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.
2. Detect a held key
Use keybind_held. For optional mod mappings, check keybind_exists first.
3. Call a server function
Use server_run_function when a large authoritative operation is already cleanly expressed as Minecraft commands.
4. Show a screen sprite
Use overlay_sprite for a static texture or overlay_sprite_sheet for animation.
5. Make an item glow when ready
Use item state plus native Data Components; the docs include minecraft:enchantment_glint_override.
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.
Open full guide →7. Spawn a creature naturally
Use the documented entity spawning block with biome/dimension/light/Y/radius/cap controls.
Open full guide →8. Create an owned game save
Create dai_experiences data with a stable save identity and first-join/resume hooks.
9. Create a custom dimension
Start with a simple friendly world_type, then move to dai_dimensions for a generated secondary dimension.
10. Open an experience-owned UI
Use the experience UI fields and open/close actions documented in Experiences & Worldgen.
Open full guide →11. Find a target before acting
Use recognition/perception and target conditions instead of assuming the world object is present.
Open full guide →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.
Open full guide →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.
14. Give a floor speed behavior
Use block.speed_factor for passive movement scaling or a step event for authored boost logic.
15. Make a returning projectile
Use live projectile speed/gravity plus return_to_owner and return_after_ticks.
16. Drive an entity from player input
Create a rider seat, then match the entity ID as a dai_vehicles carrier.
17. Create a portal without an entity
Add a dai_portals volume with target/shape/size/destination.
18. Clone a public pack into Creator
Use Use Public Pack as Base in the Creator toolbar.
Open full guide →