RimWorld

RimWorld

EchoColony
431 Comments
wild 21 hours ago 
I just finished a game with this mod installed, and I loved every single second of it! I mostly played with the Anomaly expansion, and I ended up creating an entire story worthy of a good sci-fi novel. I came up with a plot where I was the monolith at the center of the village, manipulating the colonists to help me destroy the evil entity I had been imprisoning for 10,000 years—appearing to them like Tyler Durden from Fight Club. The AI reacted perfectly to my little trip, and it made for an epic playthrough, in my native language (French), with a few steamy romances along the way. I only had to pay 4 euros to Player2, but honestly, it was totally worth it. 10/10 — I’m taking a break from RimWorld for now, but when I reinstall it to play the Odyssey expansion, this will be the very first mod I activate.
Zike Oct 23 @ 12:36am 
Is it possible to implement an option to disable the memory creation system? Often, it doesn't work for me and makes response times extremely long due to generating a response and a memory at the same time.
SOCIALISTBEES Oct 18 @ 3:50am 
Not getting any errors, but it seems like Speak Up is a soft incompatible with this mod. Interaction bubbles appear, but it's just the interaction not the "SpeakUP" talk.
Dingz_Bumz Oct 17 @ 11:56am 
Hi, great mod, but is there a way to make the colonists also speak the roleplay "actions"? for me it only speaks the spoken text and skips the actions (Im using Player2)
Auster Oct 15 @ 7:09am 
@gorbachevavitolda
That was an issue that was fixed by the mod author in the 1.6 patch.
Maiya0126 Oct 14 @ 11:42pm 
Sorry, I've tried the third-party API and it works, thank you. By the way, EchoTales can fill in the third-party API and address, but there's no option to select a model. I hope this can be adjusted.
gorbachevavitolda Oct 14 @ 12:54pm 
(1.5)Whenever a fire occurs on the map, this kind of debug message appears. I think it might be caused by a mod. Is there any solution for this, or at least a way to find out which mod is causing a conflict?
"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 ("
Maiya0126 Oct 14 @ 8:38am 
Hi, is it possible to add more third-party cloud service providers that support OpenAI addresses?
DCSzar Oct 12 @ 6:32pm 
I made an open-source integration patch for RimPsyche for more in-depth characterization; since 1-2-3 Personalities doesn't seem to have been updated for 1.6 as of yet.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3586055412
SandFox Oct 6 @ 6:16pm 
Could you make it possible to view "Memories" in languages other than English?
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!
Hokkaido Grim Reaper Oct 6 @ 9:15am 
Anyone know if player2 is safe?
SandFox Oct 6 @ 8:01am 
There is an issue with EchoColony's dialogue system.
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.
biztimehog Oct 5 @ 11:15am 
deepseek/deepseek-chat-v3-0324 - An inexpensive model with no censorship at all, I've been using it for almost a year now. It handles everything from dismemberment to sex, so it's definitely better than your RJW.
Devourer of chicken Oct 5 @ 6:19am 
@Hen Tiger just do (name of colonist) before you start speaking
Hen Tiger Oct 5 @ 6:17am 
Using Player2 right now, is there a prompt that will allow me to roleplay as another colonist?
Bird Oct 3 @ 11:12am 
Any changenotes for the 2 October update?
Auster Sep 25 @ 8:27am 
@lordmizou98
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.
lordmizou98 Sep 25 @ 12:47am 
Would it be possible to make the AI Aware of family members of pawns ? And see their full name ? They never use or know their full name, which is very important for me because I have multiple noble families
Waffz_The_Pancake Sep 24 @ 4:30pm 
Player2 Gives you points daily. As long as you dont use the player2 TTS you should be fine, Ive been using this for a while and I haven't ran out ever.
Lady Vykeen Sep 22 @ 5:49pm 
I'm assuming once I'm out of points in Player2 I'm required to pay? That's a shame. I'm glad google gemini is still an option
Felix the Manul Sep 22 @ 9:41am 
Still showing backslashes and other symbols in Gemini responses. Player2 is good, but sometimes it lacks flexibility, so I switch from time to time between them. It's something to do with " and * symbols, because errors always appear between them. Tried to forbid " and * in general prompt - doesn't work most of the time. Tried to force different symbols - didn't do squat. Any suggestions?
badzombies2003 Sep 17 @ 2:13pm 
Just a reminder, Player2 has the entire SCP Foundation database. and can even generate mock SCP Files for you. Just wanted to let everyone know.
Nah(?) Sep 13 @ 6:25pm 
Is there any way to increase the character limit for sending messages? As is, it's pretty much fine for just simple chatting, but for more roleplay-focused conversations it's a little bit short for me
Burger Bob Sep 12 @ 2:33am 
Does the mod stop you from using fast forward sometimes?
FreelanceZero Sep 10 @ 11:27pm 
I'll give that a shot next time I'm on, thanks mate!
nm0i Sep 10 @ 2:37pm 
@FreelanceZero Select open router, and put in your OAI-compatible endpoint URI; featherless, infermatic or whichever inference provider you like.
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).
FreelanceZero Sep 8 @ 12:23am 
Quick question, are there any plans for other hosted llm services? Lots of folks using NovelAI, for example. I'm using Featherless and I'd love to be able to use those models for this mod.
Nah(?) Sep 7 @ 2:59am 
I'm having a weird issue where my colonists don't seem to be creating any new memories of conversations, no matter how many times I talk to them. The conversations are still recorded but if I open personalize then memories, there's nothing for like the last 3 years in game.
Medaruof! Sep 5 @ 5:42am 
combat detection system filter update is only for 1.6?
Nimn Sep 1 @ 3:30pm 
omg i can chatbot my rims. i think. this is gonna be horrifying.
Gerik Uylerk  [author] Sep 1 @ 11:52am 
Hello everyone. I’m bringing a visual update and I’ve added a bunch of filters to the combat detection system so that colonists don’t talk about hidden dangers or situations that haven’t happened. If they still insist on talking about battles or dangerous situations that aren’t actually happening, I’ve added an option to block everything related to dangers and enemies. Perfect for peaceful playthroughs.
yahryak Aug 29 @ 7:49am 
Idk why, but when i try to talk with male or aya race colonist it just displays error. No log
Nah(?) Aug 28 @ 9:16pm 
Where do the memories from this mod get stored? I'm using Altered Carbon, and would like to port the memories from one colonist that died to themselves now that they've been reborn in a new body.
Fonduede Aug 27 @ 1:15am 
Does the mod automatically pull from the Psychology mod oor would I have to input those manually?
ae.WerkyDerky Aug 26 @ 7:02pm 
Yo. Awesome mod! Though you hardcoded 'JUGADOR' as the user's name for Gemini conversation. Can you have it so we can set that in settings? It was on line 409 in the ColonistChatWIndow. At least on today's version.

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. :steamhappy:
Auster Aug 26 @ 6:13am 
@Scorch
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.
Jet Aug 25 @ 8:40pm 
whats the colonybar mod
Scorch Xi Aug 24 @ 10:36pm 
enjoying it so far , but any advice on preventing the colonists from making up events that never happened? my colony chief talks about 'the raid we just endured' every time I start a conversation with him, regardless of when the last raid occurred. even before the first raid, the only thing that had happened was a bear ate my chicken.
The same mod list is used; however, the character's memory is occasionally reset to zero upon entering the game, while in other instances, memory data is retained.
Zeth.exe Aug 19 @ 8:14am 
Does this work with 1.6?
Zqiygyxz Aug 19 @ 6:14am 
This is the best and most underrated mod ever. It changes the game so much it's insane.
TopT Aug 18 @ 5:21am 
@GOMIN Look in EchoTales's AI Memori. I constantly fight with him.
Nah(?) Aug 16 @ 6:09pm 
Well, this is my new favorite rimworld mod ever. I have one massive problem with it though........
It's making me care too much about my pawns! What do I do now?!
GOMIN Aug 13 @ 4:51pm 
@Auster
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!"
Auster Aug 13 @ 3:36pm 
@GOMIN
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.
GOMIN Aug 13 @ 6:24am 
Even when characters haven't discovered an Ancient Danger, their dialogue indicates that they are in combat.
dzlockhead Aug 11 @ 5:27pm 
Can you talk to prisoners or allies with this who are on the map?
TosterHarkoster Aug 9 @ 11:01pm 
I use LM Studio. Is it possible to make a button to create a memory? Now I have a memory created in the middle of the dialog, then 2 times after exiting the conversation window.(The last memory is saved)
Jin-Jin Aug 9 @ 9:24pm 
@GrimaceLuvsFent This mod is for you to talk to them. If you want them to talk to each other, try RimDialogue. It's also great.
GrimaceLuvsFent Aug 9 @ 6:52pm 
So will my pawns talk to each other using the ai? or is it just when i talk to them.