RimMind - Actions
A translation engine that converts AI intentions into in-game actions. It transforms abstract AI commands such as assign_work, force_rest, social_dining into concrete RimWorld gameplay operations.
What Is RimMind
RimMind is an AI-powered RimWorld mod suite. Integrated with Large Language Models (LLM), it grants colonists personalities, memories, dialogues and autonomous decision-making abilities.
Sub-mod List & Dependency Relationships
[td><b>Mod</b></td><td><b>Responsibility</b></td><td><b>Dependencies</b></td><td><b>GitHub</b></td></tr><tr><td>RimMind-Core</td><td>API client, request scheduling, context [url=http%3A%2F%2Fpackaging%26lt%3B%2Ftd%26gt%3B%26lt%3Btd%26gt%3BHarmony%26lt%3B%2Ftd%26gt%3B%26lt%3Btd%26gt%3B%26lt%3Burl%26gt%3Bhttps%3A%2F%2Fgithub.com%2FRimWorld-RimMind-Mod%2FRimWorld-RimMind-Mod-Core%26lt%3B%2Furl%26gt%3BLink%26lt%3B%2Furl%26gt%3B%26lt%3B%2Ftd%26gt%3B%26lt%3B%2Ftr%26gt%3B%26lt%3Btr%26gt%3B%26lt%3Btd%26gt%3B%26lt%3Bb%26gt%3BRimMind-Actions%26lt%3B%2Fb%26gt%3B%26lt%3B%2Ftd%26gt%3B%26lt%3Btd%26gt%3BAI-driven]packaging</td><td>Harmony</td><td><url>https://github.com/RimWorld-RimMind-Mod/RimWorld-RimMind-Mod-Core</url>Link</url></td></tr><tr><td><b>RimMind-Actions</b></td><td>AI-driven[/url] pawn action execution [url=http%3A%2F%2Flibrary%26lt%3B%2Ftd%26gt%3B%26lt%3Btd%26gt%3BCore%26lt%3B%2Ftd%26gt%3B%26lt%3Btd%26gt%3B%26lt%3Burl%26gt%3Bhttps%3A%2F%2Fgithub.com%2FRimWorld-RimMind-Mod%2FRimWorld-RimMind-Mod-Actions%26lt%3B%2Furl%26gt%3BLink%26lt%3B%2Furl%26gt%3B%26lt%3B%2Ftd%26gt%3B%26lt%3B%2Ftr%26gt%3B%26lt%3Btr%26gt%3B%26lt%3Btd%26gt%3BRimMind-Advisor%26lt%3B%2Ftd%26gt%3B%26lt%3Btd%26gt%3BAI]library</td><td>Core</td><td><url>https://github.com/RimWorld-RimMind-Mod/RimWorld-RimMind-Mod-Actions</url>Link</url></td></tr><tr><td>RimMind-Advisor</td><td>AI[/url] generates work decisions for pawns</td><td>Core, [url=http%3A%2F%2FActions%26lt%3B%2Ftd%26gt%3B%26lt%3Btd%26gt%3B%26lt%3Burl%26gt%3Bhttps%3A%2F%2Fgithub.com%2FRimWorld-RimMind-Mod%2FRimWorld-RimMind-Mod-Advisor%26lt%3B%2Furl%26gt%3BLink%26lt%3B%2Furl%26gt%3B%26lt%3B%2Ftd%26gt%3B%26lt%3B%2Ftr%26gt%3B%26lt%3Btr%26gt%3B%26lt%3Btd%26gt%3BRimMind-Dialogue%26lt%3B%2Ftd%26gt%3B%26lt%3Btd%26gt%3BAI-driven]Actions</td><td><url>https://github.com/RimWorld-RimMind-Mod/RimWorld-RimMind-Mod-Advisor</url>Link</url></td></tr><tr><td>RimMind-Dialogue</td><td>AI-driven[/url] dialogue [url=http%3A%2F%2Fsystem%26lt%3B%2Ftd%26gt%3B%26lt%3Btd%26gt%3BCore%26lt%3B%2Ftd%26gt%3B%26lt%3Btd%26gt%3B%26lt%3Burl%26gt%3Bhttps%3A%2F%2Fgithub.com%2FRimWorld-RimMind-Mod%2FRimWorld-RimMind-Mod-Dialogue%26lt%3B%2Furl%26gt%3BLink%26lt%3B%2Furl%26gt%3B%26lt%3B%2Ftd%26gt%3B%26lt%3B%2Ftr%26gt%3B%26lt%3Btr%26gt%3B%26lt%3Btd%26gt%3BRimMind-Memory%26lt%3B%2Ftd%26gt%3B%26lt%3Btd%26gt%3BMemory]system</td><td>Core</td><td><url>https://github.com/RimWorld-RimMind-Mod/RimWorld-RimMind-Mod-Dialogue</url>Link</url></td></tr><tr><td>RimMind-Memory</td><td>Memory[/url] collection and context [url=http%3A%2F%2Finjection%26lt%3B%2Ftd%26gt%3B%26lt%3Btd%26gt%3BCore%26lt%3B%2Ftd%26gt%3B%26lt%3Btd%26gt%3B%26lt%3Burl%26gt%3Bhttps%3A%2F%2Fgithub.com%2FRimWorld-RimMind-Mod%2FRimWorld-RimMind-Mod-Memory%26lt%3B%2Furl%26gt%3BLink%26lt%3B%2Furl%26gt%3B%26lt%3B%2Ftd%26gt%3B%26lt%3B%2Ftr%26gt%3B%26lt%3Btr%26gt%3B%26lt%3Btd%26gt%3BRimMind-Personality%26lt%3B%2Ftd%26gt%3B%26lt%3Btd%26gt%3BAI-generated]injection</td><td>Core</td><td><url>https://github.com/RimWorld-RimMind-Mod/RimWorld-RimMind-Mod-Memory</url>Link</url></td></tr><tr><td>RimMind-Personality</td><td>AI-generated[/url] personalities and [url=http%3A%2F%2Fthoughts%26lt%3B%2Ftd%26gt%3B%26lt%3Btd%26gt%3BCore%26lt%3B%2Ftd%26gt%3B%26lt%3Btd%26gt%3B%26lt%3Burl%26gt%3Bhttps%3A%2F%2Fgithub.com%2FRimWorld-RimMind-Mod%2FRimWorld-RimMind-Mod-Personality%26lt%3B%2Furl%26gt%3BLink%26lt%3B%2Furl%26gt%3B%26lt%3B%2Ftd%26gt%3B%26lt%3B%2Ftr%26gt%3B%26lt%3Btr%26gt%3B%26lt%3Btd%26gt%3BRimMind-Storyteller%26lt%3B%2Ftd%26gt%3B%26lt%3Btd%26gt%3BAI]thoughts</td><td>Core</td><td><url>https://github.com/RimWorld-RimMind-Mod/RimWorld-RimMind-Mod-Personality</url>Link</url></td></tr><tr><td>RimMind-Storyteller</td><td>AI[/url] storyteller for intelligent event [url=http%3A%2F%2Fselection%26lt%3B%2Ftd%26gt%3B%26lt%3Btd%26gt%3BCore%26lt%3B%2Ftd%26gt%3B%26lt%3Btd%26gt%3B%26lt%3Burl%26gt%3Bhttps%3A%2F%2Fgithub.com%2FRimWorld-RimMind-Mod%2FRimWorld-RimMind-Mod-Storyteller%26lt%3B%2Furl%26gt%3BLink%26lt%3B%2Furl%26gt%3B%26lt%3B%2Ftd%26gt%3B%26lt%3B%2Ftr%26gt%3B%26lt%3B%2Ftable%26gt%3B]selection</td><td>Core</td><td><url>https://github.com/RimWorld-RimMind-Mod/RimWorld-RimMind-Mod-Storyteller</url>Link</url></td></tr></table>[/url]
Core ── Actions ── Advisor
├── Dialogue
├── Memory
├── Personality
└── Storyteller
Core Features
<b>Intent Mapping System</b> - Converts abstract AI intentions including assign_work, force_rest, social_dining into actual in-game operations. 25 built-in actions cover work, social interaction, combat, mood and other scenarios.<b>Intelligent Job Assignment</b> - AI can specify work targets at exact coordinates, such as "Mine granite at (45,32)", instead of picking random default tasks.<b>Social Behavior Support</b> - Supports group dining, leisure activities, item gifting, romance proposals, breakups and other social interactions, allowing AI to actively manage colonist relationships.<b>Graded Risk Control</b> - Every action is tagged with a risk level: Low / Medium / High / Critical. Players can disable specific actions by risk tier in settings.<b>Batch Execution</b> - Supports multi-step task sequences and automatic queue processing. The first action interrupts ongoing jobs, while subsequent actions are queued afterward.<b>Delayed Execution</b> - DelayedActionQueue dispatches actions to the main thread to prevent non-main-thread game API calls.
Action Type List
[tr><td><b>Category</b></td><td><b>Actions</b></td></tr><tr><td>Work</td><td>assign_work, set_work_priority, cancel_job</td></tr><tr><td>Survival</td><td>force_rest, eat_food, tend_pawn, rescue_pawn</td></tr><tr><td>Social</td><td>social_dining, social_relax, give_item, romance_accept, romance_breakup</td></tr><tr><td>Combat</td><td>draft, undraft, drop_weapon</td></tr><tr><td>Movement</td><td>move_to</td></tr><tr><td>Mood</td><td>inspire_work, inspire_fight, inspire_trade, add_thought, trigger_mental_state</td></tr><tr><td>Faction Relations</td><td>recruit_agree, adjust_faction</td></tr><tr><td>Events</td><td>trigger_incident</td></tr></table>
Risk Grading System
All actions carry risk ratings adjustable via mod settings:
[tr><td><b>Risk Level</b></td><td><b>Description</b></td><td><b>Examples</b></td></tr><tr><td>Low</td><td>Easily reversible at any time</td><td>move_to, assign_work, cancel_job, undraft</td></tr><tr><td>Medium</td><td>Minor side effects on survival, social or work</td><td>force_rest, draft, tend_pawn, rescue_pawn, eat_food, set_work_priority, social_dining, social_relax, give_item, romance_accept, add_thought</td></tr><tr><td>High</td><td>Major permanent behavioral changes</td><td>arrest_pawn, drop_weapon, romance_breakup, recruit_agree, adjust_faction, inspire_work, inspire_fight, inspire_trade</td></tr><tr><td>Critical</td><td>Irreversible or global gameplay impacts</td><td>trigger_mental_state, trigger_incident</td></tr></table>
Frequently Asked Questions
<b>Q: Can Actions be used standalone?</b>
A: No. Actions does not call AI directly, and requires Advisor or other modules to function. It only handles action execution, while AI decision-making is managed by separate components.
<b>Q: Do high-risk actions run automatically?</b>
A: Actions itself does not distinguish auto-execution from player approval. When used with Advisor, disabled actions will never run. You can uncheck unwanted actions in mod configuration.
<b>Q: Can I disable individual actions?</b>
A: Yes. You can browse actions by risk tier and toggle off any behaviors you don't want AI to perform.