DAI 3.0 · STEP-BY-STEP
Native Entities & AI
Create carrierless/native DAI entities with dimensions, stats, behavior sequences, factions, interaction and lifecycle rules.
What you are building
Primary path:
Create carrierless/native DAI entities with dimensions, stats, behavior sequences, factions, interaction and lifecycle rules.
data/<namespace>/dai_entities/Create carrierless/native DAI entities with dimensions, stats, behavior sequences, factions, interaction and lifecycle rules.
Step-by-step
- Define physical dimensions firstWidth/height/tracking/update settings must match the intended creature before AI or art.
- Add health/movement/combat attributesStart with a target dummy profile and verify damage/death.
- Create a behavior sequenceUse entity-runtime actions/predicates such as target selection, movement, chase, flee and melee/ranged behavior.
- Add spawn ownershipDecide natural spawning, scripted encounters or structure-owned spawn functions.
- Add interaction/faction/lootMake ally/enemy logic explicit.
- Add model/animation hooksPresentation follows the entity state; it does not drive state.
- 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.