These notes explain how plugins declare needs, receive permissions, expose configuration and commands, and combine framework capabilities into administration tools or gameplay.

The area includes plugin governance, Kestrel interfaces, analytics, anticheat, events, minigames, professions, consumables, artifacts, justice systems, and other orchestrated features.

Anonymized Case Evidence

This service prepares sealed evidence packages for an authorized independent review. Direct player and server identifiers are removed or replaced while the facts and context needed to judge the case are retained.

Redaction reduces identity exposure but does not pretend that unusual events can never be indirectly recognizable. Review access remains scoped and audited.

Seeing Why An NPC Chose An Action

ADK is designed to let authorized administrators select an NPC and see a short explanation of what it is considering and why it chose an action. The trace could appear above the NPC or in an administrator-only panel without changing the decision itself.

For example, an administrator could see that an NPC ran into danger because fear outweighed its estimated chance of reaching cover—not merely receive the unhelpful diagnosis “AI did something weird.”

Scheduling Server Changes In Advance

Administrators can approve a setting, profile, event window, maintenance action, or other registered operation to happen later or recur on a schedule. Approval happens when the schedule is created, so the framework does not need an administrator to return every Friday evening and press the same button.

For example, a server may use PvE rules during the week, activate broader PvP on Friday evening, enable a final purge before wipe, and restore its ordinary profile when the new wipe starts.

Removing Access Without Abandoning Responsibilities

When an administrator leaves, changes role, retires, becomes compromised, or is removed for abuse, ADK immediately ends their administrative access and starts a reason-appropriate review. Scheduled work and other continuing responsibilities can be transferred to another administrator or to the server-owning organization, or cancelled where they should not continue.

The historical record still shows who originally created and approved each action. Retirement may optionally be recognized through a former-administrator service record or server-local appreciation benefits, while abuse or compromise triggers a much broader review.

Test Environment Creation

ADK is designed to let an administrator create an isolated test version of approved server configuration and plugin state. Software inside the test environment may behave as though it is changing the server, while production data remains unreachable.

This could be used to compare a proposed plugin version with the current one or exercise a risky configuration before deployment. Results and reports may leave the sandbox; test mutations do not flow back into production.

Player Experience Analytics

This service collects player feedback and game data. It creates aggregate reports for admins. The system focuses on what players do, not why. Personal details are kept private. Reports show patterns over time.

Reusable Building Blocks For Events And Minigames

ADK is designed to let scenarios describe participants, phases, objectives, scoring, restrictions, and cleanup without rebuilding the underlying machinery for every event.

The same search, navigation, escort, or survival mechanic could support a persistent world event and an isolated arcade-style minigame while keeping their consequences separate. Scenario authors would compose reusable capabilities instead of creating another monolithic plugin.

Official ADK scenarios can expose deliberate extension points for optional objectives, scoring, presentation, rewards, or side encounters. Developers can also fork an openly licensed official recipe into a separately identified version when they want to change its deeper rules.

Power Grid Topology

ADK is designed to add missions, faction behavior, maintenance, sabotage, and other consequences to an island power grid. When a game already supplies a suitable grid, ADK would observe and augment it instead of building a competing electrical simulation.

For example, repairing a native power station could change which monuments receive power, attract faction patrols, or create a sabotage objective. A framework-owned fallback would be considered only for hosts that lack the required native capability.

Server-Defined Raid Rules

ADK's planned raid-policy service would let a server define when raids are allowed and which optional protections, online-engagement incentives, and frequency limits apply. It would explain each decision while coordinating existing damage, evidence, reward, quota, and notification systems rather than replacing them.

For example, a server might enable a gradually reduced protection curve after every eligible defender has been offline for a while. The same policy could explain the current protection, notify affected players, and preserve a timeline for later review.

Recycler Death Hazard

Standing on an active recycler causes quick damage and subsequently death (not downing) and destroys the player's inventory to components (it gets instantly recycled with a high loss-percentage). You can stop the recycler within 3 seconds and you MAY survive!

Finding Players Who Fit The Group

ADK's planned matchmaking service would help players find compatible or complementary collaborators using voluntary preferences, declared group needs, and descriptive playstyle signals. A raid group could ask specifically for builders, electricians, vehicle specialists, or calmer players rather than merely requesting “three more humans.”

Players would decide when they are looking and what their profiles may expose. The system would not publish a listing automatically, force a pairing, or turn behavior into a moral score; it would explain a proposed match and require the relevant players to accept it.

Graveyards That Remember The Dead

This service lets administrators mark ground-following graveyard areas. Eligible nearby deaths can create one character-bound tombstone, and configured night rules may later produce a ghost, zombie, or species-specific continuation. Tombstones created from ordinary deaths do not copy inventories, and killing the continuation does not make another grave.

A Zombie That Does Not Stay Entirely Here

ADK is designed to support an anomaly that shifts between a faint spectral presence and a fully physical zombie. What players see, hear, and can affect would change with the creature's current state, its rising rage, nearby conditions, and the tools used against it.

The orchestration would coordinate those transitions without secretly owning player health, enemy statistics, inventory, or environmental truth. A failed crossing might be interrupted and produce a bounded consequence; a successful one would create one properly accounted-for physical threat, not a duplicated ghost with paperwork problems.

When The World Remembers

ADK is designed to let past events and remembered characters leave carefully bounded spectral traces. A ghostly figure could repeat fragments of an old patrol, react to a place associated with its memory, or whisper a piece of local history only when a player comes close enough to hear it.

The anomaly would coordinate approved memory, sound, and visual effects without rewriting the world's authoritative history. Suppression effects and proximity limits could keep spectral activity rare enough to remain unsettling rather than turning every monument into a paranormal staff meeting.