Decisions_and_Impulses-3.6.jar
Curse Maven Snippet
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_skillscustomization 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_castaction 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_modelinstead 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_playercan now respect an entity's configured nativeFOLLOW_RANGEinstead of relying on a universal hardcoded acquisition distance.clear_targetnow 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_playcinematic_stopcinematic_pausecinematic_resumewait_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.
This mod has no additional files

