DAI 3.0 · STEP-BY-STEP

Rules, Physics & Environmental Modifiers

Create world/entity rules and environmental physics such as gravity, movement or damage scaling.

Build from scratchTest in MinecraftMultiplayer-safe by designDAI 3.0

What you are building

Primary path: data/<namespace>/dai_rules/ + dai_physics/
Create world/entity rules and environmental physics such as gravity, movement or damage scaling.

Step-by-step

  1. Start from a measured vanilla baselineExample: player gravity uses the vanilla attribute baseline; write down the target factor.
  2. Choose spatial or state ownershipPlanet gravity should follow the planet; equipment gravity should follow equipment.
  3. Use namespaced modifiersRemove only your own modifier and allow other systems to stack.
  4. Scale related consequencesIf gravity changes, check fall damage, projectiles and mobility abilities.
  5. Add guaranteed cleanupLeaving the region/experience must restore the previous state.
  6. Verify with movement tracesMeasure actual velocity/jump arcs rather than trusting metadata load messages.

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.