Skip to content

Concept index

The bridge between the two wikis: every player word, the engine term behind it, where each is explained, and the design section it comes from. An engine term with no player word is a smell the design names (PLAN §6.4.1: if a value cannot be humanised into a word the player would recognise, the attribute is wrong) — the empty cells in this table are the to-do list.

Player word Engine term Player page Technical page PLAN
place location node; contains / connected_to edges Riverside Village The graph §2.1, §6.1, §6.2
step one hop along a connected_to edge per tick Villager The graph §6.2
village time; day, night world_time (sim-minutes, engine-owned); ticks_per_day Time Clock and simulation time §5.5
— (never shown) tick — Clock and simulation time §5.5
villager creature node with Sentient, Mobile, Mortal Villager Systems overview §7.1, §15.2
the villagers (a people) faction node; member_of edges What villagers know Scenarios and templates §2.1, §7.3
hunger hunger 0–100; hunger_rate_per_day Needs HungerSystem §7.4.1
warmth perceived_warmth; warmth_draw Needs PerceptionSystem §7.2, §7.4.1
danger / safety perceived_danger; flee_urgency, safety_draw Needs PerceptionSystem §7.2, §7.4.1
rest energy; rest action Needs Option bus §7.4.1
curiosity (the need) explore_draw Needs Option bus §7.4.1
need Option.Need Needs Option bus §7.4.2
cautious / brave personality_caution Personality DecisionSystem §7.6
curious / settled personality_curiosity Personality DecisionSystem §7.6
sociable / loner personality_sociability Personality DecisionSystem §7.6
hot-tempered / gentle personality_aggression Personality DecisionSystem §7.6
sees, hears perceived_entities; perception_range; permeability.light/sound What villagers know PerceptionSystem §7.2
remembers knows edge with predicates {value, observed_at, provenance} What villagers know The graph §7.3
half-trusted after… confidence Exp(−age/half_life) at read time What villagers know PerceptionSystem §7.3
the village knows faction knows edges, provenance: seeded What villagers know Scenarios and templates §7.3, §15.2
doing X, and why current_action, current_action_reason; decision record Villager DecisionSystem §7.4.2, §13.5
fire OnFire component; fuel; PropagationIntent on heat Fire and heat FireSystem §11.1, §11.5
kindling point ignition_point Fire and heat FireSystem §15.2
heat, hot, cold temperature; ambient_temperature Fire and heat HeatSystem §11.4, §11.5
campfire campfire template: controlled_fire, fuel The campfire FireSystem §15.2
wood wood_pile: fuel_value, wood_count; gather_wood, tend_fire The campfire ActionSystem §7.7, §15.2
berries, bush, meal berry_bush: food_value; bite_size, meal_value Food GrowthSystem §7.7, §15.2
regrows GrowthSystem regrow_per_day Food GrowthSystem §15.2
bucket, water bucket: Vessel, water_level; fetch_water, douse_fire Water and buckets ActionSystem §7.7
the bucket race single-container rule; intent_conflict Water and buckets Intents and the resolver §18.1
dies LifecycleSystem: DestroyNode, npc_death Death LifecycleSystem §15
Explain this; chain Explain(eventId), Explain(entityId) Explain this Causal trace §13.5
their story (timeline) History(entityId, from, to) Explain this Causal trace §13.5
interesting moment InterestScorer: chain depth and breadth Watching Causal trace §13.4, §13.5
the timeline (rewind) SnapshotManager: keyframes + replay; /rewind The timeline Views, snapshots and the ring buffer §18.6, §13.3
seed world seed → StableHash-seeded RNG Glossary Determinism §18.7
system (switch the rules) ISimulationSystem; activate/deactivate Tinkering Tick pipeline and systems §3.1, §18.9
light a fire; spawn; edit player actions → intents (player:<id>) Tinkering Player actions §13.3
…by you player:<id> source in the trace Explain this Causal trace §13.5
mode, the dial mode ladder Ways to play Clients, API, engine §13.4, §16
— Generation (attribute change counter) — The graph §2.1
— Intent.Inputs, Option.Inputs (shown only through Explain this) — Causal trace §4.2, §7.4.2
— TickDigest — Determinism §13.5, §18.7

The three unlabelled rows at the bottom are deliberately engine-only: a player sees their effects (an explanation, a replay that matches) and never the term.