Skip to content

World vocabulary

designed · Phase 1 · PLAN §2.1, §22.2 · The generated reference (ni build schema from world-schema.json and the manifests) replaces this hand-written list when the loader exists (#29, #35); until then this is the Phase 1 vocabulary as designed.

Two tiers: world vocabulary (unqualified, shared, stable — renaming one is an engine-level breaking change) and plugin-private (fire.burn_progress, written only by its owner). The test: would a system author outside this plugin reasonably want to read this?

Node kinds

location · creature · item · substance · structure · flora · faction · rule

Components

Component Kind of tag Meaning
Sentient capability perceives and decides
Mobile capability can move, pick up, drop
Mortal capability hungers, can die
Combustible capability can catch fire (ignition_point)
ThermalBody capability has a temperature HeatSystem equilibrates (all locations)
Outdoor capability tracks ambient closely (DayNightSystem)
Edible, Harvestable capability food; a source of wood/food
Vessel capability holds water (water_level, water_capacity)
Location, WorldNode capability structural markers
OnFire state burning (FireSystem)
Dead state reserved

Attributes

Attribute Type Bounds Written by Unit note
world_time int — engine (SimClock) sim-minutes since creation
ticks_per_day int — world config the one clock constant (200)
ambient_temperature float — DayNightSystem °C
temperature float −273 … 50000 HeatSystem, FireSystem (propagation), player °C
ignition_point float — template °C
fuel float min 0 FireSystem, ActionSystem (tend_fire) depletable
fuel_value, wood_count float min 0 template wood pile
food_value float min 0 GrowthSystem, ActionSystem (eat) meals; depletable
water_level, water_capacity float min 0 ActionSystem vessel
controlled_fire bool — template campfire
hunger float 0 … 100 HungerSystem, ActionSystem
energy, health float 0 … 100 / 0 … 1000 ActionSystem (rest); HealthSystem later
perception_range int — template hops
perceived_entities NodeRefList — PerceptionSystem
perceived_danger, perceived_warmth float 0 … 1 PerceptionSystem
personality_caution, _curiosity, _sociability, _aggression float 0 … 1 template
faction_id str — template mirrors the member_of edge
current_action, current_action_target, current_action_reason str / NodeRef / str — DecisionSystem
description str — template / worldgen prompt source for assets and narration
display_x, display_y, display_z float — worldgen presentation only; no system reads them
hunger_rate_per_day, regrow_per_day, fact_refresh_hours, lifespan_years, … float — settings / templates unit in the key (§5.5)

Edges

contains · connected_to (traversal_cost, state, traversable_by, permeability.heat/sound/light/fluid) · adjacent_to · knows (predicates: {value, observed_at, provenance}) · member_of · part_of · made_of · visible_from

Events

intent_applied · intent_rejected · intent_conflict · ignition · fire_spread · extinguished · item_taken · item_eaten · npc_flee · npc_fetch_water · npc_douse_fire · npc_tend_fire · npc_death · temperature_critical · bounds_bypassed

Actions and needs (the action registry)

Action Need Publisher
eat hunger BaselineOptions
move the dominant draw: hunger · safety · warmth · curiosity BaselineOptions
rest rest BaselineOptions
pick_up hunger / warmth / safety (by what the item serves) BaselineOptions
drop — (the need that no longer applies) BaselineOptions
fetch_water, douse_fire safety BaselineOptions
tend_fire, gather_wood warmth BaselineOptions

Needs in Phase 1: hunger, warmth, safety, rest, curiosity. Later phases add families by publishing options that name them.