DAI 3.0 · STEP-BY-STEP

Effects & Potions

Create status effects and consumable/application definitions with clean server application/removal.

Build from scratchTest in MinecraftMultiplayer-safe by designDAI 3.0

What you are building

Primary path: data/<namespace>/dai_effects/ + dai_potions/
Create status effects and consumable/application definitions with clean server application/removal.

Step-by-step

  1. Define the effectCreate the status identity and decide duration/amplifier behavior.
  2. Define the potion/applicationIf you need a consumable or named application profile, add it under dai_potions.
  3. Dispatch from an actionApply/remove using authoritative action/server dispatch.
  4. Make cleanup deterministicDeath, dimension changes and equipment removal should not leave unintended permanent status.
  5. Add feedbackParticles/icon/text should communicate state without replacing the state itself.
  6. Test refresh/stackingVerify repeated applications, stronger/weaker versions and expiration.

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.