Have you ever wondered what your colonists think about their daily lives?
Their relationships, that scar that never healed, their last breakup… or that human leather throne in the dining room?
With EchoColony, you can talk to them directly.
💬 Their responses aren't random - they reflect what they've lived, how they feel, and what they remember.
Your colonists reply like real people.
Want them to address you as a king? A god? A curious visitor? You decide.
Configure their tone globally or individually.
Want one to talk like a zombie?
A robot?
A wild-eyed lunatic from downtown?
Yes, you can do that too.
Make another obsessed with human leather armchairs?
Yes, you can do that too.
🧠 Conversations Can Have Real Effects
Talking is no longer just roleplay.
In EchoColony, conversations can go beyond flavor text and have real, tangible effects on your colonists and the colony itself.
What you say matters.
Your words can calm someone down, or push them over the edge.
Encourage them, intimidate them, comfort them, praise them, or threaten them.
Colonists react differently depending on who they are, what they’ve lived through, and how they currently feel.
A wounded pawn won’t respond the same way as a healthy one.
A slave won’t speak like a free colonist.
Someone who trusts you may open up. Someone who fears you may comply, or resist.
EchoColony connects dialogue with the actual in-game state of your pawns, making conversations part of the simulation itself, not just text on a screen.
Colonists always take into account their backstory, mood, pain, relationships, and recent events when responding.
They also know where everyone else is - who's alive, who's dead, who's in cryosleep, who's working as a slave, and who's out there fighting for the colony.
They recognize their children, their lovers, their enemies, even if they're far away or long gone.
If they're grieving someone, you'll feel it.
If they're miserable, they won't feel like talking.
If they're elated, they might even joke.
Every thought that affects their mood is considered.
You can choose between two styles:
• ✨ Roleplay mode: immersive, expressive replies with gestures and emotional nuance.
• 🗣️ Direct mode: clear and concise, focused on conversation.
Because even the quietest human-leather tanner has something to say.
I highly recommend using this mod together with the amazing
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2527258500]1-2-3 Personalities M1[/url].
That way, each colonist will have their own personality, which will be reflected in their conversations.
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This is my first RimWorld mod.
It's inspired by mods like RimSaga, RimGPT, and RimDialogue.
The mod supports multiple AI model sources, depending on your preferences and setup.
🎙️ Recommended: [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fplayer2.game%2F]Player2[/url][player2.game] - a free desktop app that provides both AI text and voice without needing API keys or technical setup.
Just install it, log in, and EchoColony will detect it automatically.
You can even enable it mid-game, and your pawns will remember the conversations they've already had.
If you prefer other models or want more control over your setup, EchoColony also supports:
🌐 Google Gemini API (cloud-based) - Requires your own API key.
Get it here: [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Faistudio.google.com%2F]https://aistudio.google.com/[/url] (just click "Get API Key" and paste it into the mod settings).
🖥️ Local models - Works with tools like Ollama and KoboldAI.
Just provide the endpoint and model name.
⚠️ Support for LM Studio is currently in progress and will be available soon!
🔁 OpenRouter - A flexible hosted option that gives access to many models (GPT-4, Claude, Mixtral, etc.).
The model will be selected according to your preferences in the OpenRouter dashboard.
This mod adds a new button when selecting a colonist that lets you start a conversation with them.
You can customize the tone of the conversation, delete messages, and export the full chat history.
I tried to cover every possible configuration, and I've tested it through an entire playthrough with over 150 mods of all kinds without any issues.
All feedback is welcome! RimWorld is a massive and unpredictable game, so I'll keep improving it as more players try it and share their experiences.
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🛠️ Open Source & Community Contributions
EchoColony is now open source! The community is welcome to contribute improvements, bug fixes, and new features.
🔗 GitHub Repository:
[url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2FCarlosNahuelcoy%2FEchoColony]https://github.com/CarlosNahuelcoy/EchoColony[/url]
How you can help:
• 🐛 Report bugs and issues
• 💡 Suggest new features and improvements
• 🔧 Submit code improvements and fixes
• 📖 Help improve documentation
• 🌍 Contribute translations
• ✨ Add support for new AI providers
This project preserves its learning journey. You'll find mixed English and Spanish documentation that shows the authentic modding experience.
Code cleanup and standardization contributions are especially welcome!
Whether you're an experienced modder or just starting out, there are ways to contribute.
Check out the repository for contribution guidelines and open issues.
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"Is it compatible with X mod?"
I have so many mods that my game takes 10 minutes to load, and I haven't had any problems so far.
"Is it compatible with new races and xenotypes?"
It should be! I did my best to make it as compatible as possible.
"Is it safe to install mid-game?"
That's exactly how I tested it, in every situation I could think of, and my PC didn't explode.
"Is it safe to uninstall mid-game?"
I think so. The mod doesn't inject anything new into your game files.
It only reads data from your colonists to generate conversations, so in theory, it should be safe to remove.
"I'm getting a 400 Bad Request error. What can I do?"
If you see a message like "Error contacting model: 400 Bad Request", it usually means the AI rejected your request due to something like an overly long prompt, invalid formatting, or a syntax issue.
✅ To help solve it:
1. Go to the mod settings and enable Debug Mode.
2. Try sending the same message again.
3. A .txt file will be generated on your desktop with the raw response from the AI or API.
4. Open the file and check the error message.
5. Create a forum thread, reply to an existing one, or create a GitHub issue here:
[url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2FCarlosNahuelcoy%2FEchoColony%2Fissues]https://github.com/CarlosNahuelcoy/EchoColony/issues[/url]
🔍 This will help me see exactly what went wrong and assist you much faster.
"Why is the image in Spanish?"
Oh, that's because my native language is Latin American Spanish.
But the mod should work in any language, either because it detects the language you're playing in, or because you can configure your colonists to speak in whichever language you prefer.
"Can I ask you something?"
Hey, the mod is for talking to colonists, not to me. Just kidding! Of course you can!
Feel free to tell me anything, feedback, suggestions, whatever you want.
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I'm a huge enthusiast about the incredible potential AI has for this game.
If you'd like to see more mods like this in the near future, please consider supporting me with a coffee.
Thank you so much for your support! ☕❤️
[url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fko-fi.com%2Fgerik_uylerk][img]https://i.imgur.com/pHhZ1Od.png[/img][/url][ko-fi.com]
[url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fwww.patreon.com%2Fgerikuylerk%2F][img]https://i.imgur.com/O0v8eQC.png[/img][/url][www.patreon.com]