RimTalk - Generate Knowledge
This is a companion utility mod for RimTalk - Expand Memory This mod can automatically generate Knowledge entries based on in-game Def definitions, including: Items / Buildings / Creatures / Health Conditions / Research / Factions / Xenotypes / Genes / Memes Knowledge is generate
This is a companion utility mod for RimTalk - Expand Memory
https://steamcommunity.com/sharedfiles/filedetails/?id=3608181242
This mod can automatically generate Knowledge entries based on in-game Def definitions, including:
Items / Buildings / Creatures / Health Conditions / Research / Factions / Xenotypes / Genes / Memes
Knowledge is generated procedurally using:
Item Name + Description + Important Property Descriptions
Example generated entry:
Venarium Pollution Generator: A generator that collects pollution from the surrounding atmosphere to produce electricity. It can generate stable power without requiring fuel. However, toxic wastepacks will accumulate over time and must be handled properly. It does not purify the environment. ; Category: (Building) ; Concept from Venarium Race ; Extremely heavy ; High construction workload ; High construction skill requirement
In general, the quality of generated knowledge is not as good as hand-written knowledge entries. I mainly recommend using this mod in the following situations:
- You do not have your own custom knowledge database yet
- You want to use it as an automated knowledge generation / summarization tool while running a large number of mods
Since Defs are directly converted into Knowledge entries, the mod will usually generate thousands of entries.
If you want to edit them, I strongly recommend starting a new save and exporting the data into Visual Studio Code for editing. Even Notepad may freeze.
Also, the memory mod itself was not originally designed to handle thousands of injected Knowledge entries, so the UI may become extremely laggy.
(Maybe I will add an export mode in the future.)
How to Generate Knowledge
In-game, while inside a colony save:
• Open the Memory tab at the bottom of the screen
• Click the Knowledge button
• Click Generate from Defs on the left side of the window
You can also modify generation settings in the Mod Settings menu.
Notes
In a mostly vanilla environment, the mod may generate around 1000 ~ 2000 Knowledge entries.
If you are using a heavily modded setup, the total may reach 3000 ~ 5000 entries.
To reduce the amount, you can:
- Enable the Skip List option in settings
(predefined exclusions for things like basic tables/chairs that usually do not need to be included) - Increase the Global Minimum Importance threshold
(filters out entries that appear less important)
Knowledge Importance & Filtering
Knowledge Importance is calculated using heuristic rules.
The calculation usually considers:
- Market value of the item (log10 weighted)
- Description text length (log10 weighted)
- Whether the Def contains unusual or statistically uncommon properties
You can tweak these values in the settings.
(The system is still pretty rough, and honestly it is still difficult to properly estimate item rarity. If anyone has better ideas, suggestions are welcome.)
Additionally, the mod filters out Defs with extremely short descriptions
(description length < item name length × 3), since these Defs usually do not contain enough meaningful information.
The code was mostly generated by Codex in about two days, so the main goal was simply “good enough to work.”
The whole reason this mod exists is because my friends’ knowledge packs did not include the huge number of race mods I personally subscribe to...
If anyone wants to improve the mod or integrate AI-based Def knowledge summarization, that could actually become a really interesting solution.
Maybe I’ll explore that further when I have more free time.
Repo link:
https://github.com/Forwindzz/Rimworld_RimTalkKownledgeGen