Tracked states
What is a tracked state?
Tracked states occassionally re-inforce the state of the world or a character. This re-inforcement is kept in the context sent to the AI during generation, giving it a better understanding about the current truth of the world.
Some examples could be, tracking a characters physical state, time of day, or the current location of a character.
Setting up a new state
In the Character editor select the character you want to add a new state to.
Then select the States tab.
Next find the New state input field in the upper right and enter the name of the new state.
Info
This should either be a descriptive name like "Mental State" or phrased as a question like "What is Kaira's mental state?" In our own testing we found questions generally work better.
For this example we will use "What is Kaira's mental state?".
Hit enter to create the new state.
This will not only add the state, but also begin immediately generating its current value.
Once the generation is complete, you will see the new state in the list of states.
Editing the state properties
Re-inforce / Update detail every N turns
This setting lets you control how many game rounds need to pass before this state is re-evaluated.
By default it will be 10 turns, but you can change this to any number you like.
Context Attachment Method
The state's Context Attachment Method determines how the state is attached to the context.
Passive
The state is included in reply context through relevancy, handled by the Memory Agent. For character states only, perception analysis in Character perspectives mode also receives every answered state, including Passive states, with the time since it was last set or confirmed.
Sequential
The state is inserted into the context as part of the scene progression. So when it's re-evaluated, it will be at the bottom of the context.
A new answer replaces the previous answer only when the previous answer is among the last 10 messages. Otherwise the previous answer stays in the scene history, so with the default interval the answers collect in the history as the scene goes on. A change to another method removes every answer of this state from the scene history.
This is the default for character states.
Each answer shows in the scene as a compact State Update row that names the character (or World) and the question, for example State Update ยท Mara โ What is Mara's current mood?. Click the row to read the answer, and click it again to fold it away. A long answer shows its first lines with Show more.
- Edit: hover the unfolded row to see Double-click to edit., then double-click the answer, change it and press Enter (Shift+Enter starts a new line, Esc cancels). Later generations use your text. Editing the newest row of a state also makes it the state's current answer, the one you see in the World Editor; editing an older row changes only that row. When later messages follow the row, a note warns that they may no longer match it.
- Remove: hover the row and click . This removes that answer from the scene history; the state stays tracked.
- Hide: switch off Show for State Reinforcements in Settings โ Appearance โ Messages. Hidden rows still reach the AI.
Conversation Context
The state is ALWAYS inserted as an important part of the context during the character's dialogue generation. This is useful for states that are important for the AI to know about during conversation.
All Context
The state is always included in the context, no matter what. This is useful for states that are important for the AI to know about at all times.
Additional Instructions
Allows you to specify extra instructions to give to the AI for the generation of this state.
For our example, if we wanted it to particularly track how scared Kaira is, we could add:
Track how scared Kaira is. Is she calm or panicking?
Then click the Refresh State button to re-generate the state with the new instructions.
Refresh State
Will immediately re-generate the state with the current settings.
Reset State
Will remove all previous generation data and start fresh, generating a new value for the state.
Sometimes states get messy
Since the pervious value of the state is used - in combination with the scene progression since - to generate the new value, sometimes it can get a bit messy. It only takes one bad generation from the AI to start spiraling out of control. When you notice that the state has a nonsensical value, it's best to reset it.





