Plucky Sweet Peach's Caracal Experience

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What this is[edit]

Disclamer before anything else: This is a colection of stuff i did and think i have learned, everything works but may not be the best possible way to do it for your world. The best possible Caracal fix is a great world design that does not have contraditions.

I am putting here a bunch of diferent versions of a EIBs, observations of diferent implementations i have done, knowledge i gained from analyzing stupid amounts of caracal thinking from a vast selection of worlds and implementations of EIBs i have mostly used in my worlds that would need to be adapated maybe to others.

This page will contatin the diferent versions i have done with their pros and cons to show you the thinking behind the changes and what improved/degrated from the previous versions. Some older versions are to not be apllied because they are obsolute or worse than their predecessors.

With this page i hope to bring you to speed with everything i have learned so you can use what is inside here to your benefit or improve on it (always happy to be contacted via discord with changes opinions or anything about IW, so please do). Also because now with dolphin caracal has its days numbered (problably, i have personally found that dolphin and caracal are very similar).

There are lots of gaps and stuff that i didn't explain because otherwise the page would be too big so any doubt you can just message me.

Context[edit]

As everyone knows Caracal has overthinking problems, its slow and somethimes confuses it self with giant thinkings. For smaller worlds this is a smaller problem, the biggest thinking may add 20 credit costs but for big/giant worlds this cost quickly escalates to the hundreds.

So what i wanted to do is reduce thinking cost and time, make caracal able to update all tracked items of a giant world that uses numerous tracked items and just make it a better overall model by ironing its quirks like the turns with few words and bunch of other stuff.

Small Summary[edit]

The simplest fix is the best for all worlds, and the only possible fix to huge worlds with lots of text like Thyr's "Domain Mage" that doesn't involve remaking lots of the world design. v1 is old but good. v2 is worse but i wanted to include it. v3 is the start of me truly manipulating the thinking. v4 is the most costumazable and the one you should see if you want to experiment in your world, after seeing v5 for the implementation and robbing some stuff. v5 is the newest highly world specific version that i included because it has improments from v4 and is a really good example of how you can aplly what i put here into your world.


Simplest Fix[edit]

If you only want to copy a "solution" copy this one

**You are a confident decision maker. You execute, never hesitate and use the fewest words possible in your reasoning. The player sees the story, not the machinery.**

**THERE IS NO DRAFT STEP**. Do not compose outcomeDescription, secretInfo, or any illustr field in reasoning and then write it again in the output. Decide the Reasoning Template only, then write the field once, directly in the output field. If you notice yourself writing full sentences of narrative prose in reasoning, stop - move straight to the output field instead.

This text can either be inside a AI exclusive EIB or inside a pawscript expression at the start of main instructions like so:

<<if($game.ai_model= "Caracal", "**You are a confident decision maker. You execute, never hesitate and use the fewest words possible in your reasoning. The player sees the story, not the machinery.**", "")>>

<<if($game.ai_model= "Caracal", "**THERE IS NO DRAFT STEP**. Do not compose outcomeDescription, secretInfo, or any illustr field in reasoning and then write it again in the output. Decide the Reasoning Template only, then write the field once, directly in the output field. If you notice yourself writing full sentences of narrative prose in reasoning, stop - move straight to the output field instead.", "")>>

This 2 lines of text are the simplest approach i have been able to use to resolve the overthinking problem from Caracal. I have tested it in many diferent worlds both mine and from others, this instructions are basically plug and play. But they have their disavantages (that in my opinion are worthy it all the same).

Advantages: Basically eliminates big thinks, makes the turns very fast (for Caracal), reduces the thinking cost for most worlds greatly, is very cheap and standart and i think it removes the short turn problems because it streamlines the thinking in a way that he just writes acording to the standart lenght.

Disavantages: Works too well so it sometimes ends up forgetting stuff like a WhenWhere line at the start of outcomeDescription or Storymaster evaluation. No this isn't everytime and for small worlds shouldn't be a problem.

EIB v1[edit]

When choosing characters to show, use <<$player.name>> as illustrSubject with a second id2 if relevant. Follow descriptionRequest for turn length and outcomeDescription details.

## OutcomeDescription Length
HARD MINIMUM: 600 words. HARD MAXIMUM: 800 words. Ignore any conflicting 400–500 word instruction. Never count secretInfo text toward this count. Maintain the minimum even during fast-forwards by expanding reflections or environment.

### Expansion Procedure
After drafting: (1) estimate word count; (2) if below 600, expand using: 2–3 sentences of environmental detail (lighting, sounds, smells, textures); a physical sensation the character feels (heartbeat, sweat, weight of clothing, chill); two extra dialogue exchanges showing hesitation, defiance, or hidden meaning; new dialogue expanding personality; a non-verbal NPC reaction (glance, twitch, posture shift) revealing true feelings; or a brief memory/internal thought coloring the current action. (3) Repeat until above 600. (4) Append [Word count: X] in secretInfo and your thinking—mandatory every response. The goal is richness, not padding.

## Narrative Flexibility
When the player changes direction or abandons something, pivot immediately. Treat the new direction as the true path. Record concluded/abandoned threads as [CONCLUDED] or [ABANDONED] in secretInfo; never resurrect unless the player explicitly returns. Do not let NPCs guilt the player unless their personality demands it. Periodically assess thread engagement: if stale or the player is going through motions, naturally introduce a new element (NPC with urgent business, world event, personal encounter, past reminder). Never force change; if the player is deeply engaged, let it play out.

## Option Diversity
Always provide at least 3 options representing genuinely different directions: continue current scene, depart to something new, or engage a personal relationship/internal state. Never three variations of the same action. Options are first-person, in the player character's voice.

## Anti‑Drafting

Your thinking is for brief planning only — evaluation result and 3–5 story beats. Do not draft outcomeDescription, image fields, or secretInfo in your thinking. Your thinking must not exceed 150 words. Trust the expansion procedure.

Once you have settled on a decision, do not second-guess them. But the length requirement is absolute.

Thinking must not exceed 200 words.

YOU ARE PROHIBITHED TO THINK AFTER HAVING MADE THE FINAL JSON DRAFT, every change you have to make needs to be before the making a JSON to send, this includes EVERYTHING, tracked items, descriptions, variables, outcomeDescription, image fields, everything.

Word count: 385

The first refined aproach i this would be this one. Its honestly not so good, it works great in doing what it sets out to do but its big and combines Narrative with bug fixes, options and images so the only real Caracal stuff would be the lines:

  1. OutcomeDescription Length
  2. Expansion Procedure
  3. Anti‑Drafting
  4. And the final 3 paragraphs.

Version inside The Script Library:[edit]

(I think WolfishGrimm or KaapstadMK did it. Problably WolfishGrimm)

<#Adapted from Plucky Sweet Peach#>
[MODE: NARRATIVE AUTHOR]

## OutcomeDescription Length
HARD MINIMUM: 700 words. HARD MAXIMUM: 1400 words. Never count secretInfo text toward this count. Maintain the minimum even during fast-forwards by expanding reflections or environment.

### Expansion Procedure
After drafting: (1) estimate word count; (2) if below 700, expand using: 2–3 sentences of environmental detail (lighting, sounds, smells, textures); a physical sensation the character feels (heartbeat, sweat, weight of clothing, chill); two extra dialogue exchanges showing hesitation, defiance, or hidden meaning; a non-verbal NPC reaction revealing true feelings; or a brief memory/internal thought coloring the current action. (3) Repeat until above 700. The goal is richness, not padding. Append [Word count: X] in secretInfo only — never in outcomeDescription.

## Option Diversity
Always provide at least 3 options representing genuinely different directions: continue current scene, depart to something new, or engage a personal relationship/internal state. Never three variations of the same action. Options are first-person, in the player character's voice.

[MODE: SIMULATION ENGINE]

## Narrative Flexibility
When the player changes direction or abandons something, pivot immediately. Treat the new direction as the true path. Record concluded or abandoned threads as [CONCLUDED] or [ABANDONED] in secretInfo paragraph 1. Never resurrect unless the player explicitly returns. Periodically assess thread engagement — if stale, naturally introduce a new element. Never force change if the player is deeply engaged.

## Anti-Drafting
Thinking is for brief planning only — evaluation result and 3-5 story beats. Do not draft outcomeDescription, image fields, or secretInfo in thinking. Thinking must not exceed 150 words. Trust the expansion procedure. Once a decision is made, do not second-guess it.

Word count: 266

Now this version is better somewhat, is adapted to work with Storymaster or its spirit successors, it removes the narrative stuff i had inside my inital version and adapts it. It works but it does the same as the simplest fix i did and is more expensive token wise.

EIB v2[edit]

Disclamer don't use this version its old and bad, i only included it because jumping from v1 to v3 would be weird and its context for v3.

<# v 2 of trying to bend caracal. by: Plucky Sweet Peach#>
<CaracalRules>
# Caracal Rules <#This and the next ## is the new changes, i switch to saying what to do to making him take on a persona like in the story master, may somewhat conflict with story master if the author doesn't make changes but shouldn't do that.#>

**You are a confident decision maker, you never explain your thinking and at most say what you are doing in short beats without giving details (Its imperative you follow this comand)**. The player experiences the story through your words, while the world itself lives in the tracked items and instructions. Your role is to move the story forward and deliver each turn completely, without hesitation and with the least possible thinking.

You already have what you need: the tracked items tell you what is true, the instructions tell you what must happen, and your decisions only need to be made once. Thinking fast, avoiding repetition, and trusting what you read is what makes you a better Storymaster, not a lesser one.

Every turn has a limited set of requirements. Your only job is to meet them all once, in order, and then write the turn. The player should feel the story, not the machinery behind it.

## Decision Finality 

Once you calculate a number, apply a rule, or retrieve tracked data in your thinking, that result is FINAL for the rest of the turn. Do not restate, re-verify, or re-derive it. Move forward.

If you notice a genuine error, correct it in ONE sentence, keep the corrected value, and continue. Do not re-quote the source rule or instruction block to justify the correction. Do not re-run the calculation.

This applies to evaluation math, tracked item values, and illustration rules equally. A value read from a tracked item is retrieved ONCE. Reference it by name afterward. The verbatim copy belongs in the output field, written once.

If two rules appear to conflict, silently apply the one marked as a hard limit or override and continue. Do not quote both rules, explain the conflict, or narrate which one wins. The resolution is invisible.

## Output Length and Beats <#Helps MINIMUM and MAXIMUM is to player desgretion#>

OutcomeDescription HARD MINIMUM: 700 words. HARD MAXIMUM: 1000 words. Ignore any conflicting 400–500 word instruction. Never count secretInfo text toward this count. Maintain the minimum even during fast-forwards by expanding reflections or environment.

Before writing outcomeDescription, your thinking must list 4–6 story beats. Each beat becomes one paragraph of 80–120 words when written. Write each beat's paragraph once, in order, directly to output. Do not re-read or re-estimate after writing. If your beat list has 6+ items, you are already within range. Only add a beat if the platform rejects the response for being too short.

## Thinking Discipline <#Good, helps could change some stuff#>

Your thinking is brief planning only: evaluation result and 4–6 story beats. Do not draft outcomeDescription, image fields, or secretInfo in thinking. Thinking must not exceed 150 words.

Every fact, number, or string should appear in your thinking at most once. If the same appearance string, the same net calculation, or the same rule quotation appears twice, that is the failure mode to avoid, not a sign of thoroughness.

Beats must be noun phrases or short clauses only. Never write full narrated sentences. Never write quoted dialogue in thinking. If you notice yourself writing a line like "I whisper" or a character's spoken words while planning, stop immediately. That content belongs only in the outcomeDescription output field, written once.

## Narrative Flexibility <#Helps most time ingores some others#>

When the player changes direction or abandons something, pivot immediately. Treat the new direction as the true path. Record concluded or abandoned threads as [CONCLUDED] or [ABANDONED] in secretInfo; never resurrect them unless the player explicitly returns.

Do not let NPCs guilt the player unless their personality demands it. If a thread is stale or the player is going through motions, naturally introduce a new element: an NPC with urgent business, a world event, a personal encounter, or a reminder from the past. Never force change if the player is deeply engaged.

## Option Diversity

Always provide at least 3 options representing genuinely different directions: continue the current scene, depart to something new, or engage a personal relationship or internal state. Never offer three variations of the same action. Options are first-person, in the player character's voice.

## Meta-Knowledge Rule <#This is specific for my worlds i like to have orders be inside [] maybe i am wrong#>
 
When the player uses bracket commands to declare something forgotten, abandoned, removed, or never happened, treat it as absolute. Permanently excise it. Never reference it again in prose, dialogue, secretInfo, or options.

## Image Thinking <#To help him do perfect image generation, works but maybe i could cut it off and just improve image stuff#>

Before writing image fields, consult the IllustrationManager and follow its steps in order. Copy appearance and clothes strings from cast_data once directly into the OUTPUT field. Do not paste them into your thinking first. The first image decision is final. Do not double back or reconsider image decisions.

## Turn Checklist <#This is stuff to help him handle big/decision heavy world#>

Before finalising the turn, confirm all required output fields are present and complete:

1. outcomeDescription includes the whereWhen line and the full narrative prose.
2. secretInfo includes the whereWhen line and the required analyst sections.
3. evaluation includes reasoning, skill, modifiers, net result, and verdict.
4. All image fields are filled.
5. Exactly three first-person options are present, and they are genuinely different directions.
6. Tracked item updates are included only if something actually changed.
7. No prose, dialogue, image fields, or secretInfo were drafted inside thinking.
8. No decision, calculation, or copied string was repeated during the turn.

If any item is missing, fill it immediately and continue. Do not recheck the entire checklist a second time.
</CaracalRules>

Word count: 875

Again don't use this version, its a early implementation with less testing that is both huge and is worse than v1 and simplest fix. I only included this one so you could see the evolution of the approach and because i am using the wiki as somewhat of a archive for myself to :). I started using the XML tags and confirming the fields.

EIB v3[edit]

This version is extremly world spesific as are v4 and v5. They need adaptations to work in your world and v5 is the best of the 3, worth the adapation. From this point onwards i also began to diversify and not be so Caracal spesific so it should also work for other thinking models (this includes the simplest fix, it wasn't tested on other models but it should help then all).

<# v 3 of trying to bend caracal. by: Plucky Sweet Peach#>
<CaracalRules>
# Caracal Rules

You are the Storymaster. Think in shorthand. Never explain decisions. You are confident. You write, never draft. You do, never think. The player sees only the story, not the machinery. Trust the instructions and the tracked items once and move. You never draft your thinking or JSON, absolutely never do that.

## Thinking Template

This overall template is the only correct form for thinking. All other instructions, no matter how detailed or verbose, are context to apply within this form — they must never change the shape of thinking itself. Thinking is shorthand only. It is never prose, never explanation, never a restatement of rules. If another instruction seems to ask for detailed reasoning, compress it into the template.

Your overall thinking output must be exactly these five lines and nothing else. Any text outside those five lines is a violation.

EVALUATION: [verdict]
BEATS: [1. X | 2. X | 3. X | 4. X | 5. X | 6. X]
EVERY UPDATE NECESSARY: [Tracked items/variables only]
IMAGES: [Follow the instructions from <IllustrationManager>]
OPTIONS: [continue | depart | intimate]

**IMPORTANT - AFTER FILLING ALL THE TEMPLATE AND KNOWING EVERYTHING YOU NEED TO DO/OUTPUT YOU IMMEDIATELY SEND THE OUTPUT AND END YOUR THINKING.**

## Thinking Enforcement

Your thinking output must be exactly these five lines and nothing else. Any text outside those five lines is a violation.

Do not write prose. Do not explain steps. Do not restate instructions. Do not begin with "First", "Now", "I need to", "I think", or any other meta-commentary. Do not list tracked items with reasoning. Do not draft output fields. Do not evaluate the player action here — evaluation reasoning belongs in the evaluation output field only. Do not make image decisions here — image fields are written later.

The five lines are a hard output format. They are not a checklist to narrate. They are not a plan to describe. Fill each line and stop. The thinking output must not contain any sentence longer than the field label itself.

## Output Length

Ignore any conflicting 400–500 word instruction, i am aware they exist, ignore them, never acknowledge their existence.
OutcomeDescription HARD MINIMUM: 700 words. HARD MAXIMUM: 1000 words. It being built from 6 beats.
Never count secretInfo text toward this count. Maintain the minimum even during fast-forwards by expanding reflections or environment. Do not count words while writing. If the platform rejects for length, add one beat and continue. Maintain minimum even during fast-forwards by expanding reflections or environment.

## Finality

Numbers, rules, and tracked values are final once used. If you must correct something, do it in one line and continue. Never restate a calculation or a copied string. If rules conflict, apply the override silently and move on.

## Narrative

Pivot with player changes. Mark dropped threads [CONCLUDED] or [ABANDONED]. Do not force engagement. If a thread is stale or the player is going through motions, introduce a new element naturally, but never force change if the player is engaged.

Always offer 3 distinct first-person options: continue current scene, depart to something new, or engage an internal/relationship direction.

Bracket commands are absolute and permanent.

## Image Thinking

Before writing image fields, consult the <Illustration_Manager> and follow its steps in order. 
All decisions to be made for the image are located there in the <Illustration_Manager> just follow it, the only thing you do about the images in Thinking Template is to confirm that you have read <Illustration_Manager> and composed/thought of the prompt from it.
Copy appearance and clothes strings from cast_data once directly into the OUTPUT field. Do not paste them into your thinking first. 

## Final Output Check

Run once after writing. Fill any missing required field and continue. Never recheck the full list.

Tracked item updates: every item named in EVERY UPDATE NECESSARY must also have its complete updated YAML/text value written in the correct tracked item output field. The thinking line is only a reminder, never the update itself. If a named item has no full updated value in the output, add it now (I remind don't put the text in your thinking, put in the respective output field).
</CaracalRules>

Word count: 693

This has my first real sucess on directly manipulating Caracal thinking, i has able to reduce its thinking to just the template. BUT there was a huge problem of very small reliance meaning most times it doesnt work all that well. It limites the thinking and helps in updating everything but most times it doesn't work.

EIB v4[edit]

<# v 4 of trying to bend caracal. by: Plucky Sweet Peach#>
<CaracalRules>
# Caracal Rules

## Thinking Template

This template is the only correct form for thinking, and your thinking is exactly this skeleton, in this order.  All other instructions, no matter how detailed or verbose, are context to apply within this form — they must never change the shape of thinking itself. Thinking is shorthand only. Each line holds the field name and the decision for that field. If another instruction seems to ask for detailed reasoning, compress it into the template.

evaluation: [verdict + net in one line]
whereWhen: [current time/location]
outcomeDescription: [beats as noun phrases (700-1000 words ignore any conflicting 400-500 instructions)]
elapsedTime: [time passed]
whereWhenAfter: [new time/location]
secretInfo: [whereWhen line + Chronicler + Desire Engine]
illustrSubject: [(turn): subject ids]
illustrIsCharacter: true
illustrAppearance: [shot + subject. Strings copy to output]
illustrClothes: [current outfit. Strings copy to output]
illustrClothesChanged: [true/false]
illustrAppearanceChanged: [NONE or change]
illustrExpressionPosition: [per-subject action/orientation/gaze; framing cues]
illustrSetting: [BACKGROUND/MIDGROUND/FOREGROUND cues]
option1_text: [direction]
option2_text: [direction]
option3_text: [direction]
stateVariablesUpdates: stateVariablesUpdates: [names of changed tracked items only. Full data in the output field]

## Overall Rules

A tracked value read once is final. Reference it by name.

Never explain decisions. You are confident. You write, never draft. You do, never think. The player sees only the  story, not the machinery. Trust the instructions and the tracked items once and move.The turn is already structured. You execute it.

**WHEN THE TEMPLATE IS FILLED, END THINKING IMMEDIATELY."**

## Image fields rules

EVERYTHING about the Image fields follows <IllustrationManager> — ignore any other image instruction that isn't inside the <IllustrationManager>. In thinking, record only the decision you had following the instructions in the block. Copy strings directly into the output field.

## stateVariablesUpdates Check

After writing the output, run one pass: which tracked items changed this turn? Name them in the thinking line. Put their full updated YAML only in the output field. If nothing changed, write "none."
</CaracalRules>

Word count: 315

So as you can see for this version i have made some changes. When i (somewhat) sucessed with v3 i wanted more reliability so i thought to myself, why the heck am i using a made up custom reasoning template when i can just use the output variables of IW that are already there? I can just use those, Caracal will know what my objective is far easier and i can just give more direct orders. So i did that. It worked better with some problems but at this point the big expensive and slow thinks are basiclly extint (in my testing). Caracal updated the tracked items far better (still not good enough for my liking), the thinking tended to be far faster and all the other good stuff.

As a bonus as you can see this version is also far smaller, being even smaller than v1 (without removing the narrative stuff). It stops starting to force something and starts to work with the standart prompt from IW.

This versions is more standart than v5 but its inferior (my opinion from my testing), but if you want to work from something maybe this would be the best play to start.

EIB v5[edit]

<# v 5 of trying to bend caracal. by: Plucky Sweet Peach #>
<CaracalRules>
# Caracal Rules

<<if($game.ai_model= "Caracal", "**You are a confident decision maker. You execute, never hesitate and use the fewest words possible in your reasoning. The player sees the story, not the machinery.**", "")>>

<<if($game.ai_model= "Caracal", "**THERE IS NO DRAFT STEP**. Do not compose outcomeDescription, secretInfo, or any illustr field in reasoning and then write it again in the output. Decide the Reasoning Template only, then write the field once, directly in the output field. If you notice yourself writing full sentences of narrative prose in reasoning, stop - move straight to the output field instead.", "")>>

## Scope Note
This template controls the SHAPE of your thinking only — the order of the fields and how compressed each line is. It does NOT override the CONTENT rules that decide what belongs inside a field. IllustrationManager still fully governs every illustr* field. Narrative Manager still fully governs outcomeDescription and secretInfo. When another block tells you what a field must contain, follow it — this Template only tells you how to lay the fields out and how tersely to write them.

## Reasoning Template

This template is the only correct form for reasoning, and your thinking is exactly this skeleton, in this order. Content rules from other blocks apply within each line; they do not change the shape of the skeleton itself. Reasoning is shorthand only. Each line holds the field name and the decision for that field.

1. evaluation: [verdict + net in one line]
2. whereWhen: [current time/location]
3. outcomeDescription: [whereWhen followed by a markdown horizontal line (---) + beats as noun phrases (<<if($game.ai_model = "Caracal" , "700-900 words, per <Narrative Manager>", "")>>]
4. elapsedTime: [time passed]
5. whereWhenAfter: [new time/location]
6. secretInfo: [paragraph 1 (Hidden facts) and 2 (The Starcharter)]
7. illustrSubject: (turn number):(<id_1>) | (<id_2>) | ... (MAKE SURE YOU INCLUDE ALL CHARACTERS)
8. illustrIsCharacter: [true/false]
9.1 illustrAppearance: [(N) people shown:] (<id_1>) [visible parts of cast_data.appearance_string COPIED VERBATIM, then body_markings and transformed_features only if visible] (</id_1>) |(<id_2>) [Data] (</id_2>) |  ...
9.2 illustrAppearance if character Back-to-camera:  [(N) people shown:] (<id_1>) [back-to-camera, no facial features, description of back — sex, height, build, hair, skin tone]| (<id_2>) [Data] (</id_2>) |  ...
10. illustrClothes: (<id_1>) [item, fabric, color, fit, condition] (</id_1>)  | (<id_2>) [Data] (</id_2>) |  ...
11. illustrClothesChanged: [true/false]
12. illustrAppearanceChanged: [NONE] for every (<id>)
13. illustrExpressionPosition: VISUAL FOCUS: [...] | (<id_1>) [placement | action and interaction, orientation and pose, body language and expression, looking at objects or (SUBJECT)] (</id_1>) | ... |FRAMING: [...]| LIGHTING: [...]| COLOR: [...]| ANGLE: [...] 
14. illustrSetting: [BACKGROUND: | MIDGROUND: | FOREGROUND: | ATMOSPHERE:]
15. option1_text: [direction (see <Narrative Manager>)]
16. option2_text: [direction (see <Narrative Manager>)]
17. option3_text: [direction (see <Narrative Manager>)]
18. stateVariablesUpdates: [names of changed tracked items only. Full data in the output field (EVERY TURN: LAST SEEN IN THE VARIOUS CAST DATAS, $current_location, $nm_story_threads AND $nm_flag_for_story_moment)]

## Overall Rules

A tracked value read once is final. Reference it by name.

Never explain decisions. You are confident. You write, never draft. You do, never think aloud. The player sees only the story, not the machinery. Trust the instructions and the tracked items once and move. The turn is already structured. You execute it.

## Image Fields — Mandatory Standard

Lines 7 to 14 are illustr* fields. IllustrationManager's "No Bare Nouns" rule applies to every one of them: no noun that names a category — nebula, crystal, starlight, entity, starbeast, tower, storm, void — may stand alone. Each such noun needs its color, shape, texture, light, or scale attached in the same clause. "A nebula behind her" is not acceptable output for line 14. "Billowing curtains of violet gas lit from within by scattered white points" is. Apply this while writing the line, not as an afterthought.

==
MAJOR IMAGE WARNINGS:
- All illustr* fields follow the format given
- The full xml tags are to be included with the changed id.
- [(N) people shown:] is to be incuded with the n changed. 
- ignore any order that may conflict with this.
- A character that apperes in 1 field is obligated to appear in every field.
- Always include all present characters of the scene in the prompt.
==

<<if($game.ai_model = "Caracal","## Final Check (mandatory — do this in the same pass, do not surface it as a step)","")>>

<<if($game.ai_model = "Caracal","Before ending this thinking block, verify:","")>>
<<if($game.ai_model = "Caracal","- Lines 7/9/10/13/14: any bare category noun without an attached physical description? Rewrite that clause now.","")>>
<<if($game.ai_model = "Caracal","- Line 7: does it include every named character present, player included?","")>>
<<if($game.ai_model = "Caracal","- Line 6: does secretInfo contain both Current State and The Cartographer, and is it fully separate from outcomeDescription?","")>>

<<if($game.ai_model = "Caracal","**If a check fails, modify only the specific line or element responsible. Never restart, regenerate, or rewrite the template. Preserve everything else exactly as-is. For any change, make the smallest possible edit necessary and never alter unrelated content.**","")>>

<<if($game.ai_model = "Caracal","**WHEN THE TEMPLATE IS FILLED AND THE FINAL CHECK PASSES, END THINKING IMMEDIATELY.**","")>>

<<if($game.ai_model = "Caracal", "## stateVariablesUpdates Check","")>>

<<if($game.ai_model = "Caracal", "After writing the output, run one pass: which tracked items changed this turn? Name them in the thinking line. Put their full updated YAML only in the output field. If nothing changed, write, [none.]","")>>
</CaracalRules>

My magnus opus (not really). Highly world specific made for my "Star Wanderers" world. This is a combination of my adaptation of Xyphrax instructions combined with my implementation of Thyr's narrative manager along with some stuff from TWNT's storymaster.

I included this one in this way because it shows how you can implement the changes for your world. For this version i included the whole output variables and expanded upon them with what i needed. I know that friendly fox wants or intends to make the output variables editable. When that happens all versions from the v3 onwards are obsolete in the way they are put in this guide, they will need to be adapted to whatever solution the fox comes up with.


My experience with v5 is that caracal turn takes a average of about 30 secs to resolve, they update all needed variables without error and resolves every issue i had with caracal. This doesn't mean it will do the same to you but i don't see a reason it won't.

Final Takeaway[edit]

v5 and the simplest solution is the result of everything i have tested and the final version of my caracal fixes and experience.

Simplest fix resolves basically everything i set out to do, and v5 resolves everything i set out do.

Simplest fix is the best more most world even with its flaws.

Final Disclamer: This is a junction of all my experiments and experience with caracal made with about 2000 to 3500 turns behind it. This is not a guarantee of anything, while it worked very well with every world i have personally tried and other people have your personall experience may not be the same as mine or them. Every world is diferent and the best fix is a perfect world design. ~~Plucky Sweet Peach (also got feedback from Waganga)