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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!
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
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.
🧠 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.
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.
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.
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.
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!
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.