FelPawns – My first attempt to turn RimWorld into AI-Dungeon

(captain-fel.itch.io)

1 points | by walterfreedom 13 hours ago ago

3 comments

  • v_CodeSentinal 12 hours ago ago

    The biggest challenge I've seen with these 'infinite narration' layers on top of simulation games is context context window management. As a RimWorld colony grows, the state data (pawns, inventory, health, history) explodes exponentially. Are you summarizing the history logs to fit it into context, or are you just feeding a snapshot of the current frame state (JSON) to the LLM? I've found that 'narrative coherence' usually suffers if you don't keep a rolling buffer of recent major events.

    • walterfreedom 12 hours ago ago

      Current snapshot + semantic search related to the "recent event + messages since last trigger" in the database of memories. I prune unnecessary events (built chair, planted rice etc) as time goes on, and have a decay system that basically decreases the weight of old misc events. I also do not keep the messages in the save file directly and instead keep them in a seperate file in mod config, to not bloat the main save XML. Can it be polished more? Absolutely. but I had to publish this at some point after all. that being said, I am planning to actually focus on environmental awareness and better context as time goes on.

  • walterfreedom 13 hours ago ago

    Hey, I wrote here about my FelWorld mod series, where I wished to turn RimWorld into an RPG game a few months ago (https://news.ycombinator.com/item?id=45921896#45921995). I couldn't release the FelQuest Module, that would be responsible with generating quests and world content overall yet, but as a start I could create my FelPawns mod, which makes you the main character, and allow you to talk to other pawns (LLM, RAG, Tool call setup). I wished to share it here too, as some people commented on the other thread before ^^