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Imbue your colonists with spontaneous, context-aware conversations, natural banter, and evolving relationships.
RimMind-Dialogue brings RimWorld colonists to life through organic, natural spoken interactions. Powered by the native express_dialogue function call architecture, colonists talk to each other while eating in dining halls, laboring at craft benches, or resting by campfires.
- Native
express_dialogueToolCall: Transmits spoken dialogue, internal psychological subtext, and relationship delta modifiers (relation_delta: [-5, 5]) as structured function parameters, completely eliminating JSON prompt leakage. - Contextual Spoken Triggers: Conversational opportunities trigger organically based on physical proximity (radius 6.9 tiles), shared activities (dining, recreation), and mutual social opinions.
- Dynamic Relationship Evolution: Conversations dynamically impact mutual pawn opinions, fostering deep romances, bitter rivalries, or lasting camaraderie.
- Smooth Overhead Speech Bubbles: Renders text motes directly above colonists' heads with word wrapping and gentle fading animations.
Overhead spoken dialogue in the dining hall: Colonists share natural banter over a meal, with speech bubbles and live opinion adjustments.
flowchart TD
NearbyPawns["Nearby Colonists (Radius < 6.9)"] --> Trigger["Social Context Trigger (Dining / Crafting)"]
Trigger --> CoreReq["Submit Request via RimMind-Core"]
CoreReq --> ToolCall["LLM Returns express_dialogue ToolCall"]
ToolCall --> Parser["DialogueToolParser (Dual Mode & Sanitization)"]
Parser --> Bubble["Overhead Speech Bubble Rendering"]
Parser --> Social["Update Pawn Opinion / Relationship"]
Parser --> Thought["Inject Dialogue Thought into Mind"]
1. Harmony
2. Core (Vanilla RimWorld)
3. RimMind-Core
4. RimMind-Dialogue
Run unit tests covering dialogue schema parsing, arguments unescaping, and opinion delta boundaries:
dotnet test RimMind-Dialogue/Tests/RimMindDialogue.Tests.csproj -c ReleaseLicensed under the MIT License.