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报告翻译问题
That was an issue that was fixed by the mod author in the 1.6 patch.
"Exception ticking Fire57242: System.NullReferenceException: Object
reference not set to an instance of an object
[Ref 4B555F9A] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace O
(wrapper dynamic-method)
MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2
(string)
Verse.TickList:Tick (
(wrapper dynamic-method)
MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingl
eTick_Patch2 (Verse.TickManager)
(wrapper dynamic-method)
MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.TickMa
nagerUpdate_PatchO (Verse.TickManager)
Verse.Game:UpdatePlay 0
Verse.Root_Play:Update ("
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3586055412
I'm playing in Korean, and while the dialogues are translated properly, "Memories" still appears in English.
I'm having so much fun playing this. Thanks for making this mod!
The more conversation accumulates, the larger the empty space becomes below the last dialogue entry.
The play environment is Korean, Jemini Flesh version.
For example:
----------
You :: 안녕~
데커 :: 안녕하세요!
----------
But if the conversation gets longer:
----------
You :: 안녕~
데커 :: 안녕하세요!
You :: 안녕~
데커 :: 안녕하세요!
You :: 안녕~
데커 :: 안녕하세요!
----------
If you repeat this dozens of times, a large gap is created at the very end of the conversation.
When you to the options for all your mods you have installed. EchoColony has a text field, I believe you can use that to set things up how you want. however that would most likely be a wall of text you have to type in for it to work as you want. It is called Global Prompt. If you look under Discussions tab I have a thread that gives a link to an image that shows the prompt.
Unlike the personality field for individual pawns this would work for all pawns in your colony.
NAI would be a trick here, as far as I remember they diverge from OAI quite a bit, and have 150 token limit on generations, so I'm not sure if it'd work.
But you can also try to wrap them in local API proxy such as LiteLLM (the software, not the service).
Would it be possible to have the group conversations include the 1on1 conversations, at least a few past interactions? Right now group and solo are completely separate, so you can't talk about other colonists and then include those ideas in the group convos.
I would love to add onto this mod if you don't mind. Having the AI use tools to determine and search for things around and interact with them with chat context sounds awesome.
Like "can you chop down a tree" and the colonist queues up chopping down a close-by tree. Just an example, but the possibilities are endless.
Are you using LM studio. If so, make sure everything is updated in LM studio as there are other update ables under settings menu. If those are not, it can have an effect on speech.
It's making me care too much about my pawns! What do I do now?!
No, I'm using Gemini, not LM Studio.
I'm on the August 10th update, and on maps with an Ancient Danger, my characters keep saying things like "bullets are raining down!" and "we are in combat!"
Are you using LM Studio, if so there was an update last night. under settings gear there are other dlls that need to be updated as well, just click on them to update, after updating everything works fine.
– https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3448693012
also, description says it remembers recent events. only recent? can it summarize the year to determine the most important events to keep the memories on?