RimWorld

RimWorld

RimTalk
371 Comments
mukudori505 2 hours ago 
@RYOMA.jp, thank you.
It really only responds to the very leftmost pixel!
RYOMA.jp 3 hours ago 
@Juicy, thank you for changing the screenshot.

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。
mukudori505 3 hours ago 
I’m also playing in Japanese, but when I press the Persona button, it opens the Faction screen instead, so I can’t edit my Persona.
It seems that the Persona button and the Faction button are overlapping.
Juicy  [author] 9 hours ago 
@RYOMA.jp Just updated the mod screenshot. It should be right next to the race info in the Bio tab.
RYOMA.jp 10 hours ago 
Sorry for the sudden comment. I'm Japanese and I'm playing in Japanese, but I can't find the "RimTalk Persona" option. I'd appreciate it if you could tell me how to fix this.
Juicy  [author] 17 hours ago 
@刀塔英雄 Downed pawns can now talk if they're conscious enough. Let me know if you run into any issues.
fly2outerspace Oct 7 @ 5:07am 
What you are cooking is great and valuable, keep it up !!!
刀塔英雄 Oct 7 @ 4:02am 
Can there be a way to allow downed pawns talk if their consciousness is above 30%? Some of them might be able to yell for help.
可以设置为不丢弃对话么?deepseek每次请求会一次性会生成5~8次对话,4倍速度下大量的对话都会因为殖民者睡觉而丢弃,这导致我的殖民者几乎无法对话互动。
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.
Juicy  [author] Oct 6 @ 9:26pm 
@Akvo
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.
Akvo Oct 6 @ 8:26pm 
Hi,currently i met something abnormal, there is a colonist and a prison called same name, when the prisoner said something, the dialog box showed gray instead of yellow, while i click on the name and move over i saw the colonist.
by the way i want to know if it is possible to set conventional style for everyone(include prisoners,invaders and visitors)
新垣夜夏 Oct 6 @ 3:56am 
Newly arrived visitors would greet colonists by their names on the first glance, like they know each other instantly without introduction. The interaction between colonists and prisoners are also weird. They seem to be too kind to everyone. I think the interactions should be noticeably different depending on how much one character love or hate or indifferent to another.
新垣夜夏 Oct 6 @ 3:48am 
It sometimes fail to recognize colonists' gender and age, causing a 36 years old lady to call a 94 years old grandma "brother". Is this a problem with this mod or Google AI?
使用deepseek时,在生成对话时殖民者进入睡眠或者倒地状态,会在聊天框里面中断对话,这在三倍速或者四倍速中非常明显。

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.
KawwaK Oct 5 @ 12:27pm 
Is there a version hoistory anywhere?
Sayo Hikawa Oct 5 @ 2:53am 
Okay I reloaded this mod and the issue was gone. Maybe the fix wasn't updated to my game before.
Mr.Jiang Oct 5 @ 2:11am 
@Sayo Hikawa The mod was just updated with fixes for thought tracking. Updating to the latest version should fix this issue.
Sayo Hikawa Oct 5 @ 1:21am 
@Juicy The eating issue is still there, error msg: https://pastebin.com/4hDJb0Pw
Mr.Jiang Oct 4 @ 9:30pm 
Hi, just wanted to report a small issue I noticed after the latest RimTalk update this morning. It seems that whenever any pawn—colonists, prisoners, or NPCs—eats a fine or lavish meal, the game sometimes crashes with a NullReferenceException. From what I can see, it comes from PatchMemoryThoughtHandlerTryGainMemory.Postfix, probably because newThought or otherPawn can be null. Adding a simple null check like if (newThought == null || otherPawn == null) return; should prevent the crash. This didn’t happen in the previous version. Thanks for all your hard work!
vogelre Oct 4 @ 12:39pm 
I used a free API key from Google AI Studio and encountered this issue with the default settings. I tried to fix it by adding instructions, saving, and reloading, but all my attempts were ignored. Now I’ve tried using a local model with LM Studio and the rimtalk-mini-v1 model from TheDrummer, and it looks like the issue is gone. Slave-slave and slave-master interactions are now handled correctly.
Juicy  [author] Oct 4 @ 12:35pm 
@Incursion That sounds like an issue with the LLM itself. I tested with Gemma and it worked fine. The pawn’s context info is passed correctly, but your model might just be struggling to follow the instructions. Try switching to a different one and see if it helps.

@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.
Fuyun Oct 4 @ 11:31am 
@Juicy
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?
vogelre Oct 4 @ 11:12am 
Slaves are speaking to each other as if they were speaking to their master, calling each other "master" or "sir" and offering to serve or be useful, etc. Is there any way to avoid this? I tried a lot of things in the "AI Instructions" settings, but had no luck.
Incursion Oct 4 @ 10:31am 
Using a local model, is there any way to make the llm use correct pronouns? It usually seems to default to "he" when generating, even if the pawn in question is female. Or is this maybe a problem with the llm itself? Should I look for another? Thanks
Juicy  [author] Oct 4 @ 10:27am 
@Sayo Hikawa Thanks for the report. I just pushed a new fix, can you try updating and see if the issue’s still there?

@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.
KUNZITE Oct 4 @ 9:13am 
Omg, if you are speaking Chinese and using the local LLM , you must try the Mistral Nemo Instruct 2407 model. The sentences are so smooth. Juicy, you are really a god by giving those pawns the ability to speak bro. Thanks for this amazing mod.
Sayo Hikawa Oct 4 @ 8:21am 
Seems that the eating problem still exists, error msg: https://pastebin.com/Q3m9uwkd
Juicy  [author] Oct 4 @ 7:25am 
Thanks for reporting. The issue should be fixed now, let me know if it still persists.
DSR Oct 4 @ 6:54am 
I don’t know why, but since the last update colony babies can’t sleep in their cradle anymore. It seems to cause errors when they try to lay down. I had to disable the mod for now.

If you need the debug log, let me know.
AICER Oct 4 @ 6:29am 
@OMO yes ihave the same issue
OMO Oct 4 @ 6:09am 
I found that Rimtalk may causes colonists to be unable to eat properly. Here is the error msg: https://pastebin.com/i9kdx0ih
Juicy  [author] Oct 4 @ 3:08am 
@AUV This is a Unity/RimWorld restriction, so unfortunately it can’t be changed by a mod. You can follow the discussion guide to set up a reverse proxy as a workaround.
AUV Oct 3 @ 11:10pm 
能否让本地的可以使用http而不是https,如果我用的是本地的,但是地址是ip类型就会报下面的错误
[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
Juicy  [author] Oct 3 @ 10:28am 
@ZIRI Thanks for reporting! Should be resolved now. Let me know if it’s still an issue.
ZIRI Oct 3 @ 9:00am 
this link contains error msg: https://pastebin.com/9zDKXkiC
AUV Oct 3 @ 8:44am 
好把,我知道为什么了,我使用的是本地的ip访问的,需要更改为 localhost
Juicy  [author] Oct 3 @ 8:04am 
@Cosmosteller Thanks for reporting. This is a known issue when pawns share the same name. For now, the workaround is to rename one of the pawns as you described.

@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.
ZIRI Oct 3 @ 7:34am 
how can l report an error message to you? rimtalk with vanilla ideology expand get large amount of errors when running the games
Cosmosteller Oct 3 @ 7:06am 
I found a small issue related to the 'Corrupted Obelisk' from the Anomaly DLC.

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.
Juicy  [author] Oct 3 @ 6:51am 
@BadBlackLion @AUV
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/
AUV Oct 3 @ 5:28am 
本地部署的模型为什么不能使用http的呢?只能使用https?
BadBlackLion Oct 3 @ 2:47am 
Hey there,
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?
Juicy  [author] Oct 2 @ 11:59pm 
@Fuyun Thanks for the feedback!

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.
Cosmosteller Oct 2 @ 9:25pm 
Hi Juicy, The detailed feedback on the "Thought/Dialogue Context" has been posted to the Discussions tab. Check it out when you have a chance!
Fuyun Oct 2 @ 7:38pm 
A great mod! I’ve used it for two days and really enjoy it. Here are some questions/suggestions:

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!
Fuyun Oct 2 @ 7:32pm 
令人惊喜的模组,试用了两天非常喜欢,同时我有一些疑问和建议。
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?
erya Oct 2 @ 6:19pm 
Amazing!
pmrn Oct 2 @ 5:21pm 
@Juicy you're absolutely right - the 3B model I linked to before was actually designed to work with a different Rimworld LLM mod RimDialogue. I swapped it out for a 24B model and now it works perfectly! I'm using Cydonia 4.1 and Dan's Personality Engine 1.3, both 24B both based on Mistral, they work fantastically.

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.
Juicy  [author] Oct 2 @ 12:25pm 
@ZIRI That error’s actually from Dubs Mint Menus, not my mod. I don’t have control over that one, so you’ll need to check with the Dubs author.
ZIRI Oct 2 @ 11:49am 
System.Action Close, System.Boolean Editing) [0x0044e] in <4a61d8a323544f168b948c321aa111ae>:0
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()