RimWorld

RimWorld

RimTalk
Flinch 4. dec. kl. 11:56
Some issues and suggestions
Heya, wanted to thank you for this mod. I'm a writer and have been having a STELLAR time with this mod. Though the last updates seem to have caused some issues for me when including the checkboxes to mark things off. Even if I mark off the selections for thoughts and memories, moods, colony wealth, etc, the conversations STILL continue to talk about "Beautiful environment", "Recreation Fully Satisfied", "Lots of Artpieces around", "Great Music" and other Memories. It's pretty much what they start every conversation with and it's been hard to push them forward on any kind of "Plot" I have been spinning.

- Integration with Rng Training mod. I find that the Martial Arts dummies AND Shooting Target Dummies often prompt those using them to either full on start combat style text where they're "Flanking" and "Maneuvering" against enemies, or it starts them talking about things moving in the shadows that they have to hunt for, or for them to be finding spies or saboteurs breaching gates, etc.

A few suggestions I have:

- A call-and-response form of player started chat from a pawn, more like the intent of player chat where it's a one-off statement from a pawn that may get a 1 off response from the targeted pawn. Either that or something that lets the player respond for one character in a conversation. Something that keeps it from genning a whole conversation from a single comment.

- Toggles for both maximum technological level AND for expansions installed. I find that even though I have limiters to keep the tech at Medieval, they're still trying to talk about Gravships or space stuff. I ALSO don't have Anomaly active in my mod lists, but they still keep talking about ancient threats that are "Sleeping" or "Hungry", or "Anomaly" style activities of undead slinking in the shadows.

- Some way to keep combat text only for pawns targeting hostile targets OR when drafted. OR, perhaps more recognition of exactly what the warning they're reacting to is. It's REALLY annoying to see them talking about how there's a huge raid when it's just a mad raccoon or ten
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bash For 7 timer siden 
The grabship anomaly thoughts, maybe make a prompt to stop ai from touching those topics. Forbid it
Flinch For 4 timer siden 
Oprindeligt skrevet af bash:
The grabship anomaly thoughts, maybe make a prompt to stop ai from touching those topics. Forbid it

I have. It doesn't stop it from happening unless you list *every* thing in minutae. Say, you can't simply say to stop talking about anomaly thoughts, or that there's no monolith. You gotta list everything, like "No monolith, no sightstealers, no undead, no xyz". And that's the factor for things like increased tech levels so there's always something to add to the list, further cluttering the AI commands with unnecessary lists. Plus the AI ignores it half the time too. I'd love to be able to cut down my AI commands list even a bit from the "Stop doing these things" commands if possible.

It may also be of note that my colony is almost 2000 days old, has almost 50 pawns, etc. I have many of them marked down in talkativeness to near 0 so that they're just "Responders" to the main characters.

Similar things that it ignores:

- Relationships, at least in bigger, older colonies, I've been seeing characters claim their fathers or mothers are characters they're not related to, or someone claiming another pawn as their son, or just other kinds of wonkiness. I've found this is partly mitigated by making a brief family tree in the Persona, but I'd rather not. They ALSO like to start talking about currently living parents as being *dead*, and lamenting not having their parent around, or talking to a coffin, even when their parent is right there.

- Sex: I find some of my male characters with names that are more ambiguous, like "Kay" or "Ro" or "Niali" are often assumed to be Female instead of male, which is irritating. Not even an AI command line stops this from happening. It PARTICULARLY does not enjoy properly gendering/sexing same-sex couples. Inevitably, someone will be decided to be a female, even in conversations BETWEEN these two pawns. AI prompts have not helped with this.

- Making up pawns: The biggest gripe I have is them talking about "Old Man Hemlock". But I've heard them mention a Petra, a Lyra, and others. I get Petra's a big deeper community character, but even an AI command doesn't stop this from happening, even when they are listed. Just makes it less common.

- Origin stories: The Ai often makes up background stories for characters or starts talking about places they've gone when my colony is a city-builder, non-wandering/travelling medieval isolationist colony. Characters that were born there and have grown up there suddenly start talking about being older than they are, or having come to this colony a long time ago, or having been from some wrecked village when they've never left the tile.

Then there's the "Though" Issue I keep running into where the AI gets stuck putting "Though" as it's starting word for every sentence, even if it doesn't make sense. I've tried to not allow the AI to use the word "though" since there's so many other alternative words it could use, but it ignores this command completely.

I'm not sure if these are solvable by the mod creator, but they are little points that annoy me in the end.
Sidst redigeret af Flinch; For 4 timer siden
Juicy  [udvikler] For 3 timer siden 
Hey, thanks for the detailed feedback.

1. Filters still firing
That’s definitely strange. If you can, try opening the RimTalk debug screen (overlay -> gear icon) and export the logs (to excel). This gives the exact context/prompt for each generated conversation, so you can confirm whether those filters are still being included even when unchecked. On my end, unchecking them removes them correctly.

2. RNG Training mod
Looks like that mod spawns its training dummies as hostile pawns, and RimTalk can’t tell they’re fake from another mod.

3. conversation length
Try adjusting the global instruction in AI Settings where it says “Conversation = 4 - 8 short turns.” Setting it to "1 turn only" should keep it to a single reply.

4. Talking about tech
I’m also curious why this is happening. RimTalk doesn’t inject extra lore, so it should only be using the current pawn context. If you can export the debug info from #1, you can see exactly what context and prompt led to those topics.

5. Combat text
Yeah, this is a limitation at the moment. I’ll likely revisit threat recognition in the future.

6. Relationships
If the correct context is being passed in but the model still mixes things up, this is usually a model limitation. Higher-end models like Gemini 2.5 handle consistency better, but I know that’s not always an option.

7. Hallucination
This is typical LLM behavior. They often hallucinate names, places, or backstories not provided by context. Fully fixing it would require supplying a huge amount of per-pawn context, which isn’t really practical.

8. "Though" repetition
This happens after playing for a long time because the model starts picking up patterns from earlier conversations. Since RimTalk sends recent conversation history to the LLM, it can get stuck in a style loop. Clearing history in the debug menu or reloading the save usually resets it.
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