Paralives Needs & Emotions

12 needs and 11 emotions from Main.mod — 4 core survival bars plus contextual needs and mood reference.

How needs and moods work in Live Mode

Most Parafolks juggle four core needs that decay over time. Additional bars appear during events, Traits & personality, or Life stages timeline. Emotions layer on top and influence Wants, autonomy, and social outcomes.

  • Four core needs

    Hunger, Sleep, Bathroom, and Hygiene are always active for teens and adults. Keep them in the green to avoid critical penalties and fatal outcomes.

  • Baby & toddler variants

    Infants and toddlers use alternate need presentations on the life stages timeline — bottle feeding, high chairs, diaper care, and caregiver interactions replace some adult routines.

  • Emotions & Wants

    Happy, Stressed, Inspired, and other moods feed the Wants system. Positive emotions speed skill practice; negative ones can block offers or change social tone.

Needs & emotions reference

Quick lookup from Needs.setting and Emotions.setting — icons, descriptions, and life-stage alternates (see {{lifeStages}}).

Core survival needs

4 entries

  • Hunger — Paralives need icon

    Hunger

    Always on

    Paras are starving when this need is depleted. Use the fridge to relieve hunger.

    Base replenish: ~30 units per in-game hour

    Life-stage variants

    • BabyHunger — Paralives need icon

      BabyHunger

      You can breastfeed your baby, or you can have a teen-or-older Parafolk take care of your baby by bottle-feeding them.

    • ToddlerHunger — Paralives need icon

      ToddlerHunger

      Toddlers can grab food by themselves, but the best way to feed them is for a teen-or-older Parafolk to place them in a high chair.

  • Sleep — Paralives need icon

    Sleep

    Always on

    Paras are exhausted when this need is depleted. Use a bed to get some sleep.

    Base replenish: ~0.6 units per in-game hour

    Life-stage variants

    • BabySleep — Paralives need icon

      BabySleep

      Babies get tired pretty quickly and they'll be cranky if a teen-or-older Parafolk doesn't put them in their crib!

  • Bathroom — Paralives need icon

    Bathroom

    Always on

    Paras really have to go to the bathroom when this need is depleted.

    Base replenish: ~36 units per in-game hour

    Life-stage variants

    • BabyToddlerBathroom — Paralives need icon

      BabyToddlerBathroom

      Babies and toddlers will automatically go in their diapers when their Bathroom need gets too low. They really don't mind! Alternatively, toddlers can use the potty.

  • Hygiene — Paralives need icon

    Hygiene

    Always on

    Paras are filthy when this need is depleted. This need drains throughout the day, but does so faster when Paras exercise or do some cleaning.

    Base replenish: ~54 units per in-game hour

    Life-stage variants

    • ToddlerHygiene — Paralives need icon

      ToddlerHygiene

      Babies and toddlers get dirty if they go in their diapers, but they also slowly get dirty over time. They can't wash themselves, so they need a teen-or-older Parafolk to clean them up!

    • BabyHygiene — Paralives need icon

      BabyHygiene

      Babies grow dirty over time, more so if they soil their diaper.

Wellbeing & trait needs

6 entries

  • Me Time — Paralives need icon

    Me Time

    Contextual

    Parafolks feel unwell when this need is depleted. This need drains when you are with others, and fills up when you have some alone time.

    Base replenish: ~1.25 units per in-game hour

  • Grump — Paralives need icon

    Grump

    Contextual

    This Para needs to stay grumpy or they'll be stressed and enjoy life less. Refill your grump need by using abilities and be careful not to get bored!

  • Energy Surplus — Paralives need icon

    Energy Surplus

    Contextual

    Paras with an energy surplus have more energy than the average Para. This need refills with some sleep or a skill level up, and unlocks powerful perks.

    Base replenish: ~0.5 units per in-game hour

  • Peace — Paralives need icon

    Peace

    Contextual

    Focus on your inner self and recenter. Peaceful Paras can replenish their Peace need by daydreaming.

    Base replenish: ~4 units per in-game hour

  • Fun — Paralives need icon

    Fun

    Contextual

    This need represents how much fun Paras are having. If they're bored, filling this up might help. Jester Paras are fueled by fun!

    Base replenish: ~6 units per in-game hour

  • Affection — Paralives need icon

    Affection

    Contextual

    Babies and toddlers need to be interacted with, otherwise they'll feel left out. Spend some time with them!

    Base replenish: ~20 units per in-game hour

Urgent & situational needs

2 entries

  • Get Away From the Fire! — Paralives need icon

    Get Away From the Fire!

    There is a fire on the lot! Get away from it or your Parafolk might burn! If this happens, you can extinguish yourself in the shower, or another Parafolk can do it for you.

    Base replenish: ~1 units per in-game hour

  • Need to Move — Paralives need icon

    Need to Move

    Contextual

    This Para needs to stay active (move around, exercise, etc.) to get powerful benefits such as improved learning speed and success chance, otherwise they're not gonna be happy.

    Base replenish: ~7.5 units per in-game hour

Emotions (moods)

Emotions cap how strong a mood can get and tint the UI. Most negative moods use the warm warning palette from Emotions.setting.

11 mood types

Positive moods

  • Happy — Paralives emotion icon

    Happy

    Positive

    max 5

  • Inspired — Paralives emotion icon

    Inspired

    Positive

    max 5

  • Amused — Paralives emotion icon

    Amused

    Positive
  • Flirty — Paralives emotion icon

    Flirty

    Positive

Negative moods

  • Sad — Paralives emotion icon

    Sad

    Negative

    max 10

  • Stressed — Paralives emotion icon

    Stressed

    Negative

    max 5

  • Angry — Paralives emotion icon

    Angry

    Negative

    max 5

  • Bored — Paralives emotion icon

    Bored

    Negative

    max 5

  • Disgusted — Paralives emotion icon

    Disgusted

    Negative

    max 5

  • Embarrassed — Paralives emotion icon

    Embarrassed

    Negative

    max 5

  • Uncomfortable — Paralives emotion icon

    Uncomfortable

    Negative

Replenish speeds are base values from Needs.setting — traits, vibes, careers, and status effects can change decay or fill rates in play.

About needs & emotions on Paralives Wiki

This survival reference mirrors Needs.setting and Emotions.setting — the same data behind Live Mode bars and mood icons. Use it alongside Traits & personality for Jester/Shock quirks, Skills database for In the Zone practice, and Paralives Guides for Wants.

Core vs contextual needs

Not every bar is visible at once — some activate only during fires, romance, traits, or events.

  • Always-on survival

    Hunger, Sleep, Bathroom, and Hygiene drive daily routines — meals, beds, toilets, and showers.

  • Trait & event bars

    Me Time, Fun, Peace, Grump, and Energy Surplus tie to personalities and buffs. Get Away From Fire and Need To Move appear in emergencies.

  • Mood layer

    Eleven emotions from Happy to Uncomfortable — pair with the traits database for vibe perks and relationship tone.

Pair with life stages & traits

Babies and toddlers use alternate need cards; teens unlock full Wants. See the life stages timeline for school, romance, and growth rules.

Names and descriptions come from Main.mod (Need_*, NeedDescription_*, Emotion_*). Baby/toddler alternates show when character requirements match in-game.