边缘世界 RimWorld

边缘世界 RimWorld

RimTalk
497 条留言
Xx_redcat_xX 11 月 16 日 上午 1:44 
my screen flashing black randomly


not a big problem but just try to fix it
斯蒂法诺 11 月 15 日 上午 12:33 
半个月没更新了,好想看到更新更多的功能:sad_seagull:
黑虎阿芙洛狄忒 11 月 13 日 下午 11:07 
my mechanoids are fighting fiercely on the front line, but the other pawns aren’t able to respond in a specific way. Is it possible to let pawns read the logs of other targets so they can make evaluations or react to them?
Peon 11 月 13 日 上午 11:30 
Really fun mod, thank you!

I wonder though if it would possible to allow talking to work while asleep? Too many conversations get cut off by pawns going to bed, or resting when hurt etc.
[LC]XB路卡 11 月 13 日 上午 4:51 
BGM lag... when i remove this mod it fixed
how to fix this
红虾 11 月 12 日 下午 9:35 
谢谢你juicy,我已提前到达未来🫡
kkloas 11 月 12 日 上午 7:20 
@不是故意开挂的 Maybe because prisoners are relax,but I agree with those talk should not be ignore.And sometimes the AI generates multiple lines of dialogue between colonists at once, but it takes a long time to display them in the interaction bubbles, which causes the dialogue to lose its timeliness, Can we make the wait time shorter?
OCEAN 11 月 9 日 上午 6:52 
And another thing: the pawn's mood has a significant impact on the dialogue. I explicitly prohibited the generation of dialogues related to MoeLotl's zombies in the prompts, but it still generates conversations about this due to the mood debuffs caused by zombies in the colony. It even produces some absurd dialogues, such as the colony being invaded by zombies. Is there a way to make the AI ignore some of these irrational mood buffs/debuffs?
OCEAN 11 月 9 日 上午 5:33 
Very impressive mod!I can only play at normal speed now.:dsdcsmile:
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.
CHCYQTXFS 11 月 8 日 下午 8:04 
I wonder if it would be possible to add a feature in the future that lets players talk to prisoners directly.
黑虎阿芙洛狄忒 11 月 6 日 上午 5:33 
I’m not sure if this is achievable: I want to allow some in-game characters who don’t have language abilities by default to participate in interactions. Is this possible? For example, through body language or similar means. I’ve noticed that when a colonist loses their language ability, they seem to vanish entirely from the colony’s social network, and no one mentions them anymore. Additionally, it would be really cool if creatures like the Ghouls from Anomaly (this is a machine translation, so I’m not sure if it’s accurate) could also have similar forms of interaction through actions or sounds.
背对啊 11 月 6 日 上午 4:56 
Hi, this is an amazing mod! Would you consider adding a feature to enable custom dialogues for other creatures? For example, some mods include beings that aren't colonists (like MoeLotl: Rigor Mortis) - these characters have social capabilities, but there's no option to configure RimTalk settings for them. Could you consider adding a feature that allows players to freely add dialogue functionality?
豹人A 11 月 5 日 上午 6:16 
some talk get discarded or waiting, often happens to prisoners. I have not received any error messages, but they are still visible in debug interface. this is a bug?
落阳 11 月 4 日 下午 10:01 
This is an excellent mod! However, I wonder if you have considered supporting dialogue between mechanoid characters—I don’t seem to have seen them interact with each other yet.
President_Of_The_IPC 11 月 2 日 下午 12:16 
Make this compatible with EchoDialogues :steamhappy:
KIWI 🐀 10 月 29 日 下午 7:47 
is there anyway to display more amount of dialogues in the overlay? I tried chatlog display but that mod seems didn't allow displaying player's message to colonizers.
努力进学的大积极 10 月 29 日 上午 1:30 
If the little person could understand AI's instructions and carry out a task, it would be even more perfect.
momoiro 10 月 28 日 下午 9:54 
Could you please consider including the character background and traits in the prompt when generating an individual's personality through artificial intelligence?
lulu今天恰饱饱 10 月 28 日 上午 2:15 
It seems that RimTalk doesn't work with vehicle-related mods.
快下无影船 10 月 28 日 上午 1:21 
I seem to have found the problem because I joined 'Guard for Me' mod and the character doesn't seem to reply to conversations while acting as a bodyguard:steamfacepalm:I am still using translation software, please forgive me
MadeSoco 10 月 27 日 上午 2:59 
Hello Author,I absolutely love your mod. With over 3,600 hours played in RimWorld, your mod has brought a fresh new life to my colonies. I hope it becomes even more popular.Here are a couple of suggestions:
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.*
kkloas 10 月 27 日 上午 2:25 
Some of the talk just get discarded,could it be shown in the dialogue log?And thank you for this amazing mod.
天哪,那是接近的 10 月 26 日 下午 9:52 
Have you considered adding a memory system? I have tried rimind, but it is not very effective
Boki 10 月 26 日 下午 6:56 
Seriously, this mod is why the characters in this game finally feel alive, not just like a bunch of numbers anymore. You literally fixed what the game messed up! Huge thanks for making and keeping this amazing mod updated!
KUMA 10 月 26 日 下午 5:01 
Hey Juicy! Just wanted to say a huge thank you - your mod is awesome! Hope you have a wonderful week ahead!
Juicy  [作者] 10 月 26 日 下午 3:33 
@Burn on fire @소설가L Thanks for the report. I’ve just pushed a fix. Please try again and let me know if the issue still occurs.

@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.
Sea salt_helper 10 月 26 日 上午 8:12 
Sometimes the colonists' conversations do not appear in the dialogue log, but they are still visible in rimtalk debug interface, and I have not received any error messages.
소설가L 10 月 26 日 上午 6:46 
업데이트 이후 지속적으로
Root level exception in Update(): System.InvalidOperationException: Sequence contains no elements
[Ref D8B4C0AC] Duplicate stacktrace, see ref for original
오류가 발생합니다.
Taladin 10 月 26 日 上午 6:35 
"The model is incredibly refined; it's like the RimWorld colonists have gained an electronic soul! This mod is the most impactful release I've experienced this year, even outshining the official DLC. A huge thanks for sharing this absolute masterpiece!" :steamthumbsup:
Burn on fire 10 月 26 日 上午 6:33 
Excuse me, when i try to use the dialog to communicate with my pawn, rimtalk throw a err about "Root level exception in Update(): System.InvalidOperationException: Sequence contains no elements". i ask AI about this err, it told me that is about "ConsumeTalk" try to use "Enumerable.First()" on a void array. My pawn didn't give any feedback for my communication, is that caused by this err?
pactman 10 月 26 日 上午 1:12 
I understand. I will report it on "BetterSliders".
Mistha J 10 月 25 日 下午 10:00 
i dont understand this apy thing it doesnt seem to work when i put the key in or am i doing something wrong idk this seems kinda complicated
快下无影船 10 月 25 日 上午 10:39 
@Juicy It seems like it hasn't been resolved yet. Sometimes the characters' conversations don't get a response, it could be my own problem. I will test it again
快下无影船 10 月 25 日 上午 9:05 
yes,BetterSliders with RimTalk had bug
Juicy  [作者] 10 月 25 日 上午 8:43 
@天地一心, @Smile☆Sky colonist dialogue mixing with invader tone should now be fixed.

@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.
Smile☆Sky 10 月 25 日 上午 6:54 
Yes, after the update, my character keeps showing the attacker's dialogue.
pactman 10 月 25 日 上午 4:02 
When installing "BetterSliders", the following error occurs when you press the Options button in the RimTalk History dialog in MainTab.
https://gist.github.com/HugsLibRecordKeeper/a8ee48e70f4cfa82722561ad0dfa903a
快下无影船 10 月 25 日 上午 12:52 
Just wanted to ask, most of the time when my character initiates a conversation, they only generate one sentence, not multiple conversations. Is this due to an issue with my AI configuration?
天地一心 10 月 24 日 下午 11:37 
Sorry, after the update, the colonists' dialogue has become the attacker's tone.
Even disabling enemy talk did not improve the problem.
Juicy  [作者] 10 月 24 日 下午 5:13 
@黑虎阿芙洛狄忒 Thanks for the report. Should be fixed now. Please report if it still persists.
黑虎阿芙洛狄忒 10 月 24 日 下午 12:32 
It seems that the character cannot distinguish between initiating an attack and being attacked. It often mixes up the roles of attacker and defender when I am raiding other locations. Setting prompts doesn’t seem to work well either. Could this be optimized? Additionally, when controlling the character to speak, can it move at the normal movement speed instead of the wandering speed? It’s moving too slowly.
A123666wo 10 月 24 日 上午 9:56 
Don't kown why,but I still can't control my characters to speak what I input
Juicy  [作者] 10 月 24 日 上午 6:12 
@chengzhi-c @ANYU Thanks for reporting. It should be fixed now.
ANYU 10 月 24 日 上午 5:40 
After today's update, I can no longer interact with characters through dialogue.
chengzhi-c 10 月 24 日 上午 3:14 
I'm very sad. I don't know why after this update, my little character's dialogue doesn't give me any response anymore.
Sea salt_helper 10 月 23 日 下午 9:15 
Well, maybe you could try a different display method. Here's my idea:
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.
Juicy  [作者] 10 月 23 日 下午 8:40 
@Sea salt_helper Thanks for the feedback. Yeah I’m aware of that issue but don’t have a good solution yet. I tried using different colors for each group but it ended up looking even messier. For now, I recommend turning off the “Allow Simultaneous Conversations” option in the mod settings if it feels too cluttered.
Zero 10 月 23 日 下午 1:43 
Generative AI takes money to run, so you should not expect any corporation to run it for free for you forever.
Juicy  [作者] 10 月 23 日 上午 10:04 
@fly2outerspace It looks like OpenAI has restricted the streaming API for GPT-5 models unless your organization is verified. You can verify your org at https://platform.openai.com/settings/organization/general , or try a different model such as gpt-5-chat-latest instead.
Sea salt_helper 10 月 22 日 下午 11:28 
Thank you for adding the player-controlled dialogue feature—it greatly enhances the RimWorld-like immersion.
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!