DAI 3.0 · STEP-BY-STEP
Multiplayer State, Checkpoints & Migrations
Build save-safe progression that survives death, updates and multiple players without cross-contamination.
What you are building
Primary path:
Build save-safe progression that survives death, updates and multiple players without cross-contamination.
scoreboards/storage + migrate functionsBuild save-safe progression that survives death, updates and multiple players without cross-contamination.
Step-by-step
- Separate global and per-player stateServer world milestones and player progression are different stores.
- Allocate ownershipPersonal ships/homes/instances need stable owner IDs and coordinates.
- Create physical checkpointsRecovery should use known-safe locations, not only phase numbers.
- Write idempotent migrationsEach version patch runs once and can safely detect already-correct worlds.
- Repair locallyPatch the affected room/shore/ship instead of rebuilding the entire world.
- Test two players at different stagesProgress, HUD and construction must remain independent.
- Test upgrade from an old save copyNever make the first migration test on the only save.
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.