DAI 3.0 · STEP-BY-STEP

Features & Biomes

Create environmental generation/content identities and layer them into authored or generated regions.

Build from scratchTest in MinecraftMultiplayer-safe by designDAI 3.0

What you are building

Primary path: data/<namespace>/dai_features/ + dai_biomes/
Create environmental generation/content identities and layer them into authored or generated regions.

Step-by-step

  1. Prototype one featureTree, rock, ruin, patch or environmental hazard.
  2. Define placement boundariesKeep feature generation inside the intended region and away from protected routes/structures.
  3. Define biome identityAdd climate/visual/spawn rules only after the base terrain is navigable.
  4. Use deterministic seeds/state when neededStory regions should reproduce reliably.
  5. Playtest traversalGeneration is wrong if it creates inaccessible cliffs, trapped water or blocked objectives.
  6. Add repair strategyFor authored worlds, make regional regeneration/version patches possible.

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.