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Needs

Every NPC carries five needs, all starting at 100 and decaying over time.

NeedWhat it drives
HungerLooking for food; at the bottom, it stops doing anything else
EnergyGoing to bed
SocialSeeking out other NPCs to talk to
FunGoing off to do a hobby
HygieneGetting into water to bathe

Traits change the rates. A LAZY NPC burns energy twice as fast; a FUNNY one loses fun at half speed.

Hunger in detail

Hunger is the need with the sharpest consequences, so it has clear thresholds:

HungerWhat happens
below 50looks for food when idle
below 25drops whatever it is doing to eat
below 5starts losing health

The interruption at 25 exists because a busy NPC would otherwise starve next to a full pantry — hunger used to be checked only while idle.

Timeline

Starting from full hunger:

MilestoneHungerElapsed
Looks for food when idle70~4.2 h
Interrupts its task25~10.4 h
Stops working and cries5~13.2 h

Hunger does not kill

An NPC that runs out of food does not die. It becomes miserable and useless: it drops its job, its hobby and its social life, and stays that way until someone feeds it. Death is reserved for aging and disease, which are not implemented yet.

It can still reach food on its own — being starving does not stop it from walking to a chest, and it does not interrupt sleep.

What food restores

Food is graded by the game's own item data into three tiers. Raw meat, ingredients and harvested crops are tier 1; anything cooked or assembled is tier 2 or 3.

TierHungerHealth
1 (raw)+25+6
2+45+14
3 (cooked)+65+24

When choosing from a chest, tier wins over taste: a hated pie still beats a beloved slab of raw beef.

Feeding by hand

Give food to an NPC whose hunger is at 50 or below and she eats it on the spot instead of pocketing it — restoring hunger and health, and earning you far more goodwill than an ordinary gift.

Hated food still feeds her. She eats it complaining, with a smaller gain and a hit to her mood.

Seeing the numbers

Hunger and energy appear at the top of the interaction panel, colour-coded by severity. The colours follow the same thresholds the routine uses, so the panel and the behaviour never disagree.