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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-3.3.jar

File namedecisions_and_impulses-3.3.jar
Uploader
J12H36HJ12H36H
Uploaded
Aug 27, 2026
Downloads
68
Size
4.9 MB
Mod Loaders
NeoForge
File ID
8744361
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:decisions-and-impulses-1632508:8744361"

Learn more about Curse Maven

What's new

D.A.I. Engine 3.3

Changes since 3.1

Experience & World Creation

  • Added support for configurable experience world creation, allowing experiences to launch with a selected world name and worldgen configuration instead of being locked to the experience's default worldgen.

  • Added worldgen overrides that persist through the complete experience launch pipeline, including first-start setup and bootstrap actions.

  • Added the new open_experience_creator title-screen action for experiences that require a dedicated world setup interface.

  • Added a focused Boxhead Experience Creator with:

    • Custom world naming.

    • Selectable world types:

      • The Space
      • Box Town
      • Sky Scraper
      • Village Box
      • Boxlaska
    • Selectable game modes:

      • Last Breath
      • Infinite Dead
      • Casual Paradise
  • Experience runtime now recognizes DAI data screens as active experience UI, preventing incorrect or duplicate UI reopening.

Projectile Runtime Overhaul

  • Reworked custom projectile movement so DAI owns projectile velocity and translation directly.

  • Fixed native/Mob-backed projectile carriers losing or incorrectly applying horizontal movement because of vanilla Mob movement processing.

  • Added persistent runtime velocity tracking for active projectiles.

  • Added forward_offset projectile support, allowing projectiles to spawn ahead of their source instead of directly inside the firing entity.

  • Projectile orientation now follows its actual movement vector.

  • DAI projectile meshes now support vertical pitch alignment, allowing bullets, knives, and other directional meshes to visually point along their trajectory.

  • Ricochets now correctly update and preserve runtime velocity.

  • Knockback calculations now use the projectile's actual DAI-controlled velocity.

  • Improved projectile hit filtering:

    • Projectiles no longer collide with themselves.
    • DAI projectile carrier entities no longer collide with other DAI projectile carriers.
    • Existing owner/team hit rules remain respected.

Entity Gameplay Events

  • Added temporary player-killer context during custom entity death events.
  • Death-event logic can now distinguish when a DAI entity was directly killed by a player while its gameplay event is executing.
  • Killer context is automatically removed immediately after the death event completes.

Rendering

  • Expanded native mesh render state with projectile orientation data.
  • DAI projectile entities now inherit both horizontal yaw and vertical pitch from their runtime trajectory.
  • Normal custom mobs remain unaffected by projectile-specific pitch rendering.

Internal / Runtime

  • Experience launch state now carries an optional worldgen override.
  • Client bootstrap actions use the selected worldgen rather than always using the experience default.
  • Server first-start world generation uses the same selected override, keeping client and server experience initialization synchronized.
  • Improved missing-worldgen handling and diagnostics for overridden experience configurations.

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