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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 ^^
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.