWorld

RimTalk
591 Comments
a瓜 12 minutes ago 
When using the Player2 model, a JSON formatting error occasionally occurs: {"act":,"name":"name","target":,"text":"text"} — here, "act" and "target" return empty values, causing the error. No such issue occurs when using Deepseek. Is this a problem with the Player2 model or an issue with the Mod?
Axium 1 hour ago 
更新以后小人调用ai对话频率大幅减少,是哪里没设置好吗(
Behtop 1 hour ago 
@bdu6e 其实是在那个小人聊天框 (记录)里的小齿轮里啦
Juicy  [author] 1 hour ago 
Sorry folks, the last update has been reverted until the bugs are resolved
Fallschirmjager 1 hour ago 
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bdu6e 2 hours ago 
@wws_kyon 大佬这个设置在rimtalk里找不到阿
TeaSklovachevsky 2 hours ago 
After the latest version update, my pawn has been in a state of either muttering to itself or engaging in conversations with others without any mutual replies. There might be an issue
wws_kyon 2 hours ago 
把“显示在界面之上”关掉就正常了
NEARL 2 hours ago 
Yes UI is dead "black out" ,can't do anything.
Lunox 3 hours ago 
今回のアップデートでバグってるよん♪♪♪
Gloomy 4 hours ago 
Last update bugged my game out. I can't click on any menus (like, research, main menu, etc.). They open up, but are not "clickable" (clicking them highlits the button and thas that). Disabled Rimtalk and it worked again. Just to let you know.
Suparutan117Jon 4 hours ago 
30日でのアップデートで変わったからか分からないけど、自分の作業や状況についてのみ話すばかりになって入植者同士での会話が減った気がします。おま環かもしれませんが、他のプレイヤーの意見も聞いてみたいです。
Asunib 4 hours ago 
currently unusable for me due to the latest update making all menu UIs greyed out
mz 4 hours ago 
The character dialogues are displayed on the right side but are not fully visible.
Amecissist 9 hours ago 
Are characters outside the area considered part of the caravan? When a character was processed as being outside the area because he was inside a predator in mods, the uninstructed AI mistook him for something else (this happened a long time ago). I wonder if it depends on mod_compability.
DOGGDIKK 22 hours ago 
agree with @tri_idias. and can ai stop talking automatically? I want AI to stop automatically having conversations with (player). thanks for great mod.
vfgh Nov 30 @ 6:17am 
@Juicy
vfgh Nov 30 @ 6:16am 
The feature that character dialogues can affect the actual mood is great, but it needs some balance. Currently, character dialogues have too much of an impact on the mood, to the extent that conversations with other characters outweigh all other in-game factors that influence the mood. This value needs to be reduced.
youmo2233 Nov 30 @ 12:26am 
Good job!
OCEAN Nov 29 @ 11:53pm 
After the update, that previous issue no longer occurs, and some great features have been added. Thank you so much!!:BMW_VICTORYHANDS:
Essem Shakhnov Nov 29 @ 5:09pm 
Do your colonists talk to enemies, or only to eachother? Can they swear at their enemies mid-fight?
Juicy  [author] Nov 29 @ 3:03pm 
@vanvanzinhah In RimWorld, open Options -> Mod Options -> RimTalk.
The API key field is right at the top of that menu.
tri_idias Nov 29 @ 2:12pm 
Hello, would it be possible to separate the "allow player created conversation" to two types instead? I've an avatar in my current game, and I would like to talk via the pawn but not as "player". If I disable that option, I can't chat with that.
vanvanzinhah Nov 29 @ 1:39pm 
Hello, I might be stupid but... sorry I can't find where to paste my API key. The tutorial says "paste it into the mod settings" but where are these settings? I searched in the mod folder and in the ingame mod manager and couldn't find anything
Juicy  [author] Nov 29 @ 11:47am 
Conversation affecting mood and social relationships can now be turned on from the options (experimental WIP).
Added context filter customization for dialogue generation.
竹之渔 Nov 29 @ 8:27am 
@OCEAN thank you for the feedback, and sorry for the inconvenience. Today’s update added environmental details at the end of the prompt (e.g., {Terrain: Wood Floor; Wall: Stone Wall; Beauty: General Surroundings: pipex3; Wealth: Treasures fill the home}). We did not change anything related to personality traits. It’s possible that the additional environment information is affecting the model’s focus and causing the dialogue to sound repetitive or overly self-descriptive. Hope @Juicy would consider whether adjustments or optional settings are needed.
OCEAN Nov 29 @ 7:19am 
After your rimtalk update today, the pawn's dialogue has become slightly strange.
They are overly focused on their own matters, such as personality traits, nearby objects in the environment, genetics, equipment, and traits, to the extent that their speech is extremely rigid and even directly repeats the aforementioned content.
It might be due to changes in the speech weights or something similar in the new version? I don't have previous data for comparison and am not entirely sure. However, I hope you can take some time to adjust it when you have the chance. Thank you very much!!:Hearthian_Dead:
ArcadeBulls Nov 29 @ 6:21am 
Is it even possible to take distance between pawns into consideration when they are talking between themselves? It's weird when they interact with each other over the whole base.
Danissimo Nov 28 @ 11:52pm 
@Juicy Nice. Thx. (I stayed up all night talking to my colonists... Thank you, it was very exciting.)
Juicy  [author] Nov 28 @ 10:53pm 
@SaltGin Excellent work!
@Just leaf @cantallera These features should now be supported
@OCEAN That's an interesting idea. I’ll take note for future improvements.
@Winterstein This is something that I have thought of doing too. I’ll see if I can add more features for this later.
Juicy  [author] Nov 28 @ 10:41pm 
Hi folks!
1. Added support for Grok and Gemini-3-Preview.
2. Added log export and conversation-history reset options to the Debug Window.
3. Improved environmental perception (thanks to Alchuang22-dev).
Please report any issues you encounter!
Danissimo Nov 28 @ 12:12pm 
Ru: Это просто ахуевший мод (в хорошем смысле, другими словами мне очень понравилось)
Eng: This is mod ♥♥♥♥♥♥♥ awsome! :steamthis: :steamthumbsup:
OCEAN Nov 28 @ 6:33am 
The recent updates have been absolutely fantastic!! You're amazing, I can't play RimWorld without your RimTalk anymore.

I have a small idea regarding the process of generating and voicing pawn dialogues.
I've noticed that pawn dialogues often get cut off for various reasons, with the most prominent being interruptions when players interact with pawns. The pawns' lines are often truncated because the player interjects, which makes me constantly check the mod debug interface to see if the pawn still has more to say before I dare to continue the conversation.

I was wondering if it's possible to add a small feature where, after the AI has generated the dialogue but before the pawn actually speaks, a bubble with only "......" appears. Once the pawn speaks, this "......" bubble would be replaced. This way, it would be very intuitive to know whether the pawn still has more to say.
thanks!!!:luv:
Winterstein Nov 28 @ 6:03am 
Does this mod implies any consequences or is it just talking ?
Meaning: "if I say something positive about x", does x will have a social positive impact and vice versa?
Could people from the outside, turn bad and becoming angry at what you say ?

I guess not but still worth asking :D (and if someone wants to dig in, I think it would make it probably one of the best mod out there)
desuwa可以翻译成这块 Nov 28 @ 5:04am 
your are hero bro, o7
Just leaf Nov 27 @ 10:42am 
Can we save and export conversations? So they can provide better material for stories.
sleep Nov 27 @ 9:28am 
Hello, I tried to run the model on a local area network server, but rimtalk reported an error saying that unsafe links are not allowed. How can I solve this problem?
KEYTO Nov 27 @ 4:31am 
I can't even imagine how powerful it would be if it could be linked with Rimpsyche Personality Core!!
SaltGin Nov 27 @ 12:32am 
Made an addon that lets rimtalk pick up more details from ongoing events and map conditions! https://steamcommunity.com/sharedfiles/filedetails/?id=3612632140
sasurai1674 Nov 27 @ 12:01am 
Well, generally, it's not something to worry about. It's probably an error because there are over 700 mods installed. I'll send you the log if it happens again next time.
cantallera Nov 26 @ 11:17pm 
Does this mod support xAI API keys? I'd like to see it working with Grok.
Mechanomical Nov 26 @ 6:01pm 
Can you put in the description what the mod takes into account, I was putting the backstory into the dialogue of pawns when a colonist suddenly mentioned that, that sounds like a good reason to download the mod.
koimono Nov 26 @ 4:25pm 
hey does this play well with altered carbon?
Juicy  [author] Nov 26 @ 10:29am 
@sasurai1674 hmm it seems to work fine for me. do you have the error log?
sasurai1674 Nov 26 @ 7:51am 
It was probably designed for humans, but after enabling animals to communicate through catalysts and then trying to smart-generate a personality (though it’s an animal, we’ll use this term for convenience), it crashed. The workaround is simple: the lazy solution is not to use smart generation for animal personalities. I hope as few people as possible make the same mistake.
路人枭 Nov 26 @ 6:29am 
Can the Vocal Link Catalyst be changed to be able to be produced? It's okay to have a lot of work and consumables, but waiting for the transaction will be too troublesome
玩石头,睡大觉! Nov 25 @ 9:29pm 
After using the sensory tool on the animal, the interface for changing settings did not appear.
Mr. Plankton Nov 25 @ 3:04am 
tps killer
g1b5n9m Nov 25 @ 2:55am 
Issue resolved. I switched to a different model (gemma-2-9b-it) and it's working perfectly now.
阿克斯顿下士 Nov 25 @ 2:22am 
@Juicy it worked fine after sorting it