Design With DAI 4.1
DAI Engine 4.1 is a JSON-driven Minecraft game framework aimed at game and modpack makers: compose client/server gameplay, native custom entities, one main experience and optional addon packs, with an engine-side client render bridge available where datapacks/resource packs cannot control Minecraft alone.
The DAI Mental Model
Player / Minecraft Client
↓
Recognition + Conditions
↓
Menus / Decisions / Reactions / Customization
↓
Objectives + Sequences
↓
Client Actions ─────── Server Actions
↓ ↓
Input / UI / Camera World / Inventory / Functions
└────────── Minecraft State ──────────┘Start With Ownership
Client behavior
Input, look, navigation, menus, recognition and overlays belong to the physical client.
Server behavior
Persistent world changes, privileged functions, inventory grants and worldgen belong to server authority.
Shared definitions
Data schemas describe what should happen without forcing a physical side to load the other's classes.
What You Can Build
Complete Games
Custom title screens, owned saves, world bootstrap, progression, custom entities, UI and server-authoritative rules.
Addon Modules
Damage indicators, effects, quests, UI layers, utility systems and other reusable features that can stack onto a main game.
Native Content
Registry-backed identities and carrierless DAI mobs with JSON-defined hitboxes, attributes and behavior sequences.
Think in Roles + Deliverables
Main Datapack
The one game-owning experience: title, save, worldgen, progression and creator control policy.
Addon Datapacks
Zero or more optional DAI modules layered beside the main experience. Addons do not compete for game ownership.
Resource Packs
Textures, models, sounds, sprites and UI presentation, installed client-wide or through DAI management.
Recommended Build Order
- Define the player-visible goal.
- Decide which state is client-observed and which changes require server authority.
- Create small objectives and verify each one.
- Add conditions and recognition instead of hardcoding assumptions.
- Wrap behavior in menus/reactions/experience startup.
- Add presentation assets after logic is reliable.
- Validate, export, test a clean world and test resume/reload behavior.
The DAI Engine Rule
1. Minecraft already has it? → expose / compile it 2. NeoForge has a clean hook? → bridge it 3. DAI needs a primitive? → implement it once, generically 4. One game's special rule? → keep it in that game's datapack
This is why the current 4.1 runtime uses the open Mojang bridge, native Data Components and generated native world data instead of creating another parallel content system for every new Mojang registry.
What 4.1 Changes
Directional physical combat
The Musashi reference implementation can own first-person hand/weapon motion, resolve eight camera-driven slash directions, use a neutral thrust and enter a half-draw guard.
Selective vanilla interception
Custom experience weapons can suppress the conflicting vanilla attack/use presentation without globally replacing normal Minecraft controls.
Runtime foundations remain
Mod-JAR DAI data, global pack version sync, native content/world bridges, addon stacking and companion resource lifecycle continue into 4.1.