Found 3 medium-priority behavioral quality issues and 2 low-priority log/spam issues. The most impactful are (1) every encounter opening follows the identical “Hey [name]! I just [thing]” formula due to generic phase guidance, (2) every encounter ends cooperatively because the JointTask fallback forces a joint activity even when neither creature proposed one, and (3) low-drama “stale” encounters (score 0.01-0.05) waste LLM budget by filling encounter slots that should be reserved for dramatically interesting pairs.
(MEDIUM): Encounter Opening Homogeneity — Every Conversation Starts “Hey [name]! I just [found/saw] [nature thing]”
Fix: In `social-prompt.ts:314`, replace the generic opening guidance with style-varied instructions: (code change) This gives the LLM 5 structurally different ways to open, and explicitly forbids the “Hey name” template. —
(MEDIUM): Every Encounter Resolves Cooperatively — No Disagreement or Walking Away
Fix: In `bootstrap.ts`, gate the auto-pick fallback on relationship sentiment, so neutral/negative encounters don’t force cooperation: (code change) This means creatures who aren’t friends will naturally part ways after encounters, creating more variety in post-encounter behavior. —
(MEDIUM): Low-Drama “Stale” Encounters Still Initiated — Wasting LLM Budget
Fix: In `drama-engine.ts`, add a minimum drama score threshold before initiating encounters: (code change) A threshold of 0.15 would filter out the pure “stale” encounters (0.01-0.15) while keeping strangers (0.3), romantic pairs (0.5-0.8), grudges (0.4-0.7), and on-camera encounters (0.2+). This saves…
(LOW): Teleport Failsafe Logs “null” for targetPOIName
Fix: In `pet-brain.ts:2121`, add a fallback: (code change) —
(LOW): Same-Weather Rejection Spam (9x in Window)
Fix: In `event-manager.ts`, add a cooldown for atmosphere_shift events generated from weather rejections: (code change) —
Files Modified
world-brain.ts