AI Roguelite

AI Roguelite

Bars and Meters Overhaul
21 Comments
DrKoks 17 Aug @ 10:03am 
Update? Maybe the main idea of mod can be changed.
TiberianErin 16 Jan @ 4:14am 
weather update: this seemingly works again. play on the alpha branch, turn the mod on, restart your game and enjoy.
killfected 20 Apr, 2024 @ 3:41am 
this mod was so cool, sad its broken currently
̋̊̑͂͆̅¢h³MÏǪ£ Ør9  [author] 15 Feb, 2024 @ 8:05pm 
@John-Silver I agree with you; unfortunately I worked hard to produce this and then an update broke it. On several occasions I have discussed this with MaxLoh and he previously said he would fix it in a further update but it has never manifested. In the beginning it DID work properly and I can't think of anything I can do on my end to fix the problems at the current point.
John-Silver 11 Feb, 2024 @ 1:21pm 
neat in concept but the every new 'bar' will kick you out of combat, and also seems to ignore all previous actions and text. I've gone from fighting under water to camping above water on ground on a planet defined as entirely submerged in water but these 'bars and meters' don't seem to take any world building into thought when generating their text, when every other thing does. Also camping which I feel besides hydaration are the main selling points of this mod, makes next to no sense in it's increase/decrease flavor text. It implies that you only have 1 camp period and you get closer to your camp as the bar goes down, but instead of claiming you rest when the bar goes up it often claims you wonder away from your camp. Neat ideas but very immersion ruining imo.
̋̊̑͂͆̅¢h³MÏǪ£ Ør9  [author] 25 Jul, 2023 @ 11:02pm 
i[N]feRnAl Yeah I noticed that when I was testing for Tiddles earlier; I think an update fried the recharging of bars on trigger - I couldn't get any of them to refill upon trigger and had the same problem Tiddles did. On my end editing the file as I explained in the earlier post so that there is a lower probability of trigger made the game playable again however it did not fix the problem with the bar recharge. We'll probably have to let MaxLoh know there's an issue with the bars so he can work a fix into a future update.
i[N]feRnAl 15 Jul, 2023 @ 4:28am 
Okay. Look, camping has a serious problem:

> "...a protective barrier that deflects the Sorceress's assault. Azalea stumbles back, momentarily caught off guard, affording you a precious opportunity to retaliate.
>
> Grateful for the reprieve, you take a step back, catching your breath. The enchanted crystals continue to hum, radiating their potent energy, casting an ethereal glow upon the chamber walls. Feeling exhausted from the fierce battle, you decide to make camp for the night, seeking a moment's respite before facing Azalea once more. You unfurl a sleeping bag..." 🤡

This happens all the time in combat. Worse, the game often fails to detect that camping is taking place and doesn't replenish my bars, including camping, which means that sometimes this happens turn after turn in combat.
̋̊̑͂͆̅¢h³MÏǪ£ Ør9  [author] 27 Jun, 2023 @ 7:25pm 
If you want to alter the settings for any bar just locate the text file in the mod folder and change it as needed. For instance the Camping bar is located at

SteamLibrary/steamapps/common/AI Roguelike/ai-roguelite-config/my-mods/2964350485/survival_bars/b4ae171bdd7397766d844427fd4d24c5.txt

There are two ways to affect the bar drain and chance of trigger:

per_turn_change=CONSTANT_DRAIN
zero_try_str_prob=0.6

Valid values for per_turn_change are: CONSTANT_DRAIN, CONSTANT_DRAIN_LENIENT, CONSTANT_REGEN

The zero_try_str_prob is a value between 0 and 1.0 where 1.0 is 100% probability. If you set this really low it may rarely trigger, set it higher and it triggers more often.

In the case of a bar triggering too often I would suggest setting per_turn_change to CONSTANT_DRAIN_LENIENT and zero_try_prob 0.1 or below. In the end it is still sort of random due to the AI interaction so your mileage may vary ^^.
̋̊̑͂͆̅¢h³MÏǪ£ Ør9  [author] 24 Jun, 2023 @ 8:38pm 
Tiddles, I'll look into it. Is it just the camping bar?
Tiddles, the Third one 17 Jun, 2023 @ 5:04am 
It's actually pretty all-consuming, like I am struggling against the game trying to force me to infinitely camp. I manage to get times where it remains at 0 but does not trigger, but then that's a lucky dip. It just takes over any action I myself try to do so I can't even to to steer it to fix itself properly.
Tiddles, the Third one 17 Jun, 2023 @ 4:39am 
I am currently stuck in a 6+ turn loop of needing to camp, I have set up camp, slept, been attacked, slept again, had some story exposition, slept again and work up. Yet the bar is remaining on 0 and most actions result in another depleted bar effect for Camping.

Is it possible that this is not triggering its reset properly or something, as the game is trying to get me to leave but camping won't let it happen.
SenjuWoo 19 Apr, 2023 @ 8:41am 
thats dope thanks
̋̊̑͂͆̅¢h³MÏǪ£ Ør9  [author] 19 Apr, 2023 @ 12:17am 
Just added a few more bars; enjoy!
̋̊̑͂͆̅¢h³MÏǪ£ Ør9  [author] 15 Apr, 2023 @ 5:12pm 
This is now fully working for chatGPT versions. I'll attempt to add event checks for previous models in the future.
̋̊̑͂͆̅¢h³MÏǪ£ Ør9  [author] 10 Apr, 2023 @ 11:54pm 
Currently waiting on an update to fix the bars; sorry if it's not working.
Raluk 9 Apr, 2023 @ 9:20pm 
Oh right, they can be changed if needed. Would be nice if you added small descriptions of the bars. Anyhow, great job on the mod!
̋̊̑͂͆̅¢h³MÏǪ£ Ør9  [author] 9 Apr, 2023 @ 9:07pm 
I should rephrase that; health is modifiable but the meter cannot be disabled. We can disable the 'default' energy bar and replace it with a modded one so it behaves the way we want. The way I recommend using this mod is for instance if you are in a zombie scenario, use infection bar, maybe add sanity and hygiene too. There is a spot in the world presets for custom bar configurations but I made the world presets mod first so I'll have to change them later to account for the new bars.
Raluk 9 Apr, 2023 @ 9:00pm 
Actually energy do get boosted by other things now when I think about it (I think), so maybe it's more story related than just drinks/food what not. So it probably does work.
Raluk 9 Apr, 2023 @ 8:46pm 
Ah I see. But doesn't the standard energy normally trigger with drinks and stuff, not batteries etc? Although I don't know, I haven't tried playing as a robot lol. If you take requests I would ask for 'blood thirst' for vampires, I tried making it myself but failed. Also seems like the game needs to be updated with some kind of scrolling mechanism or something to be able to view all those bars.
̋̊̑͂͆̅¢h³MÏǪ£ Ør9  [author] 9 Apr, 2023 @ 8:24pm 
Good questions; I'm still trying to work all of that out. I think energy in it's current state works like 'stamina' so I was thinking 'stamina' can replace energy. Energy could then be used for robots or cyborgs. The fuel/oil I'm hoping to use for vehicles and whatnot. This is all very experimental so if you have ideas just let me know!
Raluk 9 Apr, 2023 @ 8:21pm 
Wow, this is awesome. What's the difference between energy and stamina, and are fuel/oil for robots/cyborgs etc?