ClayGrounds_Data_v1.3.4.zip
What's new
ClayGrounds Data Pack — v0.7 → v1.3.4
A major evolution of ClayGrounds from the original v0.7 experience into a fully authored DAI 4.2 island RPG with staged world generation, character progression, custom NPC systems, safe inter-island travel, native entity presentation, and a fully custom application/pause interface.
World & Island Rework
- Expanded the playable ocean world to roughly 840×840 blocks, approximately 5.7× the previous playable area.
- Rebuilt the archipelago around five separated regions:
- Solmere
- Sunwash
- Verdant
- Claycrest
- Grotto
- Added a fully layered ocean floor with stone, sandstone, sand, and water rather than suspended water over empty space.
- Changed later versions from the original staged flat-world ocean workaround to DAI 4.2's generated water world type.
- Final ocean generation uses:
- Ocean biome
- Waterline at Y=61
- Stone floor
- Sand seabed
- Six blocks of ocean water
- No vanilla structures, lakes, or terrain features interfering with the authored archipelago.
- New worlds initially materialize Solmere and Sunwash, while later regions are generated as progression unlocks them.
- Added staged generation for Verdant, Claycrest, and Grotto.
- Added loaded-chunk verification before generation batches execute.
- Initial construction now preloads only the chunks each batch actually requires and releases them immediately after use.
- Added final Sunwash verification and deterministic rebuild protection before the map is marked ready.
- Added migration paths for older world revisions so existing players do not need to delete their saves.
- Added revision 81, 82, 83, and 84 repair/migration stages across the v1.2.x updates.
- Existing v0.7 layouts can migrate forward while preserving player/class progression.
Regional Progression
- Added region-based progression requirements:
- Sunwash: 12 kills + Level 4
- Verdant: 17 kills + Level 7
- Claycrest: 20 kills + Level 10
- Grotto follows Claycrest progression and contains the Shorewarden encounter.
- Added regional EXP and gold scaling.
- Enemy spawning is tied to physically materialized/unlocked regions.
- First profession advancement now begins at Level 4 to align with the first major island progression milestone.
- Shorewarden remains the primary Grotto/subclass-license boss encounter.
Travel & World Map Safety
- Added Harbormaster Reed as the primary inter-island ferry NPC.
- Travel is restricted by each character's personal unlock progression.
- Replaced unsafe direct teleports with a staged safe-travel system.
- Destinations now:
- Force-load required landing chunks.
- Wait until the destination is actually loaded.
- Verify a solid floor.
- Reject air, water, and lava landing blocks.
- Verify two blocks of headroom.
- Teleport only after every test succeeds.
- Cancel safely if the destination never becomes valid.
- Solmere Waystone travel now uses the same safe destination validation.
- Ferry travel no longer drops players into unloaded or incomplete islands.
NPC & Profession System
- Added seven major Solmere NPCs:
- Mirelle
- Brakka
- Syl
- Orin
- Reed
- Pella
- Tovan
- Replaced profession-selection altars with interactive profession mentor NPCs.
- Added Harbormaster Reed travel interaction.
- Added Pella and Tovan restock/refit services.
- Increased NPC interaction hitboxes for easier targeting.
- Added deterministic interaction targeting through uniquely identified NPC interaction entities.
- Fixed NPC reaction routing to use the actual interacted entity rather than unrelated DAI target state.
- Added self-repair/respawn behavior for missing NPC visual actors.
Dialogue & DAI Screens
- Early versions used functional tellraw/title dialogue as a compatibility fallback.
- Added MapleStory-inspired multi-page NPC conversations.
- Added:
- Next
- Skip to Choice
- Close
- Previously-read mentor dialogue can skip directly to the useful decision page.
- Choices are never automatically skipped.
- Migrated NPC presentation to real DAI data-driven screens.
- Added DAI interaction reactions for all seven major NPCs.
- Retained server chat dialogue as a fallback if the primary client-side reaction path is unavailable.
- Removed duplicate dialogue dispatch once the DAI screen path became stable.
- Reed's ferry interface now opens as a real
DAI_DataScreen.
Item Presentation
- Migrated ClayGrounds item presentation to namespaced custom item models.
- Custom weapons, skills, tonics, and Waystone items now use
minecraft:item_modelcomponents supplied by the data pack. - Removed reliance on ClayGrounds-authored files inside the vanilla
minecraft:itemnamespace.
DAI Application Architecture
- Rebuilt ClayGrounds around the DAI 4.2 authored-title architecture.
claygrounds:claygroundsnow owns its own real title-screen definition.- Normal launch enters the ClayGrounds application shell before gameplay.
- Added dedicated selector experiences for:
- World Selection
- Local
- Network
- Clay Market
- Local character handling uses DAI's experience start/continue flow while preserving the main
claygrounds:claygroundssave identity. - Existing ClayGrounds saves remain compatible with Continue/DAI Play.
- Save & Exit returns to the authored ClayGrounds title flow.
- Clay Market browsing occurs before world entry while actual item grants remain server-authoritative inside the gameplay world.
World Generation Stability
- Fixed generation commands writing into unloaded distant chunks.
- Added exact force-load regions per generation batch.
- Replaced one-tick assumptions with real
loadedreadiness checks. - Added deterministic Sunwash rebuild protection.
- Added supported lamp structures instead of unsupported floating/floor-height lantern placement.
- Existing worlds receive repair passes without destroying progression.
Native Entity System
- Replaced legacy multipart
item_displayenemy rigs with one DAI-native visual actor per entity. - Preserved vanilla-template gameplay carriers for:
- AI
- Pathfinding
- Health
- Combat
- Loot
- Progression
- Added native visual actors for:
- Clayling
- Sunscorched
- Vinecrawler
- Mossbound
- Canopy Fang
- Claycrest Archer
- Ruins Sentinel
- Kilnbound
- Shorewarden
- NPCs were also migrated to native mesh visual actors.
- Added deterministic visual ownership and orphan cleanup.
- Added 20 TPS visual synchronization.
- Added one-time migration that removes obsolete multipart display rigs from existing saves.
Pack-Side Render Distance Workaround
- Replaced extremely tiny visual culling bodies with ultra-narrow but appropriately tall visual carriers.
- Horizontal footprint remains only 0.05 blocks wide to avoid interfering with normal combat.
- Added a
cg_visualsteam with collision disabled. - Shorewarden receives a larger visual culling height appropriate to its boss-scale model.
- Keeps normal DAI 4.2 unchanged.
- The cleaner long-term separation of render bounds from physical hitboxes remains reserved for a future DAI Engine update.
Custom Pause Interface
- Added a fully custom ClayGrounds pause screen.
- Rebuilt the menu around a MapleStory-inspired illustrated Solmere harbor interface.
- Added direct access to:
- Resume
- Character
- World Map
- Clay Market
- Options
- Save & Exit
- Replaced the old heavy 3-D pause scene with a static illustrated background for more predictable performance.
- Decorative character statistics in the artwork are covered by safe UI elements rather than presented as fabricated live values.
Unified ESC / Grave Pause Routing
- Minecraft's normal Escape pause screen is now replaced through DAI 4.2's pack-defined
screen_overrides. - ESC and Grave now open the same ClayGrounds pause menu.
- Pressing ESC again closes the custom menu and returns to gameplay.
- No DAI Engine modification is required.
Compatibility
- Progression and save data are preserved through the accumulated migration system.
- No world reset is required for supported v0.7+ upgrade paths.
- Current release: ClayGrounds Data v1.3.4 for DAI 4.2.
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