Node types & nodes
Each item in the World is called a node, and nodes are sorted by type. The World is empty to begin with. As you talk with the agent or write, characters, places, and settings are filed into the types and nodes that fit them, and you can create types of your own to suit your work. Nodes of the same type share the same structure — properties and sections.
When you create a node type you pick its kind, Graph or Board. For how each kind looks, see Graph type and Board type.
Search keywords
Register search keywords in the title menu that opens when you press a node's name — type, then Enter. Another name the text uses for it works, so does a single word pulled out of a long name, and they are used for search and for the agent's recognition alike: when the text calls the node by another name, it is still recognized as the same node.
Properties and sections
Each node is built from properties and sections.
- Property: A field in table form, such as age or occupation. The value type is set from Plain · Number · Select · Node relation, and several properties can be gathered into a Group.
- Section: A body block written in free form.
A Number property holds a range and an approximate value as well as an exact one, and takes a unit. Give a value a span, a start and an end, and facts that change inside the story are kept point by point instead of being overwritten. Useful for values that shift with the period — a character's rank, a place's ruler.
Connecting with relations
Relations are made with a Node relation property. Set another node as the property's value and the two nodes are joined; in the Graph type that relation is drawn as a line between them.
A relation property has two settings.
- Node type restriction: Sets which node types this relation can point at. Leave it unset and it points at any node type.
- Reverse sync: Puts a relation written on one side onto the other node as well. Put a second character into one character's "father" property, for instance, and this character is saved into that second one's "daughter" property too.
Reverse sync works like this.
- Opposite property: Sets which property on the other node the paired row lands in. The candidates are the properties of the types picked in the node type restriction, and the same-named property itself can be one of them — the opposite of "father" being "son" or "daughter", for example.
- On save: When the other side has more than one candidate, a window asks which property and you pick it. Skip it and nothing is written on the other node.
- On delete: Delete a value that has a pair and the value saved on the other node goes with it. You are asked to confirm first.
Links · backlinks
- Type
[[in body text to link another node. A link pointing at a deleted node is shown struck through and goes nowhere when pressed. - Backlinks show where the current node is referenced.
Checking Sources
When World organizing in Subagent tools files a setting, it leaves the part of the manuscript or the conversation behind it as a Source. Sources attach as small chips beside the property or section row — a chapter number for a setting that came out of the manuscript, a chat icon for one that came out of a conversation. Press a chip and the source opens, so you trace a setting back to the scene or conversation it started from.