RimWorld

RimWorld

EchoColony
371 Comments
Neo-Kerozen 2 hours ago 
I'd like to use it with webui as a local model, but can't figure how.
It's really a nice mod beside that and am eager to play with it
mongee 17 Jul @ 11:22am 
Awesome mod! I have officially signed away 1000 more hrs for this game because of it o7
Zero_Zama 16 Jul @ 3:52pm 
have you tried to download QuantFactory/NeuralDaredevil-8B-abliterated-GGUF directly with koboldcpp?
Auster 16 Jul @ 2:08pm 
@Yago
I could never get kobold to work. ensorblock/neuraldaredevil-8b-abliterated is pretty good if you can load it into kobold.
Yago. 16 Jul @ 1:44pm 
@Auster
i mean the ai models, sorry :steamsad:
Auster 16 Jul @ 1:33pm 
@Yago
Outland - Genetics, Dragons of the Rim, Obsidia Expansion - Drakonids Xenotype
Yago. 16 Jul @ 12:55pm 
any recomendaitons for kobold models?
Comrade Pingu 16 Jul @ 11:15am 
AI doing your homework ? nah
AI making Rimworld more enjoyable and time-consuming so you never do your homework ?

HELL YEAAAAAAAH
GOMIN 16 Jul @ 5:22am 
@mutootie
um...Sentience Catalyst animals?
mutootie 13 Jul @ 11:28am 
Call me crazy but ... can we add animals to this too? I really wanna talk to my animals 😢
GOMIN 6 Jul @ 2:05am 
@Hospitaller
I believe the characters can only remember events that are explicitly mentioned in the chat.

Unless it's a major event that creates a moodlet (like fighting an infestation or a mech cluster), they probably won't be aware of most actions that happen in-game.
Hospitaller 5 Jul @ 9:08pm 
Awesome mod. For whatever reason though, colonsits only remember certain things for me. Example:

Grey flesh was found, meaning an imposter. I asked the researcher who analyzed it what he thought, and he responded as though he never heard of it. But he remembered, and brought up, a mech cluster from a week ago.
Auster 5 Jul @ 2:26pm 
@Tapel
I did the same thing, trial and error. Your ram usage however is going to be very high due to LM Studio. NeuralDevil has been updated as well as dirty muse writer. I find NeuralDevil works best currently. You can try a newer one but you have to modify EchoColony settings.
Tapel 5 Jul @ 12:12pm 
@Auster
I figured it out already but the LLM recommendations are useful, thanks a lot! :dmc5_white_orb:
James 5 Jul @ 11:46am 
When I load a save file, no memory is loaded
jkuk3 5 Jul @ 5:02am 
Thanks for the great mod. Could you see if this error can be resolved? This error message keeps popping up when certain object is on fire and gets destroyed (like trees or plants).

Exception ticking Fire23089: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 4B555F9A]
at EchoColony.Patch_Fire.Postfix (RimWorld.Fire __instance) [0x00007] in <c266afe8142f4e64b0bb401df3e74d19>:0
at RimWorld.Fire.DoComplexCalcs () [0x00332] in <630e2863bc9a4a3493f2eff01e3a9556>:0
- POSTFIX EchoColony: Void EchoColony.Patch_Fire:Postfix(Fire __instance)
at RimWorld.Fire.Tick () [0x00149] in <630e2863bc9a4a3493f2eff01e3a9556>:0
at Verse.TickList.Tick () [0x0015c] in <630e2863bc9a4a3493f2eff01e3a9556>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
... (error message cut to fit in comment section)
Auster 4 Jul @ 10:21am 
@Tapel
Under Discussions i have a pinned how to guide on how to setup LM Studio.
Tapel 4 Jul @ 9:13am 
I'm trying to make the mod to use LM Studio, but whenever I try to talk with my colonists I get this error: Error contacting local model: HTTP/1.1 400 Bad Request
In the Local Model Endpoint box, I put in this address: http://localhost:1234/v1/chat/completions
In the Name Model box, I tried putting in these names (I'm using Gemma 3 12b): google/gemma-3-12-b; gemma-3-12-b; Gemma 3 12 b
No matter what I do, the same error pops up. Does anyone know a fix?
Australian Elf 3 Jul @ 9:35am 
@augu
Not that I am aware of.
augu 2 Jul @ 4:49am 
@Australian Elf : ty for finding solution im gonna try that .. also is there any way to use those mods at the same time ? with getting an error
SandFox 2 Jul @ 1:26am 
The issue I reported earlier had been happening repeatedly for quite a while, which is why I reached out.
But now, everything is working fine without any problems.
It's really strange... 😢
SandFox 2 Jul @ 12:09am 
I am using gemini flash.
In version 2.0, I could have long conversations..
But in version 2.5, I got an error saying "Failed to contact Gemini: HTTP/1.1 429 Too Many Requests" even though I didn't have many conversations.
Can you add a function to choose between version 2.0 and 2.5?
Australian Elf 1 Jul @ 11:33am 
Okay, removed to mods that were causing conflicts. The first was Uncompromising Fires. During dry thunderstorms it would constantly red error.
The second was Dynamic Flooding which would red error and not allow you to open the Echo Colony window during rain weather.
Felix the Manul 30 Jun @ 11:33pm 
@SandFox, funny... I've asked the AI itself about the issue. Something-something about JSON format long technical mumbo-jumbo that I don't exactly remember. And followed it's suggestion to force a rule for backslash not appear in global prompt in settings. It helped, only temporarily, backslashes appear again after couple of responses.

Actually, it's really cool to ask the AI to stop roleplay and give me an analysis of the story, characters, events etc. and give suggestions, and summaries. Really feels like a dialogue with a co-writer than an algorithm. I'm not easily impressed, but here I am. Making compliments to an AI chat bot...

@Gerik Uylerk, Maybe you could make an option to disable displaying date separation? It breaks immersion sometimes. Also it would be nice to edit inputs, since sometimes I find orthographical errors and unable to fix them afterwards.
SandFox 30 Jun @ 9:55pm 
AI :: JEMINI

I’ve noticed two issues during roleplay using your mod:

Sometimes, a backslash (\) appears at the beginning and end of a character's spoken line, like this: \"Hello!\".
It seems like escaped quotation marks aren’t being rendered properly and are instead shown as literal characters.

Also, I often see a strange formatting string like \N\N\ appearing directly in the middle of dialogue, as if it's not being parsed correctly and is instead displayed as part of the character’s speech.

These both break immersion during roleplay, so I just wanted to let you know.
Thank you for all your hard work on this mod!
GOMIN 30 Jun @ 8:27pm 
@Gerik Uylerk
The fixes are working great! The 'Regenerate' issue is solved, and the memory system now updates and summarizes properly. Thank you for your hard work.

I did find one new issue, though: the date in the memory is incorrect.

The game will start on a day like the 6th or 11th , but the memory log is always start with the date "1st".
Gerik Uylerk  [author] 30 Jun @ 11:19am 
Hey everyone!
I've been looking into the most reported bugs and tackled that conversation issue where full context was only used when hitting the regenerate button but not with regular sending. That should be fixed now.
I also addressed the memory problem where, for some reason, it wasn't summarizing properly and ended up creating massive entries if users had lots of conversations on the same game day. That should be sorted too.
Hopefully, I've also improved the detection of which colonists you can actually chat with.
I'm still working through some other bugs that are floating around out there.
Australian Elf 30 Jun @ 10:29am 
Okay I found that I get this error I mention below specifically when it's raining. Normal Rain, Foggy Rain, Rainy Thunderstorm, Monsoon, Drizzle, and Sandstorms too.
Australian Elf 29 Jun @ 7:12pm 
To me seems like another mod is interfering with this mod.
Australian Elf 29 Jun @ 7:11pm 
@augu
@Gerik Uylerk
New game. From what I can see it might be a memory issue, as the save has a noticeable size difference from the previous to the ones with the error.
augu 29 Jun @ 11:15am 
@Australian Elf: Yep, same issue btw did u added it in the mid game or did u started a new game .. also might be related to putting the mod in mid game .
augu 29 Jun @ 11:13am 
@Gerik Uylerk: Thanks for the reply i am on 1.5 haven't updated yet .. here are some points i have noted

1:works on saves like from 5 mins ago .. literally if i load a save from 5 min ago it works but not in the current save.

2:building/repairing base might cause the error .. bc after i repaired my base got raided .. the chat box stop working .

3:Most likely its related to to the colony zone of the player .. it loads on other world tiles but not in player base tiles .

in the dev debug it said something about GUI ,, maybe the GUI and core framework have some code issue or something
Geth K.G. 29 Jun @ 10:45am 
For some reason my game is not detecting player2
Australian Elf 29 Jun @ 9:43am 
@augu
is the error your getting the same as what I am getting?
[EchoColony] Error abriendo chat individual: Object reference not set to an instance of an object
Gerik Uylerk  [author] 29 Jun @ 9:26am 
@Augu: Thanks for the info, that's really interesting and might help me understand why the chat works for some people and not for others in version 1.6. Is that the version you're currently using?
augu 29 Jun @ 7:51am 
@GOMIN
hello .. hope you are doing well i am having an error which wont allow me to open the chat tab .. in my own colony if i caravan somewhere else it allows me to talk with pawns bit not in my own colony .. the error is (error opening individual chat) do you have any solution for it ?
SandFox 28 Jun @ 7:02pm 
Ah.. I clicked the "Regenerate" button and it was fixed. If possible, I would like to improve it so that it works without pressing the button.
SandFox 28 Jun @ 6:46pm 
I discovered a problem while talking using GEMINI.
In the past, I knew information about certain characters (name, age, gender, traits, stats, etc.).
But now, when I ask, they say they don't know.
Has it changed so that information is not provided to AI??
Or is it simply an error on GEMINI's part?

Version :: 1.5
AI :: GEMINI Flash
player 2 :: X
GOMIN 27 Jun @ 3:50pm 
@AlphaAmpersandOmega
try Regenerate
AlphaAmpersandOmega 27 Jun @ 1:11pm 
Gemini no longer receives the context about the pawns and talks like a normal LLM. I've disabled player 2, and I have an API key. Flash has the previous issue, while Pro doesn't work at all :(
GOMIN 26 Jun @ 5:41pm 
@RecklessAchiever
I've started new games several times and have never encountered that issue myself.
Does it still happen if you disable all other mods and only use EchoColony? Also, when a pawn fails to respond, do you see any error messages or logs in the developer mode console?
RecklessAchiever 26 Jun @ 3:46pm 
Gemini stopped responding for certain pawns. Does anyone have any suggestions on how to fix this? Other pawns can still respond but certain pawns just don't give any response.
kf3zk7 26 Jun @ 1:07am 
The saved "memory" disappears every time I load a save file. Here is the error log during loading:

SaveableFromNode exception: System.MissingMethodException: Constructor on type 'EchoColony.ColonistMemoryTracker' not found.
[Ref 421B093C]

Thank you for the wonderful mod!
GOMIN 26 Jun @ 12:08am 
@Folder Door
try Regenerate
Folder Door 25 Jun @ 9:30pm 
I try to talk but the AI respondes just like its normal Gamini talking.
James 25 Jun @ 9:19pm 
How about talking to the enemy? It might be fun to have a hostile conversation with a traitor or something.
Devourer of chicken 25 Jun @ 1:28pm 
in the log it says object reference not set to an instance of an object
Devourer of chicken 25 Jun @ 1:24pm 
i keep getting errors saying error opening individual chat whats the cause?
Oya 25 Jun @ 12:29am 
Hey! Love the mod, but just one slight issue with Vanilla Races Expanded - Android. Player 2 seems to take the pawn ages super literally so even though the androids are created adult it still treats them as babies (they basically just keep saying googoo). I've tried to use different prompts to fix this but it doesn't seem to work, it just keeps responding to everything like a baby haha. Any chance you could add a way to override the age feature per pawn?
WinterDrakkonKit 24 Jun @ 7:58pm 
not me playing poker with my colonists for 30mins