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[DAI] Survival Interface (Data)

A true screen-space RPG target interface for DAI showing target name, current/max health, health progress, and approximate range simply by aiming at a living entity.
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DAI_Survival_Interface_v0.4.0.zip

File nameDAI_Survival_Interface_v0.4.0.zip
Uploader
J12H36HJ12H36H
Uploaded
Aug 27, 2026
Downloads
29
Size
21.1 KB
File ID
8747831
Type
R
Release
Supported game versions
  • 26.2

What's new

DAI Survival Interface — v0.3.0 → v0.4.0

DAI 3.3 Modernization

  • Updated DAI Survival Interface for DAI 3.3.

  • Updated managed ADDON metadata to v0.4.0.

  • Updated compatibility and release documentation.

  • Preserved the stable addon ID:

    • dai_survival_interface
  • Remains fully datapack-driven with no required resource pack.

Target Detection Optimization

  • Reduced expensive recursive aim-ray acquisition from 20 TPS to 10 TPS per enabled player.
  • Preserved responsive pre-combat target detection.
  • Maintained the existing target distance and living-entity detection behavior.
  • Preserved compatibility with vanilla and DAI-native living entities through standard server-side health data.

Multiplayer Load Distribution

  • Added alternating per-player scan phases.
  • Players are distributed between two target-scanning phases based on their isolated HUD lane.
  • Multiplayer raycast processing is now spread across alternating server ticks instead of every player performing the expensive scan simultaneously.
  • Reduces command spikes in LAN and multiplayer environments.

Target Lock Improvements

  • Preserved the existing 2.5-second target-lock grace window.
  • Target-lock timing still advances at the full 20 TPS.
  • Aim acquisition can now run at 10 TPS without changing the duration or behavior of the grace window.
  • Brief ray misses continue to retain the previous target instead of causing HUD flicker.

HUD Efficiency

  • Bossbar visibility is now updated only when the HUD actually changes visibility state.
  • Removed repeated visible false writes every tick while no target is active.
  • Each player's dedicated bossbar lane is now assigned during player initialization.
  • Removed repeated bossbar player reassignment from every successful target refresh.
  • Successful target updates now perform less HUD bookkeeping.

Temporary Target Cleanup

  • Removed the global temporary-target cleanup scan from every aim-ray pass.
  • Temporary target tags continue to be removed immediately after each successful target update.
  • Load-time cleanup remains as a safeguard against stale tags after reloads or interrupted execution.

Existing Interface Preserved

  • 16 isolated player HUD lanes remain supported.
  • Target name display remains unchanged.
  • Native health progress bar remains unchanged.
  • Current / maximum HP display remains unchanged.
  • Approximate target range remains unchanged.
  • Existing enable/disable commands remain unchanged.
  • Existing player preferences continue to persist.
  • No floating text_display entities are introduced.
  • Remains compatible alongside DAI Damage Indicators and other DAI addons.

Performance Summary

  • Recursive target acquisition: 20 TPS → 10 TPS
  • Multiplayer scans: staggered across alternating ticks
  • Target-lock timing: remains 20 TPS
  • Bossbar player assignment: per target refresh → once during initialization
  • HUD hiding: continuous writes → transition-only
  • Global temporary-target cleanup: every scan → load-time safeguard only

The visual behavior remains the same while substantially reducing unnecessary target-scanning and HUD command processing.