{"schemaVersion":1,"record":{"key":"mechanic/survival-construction--t117","type":"mechanic","id":"survival-construction--t117","lang":"en","title":"Hunger, thirst, temperature and fatigue","summary":"Needs deplete readiness for action, requiring decisions about interrupting a task to recover.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/survival-construction--t117/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/survival-construction--t117.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/survival-construction--t117.md","aliases":["Hunger, thirst and fatigue"],"tags":["Survival, crafting and construction","Mechanics and variants"],"sourceIds":["source-2350e106ed66faaf","source-9a1664e49d0e8f50","source-87856bbeffa16f0c"],"sources":[{"id":"source-2350e106ed66faaf","title":"Klei: Don’t Starve","url":"https://www.klei.com/games/dont-starve","verifiedAt":null},{"id":"source-9a1664e49d0e8f50","title":"NetHack (menucolors)","url":"https://commons.wikimedia.org/wiki/File:Nethack-inventory.png","verifiedAt":null},{"id":"source-87856bbeffa16f0c","title":"NetHack Guidebook","url":"https://www.nethack.org/v343/Guidebook.html","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"Needs deplete readiness for action, requiring decisions about interrupting a task to recover."},{"id":"variants","title":"Variants","body":"### Mechanic variants\n\n<a id=\"t117-variants\"></a>\n\n- Hunger limits the duration of an unsupported trip. <a id=\"t117-v1\"></a>\n- Thirst connects routes to water sources. <a id=\"t117-v2\"></a>\n- Temperature changes the value of clothes and shelter. <a id=\"t117-v3\"></a>\n- Fatigue degrades action before forced rest. <a id=\"t117-v4\"></a>"},{"id":"example","title":"Design example","body":"A soaked explorer chooses to dry beside a fire rather than continue a short freezing route.\n\nPrototype check: Test whether a need offers recovery timing and method choices instead of constant mandatory input."},{"id":"context","title":"Context and limits","body":"Survival connects supply consumption, environmental conditions and preparing a safe return; construction changes that relationship. Each overview separates player actions, state changes and alternative rules. Examples are hypothetical design scenarios, not claims about a named game. A prototype check states an observable question for the next iteration. Existing detailed references remain separately linked from the direction map."}],"relations":[],"placements":[{"catalogId":"survival-construction","id":"t117","title":"Survival, crafting and construction","url":"https://gamemechanics.pro/en/mechanics/survival-construction/#t117","categoryIds":["mechanics"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Hunger, thirst and fatigue","description":"Needs deplete readiness for action, requiring decisions about interrupting a task to recover.","image":{"src":"images/mechanics/systems-nethack-inventory.webp","width":644,"height":461,"game":"NetHack (menucolors)","sourceUrl":"https://commons.wikimedia.org/wiki/File:Nethack-inventory.png","originalUrl":"https://upload.wikimedia.org/wikipedia/commons/f/f5/Nethack-inventory.png","credit":"NetHack developers; screenshot by Shen, 2006, with the menucolors patch","rights":"NetHack General Public License. Converted to WebP on 2026-10-22. License: https://www.nethack.org/common/license.html; bundled copy: images/mechanics/nethack-license.txt. Source: https://commons.wikimedia.org/wiki/File:Nethack-inventory.png","caption":"Food supplies are part of exploration preparation","alt":"Food supplies are part of exploration preparation","markers":[{"x":54,"y":30,"label":"Three food rations are counted separately from apples and oranges"}]},"tips":["Make need depletion predictable and let the player choose when to recover."],"examples":[{"title":"NetHack Guidebook","url":"https://www.nethack.org/v343/Guidebook.html"}]}},"endsAt":null,"provenance":"Original bilingual editorial overviews authored for gamemechanics.pro on 2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design examples; prototype checks describe work to perform, not completed playtests. Primary sources support the stated techniques and implementation context, not every proposed variant.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/survival-construction"}}