DAI 3.0 · STEP-BY-STEP
Features & Biomes
Create environmental generation/content identities and layer them into authored or generated regions.
What you are building
Primary path:
Create environmental generation/content identities and layer them into authored or generated regions.
data/<namespace>/dai_features/ + dai_biomes/Create environmental generation/content identities and layer them into authored or generated regions.
Step-by-step
- Prototype one featureTree, rock, ruin, patch or environmental hazard.
- Define placement boundariesKeep feature generation inside the intended region and away from protected routes/structures.
- Define biome identityAdd climate/visual/spawn rules only after the base terrain is navigable.
- Use deterministic seeds/state when neededStory regions should reproduce reliably.
- Playtest traversalGeneration is wrong if it creates inaccessible cliffs, trapped water or blocked objectives.
- 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.