Most NPC "workers" just play an animation. These have inner lives. They get tired and slow down. They resent being overworked. They befriend the coworkers they trust and work faster beside them. They remember how they were treated — and keep working while you're offline.
A cognitive layer that gives workers feelings, and an idle-economy layer that gives them real work — bridged so feelings actually change output.
Seven emotions — happiness, stress, confidence, trust, loneliness, fear, anger — with personality-derived baselines, event triggers, and natural decay.
FeelingEpisodic memory: workers record what happened, recall it by relevance, and let it fade over time. They remember who helped them and how they were treated.
FeelingHunger, energy, comfort, safety, social, health. Needs drift over time, set the mood, and push workers toward rest or different tasks.
FeelingTrust, friendships, and grudges between workers. Friends nearby lift each other's output; rivals drag it down.
FeelingWorkers grow skilled at the jobs they do. Practice makes them faster and unlocks better roles.
FeelingA state machine that walks workers to resources, harvests, crafts, and deposits — the loop that actually produces value.
WorkJobs, buildings, production chains, and an economy service — raw materials become refined goods and gold.
WorkThe colony keeps working while players are away. Progress is calculated on return so the world never stands still.
WorkThe bridge that makes feelings drive work — every tick it turns a worker's mood, emotions, and coworker trust into its actual production speed. Wired out of the box.
IntegrationThe plugin drops the full engine into ReplicatedStorage and adds a boot script — no manual wiring.
Every spawned worker is bound to an emotion + needs profile automatically.
Each tick, mood, emotions, and coworker trust recompute the worker's real production speed.
Ask the built-in assistant to add jobs, tune feelings, or change the rules — review and apply with one click.
"Make overworked workers unhappy and slower." "Let workers remember who helped them and befriend them." "Add a farmer job that gets faster as the worker learns." — just ask.
Emotions, memory, needs, relationships, learning, and an offline idle-economy — bundled, tested with 14 QA suites, and editable live through the ZeroAPIAI OS app.
Contact zeroapiai@gmail.com for updates on Autonomous Workers.