MineTrigger_Data_v0.6.0.zip
What's new
MineTrigger Data — v0.5.0 → v0.6.0
DAI 3.3 Modernization
Updated MineTrigger Border Training for DAI 3.3.
Updated managed MAIN experience version to v0.6.0.
Preserved stable managed ID:
minetrigger
Preserved existing world/save identity and progression.
Updated internal manifest and documentation for the current DAI runtime.
Player Lifecycle Efficiency
Removed the redundant 20 TPS player initialization scan.
Player initialization is now handled through the existing DAI MAIN-experience lifecycle:
- First Join
- Join / Reconnect
- Datapack Load / Reload
Removes a permanent global
@ascan from every server tick.Existing player initialization behavior remains intact.
Projectile Hot-Path Optimization
Reworked Asteroid, Hound, and Egret projectile processing.
Replaced 3 separate global item-display scans every tick with 1 shared projectile scan.
Added local projectile-type dispatch after the projectile has already been selected.
Asteroid, Hound, and Egret continue using their individual:
- Particles
- Collision radii
- Damage
- Lifetimes
- Range
- Hit effects
- Sounds
Existing visible projectile movement remains at the same gameplay cadence.
DAI 3.3 Projectile Profiles
Added structured DAI 3.3 projectile-physics metadata to:
- Asteroid
- Hound
- Egret
Profiles now explicitly define:
- Lifetime
- Hit radius
- Damage
- Drag
- Projectile speed
- Gravity
- Pierce behavior
- Ricochet behavior
- Owner collision
- Ally collision
- Block collision
- Entity collision
Updated stored projectile speed/gravity metadata to match the current straight-flight Border Training behavior.
Existing visible command-driven projectiles remain active for exact gameplay compatibility.
Trion & HUD Efficiency
Consolidated once-per-second player maintenance into one global player pass.
Trion economy now processes locally for each selected player.
Preserved:
- Trigger-active Trion drain
- Chameleon additional drain
- Trigger-off Trion regeneration
- Maximum Trion clamping
- Automatic Bail Out at zero Trion
- Actionbar HUD refresh
Eliminates repeated global
@aselectors without changing the existing 1 TPS economy cadence.
Training Dummy Optimization
Removed the permanent once-per-second legacy Training Trion Soldier upgrade scan.
Existing upgraded worlds are already handled by the v0.5.0 migration.
Newly spawned training soldiers already use:
- 1000 maximum HP
- 1000 starting HP
- Current migration marker
- Native DAI entity identity
Removes an unnecessary permanent entity scan after migration is complete.
Preserved Combat & Gameplay
1000-point Trion economy remains unchanged.
Trigger On / Trigger Off / Bail Out lifecycle remains unchanged.
Attacker, Shooter, Sniper, and All-Rounder loadouts remain unchanged.
Preserved:
- Force Blaster
- Asteroid
- Hound
- Egret
- Kogetsu
- Scorpion
- Raygust
- Shield
- Grasshopper
- Thruster
- Radar
- Chameleon
- Bagworm
Border Wheel interface remains unchanged.
Training-sector world generation remains unchanged.
v0.5.0 fall recovery and integrity rails remain intact.
No progression reset is required.
Performance Summary
- Player initialization polling: 20 TPS → lifecycle-driven
- Projectile global scans: 3 per tick → 1 per tick
- Trion/HUD global player scans: multiple per second → 1 per second
- Legacy dummy upgrade scan: 1 TPS → removed after migration
This mod has no additional files

