DAI ENGINE 3.0 · QUICK RECIPES

Small Patterns, Fast

Use these when you already understand the project structure and only need the shortest path to a common DAI task.

1. Run something on a key press

Use keybind_pressed for the edge, then gate the action/objective with any item/state conditions you need.

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2. Detect a held key

Use keybind_held. For optional mod mappings, check keybind_exists first.

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3. Call a server function

Use server_run_function when a large authoritative operation is already cleanly expressed as Minecraft commands.

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4. Show a screen sprite

Use overlay_sprite for a static texture or overlay_sprite_sheet for animation.

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5. Make an item glow when ready

Use item state plus native Data Components; the docs include minecraft:enchantment_glint_override.

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6. Create a native custom mob

Define a registry-backed entity without a vanilla carrier, set physical width/height, then restart after dimension changes to the EntityType shape.

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7. Spawn a creature naturally

Use the documented entity spawning block with biome/dimension/light/Y/radius/cap controls.

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8. Create an owned game save

Create dai_experiences data with a stable save identity and first-join/resume hooks.

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9. Create a custom dimension

Start with a simple friendly world_type, then move to dai_dimensions for a generated secondary dimension.

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10. Open an experience-owned UI

Use the experience UI fields and open/close actions documented in Experiences & Worldgen.

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11. Find a target before acting

Use recognition/perception and target conditions instead of assuming the world object is present.

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12. Ship an addon beside a MAIN experience

Give it stable pack identity and keep it stackable; only one MAIN experience should own the complete game shell.

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13. Make a real always-on light block

Set native block luminance to 15 and optionally enable emissive rendering. No invisible light helper is needed.

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14. Give a floor speed behavior

Use block.speed_factor for passive movement scaling or a step event for authored boost logic.

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15. Make a returning projectile

Use live projectile speed/gravity plus return_to_owner and return_after_ticks.

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16. Drive an entity from player input

Create a rider seat, then match the entity ID as a dai_vehicles carrier.

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17. Create a portal without an entity

Add a dai_portals volume with target/shape/size/destination.

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18. Clone a public pack into Creator

Use Use Public Pack as Base in the Creator toolbar.

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Recipes deliberately omit full schemas. Follow the linked versioned guide/catalog for exact fields and handler parameters.