DAI 3.0 · STEP-BY-STEP

Automation & Autonomous Behavior

Create safe reusable automation that perceives the world, selects a target, acts and knows when to stop.

Build from scratchTest in MinecraftMultiplayer-safe by designDAI 3.0

What you are building

Primary path: objectives + recognition + actions
Create safe reusable automation that perceives the world, selects a target, acts and knows when to stop.

Step-by-step

  1. Define the goalHarvest, mine, navigate, fight, build or interact.
  2. Define perceptionWhat evidence proves a target exists and is reachable?
  3. Select one targetAvoid changing target every tick unless the old target becomes invalid.
  4. Approach safelyNavigation should stop before destructive interaction begins.
  5. Perform one atomic actionBreak/use/attack and revalidate.
  6. Define completion/failureNo target, blocked path, inventory full, player cancel.
  7. Add Stop AutomationEvery autonomous flow needs an immediate user-owned cancel path.

Definition of done

  • The feature still works after save/reload.
  • Server state is authoritative; presentation mirrors it.
  • Invalid input cannot duplicate rewards or bypass costs.
  • Two players can use the system without sharing unintended temporary state.
  • Any optional resource pack can be disabled without breaking datapack logic.

Next integration

Once this feature works alone, connect it to a complete loop instead of adding more isolated content. Use the complete-game tracks to see where it belongs in ACMS, Space Between Blocks, MineTrigger or Hollow Spiral.