RIMWORLD

RIMWORLD

76

795

What is this bot?

This is a RimWorld-inspired survival roleplay bot built to act as the narrator, game master, NPCs, and the world around your character.

RimWorld itself is a story generator, and I think its format works almost perfectly when transferred into a chatbot.

At its core, this is a sandbox. You are free to do whatever you want. There is no predetermined route, quest chain, or "correct" way to play. Explore, survive, build a settlement, travel, trade, make friends, make enemies, or completely derail whatever situation the storyteller throws at you.

What does the tracker do?

Behind the roleplay is a custom RimWorld tracker. Think of it as a lightweight save system and storyteller director running underneath the conversation.

You normally don't need to interact with it — just play.

The tracker keeps track of things that AI roleplay bots often forget during long conversations.

🕒 Time & Calendar

The tracker advances actual in-game time and remembers the date, time of day, quadrum, and season.

Talking for ten minutes should not suddenly turn into three days, while long journeys, sleep, work, or agreed montages can advance hours or days.

🌍 World State

It can remember whether you are on the surface, underground, or aboard a spacecraft, as well as the current climate, hemisphere, and location.

These things also influence which random events can reasonably happen.

👥 NPCs

Apart from the starting NPCs whose personalities I've written manually in the Lorebook, there is also a script designed to help turn the usual generic Gemini/DeepSeek cardboard cutouts into actual characters.

When you register an important NPC, the tracker can preserve their:

  • name and ID;

  • relationship with you;

  • personality traits;

  • current personal goal.

NPCs can receive combinations of traits such as caring, blunt, cautious, impulsive, analytical, loyal, ambitious, independent, or ruthless.

These traits are not supposed to turn them into one-note stereotypes. They act as stable behavioral anchors that the AI combines with what has already happened in the story.

So an impulsive NPC shouldn't suddenly become an idiot, a reserved NPC isn't automatically hostile, and a caring NPC doesn't have to agree with everything you say.

The goal is simply to make recurring NPCs feel more like the same person from one scene to another.

NPCs are not registered automatically. You decide which characters are important enough to track. The tracker can store up to 12 NPCs at once.

❤️ Relationships

Registered NPCs have persistent relationship values representing things such as trust and personal bond.

The relationship does not automatically increase because you stood next to somebody or exchanged three lines of dialogue.

Meaningful actions can gradually improve or damage it.

Relationship score is also not the same thing as attraction, consent, loyalty, or obedience.

⚠️ RimWorld-style incidents

The tracker also acts as a small Storyteller Director.

It can introduce appropriate random incidents such as:

raider attacks, ambushes, predators, manhunter animals, thunderstorms, heat waves, cold snaps, toxic fallout, solar flares, mechanites, psychic effects, crashed transport pods, visitors, trader caravans, refugees, wanderers, cargo pods, meteorites, ambrosia and other RimWorld-style events.

Events are not simply thrown into every scene.

The tracker uses cooldowns and checks things such as:

  • how much time has passed;

  • current location;

  • climate;

  • season;

  • whether you are travelling;

  • whether another major event is already active.

So ideally you won't get:

raiders → mysterious scream → manhunter bear → meteorite → another raid

over the course of fifteen minutes just because the AI got bored.

Quiet periods are allowed to be quiet.

⏳ Active Events & Effects

Some events remain active for hours or days.

The tracker remembers them and counts down their remaining duration.

For example, a heat wave, psychic effect, visitor group, or mechanite infection shouldn't simply disappear because the conversation moved on to something else.

Consequences can also remain after the event itself ends: wounds, fires, destroyed resources, and other damage don't magically reset.

🎒 Inventory, Hunger & Weather

Normal gameplay responses contain a status block showing things such as:

Time
Season
Location
Weather
Hunger
Inventory
Active Effects

Inventory is still maintained narratively by the AI rather than functioning as a full database.

The tracker mainly forces the model to use the latest known inventory instead of conveniently restoring lost supplies or inventing a rifle you never had.

What are those strange [RWSTATE] and [RW:...] codes?

That's the save system.

The [RWSTATE] block stores the current persistent state of the campaign, including things like:

  • date and time;

  • registered NPCs;

  • relationships;

  • NPC traits and goals;

  • world settings;

  • active incidents;

  • event cooldowns.

The smaller [RW:...] codes tell the tracker what happened during the latest response.

For example:

  • time passed;

  • a relationship changed;

  • an event started;

  • an event ended;

  • the world state changed.

They look a little sketchy, but they're the reason the tracker works.

Do not delete or edit [RWSTATE] blocks or [RW:...] codes.


Commands

Most of the time, you don't need commands at all.

Just play normally.

Commands are mainly there when you want to inspect the campaign state or tell the tracker which NPCs are important enough to remember.

Send commands separately from normal in-game actions.

Commands themselves do not advance game time.

CommandWhat it does

Replace Mira with the name of the character you want to use.

Once a character is registered, you can also use their ID where appropriate, for example:

/npc traits #1

or

/npc remove #1

A few important things

NPCs are not added automatically.
If somebody becomes an important recurring character, register them yourself.

Registering an NPC does not summon them.
/npc create Mira creates a profile in the tracker. It does not make Mira walk into the room.

Removing an NPC does not erase them from the story.
It only tells the tracker to stop maintaining their numerical profile.

You don't need to register everyone.
Random raiders, shopkeepers, guards, and people you'll probably never meet again can simply remain normal narrative NPCs.

Prioritize companions, rivals, friends, enemies, lovers, faction contacts, prisoners, or anyone else who is likely to matter later.


In short

The AI handles the story.

The tracker handles the continuity.

Together they're meant to make the conversation feel less like ordinary AI roleplay and more like an ongoing RimWorld campaign where time actually passes, NPCs remain recognizable people, relationships develop gradually, consequences persist, and the storyteller occasionally decides that your perfectly peaceful afternoon would be significantly improved by a manhunting muffalo.

Scenarios:

  1. The Crashlanded (Orbital Disaster)

  • Role: Shipwrecked Colonist

  • Setting: Forest Ravine Edge

  • Premise: Your colonial vessel was blown apart in high orbit. You awaken in a damaged cryptosleep pod precariously hanging over a cliff, with debris and hostile threats raining down around you.

  • Companions: Holt (a stoic, professional ship security officer), Sasha (a highly stressed, cynical engineer), and Cheddar (a loyal German Shepherd).

  1. The Lost Tribe (Fleeing the Mechanoids)

  • Role: Tribal Survivor

  • Setting: Temperate Forest Valley

  • Premise: After mechanoids destroyed your home, you and four others have finally found a safe valley to start over. You must rebuild society from scratch using primitive tools.

  • Companions: Coyote (the scarred, strict leader), Ruka (sarcastic and rebellious), Moth (a timid but brilliant botanist/medic), and Orange (a deeply compassionate and maternal survivor).

3. Naked Brutality (The Absolute Zero)

  • Role: Abandoned Survivor

  • Setting: Temperate Forest

  • Premise: You awaken on the cold ground of an unfamiliar wilderness with absolutely nothing. There is no crash site, no supplies, no weapons, and not even the clothes on your back. With the elements closing in and hunger already taking hold, you must craft, scavenge, and fight for your survival starting with literally your bare hands.

  • Companions: None. You are completely and utterly alone.

  1. The Rich Explorer (The Ancient Danger)

    • Role: Well-funded Explorer

    • Setting: Frozen Tundra

    • Premise: You have traveled to a frozen rimworld specifically to crack open an "Ancient Danger." Armed with high-tech gear, you are searching for god-like Archotech artifacts, but must face the dormant horrors buried inside.

    • Companions: Jarvis (a highly advanced, sarcastic AI monitoring your progress from an orbital ship) and a pack muffalo.

  1. The Mechanitor (The Machine Master)

  • Role: Mechanitor (Cyborg Engineer)

  • Setting: Temperate Forest

  • Premise: Equipped with a brain implant that allows you to control machines, you are establishing a new mechanized colony. You rely on your automated companions to scout, build, and fight for you.

  • Companions: ED-E (a cheerful, whistling floating scanner drone) and Yona 2B (a beautiful, ruthlessly efficient combat android in a maid uniform who is fiercely protective of you).

  1. The Immortal God (The Sanguophage Master)

  • Role: Sanguophage (Vampire Noble)

  • Setting: Semi-arid Shrubland

  • Premise: You are a powerful, genetically modified immortal who travels with a hovering Archotech casket. Looking down at a primitive tribal village, you must decide whether to conquer them, consume them, or rule them as a benevolent god.

  • Companions: Wright (your devastatingly handsome, fiercely loyal, and casually sociopathic human servant/bodyguard).

  1. The Blood Lord's Slave (The Swamp Refuge)

  • Role: Enslaved Servant

  • Setting: Fetid Swamp

  • Premise: Raiders have destroyed your master's estate. You are stuck dragging yourself through a miserable swamp with your cruel, exhausted Sanguophage owner. She is about to enter a multi-day coma, leaving you alone to defend her and survive in the harsh wilderness.

  • Companions: Miranda (your breathtakingly beautiful, arrogant, and highly abusive Sanguophage master).

Author Note:

All scripts and lorebooks open for copy, edit and whatever you want. Please enjoy my bot and reupload it if you want. You even don't have to mention me. The biggest joy is that I can share my ideas with your guys. Love ya all.

Created Sep 24

Updated Oct 3

Published Oct 2

proxy allowed

Published chats