Optionalpersistentfalse removes the feature immediately after its consequence runs once; default true (repeatable)
Optionalconsequenceruns once interact did not refuse it - the actual effect: damage, an item, a reveal
Optionalinspectlooking at or searching the cell, without triggering anything
Optionalinteractstepping on or using the cell; returning false refuses the interaction before any consequence runs
A generated cell wearing a named behaviour: a sign, a well, a plant, a statue, a chasm edge, a trap - anything a regional generator places that the player later looks at or steps on.
mwgsupplies the four rule slots every one of those shares (inspect it without triggering it, interact with it, run the consequence that follows, and decide whether it persists), never what any specific kind actually does - that stays the game's own definition, supplied fresh each load the wayQuestLog's quest definitions already are.