Some simple and preliminary thoughts on updates to the restaurant
When a zoi enters the restaurant, could we consider zoi’s current state (hunger level, social needs, bathroom urgency, etc.), zoi’s personality (appearance, introversion, childishness), zoi’s values (social butterfly, people-pleaser, artist, rule-breaker, etc.), zoi’s preferences (likes or dislikes for coffee, sweets, fast food, etc.), and different scenarios such as whether zoi is coming with a group, on a date, or alone, to develop what zoi should be doing in that place? (Setting goals) This would make zoi’s behavior patterns appear more diverse and natural.
For example, when zoi’s state is hungry (status is yellow) and urgently needs to use the restroom (red), they would proactively use the toilet first (if available) before ordering; if zoi’s hunger level is low, they might prioritize dessert or drinks, or even not order anything until zoi feels hungry.
If zoi has preferences set, they will order based on those preferences when choosing what to eat.
When zoi is extroverted, they will proactively engage in conversation with groups or other NPCs; introverted zoi might do the opposite. Of course, if zoi is at the restaurant with close friends, they will still actively interact with those friends, but won’t proactively chat with unfamiliar NPCs (my introverted zoi at school actively goes around chatting with strangers, which doesn’t feel quite realistic to me haha…)
If zoi has childish or bookworm traits, they might play pranks (tell jokes?) or read books.
Following this logic, different interactions would develop based on zoi’s values—people-pleasers and social butterflies would choose to interact more with others, while rule-breakers might even commit theft (ordering without paying…) or harm others (store staff/justice-minded zoi could intervene or call the police, even adding them to a blacklist?).
Of course, not all the conditions mentioned above need to be considered, but there should be a priority order.
My own suggested priority order is: location type (restaurant, gym, park, cinema, player-run store setting, etc.) → who zoi is coming with (alone, friends, partner, family) → zoi’s current state → zoi’s personality → zoi’s values. When zoi performs certain actions (ordering, exercising, watching a movie), preferences would be considered in the choice.
If this logic were implemented, it wouldn’t just work in restaurants—it could also apply when zoi visits other places.
This is just a small suggestion and not necessarily perfect or executable (and without considering AI zoi…which would be even more complex
♫), but I hope it provides some reference for the team. Thank you 
Also, a few points I noticed while playing the school update that might be worth improving in the future:
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Environmental cleanliness: I had my zoi use a specific restroom regularly, and it went smoothly at first. But after attending school for a while, my zoi started complaining that the restroom was dirty and began showing negative moods. Upon checking, I found the toilet was dirty but no one was cleaning it (no automatic cleaning?), and my zoi couldn’t proactively clean the restroom either. I had to have them use a different one instead. Maybe the school should hire a cleaning staff member?
(Or is this a bug?)
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No empty easels and sculpture tables: During painting and crafts classes, the easels and tables already have other people’s works on them. You need to manually remove or put them in your backpack before you can start the lesson. (After class, shouldn’t students dispose of their work or put it in their backpack?)
Also, when throwing away sculpted items, zoi often runs to the trash bin in the next room instead of the one in the classroom. After finally getting zoi to throw it away and returning to the classroom, the table I just cleared has been taken over by another classmate… 

Additionally, artwork on easels can’t be put in the backpack, which is a shame. Sculpted works can’t be given to others either (after performing the gift-giving interaction option, zoi just stands there holding the item without interacting) 
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Expensive cooking club: I had my zoi join the cooking club, but because their skill level is high, they cook very expensive dishes (like family-size steamed fish…). If left alone, it costs so much money
. Plus, the dishes can’t be taken home, and I don’t think they can be eaten either (is it because of competitions?). I got so scared I quickly had zoi quit the club and switched to the free computer club next door instead…
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Meaningless clubs: I understand clubs are meant for zoi to improve their skills, but…the club time is really long (from after school until 8 p.m…and there’s still homework to do after club ends…). Plus, the club president doesn’t seem to have much of a special role—they don’t teach members, there are no special interaction options, and you can’t change or vote for a new club president.
I don’t know if the team will improve club features in the future, but when optimizing, it might be worth considering shortening club time (setting different durations for different clubs) and having the club president actually do something (have the president teach, guide members to level up skills faster, set club goals, interactions, club fees…), or even allowing the player’s zoi to start a club?
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Microphone in the music classroom: zoi can’t use the microphone in the music classroom to complete choir practice homework…that seems a bit unreasonable…
zoi should be able to proactively choose whether to complete certain homework at school based on the home lot’s furniture situation, such as choir practice, basketball practice, etc. Otherwise, you’d have to buy extra furniture…?
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Unused shower facilities: The school has shower stalls, but it seems like no students actually use them. Shouldn’t they shower after PE class or sports club activities?
I’ve written so much without realizing 
. Thank you to the development team for your weekly progress updates
. Looking forward to the game becoming more and more complete 