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RimTalk: Mood Reactions

RimTalk Mood Reactions Every word matters.

RimTalk Mood Reactions

Every word matters. Every action leaves a mark. RimTalk Mood Reactions hooks into your RimTalk conversations and analyzes them for genuine emotional impact. When you threaten a pawn, comfort them, or traumatize them, they don't just reply — they feel it.

What This Mod Does

  • Dynamic Mood Thoughts — AI-generated mood buffs and debuffs that match the emotional weight of your messages. Each thought has a custom label, description, mood offset, and duration based on the AI's analysis.
  • NPC-to-NPC Mood Reactions — When RimTalk pawns talk to each other, they also feel it. Insults, compliments, threats, and jokes between NPCs generate mood thoughts and shift their vanilla social opinion of one another. Watch your colony's social web evolve naturally through conversation.
  • Two-Call AI System — Optional token-saving mode. A cheap classifier first checks if a message is emotionally significant. If not, it skips the expensive full generation call. If yes, it runs the full analysis. Great for cutting costs during long play sessions — but the classifier can occasionally miss nuance.
  • Opinion Tracker — Pawns form a running opinion of you based on your conversations. Track it in the Social tab with a full history of recent changes.
  • Three Detail Levels — Choose Minimal (fast, cheap), Standard (balanced), or Verbose (maximum context, richest results) to control how much pawn info the AI receives (and how expensive running this mod is). Applies to both player-to-pawn and NPC-to-NPC prompts.
  • Life-Stage Aware — Toddlers, children, and adults all react differently. A toddler sees eating the last cookie as the end of the world. Adults shrug it off. The AI scales severity to the pawn's maturity.
  • Action vs Speech Detection — Text in *asterisks* is treated as physical actions, not spoken words. *Rips out your tail* hits harder than "I will rip out your tail."
  • Personality Matching — Descriptions match the pawn's RimTalk-generated personality and vanilla traits.
  • Toddler Support — Fully compatible with the Toddlers mod and The Children Need To Play. Babies, toddlers, children, and adults all receive age-appropriate thoughts.

How It Works

1. Talk to a pawn through RimTalk — or watch two NPCs talk to each other. 2. The AI analyzes the message for emotional impact (optionally using the fast classifier first). 3. If the message is significant, a custom mood thought is applied. 4. For player-to-pawn: their opinion of you shifts. For NPC-to-NPC: their vanilla social opinion of each other shifts. 5. Check the Social tab to see how pawns feel about you — and each other.

Mod Settings

  • Enable/disable player-to-pawn mood effects
  • Enable/disable NPC-to-NPC mood effects
  • Toggle opinion tracking
  • Min/max mood offset sliders
  • Context detail level (Minimal / Standard / Verbose)
  • Two-call system (classifier + conditional generation) on/off

Token Usage

Due to the fact that it hooks into your messages, this can get expensive depending on how you configure the mod. So I've included this table to help you choose the right option for you! (This assumes the persona profile is 400 characters and the message is 60 characters for reference. NPC-to-NPC and classifier prompts have separate counts.) Quick Reference LevelPromptResponseTotal Minimal~90~40~130 tokens Standard~440~75~515 tokens Verbose~775~100~875 tokens

Two-Call System: Pros & Cons

When to use it: If you talk to pawns frequently and your AI provider charges per token, the two-call system can significantly reduce costs. Mundane messages like "How are you?" or "Nice weather" are filtered out by the cheap classifier, saving you the full generation cost. The trade-off: The classifier is fast and cheap, but it can miss subtle emotional weight — sarcasm, backhanded compliments, or quiet cruelty might slip through as "not significant." If you want every conversation analyzed with full care, leave it off. Additionally, if your provider has a limited number of calls in total, you might want to turn it off as this will effectively double the number of calls used when speech is said. Recommendation: Turn it on for casual roleplay sessions. Turn it off for intense, emotionally charged story arcs where every word matters.

NPC-to-NPC System: How It Works

When two RimTalk NPCs chat, this mod piggybacks on RimTalk's existing AI call to analyze the emotional impact on the receiver. The receiver gets a mood thought and their vanilla opinion of the sender shifts — just like player-to-pawn, but between pawns. This means:
  • Social fights can start because of an insult.
  • Romance chances can rise because of a kind word.
  • A pawn who keeps getting bullied will genuinely start to hate the bully.
All through natural conversation, not scripted events.

Requirements

Compatibility

  • Toddlers — Supported
  • The Children Need To Play — Supported
  • Royalty — Compatible
  • Ideology — Compatible
  • Biotech — Compatible

Future Plans

  • Expanded opinion effects (social fights, romance chances, etc.)
  • Integration with more life-stage mods
  • Configurable text filter patterns for NPC-to-NPC significance detection

Credits

Built with love for the RimTalk ecosystem. Thanks to the RimTalk team for the amazing dialogue framework.

Support

Found a bug? Have a suggestion? Drop a comment below or reach out on the RimWorld modding Discord.