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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-3.6.jar

File namedecisions_and_impulses-3.6.jar
Uploader
J12H36HJ12H36H
Uploaded
Sep 7, 2026
Downloads
8
Size
5.0 MB
Mod Loaders
NeoForge
File ID
8832455
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:decisions-and-impulses-1632508:8832455"

Learn more about Curse Maven

What's new

D.A.I. Engine 3.6

DAI 3.6 expands the Engine considerably beyond the 3.5 runtime, with major additions for RPG systems, server-authoritative skills, improved custom entity behavior, more flexible datapack execution, cinematic support, and general runtime stability.

New Skill / RPG Runtime

  • Added the new dai_skills customization category.
  • Added a server-authoritative DAI Skill runtime for reusable active abilities.
  • Skills can now define:
    • cooldowns
    • shared cooldown groups
    • resource costs
    • required levels
    • required skill ranks
    • required jobs/classes
    • required and blocked tags
    • projectile count
    • projectile spread
    • projectile speed
    • projectile forward offsets
    • server-side cast events
  • Added skill_cast / server_skill_cast action support.
  • Added persistent-state-compatible hooks for RPG progression systems.
  • Provides the foundation used by newer class, skill, mana/resource, and combat experiences.

Improved Item / Reaction Identification

  • Added reaction_item_model.
  • DAI reactions can now distinguish items using their actual minecraft:item_model instead of relying only on the vanilla carrier item.
  • Enables multiple completely different custom tools, weapons, skills, and interfaces to safely share the same underlying Minecraft item.
  • Improved reaction context propagation for item model information.
  • Updated client interaction handling to expose the held item's model identity to DAI logic.

Custom Entity Runtime Improvements

  • Improved JSON-controlled mob behavior and encounter reliability.
  • target_player can now respect an entity's configured native FOLLOW_RANGE instead of relying on a universal hardcoded acquisition distance.
  • clear_target now also stops stale navigation, preventing mobs from continuing to path toward an old target.
  • Improved custom entity target/disengage behavior.
  • Improved support for controlled encounter zones and authored mob behavior.
  • Custom entity death events can now reference Minecraft functions directly.
  • DAI resolves server-owned lifecycle function references without requiring unnecessary wrapper actions.
  • Improved player-killer context handling for custom entity death rewards.

Datapack Validation & Server Function Resolution

  • DAI validation now understands that supported server-side function references do not need to exist as client DAI actions.
  • Direct lifecycle and skill event function IDs are resolved by the server runtime.
  • Vanilla loot-table references are properly accepted by custom entity definitions.
  • Reduced false-positive validation failures for otherwise valid packs.
  • Validation now reports server-resolved references as informational messages instead of errors.

Projectile / Combat Foundation

  • Expanded integration between DAI Skills and the native projectile physics runtime.
  • Skills can directly spawn configured DAI projectiles.
  • Supports multi-projectile attacks, spread, speed, offsets, penetration-oriented weapon design, and other advanced combat behaviors.
  • Preserves projectile ownership for proper player kill attribution and downstream reward systems.
  • Provides a stronger common foundation for RPGs, shooters, bosses, ranged mobs, and other custom combat experiences.

ERAS / JSON Cinematic Compatibility

  • Added the foundation for direct playback of JSON animation projects created through the ERAS / Simple Animation Designer.
  • Added support for cinematic definitions through dai_cinematics.
  • Added:
    • cinematic_play
    • cinematic_stop
    • cinematic_pause
    • cinematic_resume
    • wait_for_cinematic
  • Existing animation actions can also resolve compatible cinematic IDs.
  • Added support for ERAS-style:
    • timeline sampling
    • keyframes
    • easing
    • hold/event frames
    • reusable animation clips
    • parent/group transforms
    • 2D and 3D camera animation
    • relative cinematic camera positioning
    • object visibility windows
    • basic 2D vector objects
    • basic 3D scene objects
    • sprites
    • deterministic particle emitters
    • post-processing effects
    • HUD hiding
    • cinematic input locking
  • Establishes the foundation for using ERAS as a visual animation/cutscene authoring tool for Minecraft experiences powered by DAI.

World Loading / Experience Presentation

  • Improved custom experience loading-screen presentation.
  • Long loading and branding text now wraps and centers more safely at smaller GUI resolutions.
  • Improved compatibility with experience-specific loading and startup branding.
  • Reduced cases where custom loading text could overflow the available interface area.

Runtime Reliability

  • Improved server/client separation for actions that must execute authoritatively.
  • Improved hot-reload behavior for data-driven runtime definitions.
  • Improved compatibility between custom entities, skills, projectiles, reactions, and server functions.
  • Reduced unnecessary runtime ambiguity when a definition intentionally resolves through Minecraft's server function system.
  • Additional defensive checks and runtime cleanup throughout the new RPG/entity systems.

Compatibility

  • Existing DAI datapacks remain supported.
  • New 3.6 systems are additive and can be adopted independently.
  • Packs that do not use skills, cinematics, item-model reactions, or the expanded entity functionality do not need to be rewritten.
  • 3.6 significantly expands what can be authored entirely through JSON/datapacks without requiring a dedicated Java mod for each individual experience.

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