Needs
In order to increase the well-being of a beaver you should increase its different needs. The overall well-being score is the sum of the scores from the needs.
Bots have different needs than beavers.
Beavers
Categories
Needs are divided into categories. Each can be satisfied differently.
Basic Needs
Basic Needs are the most essential for beaver survival. Each of them can be satisfied differently. They can reach negative values, making it more difficult to recover if a beaver is deprived of them for a long time. The Basic Needs are:
Nutrition
Nutrition needs can be satisfied by eating different kinds of food:
- Carrots
- Sunflower Seeds
- Grilled Potatoes
- Bread
- Grilled Chestnuts
- Cattail Crackers
- Grilled Spadderdock
- Maple Pastries
Social Life
Social Life needs can be satisfied by using different social buildings in the well-being building category:
Aesthetics
Aestethics needs can be satisfied by being in the area effect of certain decorations:
Awe
Awe needs can be sastisfied by being in the area effect of monuments:
Fun
Fun needs can be satisfied by using different fun buildings in the well-being building category.
Knowledge
Knowledge need can be satisfied by "consuming" Books
Spirituality
Spirituality needs can be satisfied by using different spirituality buildings in the well-being building category.
Satisfaction Effects
Certain needs can go negative if not satisfied enough, shown as a red bar instead of green on the UI, and a related Status might show up above the beaver's model. They might also have an additional negative effect on beavers affected.
Need | Minimum | Maximum | Decay/Day | Additional Effects |
---|---|---|---|---|
Basic Needs | ||||
Hunger | -10 | +1 | 80% | -50% work speed If not satisfied, the beaver will die. |
Thirst | -10 | +1 | 70% | -25% move speed If not satisfied, the beaver will die. |
Sleep | -1 | +1 | 60% | -10% move speed. Restore slower without shelter or when exhausted. |
Shelter | -3 | +1 | 30% | |
Wet Fur | 0 | +1 | 30% | |
Bee Sting | -1 | 0 | Chance to be stung from Beehive | |
Broken Teeth | -1 | 0 | Cutting chance -75% | |
Injury | -2 | 0 | Refuses to work | |
Nutrition | ||||
Carrots | 0 | +1 | 5% | |
Sunflower Seed | 0 | +1 | 5% | |
Grilled Potato | 0 | +2 | 5% | |
Bread | 0 | +2 | 5% | |
Grilled Chestnut | 0 | +2 | 5% | |
Cattail Crackers | 0 | +2 | 5% | |
Grilled Spadderdock | 0 | +2 | 5% | |
Algae Ration | 0 | +2 | 5% | |
Coffee | 0 | +3 | 5% | Does not fulfil Hunger |
Corn Ration | 0 | +2 | 5% | |
Eggplant Ration | 0 | +2 | 5% | |
Fermented Cassava | 0 | +2 | 5% | |
Fermented Mushroom | 0 | +2 | 5% | |
Fermented Soybean | 0 | +2 | 5% | |
Kohlrabies | 0 | +1 | 5% | |
Mangrove Fruits | 0 | +1 | 5% | |
Social Life | ||||
Campfire | 0 | +1 | 40% | |
Rooftop Terrace | 0 | +1 | 40% | |
Aesthetics | ||||
Beaver Statue | 0 | +2 | 50% | |
Roofs | 0 | +1 | 70% | |
Shrub | 0 | +1 | 50% | |
Scarecrow | 0 | +1 | 50% | |
Awe | ||||
Laborer Monument | 0 | +3 | 50% | |
Flame of Unity | 0 | +5 | 50% | |
Tribute to Ingenuity | 0 | +8 | 50% | |
Farmer Monument | 0 | +3 | 50% | |
Brazier of Bonding | 0 | +5 | 50% | |
Fountain of Joy | 0 | +8 | 50% | |
Fun | ||||
Carousel | 0 | +3 | 40% | |
Mud Bath | 0 | +3 | 20% | |
Lido | 0 | +1 | 40% | |
Knowledge | ||||
Books | 0 | +3 | 10% | |
Spirituality | ||||
Temple | 0 | +5 | 10% | |
Shrine | 0 | +1 | 10% |
Bots
Bots have just two needs. Instead of Well-Being, bots increase their Condition by sastisfying their needs.
Categories
Basic Needs
If the Basic Need of bot is not met, it will be slowed considerably. Each faction has different Basic Need:
Folktails
Timberbots need to consume Biofuel to satisfy their Fuel need
Iron Teeth
Ironbots need to visit Charging Stations to satisfy their Energy need
Boosts
Boosts can boost the performance and speed of bots. Each faction has different Boosts Need:
Folktails
Timberbots need to consume Catalyst to satisfy their Catalyst need
Iron Teeth
Ironbots need to be in the range of a Control Tower to satisfy their Control Tower need
Satisfaction Effects
When a need is satisfied, it contributes to the total condition, positively or negatively. The contribution column on the table below shows how much it impacts this score.
Certain needs can go negative if not satisfied enough, shown as a red bar instead of green on the UI, and a related Status might show up above the bot's model. They might also have an additional negative effect on bots affected.
}Need | Minimum | Maximum | Decay/day | Additional Effects |
---|---|---|---|---|
Basic Needs | ||||
Biofuel | -3 | 0 | 58% | Movement speed -75% Refuses to work |
Energy | -3 | 0 | 58% | |
Boosts | ||||
Catalyst | 0 | +1 | ||
Control Tower | 0 | +1 | Decay only when out of tower's range |