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BoinkyBoinkZ

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A member registered Nov 27, 2024

Recent community posts

I think it helps save space, but I'm not sure by how much.

However, I did test splitting up the descriptor into two different parts and the game works it out just fine.
I did this with a few consumables and other items by putting the long physical description in a dictionary entry and kept a basic description along with when or how the player may find it. 

For example: Twonky (Twinkie)

Entity page
In-Game Description: Twonky. Definitely not a knock off Twinkie.
   Detailed Description (for AI)
-A oblong pastry snack.
-Can be randomly found when searching for supplies or food.
Type
Food, Consumable 
Dictionary Entry
Key
Twonky
Value
 a golden, oblong-shaped snack cake with a soft, spongy texture, filled with a sweet, creamy vanilla-flavored filling. It's typically about 4 inches long and 0.75 inches wide, mass-produced, and individually wrapped. Known for its sugary taste and light, airy consistency, the Twonky is a classic American treat often associated with indulgence and nostalgia. Twonky = Twinkie .

Sometimes the AI will take creative liberties with dictionary entries. For example, I also have an entry for a mystery variant, and during one play through instead of the label reading "Do not play with your food." It decided that the mystery flavored Twonky would instead change to warn me whenever any enemy was near by having change to various ominous phrases.

From my limited understanding the game's output shouldn't be more than the tokens dedicated. The game is technically a really long conversation meaning the longer the game is played the more tokens it will use up. Once that limit is reached details will start disappearing as old events will be overwritten with new. Meaning the context Tokens set in LM Studio are used for both the game's memory and outputs. Remember to uncheck the 1 paragraph response restraint in the settings.

Hopefully someone more knowledgeable on the subject will answer.

I can't access the file.

Perhaps a link to the dysfunctional world? 馃憠馃憟

I'm mean it sounds like you're completely onboard with the idea, whether it be mutual exclusivity for traits or a hard number of picking 3 out of 8 traits. I just want there to be the option if author has a specific vision for a 'vanilla' playthrough of their world. Meanwhile the player can enter the editor and disable the trait limits if they want to do so.

I don't see what's wrong with asking for that. I'm not asking to password protect or lock the editor, so that the players are stuck with the trait limits. It's more of a person waving a sign saying, "Please only pick two." Or "Please don't pick Futanari and Femboy at the same time."

I don't know if this is the right spot to put this, but I think a nice feature to have at some point is the ability to limit how many traits a player can select in the world editor.

That way the player can have a playthrough of the world more in line with the author's vision, before messing around in the editor if they want to be able to select all the traits.

I'm experiencing the same issue.

Do you have any recommended settings for this world?

 Looks and plays good so far, but I'm wondering if there's a model/context token number or if I should uncheck single paragraph for a better experience. 

Sorry if that was a little cryptic. 

Does anyone have any tips on how to get other models or have a list of models that play nicely with the stats?

I've been trying to get ll-3.2 8.4b-moe-v20dark-champion-instruck-uncesenored-abliterated-21b to apply the values correctly, but it's doing some weird math in the background and applying it your stats.

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