| DistancePerMeter | float | Cost added per meter of planar distance between the character and the seat. | Category: Distance |
| FloorDiffPenaltyPerLevel | float | Cost added per floor level difference between the character and the seat. | Category: Distance |
| TierDiningTable | float | Cost of a chair connected to a table tagged as a dining table. | Category: Seat Tier |
| TierConnectedTable | float | Cost of a chair connected to a table that can hold placed objects but is not tagged as a dining table. | Category: Seat Tier |
| TierStandaloneChair | float | Cost of a standalone chair that has no connected table. | Category: Seat Tier |
| OutdoorPenalty | float | Cost added when the seat is outdoors. | Category: Environment |
| SameRoomDiningTableBonus | float | Bonus for a dining table seat placed in the same room as the character. | Category: Environment |
| SameRoomOtherSeatBonus | float | Bonus for any other seat placed in the same room as the character. | Category: Environment |
| SocialSeatBonus | float | Bonus for a seat whose facing cluster already holds a family member or a close friend. | Category: Social |
| SocialFriendshipThreshold | float | Minimum friendship stat required to treat a seated character as a close friend. | Category: Social |
| SocialFacingBonus | float | Bonus for facing the related character, scaled by how close the nearest related seat in the candidate seat's facing cluster is. The scale comes from that pair's social cluster weight, which blends planar distance with how directly the two seats face each other, so the seat directly across takes nearly the full amount while a seat at the outer edge of the same cluster takes almost none. This keeps a facing seat ahead of a side seat at the same table. | Category: Social |
| StrangerSeatPenalty | float | Cost added when only characters with no meaningful relationship sit in the candidate seat's facing cluster. Large enough to outrank every seat tier and environment term, so any seat whose facing cluster is empty wins over sharing a table with strangers, even a standalone chair. Kept well under AvoidSeatPenalty and OccupiedSeatPenalty so those hard rules still take priority. | Category: Social |
| StrangerFacingPenalty | float | Extra cost added on top of StrangerSeatPenalty, scaled by how close the nearest stranger in the candidate seat's facing cluster sits. The scale comes from that pair's social cluster weight, which blends planar distance with how directly the two seats face each other, so a seat right next to a stranger takes nearly the full amount while a seat at the outer edge of the same cluster takes almost none. Among seats that all share a cluster with strangers this puts the seat farthest from the stranger first. The full amount stays far below the gap to AvoidSeatPenalty, so a seat next to someone to avoid still loses to every stranger seat. | Category: Social |
| AvoidRelationshipThreshold | float | Relationship stat value at or below which an already seated character is treated as someone to avoid. Every relationship stat is checked, so a single stat under the threshold is enough. | Category: Social |
| AvoidSeatPenalty | float | Cost added when a character to avoid sits in the candidate seat's facing cluster. | Category: Social |
| OccupiedSeatPenalty | float | Cost added when the seat cannot be taken right now, so free seats always come first. | Category: Occupancy |
| DiningSlotUnavailablePenalty | float | Cost added when the seat has no served-food slot the character can use right now. It applies to a dining table seat whose connected served-food slot is taken by another object or blocked by an overlap, which demotes it to the level of a standalone chair, and it always applies to a standalone chair because such a chair has no served-food slot at all. Food that structurally cannot be placed on a served-food slot is not penalized. Because both cases share this value, changing it also moves every standalone chair. | Category: Dining Slot |
| ServingObjectSeatBonus | float | Bonus for the seat whose connected served-food slot already holds the food the character is about to eat. Large enough to outrank every other term except an occupied seat or a seat next to someone to avoid. | Category: Dining Slot |
| CurrentSeatBonus | float | Bonus for the seat the character is already sitting on. | Category: Continuity |