Dynamic motivations (Sims-style) — needs fluctuate and drive behavior
Needs drive the story. Low needs create urgency.
| K-Line | Why Related | |--------|-------------| | simulation/ | Needs are part of simulation state | | society-of-mind/ | Needs ARE competing agents (Minsky) | | time/ | Needs decay over simulation turns | | buff/ | Some buffs affect need decay | | character/ | Needs stored in character state | | cat/ | Cats have unique needs | | dog/ | Dogs have pack-oriented needs | | yaml-jazz/ | Comments as dynamic inner voice | | advertisement/ | Needs advertise what character wants | | designs/sims/sims-personality-motives.md | Will Wright's original system |
Quick Links:
Dynamic motivations (Sims-style). Needs fluctuate over time and drive behavior. Low needs create urgency. Satisfied needs enable other activities.
| Value | Meaning | |-------|---------| | 10 | Fully satisfied | | 7-9 | Comfortable | | 4-6 | Manageable | | 2-3 | Urgent | | 0-1 | Critical |
| Need | Decay Rate | Satisfy With | |------|------------|--------------| | Hunger | 2 hours | EAT, DRINK | | Energy | 3 hours | SLEEP, REST | | Fun | 4 hours | PLAY, GAMES | | Social | 6 hours | TALK, hang out | | Comfort | Situational | Safe place | | Bladder | 4 hours | Use bathroom |
hunger: 7 # Satisfied. No food thoughts.
hunger: 3 # Getting peckish. Is that pie?
hunger: 1 # FOOD. FOOD. FOOD. FOOD.
Comments update dynamically to reflect mental state!
npx skills add SimHacker/needs下载完整 Skill 目录,包含 SKILL.md 及所有相关文件