DAI 3.0 · STEP-BY-STEP
Rules, Physics & Environmental Modifiers
Create world/entity rules and environmental physics such as gravity, movement or damage scaling.
What you are building
Primary path:
Create world/entity rules and environmental physics such as gravity, movement or damage scaling.
data/<namespace>/dai_rules/ + dai_physics/Create world/entity rules and environmental physics such as gravity, movement or damage scaling.
Step-by-step
- Start from a measured vanilla baselineExample: player gravity uses the vanilla attribute baseline; write down the target factor.
- Choose spatial or state ownershipPlanet gravity should follow the planet; equipment gravity should follow equipment.
- Use namespaced modifiersRemove only your own modifier and allow other systems to stack.
- Scale related consequencesIf gravity changes, check fall damage, projectiles and mobility abilities.
- Add guaranteed cleanupLeaving the region/experience must restore the previous state.
- 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.