I am having a real hard time getting the game to generate clothes and amulets. It keeps giving me potions with the clothing descriptions...
There's a setting for NPC Action System Accuracy.
Try turning that up when you want something specific.
Then you can turn it back after you've got it.
Other than that, try to be as descriptive of the garment as possible.
Weigh down the word cloud made by the tokens by including words describing the type of the fabric, the style of it, any kind of tailor argot you can throw in there.
Speaking of, it's usually easier to build stone floor rather than wooden ones to a rather ridiculous degree.
The economy of the game is weird that way; buying a pickaxe would cost you 40ish gold, and you can probably collect between 80 and 100 stones before it breaks (assuming it breaks, since repairing it is generally as simple as collecting a few ores and repairing it at a repair table, one of which is located for free at Orson's cabin).
Meanwhile building wooden floor will cost you between 400 to 600 gold just for a 6x6 tile just through the sheer amount of nails you'll need for the floors, walls and windows, and that's not accounting for the fact getting wood plank also generally involves buying a 30 gold saw AND a 30 gold axe, then having to use a lot of energy to cut down trees then turning them into planks, and that you won't generate the same material used to repair it like the pickaxe does (while needing to repair two tools at the same time thus doubling the repair cost).
All in all, stone buildings are somehow much easier to build than wooden buildings, making a wooden cabin can take between 4 and 6 days if you spend your whole time on it while managing food and money making methods, not accounting for 'convincing' the AI to give you the materials of course, making a stone building only takes about 2.
tl;dr What I'm saying is there's a clear misbalance between stone and wooden buildings, and it's mostly due to the cost of nails. I wish you could just buy entire packs (100) of them for 20 gold or something, or perhaps an item that would spawn them in your inventory like a nail box, both for cost efficiency and to transport them, because a lot of the time I just end up having to chug entire packs of Lift Burden potions just to move about with the needed nails, or making piles of them.
Kind of depends on if you mean Custom NPCs or the Vanilla NPCs?
For Customs NPCs someone else has made, you can change their starting relationship with the player and what their relationship is with other NPCs, both custom or vanilla, and edit their knowledge by adding or removing what's already there.
For Vanilla NPCs you can only add backstory knowledge to what they already have. Everything else, their starting relationship with the player and their relationship with other vanilla NPCs isn't accessible. At least not without using mods, which you can check on the unofficial discord server. I think we have a mod that let you change vanilla NPCs starting relationship with the player, and a mod or two that might let you see and edit vanilla NPC knowledge, routine activity strings, and the hidden short descriptions on walls or floor tiles you can't normally see, but the LLM can. I'll see if there is one for changing the static relationships between Vanilla NPCs.
I been up at this time to time, mostly doing custom characters (Changing one character slightly), but lately wanted to run local instead of OpenRouter and run into problem of finding information to run custom model if that is even possible. I was trying to run Llama, but only could use the default GPU options, I think I am missing some crucial points or I am just dumb.