RimWorld

RimWorld

RimTalk
356 kommentarer
Sayo Hikawa For 4 timer siden 
Okay I reloaded this mod and the issue was gone. Maybe the fix wasn't updated to my game before.
Mr.Jiang For 5 timer siden 
@Sayo Hikawa The mod was just updated with fixes for thought tracking. Updating to the latest version should fix this issue.
Sayo Hikawa For 6 timer siden 
@Juicy The eating issue is still there, error msg: https://pastebin.com/4hDJb0Pw
Mr.Jiang For 10 timer siden 
Hi, just wanted to report a small issue I noticed after the latest RimTalk update this morning. It seems that whenever any pawn—colonists, prisoners, or NPCs—eats a fine or lavish meal, the game sometimes crashes with a NullReferenceException. From what I can see, it comes from PatchMemoryThoughtHandlerTryGainMemory.Postfix, probably because newThought or otherPawn can be null. Adding a simple null check like if (newThought == null || otherPawn == null) return; should prevent the crash. This didn’t happen in the previous version. Thanks for all your hard work!
vogelre For 19 timer siden 
I used a free API key from Google AI Studio and encountered this issue with the default settings. I tried to fix it by adding instructions, saving, and reloading, but all my attempts were ignored. Now I’ve tried using a local model with LM Studio and the rimtalk-mini-v1 model from TheDrummer, and it looks like the issue is gone. Slave-slave and slave-master interactions are now handled correctly.
Juicy  [ophavsmand] For 19 timer siden 
@Incursion That sounds like an issue with the LLM itself. I tested with Gemma and it worked fine. The pawn’s context info is passed correctly, but your model might just be struggling to follow the instructions. Try switching to a different one and see if it helps.

@vogelre Are you by any chance using a local model? I tested with Gemma and didn’t run into that issue. Try using the default prompt with Gemma and let me know if it still happens.

@Fuyun Could you give an example of the text or situation where this happens? I’m not sure what you mean.
Fuyun For 20 timer siden 
@Juicy
还有一点是,模组似乎无法识别出任务完成的文本,会当作又一次接到任务来处理,这是游戏任务文本本身的问题吗?
One more thing I'd like to mention: the mod seems unable to recognize the text indicating task completion and instead treats it as receiving the task again. Is this an issue with the game's task text itself?
vogelre For 20 timer siden 
Slaves are speaking to each other as if they were speaking to their master, calling each other "master" or "sir" and offering to serve or be useful, etc. Is there any way to avoid this? I tried a lot of things in the "AI Instructions" settings, but had no luck.
Incursion For 21 timer siden 
Using a local model, is there any way to make the llm use correct pronouns? It usually seems to default to "he" when generating, even if the pawn in question is female. Or is this maybe a problem with the llm itself? Should I look for another? Thanks
Juicy  [ophavsmand] For 21 timer siden 
@Sayo Hikawa Thanks for the report. I just pushed a new fix, can you try updating and see if the issue’s still there?

@KUNZITE Thanks! Yeah, Mistral Nemo really stands out for multilingual use considering its size. It’s one of my top two models too, along with Gemma.
KUNZITE For 22 timer siden 
Omg, if you are speaking Chinese and using the local LLM , you must try the Mistral Nemo Instruct 2407 model. The sentences are so smooth. Juicy, you are really a god by giving those pawns the ability to speak bro. Thanks for this amazing mod.
Sayo Hikawa For 23 timer siden 
Seems that the eating problem still exists, error msg: https://pastebin.com/Q3m9uwkd
Juicy  [ophavsmand] 4. okt. kl. 7:25 
Thanks for reporting. The issue should be fixed now, let me know if it still persists.
DSR 4. okt. kl. 6:54 
I don’t know why, but since the last update colony babies can’t sleep in their cradle anymore. It seems to cause errors when they try to lay down. I had to disable the mod for now.

If you need the debug log, let me know.
AICER 4. okt. kl. 6:29 
@OMO yes ihave the same issue
OMO 4. okt. kl. 6:09 
I found that Rimtalk may causes colonists to be unable to eat properly. Here is the error msg: https://pastebin.com/i9kdx0ih
Juicy  [ophavsmand] 4. okt. kl. 3:08 
@AUV This is a Unity/RimWorld restriction, so unfortunately it can’t be changed by a mod. You can follow the discussion guide to set up a reverse proxy as a workaround.
AUV 3. okt. kl. 23:10 
能否让本地的可以使用http而不是https,如果我用的是本地的,但是地址是ip类型就会报下面的错误
[RimTalk] Exception in API request: Insecure connection not allowed
生成对话的时候本地tps会下降,所以我想访问我局域网的另一台电脑
Juicy  [ophavsmand] 3. okt. kl. 10:28 
@ZIRI Thanks for reporting! Should be resolved now. Let me know if it’s still an issue.
ZIRI 3. okt. kl. 9:00 
this link contains error msg: https://pastebin.com/9zDKXkiC
AUV 3. okt. kl. 8:44 
好把,我知道为什么了,我使用的是本地的ip访问的,需要更改为 localhost
Juicy  [ophavsmand] 3. okt. kl. 8:04 
@Cosmosteller Thanks for reporting. This is a known issue when pawns share the same name. For now, the workaround is to rename one of the pawns as you described.

@ZIRI Please post error logs in the Discussions section. If the log is too long, you can upload it to pastebin.com and share the link here.
ZIRI 3. okt. kl. 7:34 
how can l report an error message to you? rimtalk with vanilla ideology expand get large amount of errors when running the games
Cosmosteller 3. okt. kl. 7:06 
I found a small issue related to the 'Corrupted Obelisk' from the Anomaly DLC.

When Pawn A is duplicated (resulting in B), Pawn B outputs all dialogue generated by Pawn A. Additionally, the dialogue process seems to become corrupted for both characters.

The issue was resolved by editing the name using the Character Editor mod and reloading the save.
Juicy  [ophavsmand] 3. okt. kl. 6:51 
@BadBlackLion @AUV
For local servers, only HTTP is supported, so make sure your address starts with http:// and not https:// . If you’re trying to connect from another machine on your local network, then you’ll need to use HTTPS. You can follow the guide here: https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/3551203752/600789021066589686/
AUV 3. okt. kl. 5:28 
本地部署的模型为什么不能使用http的呢?只能使用https?
BadBlackLion 3. okt. kl. 2:47 
Hey there,
I set up Ollama on my Windows machine, the same I play Rimworld on, like said in the description. But now I get the error saying 'Unable to complete SSL connection'. What can I do?
Juicy  [ophavsmand] 2. okt. kl. 23:59 
@Fuyun Thanks for the feedback!

1. RiMind is a fork of an early RimTalk version by someone else, and I wasn’t involved in its development, so I’m not familiar with its internal logic or design.
2. That’s an interesting idea. I will keep it in mind for a future update. Visualizing character histories or interactions could make the experience richer.
3. Regarding missed events, characters currently only respond to nearby events, but I plan to fix this so they will be more responsive. Lines that ignore distance can happen because the AI generates a batch of text at once, which is displayed one by one while RimWorld pawns keep moving. You can also adjust the prompt to limit conversations to 2 or 3 turns to help prevent this issue.
Cosmosteller 2. okt. kl. 21:25 
Hi Juicy, The detailed feedback on the "Thought/Dialogue Context" has been posted to the Discussions tab. Check it out when you have a chance!
Fuyun 2. okt. kl. 19:38 
A great mod! I’ve used it for two days and really enjoy it. Here are some questions/suggestions:

1.I tried both RimTalk and RiMind but couldn’t tell their dialogue logic/output differences. RimTalk seems lighter on performance—what sets them apart?

2.Could you add a "Memory" UI like RiMind’s (or similar) to visualize character histories/interactions? Current logs lack readable "story" text.

3.Characters often miss/lag in reacting to in-game events (e.g., visitors/caravans: dialogue doesn’t match roles/goals; distance-ignoring lines). Is this fixable via AI/model tweaks, prompt adjustments, or a logic issue in info-gathering?

4.More custom prompt presets would boost usability—hoping to see those added!
Fuyun 2. okt. kl. 19:32 
令人惊喜的模组,试用了两天非常喜欢,同时我有一些疑问和建议。
1.我对比使用了您的RimTalk和另一个相似模组RiMind,但在具体的对话生成逻辑和效果上没有总结出明确差异,RimTalk的性能占用似乎更低,可否介绍一下两者的区别?
2.是否可以引入类似RiMind的“记忆”UI设计,或者其他方式,使角色的经历和言行可视化?目前虽然有对话记录,但缺乏具有可读性的“故事”文本
3.角色对游戏中的信息感知有时不及时或有缺失,例如访客和商队来到殖民地时,谈话内容和他们的身份、目的不太匹配/角色有时没有做出及时反映/角色说话内容与对话对象距离不相符,这应该通过更换AI模型、提示词进行优化,还是说这是模组自身抓取信息逻辑的问题呢?
erya 2. okt. kl. 18:19 
Amazing!
pmrn 2. okt. kl. 17:21 
@Juicy you're absolutely right - the 3B model I linked to before was actually designed to work with a different Rimworld LLM mod RimDialogue. I swapped it out for a 24B model and now it works perfectly! I'm using Cydonia 4.1 and Dan's Personality Engine 1.3, both 24B both based on Mistral, they work fantastically.

https://huggingface.co/bartowski/PocketDoc_Dans-PersonalityEngine-V1.3.0-24b-GGUF

https://huggingface.co/bartowski/TheDrummer_Cydonia-R1-24B-v4.1-GGUF

24GB VRAM, 500ish mods, works just fine.
Juicy  [ophavsmand] 2. okt. kl. 12:25 
@ZIRI That error’s actually from Dubs Mint Menus, not my mod. I don’t have control over that one, so you’ll need to check with the Dubs author.
ZIRI 2. okt. kl. 11:49 
System.Action Close, System.Boolean Editing) [0x0044e] in <4a61d8a323544f168b948c321aa111ae>:0
at DubsMintMenus.MainTabWindow_MayaMenu.ExtraOnGUI () [0x00014] in <4a61d8a323544f168b948c321aa111ae>:0
at Verse.WindowStack.WindowStackOnGUI () [0x00038] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00089] in <24d25868955f4df08b02c73b55f389fe>:0
- POSTFIX cj.rimtalk: Void RimTalk.UI.OverlayPatch:Postfix()
at Verse.Root.OnGUI () [0x00046] in <24d25868955f4df08b02c73b55f389fe>:0
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
- POSTFIX UnlimitedHugs.HugsLib: Void HugsLib.Patches.Root_OnGUI_Patch:OnGUIHookUnfiltered()
ZIRI 2. okt. kl. 11:49 
When l click plan mark button in Command dial from dubs menu with this mod, This error msg shows and buttom not working, can you fix it?


Exception in Verse.Root.OnGUI: System.NullReferenceException: Object reference not set to an instance of an object
[Ref E708A9A5]
at RimWorld.Designator_Plan_Add.ProcessInput (UnityEngine.Event ev) [0x00032] in <24d25868955f4df08b02c73b55f389fe>:0
at DubsMintMenus.MainTabWindow_MayaMenu.DrawGrid (UnityEngine.Vector2 center,
Juicy  [ophavsmand] 2. okt. kl. 11:09 
Thanks, glad you’re enjoying it! The reason you still see dialogue is that the AI often prepares a batch of lines in advance, so those will appear one by one with a delay, but no new dialogue will be generated while speed-up pause is in effect.
小浪蹄子 2. okt. kl. 9:02 
Honestly, Juicy, the mod you've created makes me see the future of video game development. You're truly a pioneer!
小浪蹄子 2. okt. kl. 8:57 
Thank you for creating such an amazing mod! However, I noticed that the speed-up function doesn't pause production dialogues. This really bothers me because I don’t want to miss any discussions, but it significantly slows down my gameplay progress
Gloomy 2. okt. kl. 8:24 
@Juicy: Found this mod yesterday. I tried it out, i loved it! I am doing a Gravship / Anommaly Horror run and it was a lot of fun writing the personalities for each individual colonist and how thy react to the horrors around them. Works like a charm.

I also didn't to use Google for it (because f*ck em) and had to learn how to use Ollama with a local model, which also was a fun little trip until that was running. It does now, and i just wanted to drop a thank you for the additional live the mod breathed into the game.
Wug54 1. okt. kl. 2:22 
Thanks for the great mod. I was wondering if there's a way to prevent a specific colonist from talking? I've tried setting their Chattiness to 0, but they still speak sometimes. I'm hoping to find a way to have the mod ignore a particular colonist.
Juicy  [ophavsmand] 30. sep. kl. 20:32 
@Sea salt_helper That’s a cool idea about manually controlling dialogue. I’ll keep it in mind. Right now, pawns only remember recent things they said or heard to keep context short, no long-term memory yet. The next update will show what context is sent to the AI in the debug window. I’m curious, how would you want to customize prompts?
Juicy  [ophavsmand] 30. sep. kl. 20:20 
@pmrn looks like it might be a JSON deserialization error. There’s an FAQ in the discussion that covers this. Could you take a look and see if it helps?
SirMalFet 30. sep. kl. 20:18 
@pmrn If you check the output on llama.cpp of the assistant, is it **only** the JSON output? I used to get the JSON, and some other stuff, and then that error is caused. Being more forceful in the prompt about the output would fix that.
pmrn 30. sep. kl. 18:41 
@SirMalFet I'm not seeing anything about the JSON output, here's the first part of what I'm seeing

[RimTalk] Failed to process response: [Ref 73D5426A] Duplicate stacktrace, see ref for original


[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.UnityEngine.StackTraceUtility.ExtractStackTrace_Patch1()
[Core, Assembly-CSharp.dll] Verse.Log.Warning(System.String text)
[RimTalk, RimTalk.dll] RimTalk.Util.Logger.Warning(System.String message) at /Users/chris/RiderProjects/RimTalk/Source/Util/Logger.cs:21
[RimTalk, RimTalk.dll] RimTalk.Service.TalkService.ProcessSuccessfulResponse(System.Collections.Generic.List`1[Verse.Pawn] allInvolvedPawns, System.Collections.Generic.List`1[RimTalk.Data.TalkResponse] talkResponses, System.String request) at /Users/chris/RiderProjects/RimTalk/Source/Service/TalkService.cs:109
[RimTalk, RimTalk.dll] RimTalk.Service.TalkService+<>c__DisplayClass0_0+
SirMalFet 30. sep. kl. 17:21 
@pmrn I posted about it a while ago. What do you see on the Development Log in Rimworld? It may be failing to generate the JSON output.
pmrn 30. sep. kl. 16:42 
I'm using a local llama.cpp endpoint - I can see in the CLI that tokens are being generated successfully but in the rimtalk screen it just says "Generating..." next to each pawn's name. Any ideas?
Sea salt_helper 30. sep. kl. 12:13 
@Juicy Will you allow players to manually control characters for dialogue in the future? By controlling an avatar, generate a typing interface for players to converse with colonists.
Also, I still don’t know how much memory context the mod sends to the AI—will they remember the previous events?
And, which game data is read and sent to the AI? Will you allow more customizable prompt writing in the future?
心跳猎鹰部的m0Niko本人 30. sep. kl. 8:31 
nice mod:steamthumbsup:
DeleteC 30. sep. kl. 6:30 
Thank you very much, the problem has been fixed.