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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.
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.*
@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.
Root level exception in Update(): System.InvalidOperationException: Sequence contains no elements
[Ref D8B4C0AC] Duplicate stacktrace, see ref for original
오류가 발생합니다.
@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.
https://gist.github.com/HugsLibRecordKeeper/a8ee48e70f4cfa82722561ad0dfa903a
Even disabling enemy talk did not improve the problem.
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.
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!
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
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.
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.