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.
What you are building
Primary path:
Create safe reusable automation that perceives the world, selects a target, acts and knows when to stop.
objectives + recognition + actionsCreate safe reusable automation that perceives the world, selects a target, acts and knows when to stop.
Step-by-step
- Define the goalHarvest, mine, navigate, fight, build or interact.
- Define perceptionWhat evidence proves a target exists and is reachable?
- Select one targetAvoid changing target every tick unless the old target becomes invalid.
- Approach safelyNavigation should stop before destructive interaction begins.
- Perform one atomic actionBreak/use/attack and revalidate.
- Define completion/failureNo target, blocked path, inventory full, player cancel.
- 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.