RimWorld

RimWorld

RimTalk
490 Comments
OCEAN Nov 9 @ 6:52am 
And another thing: the pawn's mood has a significant impact on the dialogue. I explicitly prohibited the generation of dialogues related to MoeLotl's zombies in the prompts, but it still generates conversations about this due to the mood debuffs caused by zombies in the colony. It even produces some absurd dialogues, such as the colony being invaded by zombies. Is there a way to make the AI ignore some of these irrational mood buffs/debuffs?
OCEAN Nov 9 @ 5:33am 
Very impressive mod!I can only play at normal speed now.:dsdcsmile:
Two suggestions: Is it possible for characters with zero linguistic ability to speak, at least to say some onomatopoeic sounds or the like? Often, the conversation stops mid-sentence when they fall asleep. Could it continue generating until completion before stopping? Or perhaps they could still talk while sleeping, such as sleep-talking or engaging in dialogue when they can't fall asleep.
CHCYQTXFS Nov 8 @ 8:04pm 
I wonder if it would be possible to add a feature in the future that lets players talk to prisoners directly.
黑虎阿芙洛狄忒 Nov 6 @ 5:33am 
I’m not sure if this is achievable: I want to allow some in-game characters who don’t have language abilities by default to participate in interactions. Is this possible? For example, through body language or similar means. I’ve noticed that when a colonist loses their language ability, they seem to vanish entirely from the colony’s social network, and no one mentions them anymore. Additionally, it would be really cool if creatures like the Ghouls from Anomaly (this is a machine translation, so I’m not sure if it’s accurate) could also have similar forms of interaction through actions or sounds.
背对啊 Nov 6 @ 4:56am 
Hi, this is an amazing mod! Would you consider adding a feature to enable custom dialogues for other creatures? For example, some mods include beings that aren't colonists (like MoeLotl: Rigor Mortis) - these characters have social capabilities, but there's no option to configure RimTalk settings for them. Could you consider adding a feature that allows players to freely add dialogue functionality?
不是故意开挂的 Nov 5 @ 6:16am 
some talk get discarded or waiting, often happens to prisoners. I have not received any error messages, but they are still visible in debug interface. this is a bug?
落阳 Nov 4 @ 10:01pm 
This is an excellent mod! However, I wonder if you have considered supporting dialogue between mechanoid characters—I don’t seem to have seen them interact with each other yet.
President_Of_The_IPC Nov 2 @ 12:16pm 
Make this compatible with EchoDialogues :steamhappy:
KIWI 🐀 Oct 29 @ 7:47pm 
is there anyway to display more amount of dialogues in the overlay? I tried chatlog display but that mod seems didn't allow displaying player's message to colonizers.
努力进学的大积极 Oct 29 @ 1:30am 
If the little person could understand AI's instructions and carry out a task, it would be even more perfect.
momoiro Oct 28 @ 9:54pm 
Could you please consider including the character background and traits in the prompt when generating an individual's personality through artificial intelligence?
lulu今天恰饱饱 Oct 28 @ 2:15am 
It seems that RimTalk doesn't work with vehicle-related mods.
快下无影船 Oct 28 @ 1:21am 
I seem to have found the problem because I joined 'Guard for Me' mod and the character doesn't seem to reply to conversations while acting as a bodyguard:steamfacepalm:I am still using translation software, please forgive me
MadeSoco Oct 27 @ 2:59am 
Hello Author,I absolutely love your mod. With over 3,600 hours played in RimWorld, your mod has brought a fresh new life to my colonies. I hope it becomes even more popular.Here are a couple of suggestions:
1. It would be great to have an option, after initiating a custom dialogue, to let the AI continue the conversation freely. This would allow the player to be the initiator of the conversation rather than an active participant.
2. Please consider adding a button for colonists that allows them to automatically start a conversation based on their current situation immediately.
Thank you for everything you've created.
*Translated with deepseek's assistance.*
kkloas Oct 27 @ 2:25am 
Some of the talk just get discarded,could it be shown in the dialogue log?And thank you for this amazing mod.
天哪,那是接近的 Oct 26 @ 9:52pm 
Have you considered adding a memory system? I have tried rimind, but it is not very effective
Boki Oct 26 @ 6:56pm 
Seriously, this mod is why the characters in this game finally feel alive, not just like a bunch of numbers anymore. You literally fixed what the game messed up! Huge thanks for making and keeping this amazing mod updated!
KUMA Oct 26 @ 5:01pm 
Hey Juicy! Just wanted to say a huge thank you - your mod is awesome! Hope you have a wonderful week ahead!
Juicy  [author] Oct 26 @ 3:33pm 
@Burn on fire @소설가L Thanks for the report. I’ve just pushed a fix. Please try again and let me know if the issue still occurs.

@Taladin Thanks a lot! Really appreciate the kind words.

@Sea salt_helper That can happen if a pawn gets interrupted while talking. Some messages get discarded. I’ve added a new message status column in the debug window so you can check their state now.

@Mistha J Make sure you got your API key from the link in the mod description and copy paste it into the RimTalk mod settings. No extra config needed. Also check there’s no extra space before or after the key.
Sea salt_helper Oct 26 @ 8:12am 
Sometimes the colonists' conversations do not appear in the dialogue log, but they are still visible in rimtalk debug interface, and I have not received any error messages.
소설가L Oct 26 @ 6:46am 
업데이트 이후 지속적으로
Root level exception in Update(): System.InvalidOperationException: Sequence contains no elements
[Ref D8B4C0AC] Duplicate stacktrace, see ref for original
오류가 발생합니다.
Taladin Oct 26 @ 6:35am 
"The model is incredibly refined; it's like the RimWorld colonists have gained an electronic soul! This mod is the most impactful release I've experienced this year, even outshining the official DLC. A huge thanks for sharing this absolute masterpiece!" :steamthumbsup:
Burn on fire Oct 26 @ 6:33am 
Excuse me, when i try to use the dialog to communicate with my pawn, rimtalk throw a err about "Root level exception in Update(): System.InvalidOperationException: Sequence contains no elements". i ask AI about this err, it told me that is about "ConsumeTalk" try to use "Enumerable.First()" on a void array. My pawn didn't give any feedback for my communication, is that caused by this err?
pactman Oct 26 @ 1:12am 
I understand. I will report it on "BetterSliders".
Mistha J Oct 25 @ 10:00pm 
i dont understand this apy thing it doesnt seem to work when i put the key in or am i doing something wrong idk this seems kinda complicated
快下无影船 Oct 25 @ 10:39am 
@Juicy It seems like it hasn't been resolved yet. Sometimes the characters' conversations don't get a response, it could be my own problem. I will test it again
快下无影船 Oct 25 @ 9:05am 
yes,BetterSliders with RimTalk had bug
Juicy  [author] Oct 25 @ 8:43am 
@天地一心, @Smile☆Sky colonist dialogue mixing with invader tone should now be fixed.

@快下无影船 this was likely caused by the same issue; it should be fine now, please try again.

@pactman looks like a BetterSliders mod issue. It errors out when a slider is used in an overlay.
Smile☆Sky Oct 25 @ 6:54am 
Yes, after the update, my character keeps showing the attacker's dialogue.
pactman Oct 25 @ 4:02am 
When installing "BetterSliders", the following error occurs when you press the Options button in the RimTalk History dialog in MainTab.
https://gist.github.com/HugsLibRecordKeeper/a8ee48e70f4cfa82722561ad0dfa903a
快下无影船 Oct 25 @ 12:52am 
Just wanted to ask, most of the time when my character initiates a conversation, they only generate one sentence, not multiple conversations. Is this due to an issue with my AI configuration?
天地一心 Oct 24 @ 11:37pm 
Sorry, after the update, the colonists' dialogue has become the attacker's tone.
Even disabling enemy talk did not improve the problem.
Juicy  [author] Oct 24 @ 5:13pm 
@黑虎阿芙洛狄忒 Thanks for the report. Should be fixed now. Please report if it still persists.
黑虎阿芙洛狄忒 Oct 24 @ 12:32pm 
It seems that the character cannot distinguish between initiating an attack and being attacked. It often mixes up the roles of attacker and defender when I am raiding other locations. Setting prompts doesn’t seem to work well either. Could this be optimized? Additionally, when controlling the character to speak, can it move at the normal movement speed instead of the wandering speed? It’s moving too slowly.
A123666wo Oct 24 @ 9:56am 
Don't kown why,but I still can't control my characters to speak what I input
Juicy  [author] Oct 24 @ 6:12am 
@chengzhi-c @ANYU Thanks for reporting. It should be fixed now.
ANYU Oct 24 @ 5:40am 
After today's update, I can no longer interact with characters through dialogue.
chengzhi-c Oct 24 @ 3:14am 
I'm very sad. I don't know why after this update, my little character's dialogue doesn't give me any response anymore.
Sea salt_helper Oct 23 @ 9:15pm 
Well, maybe you could try a different display method. Here's my idea:
When a set of dialogues is generated, an appropriate blank space matching the word count appears, and the dialogue between characters gradually displays to fill this blank. When other dialogues show up, they appear below the blank space instead of within the blank reserved for the previous dialogue, and start with a blank space of another color.
In this way, they will be distinguished by their colors, and the content of different groups of dialogues will not overlap, which avoids confusing displays.
Juicy  [author] Oct 23 @ 8:40pm 
@Sea salt_helper Thanks for the feedback. Yeah I’m aware of that issue but don’t have a good solution yet. I tried using different colors for each group but it ended up looking even messier. For now, I recommend turning off the “Allow Simultaneous Conversations” option in the mod settings if it feels too cluttered.
Zero Oct 23 @ 1:43pm 
Generative AI takes money to run, so you should not expect any corporation to run it for free for you forever.
Juicy  [author] Oct 23 @ 10:04am 
@fly2outerspace It looks like OpenAI has restricted the streaming API for GPT-5 models unless your organization is verified. You can verify your org at https://platform.openai.com/settings/organization/general , or try a different model such as gpt-5-chat-latest instead.
Sea salt_helper Oct 22 @ 11:28pm 
Thank you for adding the player-controlled dialogue feature—it greatly enhances the RimWorld-like immersion.
While I’ve used prompts to generate cohesive, dramatic exchanges, concurrent dialogue groups often clutter the logs, making it difficult to distinguish character groupings. I hope you’ll consider optimizing the display in future updates.
Appreciate your efforts!
琪露诺逆天改命 Oct 22 @ 10:35pm 
666
fly2outerspace Oct 22 @ 10:29pm 
I cant use openai service with a usable api key on my windows pc or mac, a bugs perhaps? got bad requests 1.1 400
ultrablue Oct 21 @ 4:22pm 
Hello, I just wanted to report that the changes you made on the 19th solved the issues I had with colonists and minor threats. Thank you for all your hard work on this mod
M.Y.G Oct 21 @ 11:59am 
@Juicy
允许角色间的对话是一次精妙绝伦的改动,我为你的工作由衷的赞叹
Allowing dialogue between characters is an absolutely brilliant change, and I sincerely admire your work
Juicy  [author] Oct 21 @ 9:14am 
@Umaliye Thanks for the feedback!

1. Colonists started talking about enemies because the threat logic marks them as active once the caravan provoked the insectoids. Before that, they weren’t considered a threat.

2. They don’t know the enemy type before engaging in combat. Once combat starts, they can identify the enemies. This could be improved in the future.

3. Player messages don’t show in social logs yet, which could be added later. Colonists need to walk over to start a conversation so it makes sense in the game world. Once a conversation is started, they can continue even if apart.
Juicy  [author] Oct 21 @ 8:58am 
Added mod option to disable simultaneous conversations.

By default, multiple groups of pawns have been able to talk at the same time. You can turn this off if you prefer to see only one conversation at a time or if too many are happening at once.
精罗落泪 Oct 20 @ 10:01pm 
Tynan found this and makes the next dlc.:steammocking: