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DAI Engine ( Decisions and Impulses / D.A.I. )

A JSON-driven Minecraft game framework for creating automation, custom experiences, UI, worldgen, reactions, recognition, server-authoritative gameplay, and complete games through datapacks and resource packs.
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Decisions_and_Impulses-3.0.jar

File namedecisions_and_impulses-3.0.jar
Uploader
J12H36HJ12H36H
Uploaded
Aug 24, 2026
Downloads
7
Size
3.2 MB
Mod Loaders
NeoForge
File ID
8720851
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:decisions-and-impulses-1632508:8720851"

Learn more about Curse Maven

What's new

Decisions & Impulses — DAI 3.0

DAI 3.0 is a major creator-tools, interface, and automation architecture update focused on making DAI faster to work with, easier to configure, and much more capable as a live creation framework.

Creator Interface Overhaul

  • Reworked the DAI Creator/Editor interface to eliminate overlapping controls and improve navigation.
  • Replaced the old DAI Showcase menu entry with DAI Creator.
  • Removed the old Showcase binding from F8.
  • Cleaned out outdated and redundant DAI menu entries.
  • Redesigned creator-facing menus around DAI's new visual identity.
  • Introduced the new orange + purple universal wireframe interface style.
  • Updated menu layouts to better support DAI's expanding toolset.
  • Improved creator UI scalability so future tools can be added without overcrowding the screen.

Automation Creator

  • Added the new Automation Creator interface.
  • Create and edit automation JSONs directly while playing.
  • Inspect existing automation definitions without leaving the game.
  • Rapidly correct broken or invalid automation configurations.
  • Designed for live iteration and faster debugging of DAI projects.
  • Provides a foundation for increasingly visual/no-code automation authoring.

Creator Configuration

  • Added client-side controls for enabling or disabling creator functionality.
  • Added server-wide creator configuration.
  • Servers can control creator access on a per-player basis.
  • Creator functionality can now be restricted without removing DAI's runtime features from players.

Loading & Presentation

  • Expanded the custom loading-screen system.
  • Patched DAI presentation across additional loading transitions.
  • Improved consistency between world loading, interface transitions, and creator tooling.
  • Continued replacing vanilla-feeling presentation with DAI-specific visuals.

Condition Engine Overhaul

  • Reworked condition evaluation around a centralized condition evaluator.
  • Condition groups now capture their Minecraft context once and reuse that snapshot for every condition in the group.
  • Registry values are resolved before comparison rather than individual conditions implementing their own comparison behavior.
  • Centralized condition operators and negation handling.
  • Added stronger diagnostic logging for failed and unsupported conditions.
  • Reduced redundant context reconstruction during automation execution.

Boolean Operators

  • is_true
  • is_false
  • equals
  • not_equals

Number Operators

  • equals
  • not_equals
  • less_than
  • less_than_or_equal
  • greater_than
  • greater_than_or_equal

String Operators

  • equals
  • not_equals
  • equals_ignore_case
  • contains
  • starts_with
  • ends_with

Condition Execution Pipeline

Condition processing now follows a cleaner centralized flow:

DAI_ActionResolver → DAI_ConditionEval.evaluateAll() → DAI_ConditionContext.capture() → DAI_ConditionRegistry.read() → DAI_ConditionValue → operator comparison → negation

This provides a more predictable foundation for increasingly complex automation conditions.

Automation & Input Improvements

  • Continued expansion of automation-driven gameplay systems.
  • Improved condition support for player input.
  • Expanded detection support for custom DAI keybinds within automation conditions.
  • Improved compatibility between player input, conditions, and action execution.
  • Strengthened DAI's architecture for live gameplay automation rather than hardcoded feature-specific implementations.

Internal Architecture

  • Continued separation of condition reading, value representation, comparison, and execution.
  • Reduced duplicated condition logic.
  • Improved consistency between condition types.
  • Improved debugging output throughout the automation pipeline.
  • Prepared the condition framework for substantially larger registries and additional condition value types.
  • Continued migration toward reusable systems instead of project-specific implementations.

Visual Identity

  • Continued migration away from the older DAI interface style.
  • Creator tools now better match the redesigned DAI website and current project branding.
  • Orange and purple wireframe elements become the primary creator-interface language.
  • Green remains primarily associated with the DAI identity itself, helping the project name remain visually distinct.

Cleanup

  • Removed obsolete Showcase functionality.
  • Removed outdated menu entries.
  • Reduced duplicate creator controls.
  • Reorganized creator-facing functionality around dedicated tools instead of accumulating unrelated buttons on a single screen.
  • Continued internal cleanup in preparation for the larger 3.x feature set.

DAI 3.0

Creator tools become part of the engine itself.

DAI 3.0 shifts the project further from being only an automation runtime into a complete in-game development environment: create, inspect, configure, repair, and execute DAI systems without constantly leaving Minecraft to manually iterate on project files.

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