RimWorld

RimWorld

EchoTales
52 Comments
Jon 14 hours ago 
Hey it looks like the KoboldCPP side passes along the incorrect values for max_length from the mod settings.

The prompt adds "Do this within 0 characters" and the max_length is set to 7000
Gerik Uylerk  [author] 18 Jul @ 2:57pm 
Updated to version 1.6! I’ve also improved several internal aspects to make the generated storytelling and memories smoother
lbdakk 14 Jul @ 8:32am 
Could you please update to version 1.6, sir? I really like this mod
6神7 14 Jul @ 6:15am 
1.6 please:meepdrool:
Phoenix Archer 4 Jul @ 8:16am 
Hope the author will update soon, looks like it is not updated since two month.
Phoenix Archer 4 Jul @ 7:40am 
Hello, thanks for the author for provided this wonder mod! I have a question, how can I set the model name when I using OpenRouter? I see deepseek-r1 was used in my pc. I want to use another model. Thank you.
Jabba 17 Jun @ 4:31pm 
It would be nice to have an option to 'reset' the memory (i.e delete all previous memories)
GOMIN 16 May @ 8:24am 
good! good!
Bad Connection * 16 May @ 6:14am 
For some reason mine keeps talking about the same stuff over and over. It also got the colony name wrong, any idea what i have done wrong? maybe some mod incompatibility
Enrico 13 May @ 11:34am 
fun idea, but doesn't work whatsoever, every model i've tried, including ones recommended by yourself, keep outputting the systemprompt instead of a story
Bolt ⚡ 10 May @ 2:33pm 
Getting an infinite "Generating Story Entry" on a midsave. It works for another midsave, but it was under 10 days. This one is a bigger modpack and at 108 days.
TeaTimeCentaur 10 May @ 6:43am 
I am so happy it can be used with Open Router buuut it would be very sweet if we can select the model the site provides pretty please?
I am not sure what is selected by default but it wants to use credits while I could connect the DS 0324:free instead :3

Besides this, it's such a cool mod that gives each colony day a little more character <3
MagnusCerebrum 8 May @ 12:08pm 
So what model should I use ideally, I'm using gemini 2.0 and the narration often repeats itself ("food is scarce", "summer persists", etc). The memory is also getting clogged up with stuff like daily work and has several repeating entries
Acorn 8 May @ 8:12am 
Minor suggestion if possible can we get a scroll wheel when we're looking through the AI memory?
Acorn 7 May @ 6:20pm 
Ok this was really neat! My story teller actually had two colonists talking to each other! They were talking about a prisoner I have that we're working on converting. I didn't prompt them or anything to speak to one another.

And then one pawn went to talk to the prisoner in the progress of converting them!
Vanessa Reyes 7 May @ 5:56pm 
Something i've noticed with the storyteller is that they really struggle with past tense. For example, we had a massive raid during the night, but by morning there weren't any bodies left (Harbinger feast mod) so i prompted the storyteller to write about last night's battle, but it wrote it as if it was an upcoming battle. Was i supposed to edit the memory instead of making it generate an entry or?
Gerik Uylerk  [author] 6 May @ 7:11pm 
Sorry for the inconvenience
It sounds like the phrase “adaptation pressure” might be stuck in the internal memory of the storyteller. I recommend checking the internal memory or prompt history of the writer—there’s a good chance that line got saved unintentionally and is now being echoed in every entry.

Try editing the stored entries and removing any mention of “adaptation pressure” from the writer’s memory. Once it's cleared or reworded, the storyteller should stop repeating it.
Vanessa Reyes 6 May @ 6:46pm 
Why does it keep talking about adaptation pressure T^T? Not an entry goes by that mentions it, I don't even know what exactly its referring to. Everyone is healthy, we're thriving, "yet the adaptation pressure looms"
LadyMourg 6 May @ 11:29am 
This mod is absolutely incredible, easily my new favorite. I’ve always loved how RimWorld acts as a story generator, and this mod takes that storytelling to a whole new level. It makes me feel truly connected to my colonists as individuals, not just pawns, and adds emotional depth in a way that completely changes how I experience the game. Thank you so much for creating something that brings the colony to life in such a meaningful way!
Gerik Uylerk  [author] 6 May @ 8:02am 
@harrydubois: I’ve tested it with over 150 mods and haven’t seen any performance drops. The mod doesn’t constantly read the game; it only does a quick read when generating a story, so it’s very lightweight.

@Acorn: Thanks so much for the feedback! I’ll check everything and push an update soon. In the meantime, I suggest editing the internal memory of the storyteller. Noting that Flash is a dinosaur and not a wolf might help stop the confusion.

@Vanessa Reyes: The global prompt helps give your storyteller a custom tone — you can make them more humorous, dramatic, like a news anchor, or even a nature documentary. If you leave it blank, they’ll write like an epic, dramatic novelist by default.
MagnusCerebrum 6 May @ 5:27am 
Oh yeah this is gonna be great
harrydubois 6 May @ 1:39am 
How is it in terms of performance? Sounds quite demanding!
Acorn 5 May @ 11:20pm 
Ah, somethin' else to add. They said my colonist collapsed from "high adaptation pressure" but they actually collapsed because they were going into labor.
Acorn 5 May @ 10:39pm 
Ok this is just funny mostly but guess you could try to add support xD. I have a troodon (dinosaur) named Flash and the storyteller keeps saying they're a wolf. This is from Biomes! Preshistoric.

Somethin' I even suggest - look over the Generations 2 modpack list thingy and what to add support for? Mostly because I think a lot of people use it. Esp Samuel's mods the flavour one - mainly for frogge.
Vanessa Reyes 5 May @ 8:13am 
What do i put as the global prompt? I'm not familiar with promp engineering
bell 4 May @ 1:12pm 
A question just to see if I understand the idea of ​​the mod: can I create my own story and have the AI ​​create the rest, like dialogues, etc.? Because that's what I understood.
Schnorf 2 May @ 2:33pm 
@Gerik Uylerk That worked, thanks. I just grabbed a 1B to test if it works at all.
Gerik Uylerk  [author] 2 May @ 1:45pm 
arget03: If you want, you can add me as a friend and we can chat for more direct support.
arget03 2 May @ 1:38pm 
I'm going to see if LM Studio will work.
Gerik Uylerk  [author] 2 May @ 1:37pm 
Schnorf: If you're running a KoboldAI server that supports the API, try using this endpoint instead:
http://localhost:5001/api/v1/generate

For the model name, just type the filename without the .gguf extension, like:
gemma-3-1b-it-abliterated-q6_k

Make sure KoboldAI is selected as the local model provider in the mod settings. This setup should work if your server supports the /api/v1/generate route.

🧠 In RimWorld, too many things happen all the time — colonists, events, injuries, weather, you name it — so I recommend using a model that can handle 6000–7000 tokens of input. Something like MythoMax-L2-13B, Kunoichi-DPO-7B, or a Mistral-Instruct variant works great for that.
arget03 2 May @ 1:24pm 
Didn't work. I was able to paste it, by using Crtl+V, but it didn't work.

"error": {
"code": 400,
"message": "API key not valid. Please pass a valid API key.",
"status": "INVALID_ARGUMENT",
"details": [
{
"@type": "type.googleapis.com/google.rpc.ErrorInfo" ,
"reason": "API_KEY_INVALID",
"domain": "googleapis.com" ,
"metadata": {
"service": "generativelanguage.googleapis.com"
}
},
{
"@type": "type.googleapis.com/google.rpc.LocalizedMessage" ,
"locale": "en-US",
"message": "API key not valid. Please pass a valid API key."
Schnorf 2 May @ 12:22pm 
Having some issues getting it to run with Kobold.
I keep getting ❌ Error contacting local model: HTTP/1.1 404 Not Found whenever it tries to generate.
Using koboldcpp_cu12.exe v1.90.2,
I put " http://localhost:5001/api/" into the local model endpoint input field, and tried every variation for the model name - name only, name and quant, with and without file ending, even full file path.
The model I am trying to use is gemma-3-1b-it-abliterated-q6_k.gguf .

Since using Kobold through the webui works, there seems to be an issue of the mod communicating with Kobold.
Gerik Uylerk  [author] 2 May @ 9:56am 
arget03: Thanks for the update! From the error you posted, it looks like the API key is being rejected as invalid.

Since you mentioned that you had to type it manually, there’s a good chance that one letter or symbol might have been entered incorrectly — even a small typo can cause this exact error.

Here’s what I recommend:

Go to https://aistudio.google.com/

Click the “Get API Key” button

When the key appears, click the copy button next to it (this will put it in your clipboard)

In RimWorld, open the mod’s settings window

Click on the API key field and press Control + V to paste the key directly (don’t type it manually)

Once it’s pasted correctly, the mod should be able to connect.

Let me know if that works — happy to help if it still gives you trouble!
--λ 2 May @ 7:28am 
Works like a Charme. This is rad
arget03 2 May @ 4:07am 
Here's the error code.


"error": {
"code": 400,
"message": "API key not valid. Please pass a valid API key.",
"status": "INVALID_ARGUMENT",
"details": [
{
"@type": "type.googleapis.com/google.rpc.ErrorInfo" ,
"reason": "API_KEY_INVALID",
"domain": "googleapis.com" ,
"metadata": {
"service": "generativelanguage.googleapis.com"
}
},
{
"@type": "type.googleapis.com/google.rpc.LocalizedMessage" ,
"locale": "en-US",
"message": "API key not valid. Please pass a valid API key."
Gerik Uylerk  [author] 1 May @ 7:52pm 
arget03: There should be a .txt file on your desktop called Gemini_Conversation_Log.txt. Could you open it and show me what it says? It should contain the exact error you're getting from the API.
TeH_Dav 1 May @ 2:01pm 
Damn, guess I'm going to have to follow another author lol
arget03 1 May @ 10:55am 
Yeah. Also, it still won't work. Hopefully it will, and I can have it be like a nature documentary. It's getting it to work and then getting the prompts right.
Gerik Uylerk  [author] 1 May @ 10:04am 
You can set up the global prompt in the mod’s settings window — it’s right below where you paste your Gemini API key.

There, you can customize the writing style of the storyteller however you want.
For example, you can make them speak like an ancient chronicler, a documentary narrator, a news anchor — anything you like!

Feel free to experiment with different tones to find the one that fits your colony best.
arget03 30 Apr @ 10:19pm 
How do you setup the global prompt?
arget03 30 Apr @ 9:16pm 
Also, it's a new save.
arget03 30 Apr @ 8:53pm 
Still doing it. I even made sure that I had the key right.
arget03 30 Apr @ 8:38pm 
Yes. It did not allow me to paste it in the game though. I tried to copy it manually.
Gerik Uylerk  [author] 30 Apr @ 8:37pm 
Hi again! Just to double-check — when you clicked “Get API Key” at https://aistudio.google.com/ , did you receive something that looks like this?
AIzaSyD7QhLXpTfJg93Bv2wKk8MNmXYZa-pLm9c (this is just a fake example)

Did you copy your own key and paste it exactly into this part of the mod's settings inside RimWorld?
https://i.imgur.com/HJCdzZC.png

If you pasted it there and still get a “bad request” error, let me know.
arget03 30 Apr @ 8:04pm 
Now I'm getting the Failed to connect to gemini bad request.
arget03 30 Apr @ 7:19pm 
Thanks. I have no clue how to use this kind of thing. Still, it'll be awesome if I can get it to work right.
Gerik Uylerk  [author] 30 Apr @ 7:13pm 
Here's how to get it and use it:

Go to https://aistudio.google.com/

Click the “Get API Key” button.

It will give you a string of letters and numbers — that’s your API key.

Copy that key and paste it into the mod's settings inside RimWorld (not in a file, not in a folder).

You don’t need to create or place any code.txt file — the mod handles everything.
You just need to paste your key into the in-game settings window.
arget03 30 Apr @ 5:55pm 
How do you make it generate custom stories? It says it's missing api keys.
Kipyat 30 Apr @ 12:18pm 
best mod
DeathTomato 30 Apr @ 11:08am 
It'd be amazing if echotales could take conversations and other stuff that are in the colonist logs and create conversations out of them using the colony and colonist information stored in echocolony since echocolony only has your colonists talk to you, not each other.