DAI 3.0 · STEP-BY-STEP
Effects & Potions
Create status effects and consumable/application definitions with clean server application/removal.
What you are building
Primary path:
Create status effects and consumable/application definitions with clean server application/removal.
data/<namespace>/dai_effects/ + dai_potions/Create status effects and consumable/application definitions with clean server application/removal.
Step-by-step
- Define the effectCreate the status identity and decide duration/amplifier behavior.
- Define the potion/applicationIf you need a consumable or named application profile, add it under
dai_potions. - Dispatch from an actionApply/remove using authoritative action/server dispatch.
- Make cleanup deterministicDeath, dimension changes and equipment removal should not leave unintended permanent status.
- Add feedbackParticles/icon/text should communicate state without replacing the state itself.
- 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.