RimWorld
175 oy
RiMind
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Mod, 1.6
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670.655 KB
5 Eyl @ 1:09
23 Eyl @ 2:15
27 Değişiklik Notu ( görüntüle )

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RiMind

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RiMind
This mod is a personal modification based on the respected juicy's RimTalk, which brought a new singularity to RimWorld. It was created by referencing some of RimTalk's core API calling and bubbler rendering logic. If you want to check out the original mod, search for RimTalk!

Permission to use the codebase was obtained from the original author Juicy.
I am optimizing the code for better performance, but this won't reduce the total ticks consumed by the "Bubble" mod itself.
I use Dubs Performance Analyzer for benchmarking. If the mod consumes more than 0.2ms of ticks, I consider it a memory leak.

※ I've barely had any time for gaming recently due to my personal businesses and projects. I plan to update the missing/incomplete parts when I have the leisure to play RimWorld again in the future.

Mod Description

🌟 Key Features
🧠 Advanced Memory System
Type-Based Memory Storage: Separately manages memories of what a pawn said, heard, witnessed, and experienced in combat or other events.
Smart Memory Filtering: Selects relevant memories for conversation topics based on freshness, importance, and relationships.
Long-Term Memory: Pawns remember past conversations and events, leading to more consistent dialogue.
Memory Viewer: A UI that allows you to view and manage each pawn's memories in real-time.

🤖 Automated Google AI Model Cycling (Using code from 'ProjectE' of the RimWorld Gallery)
Multi-Model Support: Automatically switches between various AI models like Gemini-2.5-flash, Gemini-2.0-flash, and Gemma-3.
Quota Optimization: When one model's quota is reached, it automatically switches to another to maximize API usage.
Single API Key: Access multiple AI models with just one Google API key.
Intelligent Fallback: Automatically switches to an available model when the current one's quota is exceeded.

🎯 Dynamic Topic Generation System
Event-Based Topics: Map events, combat, injuries, and skill improvements automatically generate new conversation topics.
Emotion Integration: Mood changes provide natural opportunities for dialogue.
Job Change Detection: New work assignments can also be a starting point for conversations.
Line-of-Sight Witnessing: Colonists use what they directly observe as conversation topics, with the ability to combine multiple objects to generate dialogue.

💬 Advanced Dialogue System
Automatic Urge to Speak: Pawns' desire to speak is adjusted based on their health, recent conversations, observations, and combat status.
Relationship-Based Responses: Dialogue patterns are adjusted according to relationships between pawns.
Varied Utterances: Pawns speak differently depending on the situation, whether it's combat, hunting, or daily work.
Consciousness Adaptation: Dialogue reflects the pawn's consciousness level, influenced by injuries or drugs.
Persona Editor: Customize each pawn's speaking style and personality individually.
AI Persona Generation: The mod can automatically generate a suitable personality based on a pawn's stats, background, and traits.

⚡ Smart Response System
Instantaneous Reactions: Pawns can respond to another pawn's speech in real-time.
Delayed Responses: A natural system where pawns might respond later if they are busy.
Response Expectation: Pawns will accumulate disappointment if their questions are left unanswered.
Conversation Momentum: Implements a back-and-forth "tiki-taka" dynamic in conversations.

Save Stability Patch
You can now remove the mod mid-playthrough and load your save file. (9/19 Patch)

📖 How to Use the Mod
1. Get a Google Account: You'll need a Google account.
2. Get a Free API Key:[aistudio.google.com]
  • Click 'Get an API key' to generate a key (top right corner).
  • Copy the generated key.
3. Paste the API Key: In the mod settings, paste the copied key into the API key field.


⚠️ Experimental Warning
This mod is filled with experimental concepts and may exhibit unexpected behaviors depending on how the AI models operate. While these unpredictable interactions might bring greater enjoyment, they could also cause inconvenience.

This is a personal hobby project, so I can't guarantee continuous feedback and improvements.

I haven't been able to check compatibility with a wide range of mods yet.
There has been one report of a conflict with the Monolyn race mod.
Some API keys occasionally experience a 503 error. This is a known issue mentioned by Google on September 3rd.
A weighting system has been implemented for random and unpredictable utterances. Pawns can have various reactions in the same situation.

📢 Pointless Announcement
Please do not use arbitrary special characters in your prompts. This often causes the AI to return an error.
While I have no objection to providing various LLM environments, ensuring the core functionality works properly must always be the priority. I'll be focusing more on basic tasks like bug fixes, code optimization through refactoring (it's a real spaghetti mess right now), and improving conversation quality.


Frequently Asked Questions
Q: Can I use it without any limits?
A: The goal of this mod is not to provide unlimited API usage. Once you've exhausted your request limit, each API will have a cooldown period. However, if you have multiple API keys, you can get usage that is effectively close to unlimited.

Recent Patches
2025-09-23
I've added support for the SiliconFlow API. During this process, I made a small change to the Mode Settings menu. Now, you should select "Custom" from the first dropdown, and then choose a service like OpenRouter, Mistral, or SiliconFlow from the second dropdown.

Also, I've adjusted some values like Temperature and TopK to address the 429 errors that have been reoccurring with Gemini. This issue is not fully resolved yet.

2025-09-20
You can now use OpenRouter normally. Please enter your API key in the first field and the model name in the second field.
I've fixed the issue where models other than Gemini couldn't generate personas.

2025-09-19
I have fixed the issue where the log menu would break when adding the mod mid-playthrough and then removing it after saving.
Popüler Tartışmalar Tümünü Görüntüle (10)
4
3 Eki @ 5:59
Suggestions for future improvements to the AI's prompt
Leo
4
9 Eyl @ 21:23
It seems the quota exhaustion issue I reported earlier is still present. This time, however, I have more definitive test results.
taotao
1
30 Eyl @ 11:57
Ollama Support?
Krutonium
245 Yorum
TwistedRuse 8 Eki @ 12:23 
Can anyone suggest a way to make babies silent, they keep flooding the chat with nonsense baby spam. Like something I can tell the AI?

Setting the talk interval to "never" doesn't make babies never talk, besides, that setting resets every reload, so I'd prefer something in their bio or the AI instructions. It's annoying cuz I have two babies and they keep exhausting the API role-playing being dumb helpless babies with each other or "coos and gurgles" in response to everything that ever happens near them.

If I put something like "Do not generate any dialogue or responses for babies" in the AI instruction spot, it gives babies bubbles with error text like ```json{"name": "Baby's name","text": "}``` and then they continue as if they're a full grown adult responding to other pawns with a generic personality, so I'm not sure what to say or where to say it to get the AI to stop generating so much baby spam.
Yukaryavka 8 Eki @ 4:41 
I’d like to suggest an improvement to the local API settings. The mod currently uses the “/api/tags” endpoint to validate inference model names, but this isn’t part of the official OpenAI API spec—it’s specific to Ollama and some other providers. This causes issues when using minimal OpenAI-compatible APIs like Tabbyapi, which don’t implement “/api/tags.” The bigger issue is that this url path still use even when “Custom” is selected in the mod settings. In my case worked around it by creating an API proxy that mimics Ollama’s response, but ideally, when “Custom” is selected, the mod should query “v1/models” instead, or allow users to define a custom API prefix. Keep up the great work!
Leo 7 Eki @ 20:28 
@玛卡巴卡的爹地 by chat box, do you mean a chat log of pawn's dialogues? You could try Chatlog Overlay, it has recently been updated to support RiMind
玛卡巴卡的爹地 7 Eki @ 19:28 
Great mod. Ther dialogue quality is better than same setup with my old rimtalk save. However there isn't a chat box, not convenient for reading, so I'll swap back to rimtalk.
fly2outerspace 7 Eki @ 7:02 
Regarding the first point, I know that there are options to exclude the original dialogues from memory, but they still bubble up frequently and there seems to be no way to avoid this.
fly2outerspace 7 Eki @ 6:59 
The dialogue quality of this mod is better than Rimtalk. I hope you'll continue to explore it. From my experience, the following points are worth noting:
1. An option to completely disable vanilla interactions is needed, as they are too frequent and illogical.
2. Conversations of prisoners, visitors, and slaves are needed. Slaves are mentioned here because, compared to Rimtalk, slaves seem less aware of their own identities, and the interaction between colonists and slaves regarding their identities is very weak.
3. Rimtalk integrates chatlog, and it seems possible to consider aligning them.
I used the same prompts to experience both mods together, and I still think your work is more in-depth and valuable.
SNAC  [yaratıcı] 4 Eki @ 22:27 
I've barely had any time for gaming recently due to my personal businesses and projects. I plan to update the missing/incomplete parts when I have the leisure to play RimWorld again in the future.
Kanthar 4 Eki @ 5:00 
Great mod! I'd like to contribute to the mod, you've got a GitHub or something?
AUV 3 Eki @ 23:19 
[RiMind] Local LLM connection test exception: Insecure connection not allowed
[RiMind] Cannot connect to local LLM server: http://192.168.31.10:11434
是我电脑本地的ip地址,服务为ollama,使用localhost就可以正常访问
KawwaK 2 Eki @ 14:12 
@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!