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[DAI] ClayGrounds (Data)

ClayGrounds is a DAI-powered Minecraft RPG datapack with a custom tropical world, 9 native enemies, classes, subclassing, combat skills, EXP, gold, contracts, boss progression, and articulated mob rigs.
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ClayGrounds_Data_v1.3.4.zip

File nameClayGrounds_Data_v1.3.4_DAI4.2_UnifiedEscPause.zip
Uploader
J12H36HJ12H36H
Uploaded
Sep 30, 2026
Downloads
2
Size
573.5 KB
File ID
9014848
Type
R
Release
Supported game versions
  • 26.2

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_model components supplied by the data pack.
  • Removed reliance on ClayGrounds-authored files inside the vanilla minecraft:item namespace.

DAI Application Architecture

  • Rebuilt ClayGrounds around the DAI 4.2 authored-title architecture.
  • claygrounds:claygrounds now 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:claygrounds save 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 loaded readiness 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_display enemy 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_visuals team 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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