These notes define reusable gameplay-facing capabilities that many plugins can share, including AI and perception, combat, communication, inventory, movement, simulation integrity, user experience, and world topology.

The goal is to give plugin developers consistent building blocks instead of making every plugin rebuild the same difficult systems with slightly different rules.

Shared Connections To Outside Services

ADK is designed to maintain approved connections to services such as Discord and safely share them between plugins. Each plugin would see only its assigned routes, actions, data, and limits.

Plugins would not receive login details or unrestricted network access, and their developers would not need to rebuild connection handling. If a plugin needs a new external capability, it would use a reviewed ADK connector rather than opening its own hidden route to the internet.

Safe Crafting Execution

This service coordinates one crafting operation. It checks the chosen recipe, reserves the exact ingredients, applies the current crafting rules, creates the output through the normal inventory boundary, and reconciles uncertain host results so retries cannot duplicate items.

Shared Crafting Recipe Definitions

This service stores validated recipe definitions using stable item meanings rather than game-specific object names. Plugins can add recipes and metadata requirements. A recipe is available only to consumers whose required fields are present, so one plugin cannot disable unrelated crafting merely because it needs extra information.

Reusable Vehicle Attachment Slots

This service defines safe places where approved equipment can attach to vehicles. Boat, helicopter, car, light, weapon, sensor, storage, and future plugins use the same attachment rules instead of each inventing their own mounting code.

For example, adding a qualified magnetic-clamp attachment method once can make it available to every plugin whose declared vehicle, payload, balance, and host-capability rules permit it.

Recording Simulation Events for Review

ADK's planned forensic replay service would preserve an authorized, time-based reconstruction of selected simulation events. Reviewers could follow what the framework observed, which decisions were made, and how an incident unfolded while visible gaps remained explicitly marked.

The replay would not claim to be a complete history, expose unrestricted player data, or assign guilt automatically. It is evidence for an authorized reviewer—not a tiny robotic judge wearing a powdered wig.