边缘世界 RimWorld

边缘世界 RimWorld

RiMind
236 条留言
KawwaK 19 小时以前 
@eight You asked some time ago "I'm trying to find a prompt that gets my characters to speak in a way appropriate to their bio". My advice is to forget about the general prompt and focues on creating customized personas for each pawn (in the Bio tab). That's when the magic happens!
⎝⧹CapellaVN⧸⎠ 10 月 1 日 下午 8:34 
I was really looking forward to using this mod and spent a really long time transferring my pawns' personalities from RimTalk to this mod specifically because of the memory feature, but there's a game-breaking bug with my foam turrets (i use the automated foam turret mod) where the game turns into a 1 fps slide fest whenever the turret starts shooting. When I delete the foam, the game runs fine. It keeps returning this error every milisecond:

Exception ticking Proj_Foam5953082 (at (114, 0, 148)): System.IndexOutOfRangeException: Index was outside the bounds of the array.
[Ref 33B796A] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Leo 10 月 1 日 上午 11:38 
I think I've found a bug. Pawns were chatting about discovered cryptosleep caskets and stuff. The AI somehow found out about the map's hidden dangers prior to them being found by the player...
ForyRay 10 月 1 日 上午 7:26 
It recognizes completed quests as if they just started and engages in conversation.
If this were improved, it would be truly awesome.
Baryzhka 10 月 1 日 上午 3:23 
@R-01

The developer of Chatlog Overlay has already fixed this, and he asked not to contact the Rimtalk and Rimind developers about this issue, since he will handle it himself in his mod.
Nimn 9 月 30 日 上午 1:00 
As a chub user, i'd personally love to use my chub sub models here.
Whisper 9 月 29 日 下午 3:42 
Do you think it would be possible to add a button on the UI that opens a prompt area for general instructions? For example, here I could add important events and such to be mentioned without having to add it individually to each pawn's memory. Rim dialogue for example has a tab for each pawn like this mod does, but it also has a tab for "colony" and also a tab for "world/every pawn".
no name 9 月 29 日 上午 6:31 
I wish you could let enemy, visitor and prisoner also able to talk in the game.
R-01 9 月 28 日 下午 7:39 
When using ChatlogOverlay, it seems that RiMind text is being recognized as output from Core, making it impossible to filter.
Even when I enable only "RiMind conversation" in ChatlogOverlay, it doesn't output anything, and the text is classified and displayed under Core's "Chitchat" category instead.
Is there any way to fix this?
Hex: Autism 9 月 28 日 下午 7:38 
Question: Will there be an option to use Chat Completion Presets soon? This mod is already huge, but being able to tweak generation just so would be even more so incredible.
Skulgren 9 月 28 日 下午 6:08 
@snac - I am running a model via LM Studio. The model is "openai/gpt-oss-20b", running on " http://192.168.0.8:1234" . I put those bits into the mod config and told it to test, but was unable to get the connection going (Says connection failed). The server is able to see the connection attempt though and returns data. When I have the game running RiMind tries to connect to the server, but is looking for a llm that I don't have (Meta-Lgpt-oss-20b-MXFP4.gguf) I'd love to get this to work but am at a bit of a loss now to get it running.
Leo 9 月 27 日 下午 11:51 
@SNAC thank you for answering!

Also, if I may, I’d like to suggest a feature :)
It would be really nice to have an option to filter vanilla interactions. For example, to only allow deep talks or romance attempts to feed the AI. Or maybe a word filter. Sometimes I feel there’s a lot of “garbage” interactions that end up being fed to the AI dialogues, which leads to nonsensical talk…

Anyway, thanks for the mod! Im really enjoying it.
SHOCKSKYONEMAGGOT 9 月 27 日 下午 1:44 
I'm having the same problem with @Squirrell
Squirrell 9 月 26 日 下午 2:45 
I'm really enjoying the mod, however pawns keep referencing scars and missing limbs as recent injuries that need to be treated, is there a way you could change this, thanks!
eight 9 月 26 日 下午 2:15 
@SNAC: "Intellectual" is the stat. The game-generated parts of the prompt:

This prompt seems to be working better!

---
Write in the first person and up to no more than 2 sentences.
Each character has Skills that go from 1-20. The Skills are the comma-delimited fields following "Skills: "E.g., "Intellectual" of 0 or 1 means they’re not so bright. 20 means super genius. "Intellectual" value should guide the literacy of each character's speech. Same scale applies to other skills.
Consider each character's Skills when writing for the character. (Don't have them talk about their Skills or buffs)
Role play each RimWorld character per their profile.
Natural tone over perfect sentence structure.
eight 9 月 26 日 下午 2:06 
@SNAC: Found it. Had to click on the log line to get the complete payload.
eight 9 月 26 日 下午 2:04 
@SNAC: Ah, nuts. I meant "Research". I see it as a proxy for "Intelligence" as it applies to non-research tasks as well such as hacking.

Will look at the payload. Thanks for the pointer! I didn't know where to find it!

I've been playing with AI, also as a dev, so having the prompt will help loads. Thanks!
Sea salt_helper 9 月 26 日 上午 10:40 
When using the custom API, I'm unsure what data to enter in each of the three fields cause there's no tips. I need to fill in the "API," "Custom URL," and "Model Name," but I'm guessing the first field is just for entering the "Key1/2/3" number?
Baryzhka 9 月 26 日 上午 9:29 
@SNAC

Thanks for the reply. I really enjoy your mod — it adds exactly the kind of atmosphere the game was missing. I understand your point about the bubbles and possible conflicts, it makes sense to be cautious. But the fact that you take time to explain things in detail and actually talk with players already shows you’re a great creator. I really appreciate that you don’t ignore even small requests and just speak honestly
Sea salt_helper 9 月 26 日 上午 9:25 
Could you let us players control a character ourselves to type dialogue? I have always wanted a proxy in RimWorld to talk with those characters.
Secondly, could you design more toggles? For example, third-party insertion, Job Change Detection, and perception of the environment. Yes, I know those are great features, but I'm worried that enabling them all will burden performance.
MeroyLiren 9 月 26 日 上午 7:44 
Hey, I have this problem where pawns start a topic, and then continue it over and over the entire day just answering eachother without starting new ones. Any idea if there is a way to tweak the mod settings so it would be less common?
eat shit and die 9 月 26 日 上午 3:20 
What's the hotkey for opening pawn memory?
하나 9 月 26 日 上午 2:54 
@SNAC 귀찮게 해드려 죄송합니다! 로그가 중요한 request 부분은 오른쪽으로 길게 짤려서 아예 보이지 않고, 밑으로 다른 부분만 늘어져서 몰랐던 것 같습니다. 답변 감사합니다!
SNAC  [作者] 9 月 26 日 上午 2:30 
@eight

It seems Intelligence isn't a stat officially provided by RimWorld. Which mod are you using, if any? Or are you perhaps referring to the Research skill? I haven't yet attempted to make the pawn's speech change based on their intelligence level.

To see the actual form of the prompt that is generated and finally sent to the AI, you can activate Developer Mode and check the debug logs where it outputs something like [RiMind] {yourApi} request to {modelName}.

The data for the speaking pawn is always included, but the AI will competitively decide which data to utilize from that payload. I recommend you check the payload data for a request.
SNAC  [作者] 9 月 26 日 上午 2:23 
@Skulgren

I understand there are various ways to run a local AI. Currently, Ollama is properly set up and supported.

In the mod settings, the options for Cloud AI (which require an API key) and Local LLM are separated by a dropdown menu. The input fields are also different: Cloud requires an API key and model name, while Local only asks for the localhost address.

I'm unsure exactly what local environment you're using that forces an API key. The ways AI works are more diverse than they seem, and I haven't been able to use every single one.

It would be helpful to have a little more information, such as the specific environment you are running and which model you are running locally.
SNAC  [作者] 9 月 26 日 上午 2:20 
@Leo

Ideology precepts and memes do have an influence, but they don't intervene very aggressively in the dialogue. When there's a rich supply of conversation topics, the frequency of mentions about religion or precepts is expected to decrease quite a bit.

Surprisingly, even I, the developer, don't fully know the exact extent of their influence—they operate on their own!
SNAC  [作者] 9 月 26 日 上午 2:17 
@EarlyPearly

I'm not familiar with the 1-2-3 Personality mod, so I don't currently know what data I would need to pull from it to automatically fill the prompt.

Could you elaborate on what information or specific part of the pawn's personality from that mod you'd like to be used? This would help me look into the feasibility of integrating it!
SNAC  [作者] 9 月 26 日 上午 2:17 
@Baryzhka @Narrator

That's a very understandable request, as I also feel the game would look much cleaner without the vanilla bubbles. However, I have some reservations regarding the side effects.

While I agree that the vanilla bubbles can break immersion, I'm hesitant to suppress the default vanilla logic entirely. Although not suppressing them doesn't necessarily hinder play, explicitly overriding that logic to hide them might cause conflicts with other mods that rely on or interact with the default bubble functionality.

I'm afraid the negative impact of potential side effects might outweigh the benefit of simply tidying up the UI. We'll definitely have to give this a lot of thought!
SNAC  [作者] 9 月 26 日 上午 2:12 
@하나

인게임 > 개발자모드 > Debug log에 보시면 특정 폰이 발화 시 아래와 같이 로그가 존재합니다. 이게 아닌 어떤 것을 찾으시는 걸까요?

[RiMind] Local LLM API request to gemma3:4b: http://localhost:11434/v1/chat/completions
{"max_tokens":2048,"messages":[{"content":"1069905949 Role play RimWorld character per profile.\nSpeech style: Age\/personality appropriate.\nExpression: Absolutely follow the prompt instructions. Natural tone over perfect sentence structure.\nLength: shorty and casual 1~2 sentences.\nTone: Natural but do not explain your action.\r\n\r\nFOCUS: Continue conversation if someone is nearby, or think aloud if alone.\r\nYou are Lisa:\r\n(female, age 58)\r\nRace: 일반인
eight 9 月 25 日 下午 10:47 
SNAC: How do we reset the "memory" of the pawns previous conversations?
eight 9 月 25 日 下午 10:03 
I'm trying to find a prompt that gets my characters to speak in a way appropriate to their bio but also their skill levels. Some of my Intelligence 0 to 2 pawns speak eruditely! This seems... weird.

SNAC: What do you use as your prompt?

I'm currently trying:
"Write in the first person.
Write nor more than 2 sentences.
Each character has stats that go from 1-20. E.g., Intelligence of 0 or 1 means they’re not so bright. 20 means super genius.
Have each character speak appropriately to their ability relative to each stat.
Role play each RimWorld character per their profile.
Natural tone over perfect sentence structure."

Trouble is, I'm not sure what metadata you're feeding for each character.

It would be helpful to have some of that information about the LLM payload in your description for the mod. That way we could (try to) write better prompts to work within the mod's supplied prompts.
Leo 9 月 25 日 下午 8:23 
Wow this mod is a gamechanger. Suddenly my colony has become alive! Quick question, do ideologies precepts and memes influences Pawn's dialogues?
Skulgren 9 月 25 日 下午 6:20 
I'm trying to use a local AI to run this, but keep running into issues. Has anyone successfully done so? I'm wondering if the issue is that the local server forces an api key and there isn't a way to pass it on in the mod settings, but I'm figuring this out as I'm going along and would love another perspective from someone who's done this already. If it matters on the model, location, etc, I'm happy to provide what i've done so far.
하나 9 月 25 日 下午 5:07 
확인해봤는데 코드가 보기가 좀 어렵긴 한데 일단 rws 세이브 파일에 PlayLog로, Gemini로부터 돌아온 response가 남는 형태만 존재하는 거로 발견이 됩니다? 그래서 저로서는 request에 대한 로깅을 확인할 방법을 모르겠습니다..ㅋㅋ 디버그용이기도 하니 어디 써놓으시면 편할 거 같습니다. 귀찮게 해드려 죄송합니다..ㅠㅜ
EarlyPearly 9 月 25 日 上午 8:17 
Could you also automatically fill the prompt with a pawn's personality from 1-2-3 Personality?
Baryzhka 9 月 25 日 上午 6:18 
I support Narrator question. I’d also really like this feature. Hiding vanilla bubbles without turning them into memories would make the game feel much cleaner.
Narrator 9 月 25 日 上午 6:13 
Is there a way to hide vanilla bubbles but without adding them to memories?
Saint Ho 9 月 25 日 上午 5:43 
해결했습니다.
SNAC  [作者] 9 月 24 日 下午 10:20 
@하나
request에 대해서는 정확하게 로깅되고 있어서 지금 당장도 보실 수 있습니다. 순환할 모델을 선택하는 기능은 계획에는 없었는데 어떻게 풀어낼 수 있을지 고민좀 해보겠습니다.
SNAC  [作者] 9 月 24 日 下午 10:17 
@月吟裔德格
I set the endpoint to .com because an error occurred when I used .cn. I'll check it again when I have time.

@EldenFu
I haven't found this issue during testing or in the current version. I'll definitely look into it once I can reliably reproduce it.

@Senilia
The issue is that the topic designed to detect and comment on a nearby pawn's Hediff status currently only distinguishes between "treated" and "untreated," causing it to interpret scars or old wounds as injuries that require medical attention. I've confirmed this. I'll look into a way to handle this more naturally.

@Waffz_The_Pancake
I don't know what that is. It's not a site that I use.
SNAC  [作者] 9 月 24 日 下午 10:09 
@Saint Ho

프롬프트 설정을 다시 해보셔요. 대사는 짧게 1~2문장으로 한다. 정도만 넣어줘도 잘 작동합니다.
Waffz_The_Pancake 9 月 24 日 下午 4:49 
Could you consider adding support for Player2.game?
Saint Ho 9 月 24 日 下午 3:53 
대화를 할때마다 고봉밥급 대화를 하네요 (최소 15줄?)
月吟裔德格 9 月 24 日 上午 5:34 
I still don't know how to enter the custom website address after I selected the two custom options. In addition, the website where can use SiliconFlow in China without the need for any network tools seems to be https://api.siliconflow.cn/v1
하나 9 月 23 日 下午 4:23 
혹시 API를 호출하는 모든 모델 중 일부 모델만 제가 끌 수 있도록 설정에 넣어주실 수 있나요? 구 모델은 프롬프트도 잘 안 듣고 응답이 영 시원찮네요. 그리고 API로 요청을 정확하게 어떻게 보내는지 로깅하는 기능을 추가해주실수 있나요? 프롬프트를 작성하는 데 도움이 될 거 같고, 오류 파악도 쉬울 거 같아요.
Senilia 9 月 23 日 下午 12:30 
A pawn keeps demanding medical treatment just because another pawn has an addiction or scars. Can we modify the trigger keywords for this?
EldenFu 9 月 23 日 上午 3:52 
I have two pawns, and the main issue now is that either neither of them speaks, or only one pawn is able to talk. The speaking pawn often generates two nearly identical dialogues in a row, as if the same prompt was used twice to produce responses, while the other pawn remains completely unresponsive.
SNAC  [作者] 9 月 23 日 上午 2:27 
@÷ ° の
I've just updated the UI for custom providers. Please check it out.
SNAC  [作者] 9 月 23 日 上午 2:27 
@EldenFu
Thank you for the report. There are various factors that can determine the final state where a pawn is unable to speak, so I will add more detailed debug logs.
÷ ° の 9 月 23 日 上午 1:13 
Can you add an option for a custom provider when filling in the API, like Rimtalk does?