RimWorld

RimWorld

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RimTalk
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Mod, 1.5, 1.6
File Size
Posted
Updated
750.874 KB
17 Aug @ 8:08pm
25 Oct @ 8:33am
106 Change Notes ( view )

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RimTalk

Description
💬 RimTalk – AI-Powered Dialogue
Bring your colonists to life with RimTalk, a mod that gives pawns real conversations.
Every chat is unique — shaped by personality, mood, and the chaos of RimWorld.

⚙️ How It Works
  • Reads what colonists are thinking & doing 🧠
  • Builds a custom AI prompt ✍️
  • Displays dialogue in chat bubbles 🗨️

🌟 Features
  • Multiple AI Providers: OpenAI, DeepSeek, OpenRouter, Google AI, custom cloud models, or any OpenAPI-compatible local LLM (Ollama, LM Studio).
  • Unique Personalities: Grumpy elder, poetic dreamer, sarcastic doctor. Fully customizable.
  • Context-Aware: Dialogue matches what pawns are doing/thinking.
  • Multi-Language: Colonists can chat in English, 日本語, Français, etc.
  • Easy Setup: Paste an API key and go.
  • Performance-Friendly: Async requests keep FPS smooth.
Originally posted by Player Review:
“It feels like my pawns are finally alive.”

🚀 Getting Started
  1. Grab a free API key: Google AI Studio[aistudio.google.com]
  2. Enable RimTalk in your mod list
  3. Paste the key into RimTalk settings
Advanced Settings let you swap providers or use a local LLM.

📊 Free API Limits
  • 30 requests/min
  • 15,000 tokens/min
  • 14,400 requests/day
More details: Google API Rate Limits[ai.google.dev]

🎛️ Configuration Highlights
  • API Key – personal access key
  • AI Cooldown – adjust chat frequency
  • Suppress Raw Messages – hide unprocessed lines

⚡ Performance & Compatibility
  • Lightweight – tuned for performance; AI runs remotely
  • Works with most social mods (e.g. SpeakUp)
  • Save-Friendly: Add or remove RimTalk mid-game safely

🛠️ Troubleshooting
  • No dialogue? Check your API key.
  • ⏸️ Dialogue pauses? Raise Talk Interval.
  • ⚠️ Json errors? Troubleshooting Guide.

👨‍💻 Credits
Popular Discussions View All (30)
12
3 Oct @ 7:51am
Outdated Dialogue and Suggested Solution
Cosmosteller
7
5 Oct @ 2:00am
NullReferenceException when pawns consume high-quality food
Mr.Jiang
7
4 Oct @ 4:14pm
Bug report
AICER
465 Comments
快下无影船 4 hours ago 
@Juicy It seems like it hasn't been resolved yet. Sometimes the characters' conversations don't get a response, it could be my own problem. I will test it again
快下无影船 5 hours ago 
yes,BetterSliders with RimTalk had bug
Juicy  [author] 6 hours ago 
@天地一心, @Smile☆Sky colonist dialogue mixing with invader tone should now be fixed.

@快下无影船 this was likely caused by the same issue; it should be fine now, please try again.

@pactman looks like a BetterSliders mod issue. It errors out when a slider is used in an overlay.
Smile☆Sky 8 hours ago 
Yes, after the update, my character keeps showing the attacker's dialogue.
pactman 11 hours ago 
When installing "BetterSliders", the following error occurs when you press the Options button in the RimTalk History dialog in MainTab.
https://gist.github.com/HugsLibRecordKeeper/a8ee48e70f4cfa82722561ad0dfa903a
快下无影船 14 hours ago 
Just wanted to ask, most of the time when my character initiates a conversation, they only generate one sentence, not multiple conversations. Is this due to an issue with my AI configuration?
天地一心 15 hours ago 
Sorry, after the update, the colonists' dialogue has become the attacker's tone.
Even disabling enemy talk did not improve the problem.
Juicy  [author] 21 hours ago 
@黑虎阿芙洛狄忒 Thanks for the report. Should be fixed now. Please report if it still persists.
黑虎阿芙洛狄忒 24 Oct @ 12:32pm 
It seems that the character cannot distinguish between initiating an attack and being attacked. It often mixes up the roles of attacker and defender when I am raiding other locations. Setting prompts doesn’t seem to work well either. Could this be optimized? Additionally, when controlling the character to speak, can it move at the normal movement speed instead of the wandering speed? It’s moving too slowly.
A123666wo 24 Oct @ 9:56am 
Don't kown why,but I still can't control my characters to speak what I input