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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-3.5.jar

File namedecisions_and_impulses-3.5.jar
Uploader
J12H36HJ12H36H
Uploaded
Sep 2, 2026
Downloads
86
Size
5.0 MB
Mod Loaders
NeoForge
File ID
8792708
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:decisions-and-impulses-1632508:8792708"

Learn more about Curse Maven

What's new

D.A.I. Engine 3.5

Damage Indicator Framework

DAI 3.5 introduces a new native, resource-driven damage indicator system designed to let gameplay packs display animated combat values without hardcoding their visual presentation into the engine.

Added

  • Added the new native DAI Damage Indicator runtime.

  • Added resource-pack-driven damage indicator skins using the new dai_damage_indicator_skin_v1 schema.

  • Added support for multiple indicator categories, allowing different damage/event types to receive independent visual styles.

  • Added configurable indicator:

    • Fonts
    • Colors
    • Shadows
    • See-through rendering
    • Base scale
    • Position
    • Rotation
    • Opacity
  • Added three-stage indicator animation sequences:

    • Spawn
    • Hold
    • Exit
  • Added interpolation across position, scale, rotation, and alpha throughout indicator animations.

  • Added multiple animation easing modes:

    • linear
    • ease_in
    • ease_out
    • ease_in_out
    • back_out
    • bounce_out
  • Added a reloadable damage-indicator skin library so resource packs can alter indicator presentation without modifying DAI's Java implementation.

  • Added skin priority handling for selecting the active damage-indicator presentation.

  • Added a built-in default DAI damage-indicator skin.

  • Added the DAI_DI|<category>|<value> marker protocol for passing contextual indicator values into the client renderer.

  • Added automatic expiration and cleanup of finished indicators.

Engine Integration

  • Integrated the damage-indicator renderer directly into the DAI client bootstrap.
  • Added client resource-reload handling for damage-indicator definitions.
  • Integrated indicators with Minecraft's entity/name-tag rendering pipeline while replacing the normal tag presentation for DAI indicator entities.
  • Kept visual behavior separated from engine logic so datapacks/resource packs can define how indicators look and animate.
  • Updated DAI's internal feature level and release version to 3.5.

Compatibility

DAI 3.5 builds on the 3.4 runtime rather than replacing its major systems. Native vehicles, projectile physics, fluid behavior, interactive volumes, standalone portals, the holographic Creator, dynamic gravity, registry bridging, and the existing datapack runtime remain part of the engine while 3.5 adds the new visual combat-feedback layer.

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