RimWorld

RimWorld

EchoColony
 This topic has been pinned, so it's probably important
Gerik Uylerk  [developer] Apr 15 @ 8:28am
Suggestion Box – Help shape the future of the mod!
Hey everyone!
I’ve received some truly amazing suggestions lately — thank you all so much for your enthusiasm and creativity!

Since each idea often points in a different direction, I’d love to prioritize the ones that gather the most community support. So if you have a feature in mind, feel free to share it below!
And if you see a suggestion you like — reply to it or mention it in your own comment so I know it's something multiple people want.

Let’s build something awesome together. Thanks for being part of this!
Last edited by Gerik Uylerk; Apr 15 @ 8:31am
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Showing 1-15 of 52 comments
Nihilivin Apr 15 @ 12:08pm 
(hard) Being able to make group chats, not only 1-to-1 between the player and a pawn. I don't know how it would behave but it would be nice for immersion when, for example, planning an attack or attending a party. The ideal would be to be able to store and put in context previous conversations with each individual pawn in the group
Last edited by Nihilivin; Apr 15 @ 12:09pm
Nihilivin Apr 15 @ 12:09pm 
(easy, I think) Add an option to "incarnate" a pawn. Every dialog would then be considered as between that incarnated pawn and the selected one(s)
Dive Apr 15 @ 2:09pm 
Hey that's a pretty awesome mod! I've played around with it for a bit and it is really cool to be able to speak to pawns.
That being said it does seem like there are plenty of improvements that could still be made:
1. When I asked a pawn what he thinks about one of the prisoners, he responded that he does not know who the prisoner is. In fact he did not even know that we have prisoners. However he did answer the same question about another colonist.
2. While pawns seem to be aware of some context they miss lots of other important things. Question "What's bothering you the most right now?" did not yield a reference to current mood debuffs. Question "What is your role in the colony?" (referring to Ideology Roles) did not yield a right answer either.
3. Not sure how possible but it would be nice to try to get it to work better with other mods. One of my pawns claimed she was "sewing" while in fact preparing whiskey mash :D
4. I get Spanish sprinkled here and there sometimes? o_0 I mean I don't mind, I'm actually actively learning Spanish rn but it is kinda strange.

Overall I think there are tons of potential in this mod so I'm looking forward to the future updates!
LeoZin13 Apr 15 @ 9:49pm 
Really awesome mod! Great use of AI. My suggestion: Maybe use the assigned stuff of Psychology mod, or 1-2-3 Personalities (I think thats the name) to give different colonists....well, different personalities. Maybe if mod is not present base it on race, or random, I dont know, now it kinda feels I haven't changed colonists sometime, you know?

Also, huge QoL improvements: Enter text box automatically (now I need to click it to activate and type) and make "Enter" send the message, now it's closing the chatbox
5katz Apr 16 @ 7:29am 
Integration with 1-2-3 personalities would be great and (relatively) simple since it already builds sentence structured information about the pawn you can theoretically scoop and sent to your system as well :D
Gerik Uylerk  [developer] Apr 16 @ 9:20am 
Originally posted by Dive:
Hey that's a pretty awesome mod! I've played around with it for a bit and it is really cool to be able to speak to pawns.
That being said it does seem like there are plenty of improvements that could still be made:
1. When I asked a pawn what he thinks about one of the prisoners, he responded that he does not know who the prisoner is. In fact he did not even know that we have prisoners. However he did answer the same question about another colonist.
2. While pawns seem to be aware of some context they miss lots of other important things. Question "What's bothering you the most right now?" did not yield a reference to current mood debuffs. Question "What is your role in the colony?" (referring to Ideology Roles) did not yield a right answer either.
3. Not sure how possible but it would be nice to try to get it to work better with other mods. One of my pawns claimed she was "sewing" while in fact preparing whiskey mash :D
4. I get Spanish sprinkled here and there sometimes? o_0 I mean I don't mind, I'm actually actively learning Spanish rn but it is kinda strange.

Overall I think there are tons of potential in this mod so I'm looking forward to the future updates!

In the first version, the colonist was only aware of their closest relationships—blood relatives or romantic partners. I released an update so they would now be aware of absolutely all colonists on the map (and even off-map if they are close relatives). With this, they now also recognize the colony’s slaves and prisoners.

Although they recognized the ideology, they weren’t fully aware of how it should influence them—something I also improved in the latest version. I’ve removed all the Spanish words that might have confused the responses (once again, my apologies for that).

I'm still learning new ways to gather more information from the colony at all times so that the colonist can improve their responses. The latest update focused on anything that could affect their mood, whether positive or negative (they definitely won’t forget they didn’t have a table to eat at anymore). Thank you so much for your feedback.
Just downloaded the mod! One feature I think could be good is, either by integration with Character Editor or by saving specific prompts to specific names (I.E colonist named "Darkeye" always uses "Prompt A", colonist named "Blitz" always uses "Prompt B", etc), having the ability to save custom/personalized prompts for a specific colonist that we can then use elsewhere for another colonist (either in the same save or a new save) without changing the global prompt, like a personalization template.
Last edited by Nssquirrel; Apr 16 @ 9:08pm
Gerik Uylerk  [developer] Apr 17 @ 10:00am 
“They have awoken.”
🧠 Your colonists are now 200% more self-aware, more dramatic, and socially judgmental than ever before.

✅ Full Compatibility with 1-2-3 Personalities M1!
Based on the most requested feature, I worked hard to make this mod fully compatible with the amazing 1-2-3 Personalities M1.
Now each colonist receives their own personality based on what that mod assigns — and they stick with it! 🎉
Hooray! 🥁🎺

🎭 Roleplay Mode: Now With Extra Soul™
Colonists now truly know what they’re doing — whether it’s chopping wood, brewing beer, or harvesting that tasty liver from the last raider who crossed the wrong colony. 🪓🍺🫀
Even tasks added by other mods are now recognized.
Roleplay mode has been rewritten to be more immersive, more narrative, and way more theatrical.

👁️ Prisoners and Slaves: Acknowledged.
Finally, colonists fully recognize your prisoners and slaves.
Whether they’re family, lovers… or “that filthy organ donor in the basement”,
they’ll have opinions. And they won’t hold back. 😌

🛡️ What Are You Wearing?
Colonists now notice their gear: armor, hats, axes, pistols… or even a delicious chocolate bar. 🍫
They’ll boast about their shiny new power armor,
but they’ll absolutely hate wearing bloody, tattered shoes.
Last edited by Gerik Uylerk; Apr 17 @ 10:00am
Ooo, I've been looking for a mod like this since finding the other AI-related mods!

One feature I'd love to see is the ability for colonists to talk to eachother using AI. Perhaps when the normal conversation things kick off, but instead directing it to the AI, allowing every response to be unique and based on current events.
You could even have another layer of evaluation, where the AI will determine if the response was positive or negative and affect the social impact, or their mood, but that starts venturing away from the purely cosmetic/roleplay.
Last edited by Darian Stephens; Apr 18 @ 5:41pm
Pika Apr 19 @ 12:04am 
I second Nihilivin's suggestion. Since Rimworld doesn't really specify how the player controls the characters, many of us have a "protagonist" pawn that we picture leading the rest. A function where you, by default, speak as one of the pawns to the others, would be interesting.

I would like to add that it'd be interesting if completing a conversation with this feature added a thought between the pawns, ranging from "insulted" to "deep talk" depending on how it went.

Additionally, I think colonists should be aware of their Biotech xenotypes, and perhaps of their genes.For an example, asking a newly converted sanguophage "How's the vampire stuff going?" should return something about being a vampire, not about dealing with other vampires.

If they don't do this already, I think they should consider the most recent Social tab records as well. It'd be best if this was compatible with Speak Up, but I can understand why it may not work.

Lastly, if the "incarnate" feature is implemented, I think a prompt should automatically be added to make it so the conversation is over radio if the colonists are too far from each other, preventing roleplay responses that involve physical contact from happening.
If they're close enough, I also think it should specify that is the case for reference.
Last edited by Pika; Apr 19 @ 12:38am
NGPlus Apr 19 @ 11:25am 
I'd like to be able to talk to prisoners, honestly
I would love openrouter support. It would hopefully allow for support for basically every LLM provider with minimal effort on your part. I would also love a debug system to view exactly what's being placed in model context.

I'm not too informed about rimworld modding, but it would also be interesting if there was some extendable way for modders to mark a set of data as communicable to the LLM. IE, extension to vanilla vehicles that subscribes pawns riding the vehicle to the vehicles state, (fuel, damage, etc.). If that format is easy enough to manage, I think it could really be powerful for those cross mod interactions.
James009 Apr 20 @ 12:08pm 
Great work on this mod. I have two suggestions. :)

1) Enter to submit message
Can you make it so when you hit Enter on the chat window it sends the message instead of closing it? I'm sure many of us have wrote something, hit enter, and lost it in frustration!

2) Avatars in chat window
Can you integrate chat avatars from the avatar mod so they're overlayed in the chat window behind the text? This would really help with immersion.

For example:
Image example[imgur.com]

Thank you!
Last edited by James009; Apr 20 @ 12:11pm
Solorah Apr 20 @ 3:22pm 
I've been following the mod since I saw the post on Reddit. I just started a new playthrough and added it in and I love it! I would like to chime in with LeoZin13 and James009 to say that hitting the Enter key would make the whole chat process flow a lot more smoothly. Thank you so much!
Gerik Uylerk  [developer] Apr 20 @ 4:39pm 
📣 New EchoColony Update!

I’ve finally delivered the feature we all wanted… including myself, because wow—this thing caused more mental strain than a high-level psychic drone! 🧠💥
You can now send messages using the Enter key!
Yes, at last! No more click-click on the “Send” button. Conversations now flow like a well-fed muffalo on flat terrain. 🐃💨

🧠💬 But that’s not all…

While digging through the code like a colonist checking for bugs in the nutrient paste dispenser, I thought:
What if colonists could actually react better to danger?
Now they’re much more aware of nearby enemies, fallen comrades, or allies bleeding out.
They’ve even warned me about threats I hadn’t spotted. It’s like having a sharp-eyed lookout built into every pawn! 👀🏹

And if you speak to them mid-battle…
Brace yourself for replies hotter than a tribal raid hitting your power room.
No more “Oh, I’m hurt, but I’m fine I guess…”
Now it’s: “They got me! Let’s send them back in pieces!”

Update now, commander. Your colonists are louder, smarter, and ready to shout if needed.
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