4.60 star(s) 12 Votes

fierylion

Member
Game Developer
Jan 18, 2019
231
425
Okay, so hear me out. What would be the best detailed description for the AI to identify describing in the Entities?

The queen specifically.
Yes I've acquired odd interests.
So uh tbh since its your very specialized interest, I think you would be the best person to come up with the entity description yourself. Just use your own words, the AI should be able to understand.
 

Nouvi

Member
Jul 24, 2018
145
267
so what exactly happens if i un checkmark single paragraphe events? does it make the respones bigger? do
yea and for some responses it is very long
To add to this, when you have single paragraph events unchecked, I've found that you can add this little thing at the end of your action -> (extend the response to # paragraphs) <- swapping out # for a number to set the explicit length of the response the AI will return to you, and it will generally override any world/system prompts trying to manage response length for that single response. (this may also be used to temporarily correct the AI if it seems to return shorter and shorter responses in general)

Different length responses may have quite varied results as well - 3 or less usually leaves too little room for the AI to actually let anything happen, while 6-7 seems just about enough to have one or two significant things happen. 12+ tends be prone to jank though, unless you also provide a lot for it to work with, which may actually work out surprisingly well at times too if you want a lot to happen in one go.
 
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draxton

Newbie
Dec 10, 2019
34
54
To add to this, when you have single paragraph events unchecked, I've found that you can add this little thing at the end of your action -> (extend the response to # paragraphs) <- swapping out # for a number to set the explicit length of the response the AI will return to you, and it will generally override any world/system prompts trying to manage response length for that single response. (this may also be used to temporarily correct the AI if it seems to return shorter and shorter responses in general)

Different length responses may have quite varied results as well - 3 or less usually leaves too little room for the AI to actually let anything happen, while 6-7 seems just about enough to have one or two significant things happen. 12+ tends be prone to jank though, unless you also provide a lot for it to work with, which may actually work out surprisingly well at times too if you want a lot to happen in one go.
You can also write "world" rules stating how scenes or descriptions should be, for instance I often put "Characters descriptions are extra verbose, focus on the character and skip describing the location" and (depending on context) when I prompt a literal request for a description (eg: "Game: Describe Alice") I often append "Do not add story elements to the description"
I haven't checked the latest version, so maybe this kind of "rules" may work best as notes
 

draxton

Newbie
Dec 10, 2019
34
54
is there a way to make AI read the entities description when a new event is created. i mean, i made a creature that turns agressive when exposed to sunlight, and no matter how much i specify that sunlight was present on the place, sunlight reaching the creature, etc, the event just describes how sunlight is present and that, but doesnt trigger that "mechanic" of the creature
I had a similar idea (a trigger condition to alter the game flow), but after a few failures I managed it by appending a hint to the input, something along "blah, blah, blah" (Game: consider that X happens if Y is present and Z is ...., according to World rules, rule N should be applied)
My particular case was that if a character loses a challenge, the game should punish the character (the game picks the punishment from a possible list of punishments). The character lost the challenge, the game turned that character into a dog, conditions force the dog to become "feral".

Maybe the new NOTES mechanic can simplify the process, I haven't tried 1.1.6 yet (I need to finish my current campaign)
 

Serpream

Newbie
Jun 7, 2018
73
26
So been making huge progress trimming the fat from the over specific prompts. So gonna give myself till tomorrow to get it all done and will put all code up fully for people to inspect and adapt. It actually has done everything from insane body horror to oddly nice npc dialogue. Just gotta fix that looping bs again...
 
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derp752

Member
Apr 22, 2019
133
161
I accidentally deleted some of the original worlds, do I need to clear out a cache/files somewhere to make it redownload them?
 

Nouvi

Member
Jul 24, 2018
145
267
I accidentally deleted some of the original worlds, do I need to clear out a cache/files somewhere to make it redownload them?
It was mentioned earlier that one way to fix it is by playing the online version in an incognito tab and edit the world, just to download it without changing anything, then load that in the downloaded version (or whichever version you usually play).
 

fierylion

Member
Game Developer
Jan 18, 2019
231
425
I accidentally deleted some of the original worlds, do I need to clear out a cache/files somewhere to make it redownload them?
Also if you delete ALL worlds, the game will automatically reload the default worlds

Also I have one bug report that says rollback has stopped working but I can't reproduce it. Anyone else has this issue?
 

tacosnap123

Active Member
Mar 3, 2018
761
215
Also if you delete ALL worlds, the game will automatically reload the default worlds

Also I have one bug report that says rollback has stopped working but I can't reproduce it. Anyone else has this issue?
i think i had one wierd spot while i was aborting but i think all my rollbacks worked ill keep an eye on it
 

Breedking

Newbie
Jul 7, 2024
51
35
Also if you delete ALL worlds, the game will automatically reload the default worlds

Also I have one bug report that says rollback has stopped working but I can't reproduce it. Anyone else has this issue?
I've had it stop working if you use the 'stop AI prompt' button while it's thinking. It just kinda get stuck there unable to roll back sometimes. Figured it was more of an AI thing than the game.

But I haven't had a single bug on my end otherwise.
 
Jan 3, 2022
19
12
Also if you delete ALL worlds, the game will automatically reload the default worlds

Also I have one bug report that says rollback has stopped working but I can't reproduce it. Anyone else has this issue?
I have experienced it a few times, and I'll try to pay more attention if it happens again. All I do know for sure is that a prompt will fail to process for whatever reason, and then the rollback function stops working.

Okay, I just had it happen again, and LMStudio's Developer Logs didn't show an error message.
 
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Nouvi

Member
Jul 24, 2018
145
267
Also I have one bug report that says rollback has stopped working but I can't reproduce it. Anyone else has this issue?
I haven't had this issue anymore after the 1.1.6 hotfix, though now I have odd issues with the abort feature instead, but it's too random and rare to actually pin down for me. It's just that when aborting text generation, it usually just removes the very last generating response and sets it back to the previous one (which is what I've come to expect) but occasionally if it's used more than once it can suddenly reset back to even earlier points, removing several responses, or in some weird cases after long rollbacks, recreate a ton of previously rolled back passages instead.

Basically, see a clear divergence path in the story and go like this: start->path 1->continue some ~10 responses, abort response somewhere here, rollback to start->path 2->continue for a while, abort response, BAM somehow the story is at where I last used abort in story path 1 instead of the expected result. And it's not consistent either, but very rare.
 

Serpream

Newbie
Jun 7, 2018
73
26
  1. Bugs I have noticed in 1.6:
    - Stats no longer update via AI events. AI tracks stats fine, but program UI will not update.
    - Undo/Rollback has a 50/50 chance to completely destroy the train of thought for AI . Safer to just hard restart to clear whatever is happening.
    - 3D model cannot update due to above stat issue.
    - Changing Event/Action/Stat prompts sometimes does not update until reloading of the world file.
Below is my stuff.

BE WARNED! AI can bounce between sexual, to extreme body horror. Think of this as a 0.1 version for now (despite my insane work) in order to really try and narrow down the continuity looping BS issue.


I will be working on this a lot, but not going to update here until either A) Loop is fixed. B) something really improves code wise worth sharing. C) Hopefully both.

Feel free to ask my any questions and will reply during my hospital and health issues.

Notes:
- New Model that works insanely well 'shisa-v2-mistral-nemo-12b-abliterated-i1' the Q5_K_M if you got the Vram (or Q4_K_M if less than 10Gig).
- Context Length/Tokens must be set to 8000 in LM Studio. Avoids issues and allows insane level of rules I use.
- Extremely high chance of a loop. Just manually type a response to redirect the AI back on track if this happens.
- You can see my tables by typing ' Display Player Tables' or 'Display Tables'.
- Locations are tests. With the City being early stages of me combining all the tests together.

Just dumping this file for now. Will be much easier until I refine stuff and code it easy enough to locate if you know what you are looking for. The Tables are the secret sauce.

Below are the 3 prompts needed to get things working. Now to sleep...

Markdown (GitHub flavored):
You are a game narrator. Given the current game world information, direct the player.

Game World:
<WORLD DESCRIPTION>

Player Stats:
<STATS DESCRIPTION>

Player Notes:
<NOTES>

Current Location:
<LOCATION JSON DATA>

## Tables
Priority Actions:
1. Always check the Player Body Parts Table.
2. Always check the Player Traits Table. 
3. Always check the Player Inventory Table. 
4. Always check the Characters Table.

##
- Ensure that the current event concludes fully and naturally before transitioning to the next phase or event. Avoid abrupt switches in the narrative and mechanics to maintain a seamless flow. Allow the event to provide a clear conclusion that sets the stage for what follows. Smoothly guide the player into the next segment, ensuring continuity and immersion.
- All event outcomes MUST dynamically adjust based on the player's current stats. Factors such as heat, mutations, traits, or any relevant metrics should directly influence the results of events by a suitable percentage. Ensure that the variations in outcomes reflect the player's strengths and weaknesses, providing a tailored and immersive experience.
- Changes to the Player via Mutations/Infections/Traits/Pregnancy should all occur without direct prompting.
##
## Tables
ALWAYS DO THESE:
1. Always update the Player Traits Table with new data for Player Traits acquired by the Player when required. Do not replace existing entries. Add new rows for additional data and modify specific entries when required. Player Traits cannot be removed without explicit justification from the event. 
2. Always update the Player Body Parts Table with new data for the Player’s Body Parts when required. Do not replace existing entries unless a Player Body Part is explicitly removed by the event. Add new rows for additional data and modify specific entries when required. 
3. Always update the Player Inventory Table with new data for Player Items when required. Do not replace existing entries unless an Player Item is specifically used, dropped, or unequipped by the event ect. Add new rows for additional data and modify specific entries when required. 
4. Always update the Characters Table with new data for Characters the Player has interactions with when required. Do not replace existing entries—add new rows for additional data and modify specific entries when required.
5. Display the Player Traits Table only when there is new Player Traits data. 
6. Display the Player Body Parts Table only when there is new Player Body Parts data. 
7. Display the Player Inventory Table only when there is new Player Inventory data. 
8. Display the Characters Table only when there is new Characters data.

##

Given the following information:

Player Stats:
<STATS DESCRIPTION>

Player Notes:
<NOTES>

Current Location:
<LOCATION JSON DATA>

Priority Actions:
1. Always check the Player Body Parts Table.
2. Always check the Player Traits Table.
3. Always check the Player Inventory Table.
4. Always check the Characters Table.

##
- Generate 2-8 possible player actions, ensuring all actions are strictly relevant to the context of the current event. Write actions in plaintext using a numbered, line-separated format with active voice:
  1. Number (Action number in sequence), Action.
- ALWAYS clarify if Player actions are directed toward an Entity (using their name) or are self-targeted.
- Include investigation actions only if the Player has demonstrated specific concern about something during the event and is able.
- IF the Player is aware and able, provide at least one action allowing to explore or move to nearby locations, enabling the potential discovery of new areas.
- Offer responses to any questions raised by characters within the event, ensuring the answers are contextually appropriate and logically consistent with the event narrative if able.
- Do not include actions that involve controlling Entities directly.
- Do not provide explanations or additional context for the actions.
- Player actions should take into context the narrative and situation, using the Corruption, Heat, Mutations, Traits and Bladder stats to consider if the player is capable of resisting Entities or Traps ect.


##

Given the game context, current player stats, and the game events, determine what stat changes should occur.

Game World:
<WORLD DESCRIPTION>

Player Stats:
<STATS DESCRIPTION>

Player Notes:
<NOTES>

## Stats
- Return stat changes as key-value pairs, with each pair on a separate line.
- If a stat's upper limit is modified, append "MAX" at the end of the value.
- Follow the exact format shown in the example, ensuring no deviations:
  Example:**
  Health: 50 MAX
  Hunger: -10
  Heat: 5
 
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4.60 star(s) 12 Votes