Our review
This skill implements a Sims-style dynamic needs system that fluctuates over time to drive autonomous character behavior.
Strengths
- Clear structure with a 0-10 scale and standard defined needs
- Creates realistic urgency and motivation through need decay
- Integrates with other skills (time, buff, character) for coherent simulation
- Inner voice via YAML Jazz comments reflecting mental state
Limitations
- Requires other skills to execute satisfying actions (eat, sleep, etc.)
- Can become repetitive without variety in need-satisfying actions
- Does not cover complex or unpredictable emotional needs
For creating autonomous agents whose actions are driven by realistic and changing human-like needs.
For simple tasks where a needs simulation does not add value.
Security analysis
SafeThe skill is purely declarative, defining a motivational system for simulated needs with no executable code, destructive actions, or information exfiltration. It uses read_file and write_file only for metadata, not for altering system state.
No concerns found
Examples
My character has hunger at 1. Show their inner voice and a list of urgent actions they might take.Simulate 6 hours of needs decay for a character starting with all needs at 10. List the new values and any urgent needs.Create a custom needs profile for a dog with needs: hunger, energy, bladder, and play. Use the standard scale and decay rates.name: needs description: Dynamic motivations (Sims-style) — needs fluctuate and drive behavior license: MIT tier: 1 allowed-tools:
- read_file
- write_file scale: range: "0-10" meaning: 10: "Fully satisfied" 7-9: "Comfortable" 4-6: "Manageable" 2-3: "Urgent" 0-1: "Critical" standard_needs:
- hunger
- energy
- fun
- social
- comfort
- bladder related: [simulation, society-of-mind, time, buff, character, cat, dog, yaml-jazz, advertisement] tags: [moollm, sims, motives, behavior, autonomy, game]
Needs Skill
Dynamic motivations (Sims-style).
Motto: "Needs drive the story. Low needs create urgency."
Key Concepts
- Scale — 0-10 (10 = fully satisfied)
- Decay — Needs decrease over time
- Urgency — Low needs interrupt other activities
- Inner voice — YAML Jazz comments reflect mental state
Standard Needs
| Need | Decay | Satisfy | Critical | |------|-------|---------|----------| | Hunger | 2 hours | EAT, DRINK | 2 | | Energy | 3 hours | SLEEP, REST | 2 | | Fun | 4 hours | PLAY, GAMES | 3 | | Social | 6 hours | TALK, hang out | 3 | | Comfort | Situational | Safe place | 4 | | Bladder | 4 hours | Use bathroom | 1 |
Inner Voice (YAML Jazz)
hunger: 7 # Satisfied. No food thoughts.
hunger: 3 # Getting peckish. Is that pie?
hunger: 1 # FOOD. FOOD. FOOD. FOOD.
See Also
- time — Needs decay over simulation turns
- buff — Some buffs affect need decay
- character — Needs stored in character
Full Protocol
Needs Skill — Dynamic Motivations (Sims-Style)
Needs fluctuate over time and drive behavior.
skill: name: needs tier: 1 protocol: NEEDS-AS-MOTIVATION description: | Needs fluctuate over time and drive behavior. Low needs create urgency. Satisfied needs enable other activities. Comments update to reflect inner voice. motto: "Needs drive the story. Low needs create urgency."
SCALE
scale: range: "0-10" meaning: 10: "Fully satisfied" 7-9: "Comfortable" 4-6: "Manageable" 2-3: "Urgent" 0-1: "Critical"
STANDARD NEEDS
standard_needs: hunger: decay_rate: "-1 per 2 hours" satisfy: ["EAT", "DRINK"] low_effects: ["distraction", "irritability", "food fixation"] critical_at: 2
energy: decay_rate: "-1 per 3 hours (faster if Active high)" satisfy: ["SLEEP", "REST", "coffee (temporary)"] low_effects: ["reduced effectiveness", "yawning", "sluggishness"] critical_at: 2
fun: decay_rate: "-1 per 4 hours" satisfy: ["PLAY", "GAMES", "social", "exploration"] low_effects: ["boredom", "restlessness", "seeking novelty"] critical_at: 3
social: decay_rate: "-1 per 6 hours (varies by Outgoing)" satisfy: ["TALK", "hang out", "party"] low_effects: ["loneliness", "craving conversation"] critical_at: 3
comfort: decay_rate: "Situational (environment-dependent)" satisfy: ["Safe location", "familiar place", "cozy setting"] low_effects: ["anxiety", "restlessness", "seeking home"] critical_at: 4
bladder: decay_rate: "-1 per 4 hours" satisfy: ["Use bathroom"] low_effects: ["urgency", "distraction", "accident risk"] critical_at: 1
INNER VOICE (YAML Jazz)
yaml_jazz_comments: description: | Need values have DYNAMIC COMMENTS that serve as inner voice. Comments update when values change!
examples: hunger: high: "hunger: 7 # Satisfied. No food thoughts." medium: "hunger: 5 # Could eat. Not urgent." low: "hunger: 3 # Getting peckish. Is that pie?" critical: "hunger: 1 # FOOD. FOOD. FOOD. FOOD."
energy:
high: "energy: 8 # Wide awake. Let's DO things."
medium: "energy: 5 # Fine. Maybe coffee later."
low: "energy: 2 # So tired. Everything is hard."
critical: "energy: 1 # Can't... keep... eyes..."
social:
high: "social: 9 # People are great. I love everyone."
medium: "social: 5 # Could use a chat."
low: "social: 2 # Is anyone there? Hello?"
DECAY
decay: timing: "Needs decay over simulation turns" factors: - "Base decay rate" - "Personality traits (Active, Outgoing)" - "Current location effects" - "Active buffs" - "Dribble food to bladder"
SATISFACTION
satisfaction: actions: "Most needs satisfied by specific actions" locations: "Some locations satisfy needs passively (home, pub)" items: "Some items satisfy needs (food, bed)" social: "Interactions can satisfy social need"
CRITICAL NEEDS
critical_needs: description: | When a need hits critical level, behavior changes: - Inner voice becomes URGENT - Other activities interrupted - May trigger autonomous actions
example: | hunger: 1 # I CAN'T THINK ABOUT ANYTHING ELSE # IS THERE FOOD? WHERE IS FOOD? # [Character may abandon current task to find food]
integrates_with:
- skill: character how: "Needs stored in character state"
- skill: time how: "Needs decay over simulation turns"
- skill: buff how: "Some buffs affect need decay rates"
- skill: room how: "Locations can satisfy needs"
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