DAI 4.1 · CREATE ANYTHING

Create Anything

Small, testable builds for every major DAI creation surface, including the current state, reference, skill, learning-agent and cinematic systems.

Build from scratchTest in MinecraftSource-aligned to 4.1

New / expanded in the 4.1 documentation

All major creation surfaces

dai_itemsCustom Items

Define item identity, components, fallback behavior and presentation.

Open guide →
dai_blocksCustom Blocks

States, collision, luminance, interaction and block lifecycle.

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dai_weaponsWeapons & Combat Items

Server-authoritative melee/ranged weapons, costs and hit rules.

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dai_armorArmor & Equipment

Equipment identity, attributes, abilities and presentation.

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dai_attributesAttributes & Modifiers

Reusable numeric attributes and native/custom modifiers.

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dai_effects + dai_potionsEffects & Potions

Status effects and potion application.

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dai_projectilesProjectiles

Physics, collision, homing, ricochet and impacts.

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dai_particlesParticles & Visual FX

Reusable particles and event-driven FX.

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dai_entitiesNative Entities & AI

Entity dimensions, stats, movement, AI, portals and spawning.

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dai_animationsAnimations & Render Profiles

Animation state and visual render profiles.

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dai_sounds + dai_musicSounds & Music

Event-driven audio and music.

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dai_hudHUD & Overlays

Responsive UI and state-driven overlays.

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dai_screensData Screens

Datapack-authored screens and widgets.

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dai_keybindsDatapack Keybinds & Raw Input

Remappable controls and raw-key logic.

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components + block statePersistent Content State

Persistent item components and block entity state.

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dai_structuresStructures & Modular Rooms

Bounds, anchors, sockets, placement and repair.

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dai_features + dai_biomesFeatures & Biomes

Environmental generation and biome definitions.

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dai_loot + dai_recipesLoot, Recipes & Processing

Rewards, crafting and processing.

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currencies + shops + dialogue + quests + factionsEconomy & Social Systems

Currencies, shops, dialogue, quests and factions.

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dimensions + timelinesDimensions & Timelines

Custom spaces, clocks, timelines and environments.

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dai_rules + dai_physicsRules & Physics

World/entity rules, gravity and movement modifiers.

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dai_vehiclesVehicles

Acceleration, steering, seats and safe exits.

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portals + interactivesPortals & Interactive Volumes

Volumes, conditions, cooldowns and travel.

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dai_fluidsFluids

Authored fluid behavior and interactions.

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reactionsReactions & Event Gameplay

Respond to real gameplay events.

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logic + objectivesLogic, Objectives & Sequences

Actions, conditions, phases and flow.

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menus + inputMenus, Input & Keybind Gameplay

Menus, action routing and input.

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recognitionRecognition & Perception

Identify targets, blocks, structures and regions.

Open guide →
automationAutomation

Perceive, choose, act and recover safely.

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dai_experiences + dai_worldgenExperiences & Worldgen

MAIN experiences, owned saves and world bootstrap.

Open guide →
state + migrationsMultiplayer, Checkpoints & Migrations

Save-safe progression and update paths.

Open guide →
assets/<namespace>Resource Packs & Models

Optional/required presentation and fallbacks.

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validation + release ZIPTesting, Performance & Packaging

Validate, test, migrate and release.

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title + loadingBranding & Loading

Title, startup and loading presentation.

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dai_stateState & Capabilities

Create typed state across client, player, entity, dimension, world and server scopes.

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reference storeReferences

Remember entity/block/position targets and reuse them across later actions and conditions.

Open guide →
dai_skillsSkills

Build cooldown/resource/job/rank-gated skills with functions, commands or projectiles.

Open guide →
learning/agentsLearning Agents & Sapphire

Define observations, choices, rewards, imitation, dialogue, grounding and knowledge behavior.

Open guide →
dai_cinematicsERAS Cinematics

Play retained 2D/3D Simple Animation Designer projects through DAI cinematic actions.

Open guide →
dai_enchantmentsEnchantments

Author DAI enchantment content and choose when to use the native Mojang enchantment bridge.

Open guide →

Use this order for a first game

  1. Project shellNamespace, pack identity and one safe load path.
  2. StateDefine player/world state before creating large behavior graphs.
  3. One interactionInput → action → server result → feedback.
  4. One challenge and rewardEntity/puzzle/objective plus meaningful progression.
  5. RecoveryDeath, rejoin, invalid input and migration.
  6. PresentationModels, HUD, audio and cinematics after mechanics work.
  7. ReleaseValidate, multiplayer-test and package.