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.