RimWorld

RimWorld

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OpenRimWorldAI.Overlord
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Mod, 1.5
File Size
Posted
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445.017 KB
3 Feb @ 10:17pm
15 Feb @ 6:05pm
3 Change Notes ( view )

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OpenRimWorldAI.Overlord

Description
Work-in-Progress
Mostly Stable

Ever wanted AI to just take over and control your colony? Now it can! But not without errors... still a work in progress ya'll.

This is mostly just a preview and a placeholder for my change log. I'll be looking to create a new settings window for Overlord functionality. This will allow specific commands to be disabled. This can be useful for players looking for specific functionality from AI like using the AI strictly to update pawn priorities for you. Other players may prefer to have the AI strictly design buildings for them to add that extra spice of randomness.

A lot of refinement work to do, but the mod functions and shows that AI integration is fully possible!

OpenRimWorldAI.Overlord

What is it?
Originally posted by Developer:
OpenRimWorldAI.Overlord is the ultimate AI simulation experience. Currently a work-in-progress. The essential framework is there. Maybe bug fixes and improvements to go!
What does it add to the game?
Originally posted by Developer:
Currently, AI will be able to build walls/doors, create farms, create stockpiles, and update Pawn priorities. Sometimes the AI likes to fill and area of walls... it's a little funny that way.
Things you can do:
  • Watch
  • See pawns starve to death
  • See pawns run away from everything, but get caught and die.
Any Setup Required?
Originally posted by Developer:
No, it'll work out of the box. I do recommend applying your own API Key. Each key has a 200 request per day limit. Optionally with your own key, you can can add funds to use paid models.
Updates
v.0.3: - Updates: - Change Pawn Priorities - Refined Priorities to be specified numerically as oppose to incremental increase/decease. - AI will now directly indicate what the Pawn's priority should be. - Create New Buildings - Improved prompt instructions for building generation. - Rooms are still chaotically designed. Currently debugging for better results. - Create Storage Spaces - Storage spaces are being created correctly. - One issue is that sometimes the AI adds spaces, or uses item name versus DefName - Created a denial for cases where filters were empty (due to mismatching filter name) - Debugging to enhance and avoid mismatches for filter items. - Create Farm Spaces - Seems to be working without issues. - Debugging to determine if there are any remaining issues. - Gather Resources From Mines - Haven't noticed any issues. - Create Furniture - Originally tied New Furniture and Floors together, but broken into separate commands. - This is now considered an experimental feature. - AI can now create beds and chairs - AI has issues creating tables and stools - Debugging to work out the kinks - Create Floors - Likely not in a working state. Have not yet tested or refined the function for this. - Emergency Food Harvest/Emergency Tree Harvest - Now correctly working. This will set all wild plants to "Harvest" - Experimental - Trying to understand the problems from having all wild plants/trees designated for harvest. - Might create an algorithm to set harvest able to closest 20 plants/trees. v.0.2: - Added settings for Overlord (Android symbol) - Turned most of the commands for AI off by default. They can manually be turned on in settings and will be defaulted to on once I'm satisfied with the results. - Re-Worked how Walls & Rooms are output to the AI. Hoping for some better results! - Updated the Building Prompt for AI. Have yet to test the results, but I'm expecting less errors? - Work-In-Progress - Gather Emergency Food/Wood are two commands that have errors and are incomplete. They should remain disabled. v.0.1: - Information feeds tell AI about your Walls, Terrain, and Mining locations. - AI can build walls and doors (complete rooms) - AI can create farms - AI can create stockpiles - AI can control pawn priories.
31 Comments
CTH2004 1 Mar @ 6:05am 
"But not without errors"

something like this should have a "downside". What if you keep some of the errors (basically, fix any that cause issues such as lag, incompatibility, ect), but leave some errors (or, even add your own, such as some incorrectly made XMLs. Or code that mimics an error, like if you can output an "error" to the log that is red...(

If you use code to make fake errors in the log, maybe some of the reports from this mod will be put in the log along with actual errors... (wether or not it gets saved in the file and/ or uploaded by HugsLib is up to you)
Mankindrocks1717 27 Feb @ 2:58pm 
This is not working for me right now, it generates a daily report but that's it. Really want to be able to use this mod though, want it to completely run every aspect of the game. Please keep working on this.
AkumuNyaaa 26 Feb @ 7:21pm 
Can you show me your tutorial?
a502502902 23 Feb @ 6:40am 
In the game, I can see a "report to leader" message in the message box
However, when I check my OpenRouter API KEY activity monitoring, it shows no API usage
a502502902 23 Feb @ 6:38am 
Hello, I encountered the following errors while using the OpenRimWorldAI mod:
CopyOpenRimWorldAI (AI Chat request failed: )
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
OpenRimWorldAI.Log:Message (string)
OpenRimWorldAI.AI/<>c__DisplayClass14_1:<AIChatAsync>b__0 (UnityEngine.AsyncOperation)
UnityEngine.AsyncOperation:InvokeCompletionEvent ()

OpenRimWorldAI (Response Code: 200)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
OpenRimWorldAI.Log:Message (string)
OpenRimWorldAI.AI/<>c__DisplayClass14_1:<AIChatAsync>b__0 (UnityEngine.AsyncOperation)
UnityEngine.AsyncOperation:InvokeCompletionEvent ()
Does this error indicate that the mod is not working properly?
LoneLemone  [author] 15 Feb @ 6:06pm 
v.0.3 is release

Large improvements compared to the prior version with some additional feature being added (See AI Settings to enable them)
LoneLemone  [author] 15 Feb @ 4:37pm 
@A V.O.I.D Representative - It's all in text. If you turn on AI Debugging to level 2 in the AI settings, you'll be able to see the full prompt and response.

You can use flash thinking, however it'll be contained within the response and currently it's not being filtered out. I can experiment with this, but I want to get the basic functionality working (e,g: The room perimeters need to be correctly defined by the AI)
A V.O.I.D Representative 11 Feb @ 11:19am 
Some questions
Wouldnt 2.0 flash thinking be the best? It can 'think' about what its doing
Do you use the tools function built into the gemini api (if you can)
Are you uploading all the data need to a file then sending that file or putting it all in text?
LoneLemone  [author] 9 Feb @ 9:40pm 
@mastercheifbud1 - I've added settings. There may have been an issue with the data feeding improperly to the AI. Seems like the AI didn't want to build after the first room was completed, or was being too conservative with resources.

I added new settings, "Create New Buildings" will be off by default until I can debug it further, but you should be able to turn it on and see some better results.
masterchiefbud1 9 Feb @ 3:38pm 
the pawns just walk around doing nothing