DAI 3.0 · STEP-BY-STEP

Native Entities & AI

Create carrierless/native DAI entities with dimensions, stats, behavior sequences, factions, interaction and lifecycle rules.

Build from scratchTest in MinecraftMultiplayer-safe by designDAI 3.0

What you are building

Primary path: data/<namespace>/dai_entities/
Create carrierless/native DAI entities with dimensions, stats, behavior sequences, factions, interaction and lifecycle rules.

Step-by-step

  1. Define physical dimensions firstWidth/height/tracking/update settings must match the intended creature before AI or art.
  2. Add health/movement/combat attributesStart with a target dummy profile and verify damage/death.
  3. Create a behavior sequenceUse entity-runtime actions/predicates such as target selection, movement, chase, flee and melee/ranged behavior.
  4. Add spawn ownershipDecide natural spawning, scripted encounters or structure-owned spawn functions.
  5. Add interaction/faction/lootMake ally/enemy logic explicit.
  6. Add model/animation hooksPresentation follows the entity state; it does not drive state.
  7. Stress-test lifecycleSpawn many, unload chunks, kill during actions, ride/interact if supported, then reload.

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.