I've been sitting on this suggestion for a couple of months now, most of it spent getting the mockups for the stair blocks and trying to get all of the anchor and goto tags pointing to the proper places, since many of the ideas have to do with how blocks interact with other blocks.
Basically, I've been figuring out how to improve every single block in the game. Either give them more abilities, give them abilities that let them differ functionally from other similar blocks, or make them easier to use and work with. I finally gave up trying to make my own organization method, so I just use roughly the same sorting process that the minecraft wiki uses.
Can be placed without it falling, but if a dirt block is unsupported, and all horizontally adjacent blocks to it are unsupported,(or empty) then mining it will cause a cascade of all unsupported blocks of the same type, much like mining Sand or Gravel that had generated unsupported naturally. Mining a supported dirt block will not set off any cascades.
Small tunnels(1 - 2 blocks wide) can be created without problem, but wider dirt tunnels can become dangerous unless they are reinforced with or some other block. Dirt blocks that have grass growing on them are automatically treated as supported as long as the grass remains. Dirt will function like Gravel, falling through both lava and water. Can be crafted into Stairs or Inverted Stairs
Sand
Can be colored to create Colored Sand, which in turn can be used to make Stained Glass, or Colored Sandstone for non-flammable color projects. Can be placed under water and lava, but will stop falling if Water Block or Lava Block are underneath. Sand that is adjacent to a lava block, or completely surrounded by lava will turn to glass. Sand that is "wet" and touching another block will act like Dirt for determining if it should fall. Can be crafted into Slopes
Gravel
Remains relatively unchanged so that it is different from Sand. Can be crafted into Slopes
Wool
9 Wool can be crafted into 1 String. (they must either all be the same color, or possibly may only be crafted from white wool specifically, and no other color)
If player falls on a Wool block hard enough to injure the player, the block will instead break and slow the player's speed slightly. Wool will drop a Wool block when broken this way. Can be crafted into Stairs or Inverted Stairs
Clay
Requires Shovel to mine. Covering clay in wter can allow clay to be mined faster, and by hand. Can be crafted into Stairs or Inverted Stairs
Snow
When the player or any mob walks on snow, it will turn into "trampled snow" which just looks like snow with a cracked texture on top. Snowball can still be mined from "trampled snow" though there may be a minor 5% to less than 1% chance of failure. This texture will remain until new snow falls on the block, or until snow is placed on it using a Snowball. Snow can support itself and wont break if the block it is resting on is mined out from under it provided that it is next to more snow or a snow block.
If Obsidian is touching at least 4 Lava Blocks, and not touching any water, it will melt back into a Lava Blocks. Can be crafted into Stairs or Inverted Stairs
Obsidian can now also create portals when arranged in a 3 wide x 4 tall border, allowing the player to create a 1 wide x 2 tall portal. However this portal does not stay lit on its own and will go out after teh amount of time it would take to get through the portal and IMMEDIATELY back, so any wasted time can leave the player stranded.
a 5x6 tall border of obsidian can also be built, and cannot be disabled by nearby explosions, but has a higher chance of allowing a Ghasts and Pigmen to spawn in the overworld near that portal.(and likewise, a chance for overworld mobs to spawn in the nether near that portal)
Obsidian Stairs(and inverted Stairs can be used to make portals, but only if one of the 2 flat sides of the obsidian stair block is facing into the area where the portal blocks would be generated. Otherwise it won't work.
Mossy Cobblestone
May be farmable when placed next to another cobblestone block and both are next to a Water Block. Running a Mossy Cobblestone through a Funace will produce a Smoothstone block, the same as what regular Cobblestone does. Can be crafted into Stairs or Inverted Stairs
Ice
Ice can now be created by throwing Snowballs at a Water Block, or by covering a Snow Block in Water, or by placing a Snow Block on top of a Water Block. Non-corner Snow Stairs and Inverted Stairs can be converted into Ice Slopes using Water. Corner Snow Stairs and Inverted stairs will convert to standard Ice Blocks (or Ice Slabs) Ice slopes are one-way, cannot be climbed up and will propel the mob/player downward if the mob is not actively attempting to move up them.
Bedrock
The bottom-most layer of Minecraft will always be solid bedrock (overarching map generation rule; layer 0 ALWAYS = bedrock) no more holes to the void. (this may have already been implemented.
Placing(or generating) a log block next to another log block will cause the placed/generated log block to be turned sideways (top/bottom textures oriented towards existing log block). This will not happen if the placed/generated log block is also on top of another log block. If the log blocks are different types, then the matching log block has priority to determine which direction the placed/generated log block points.
Leaves
Now act as a non-flowing liquid block. Leaf blocks can still be burned, and broken by punching them, and will still follow current rules for withering and catching on fire, but the player can "Swim" through them. ("swimming" through leaves will not deplete the player's oxygen at all) Aside from allowing players and mobs to move through the low hanging branches of trees, and also climb trees more easily, it will also allow players to fall from great heights and reduce the damage they take by landing in a tree the same way they can using Water
If Topiary Blocks are implemented, they will still act as solid blocks instead of liquid.
Grass
Can be made by planting grass seeds on an untilled block of dirt.
Pumpkins
Pumpkins will generate naturally UNCARVED, cannot be worn, but CAN be stacked.
Placing a Pumpkin on tilled soil, with other empty tilled-soil blocks nearby will allow the pumpkin to spawn new pumpkins, Pumpkins will not grow in the blocks immediately next to another pumpkin, but they must have only tilled soil between where the original pumpkin was planted and where the new pumpkin will grow. (requiring constant maintenance of the soil) The player will know they are successful when the top texture of the soil block changes to look like the top of a pumpkin. Once this is achieved, the player will no longer need to monitor the soil, and another 1-3 days will be needed for the pumpkin to finish growing.
Running a Pumpkin through the crafting grid will return a Pumkinjack (carved pumpkin) which cannot be stacked, but can be worn as a helmet.(texture will be fixed to face to the player's front) While wearing a Pumpkinjack, the player will observe increased light levels, as if in the Nether, with light traveling farther from light sources, and with the darkest light levels being the same as the nether's darkest light levels. This will not affect the light levels that other players observe, and will also not affect crop growth or mob spawning. A Pumpkinjack can be crafted with a torch to make a Jack-o-Lantern.
Jackolanterns will still produce a light level of 15, but this will only apply to the blocks in a half-sphere area that is to the same side of the Jackolantern as the direction it is facing. Right clicking on a Jackolantern will allow it to be turned. Two Jackolantens placed back to back will provide roughly the same lighting as a Glowstone Block.
Flowers
Right clicking on a flower now gathers it as a single flower that can be replanted. This will also occur when the block the flower is resting on is broken. If the player right clicks on a flower with a Hoe, there will be a chance of gathering a flower seed along with the flower. Left clicking directly on the flower to break it will drop no flower, instead dropping 0-2 flower seeds. Breaking a flower with a Hoe will drop 1-3 Flower seeds. Flower seeds are not visually different than grass seeds, but will display a different tooltip.
Mushrooms
Can grow on the side of blocks now (and be placed there) much like torches. If a mushroom is planted on a log block that is touching water, while in low light levels, it will grow new mushrooms on any free face of that log.
Red Mushrooms can be eaten by the player and will heal 1HP, but will give a slight red tint to the player's vision, and then cause the player to lose .5 HP every game day for the next 7 game days, at which point the effect will dissipate, returning the player's vision to normal. Brown Mushrooms will not heal the player at all, but they will stop the negative effects of the Red Mushroom.
Saplings
Can now be planted on a log block from any tree, when the sapling grows into a tree, it will grow into the same type of tree as the log block it was planted on. (this will still apply if saplings are made to have distinct types the same way Log blocks do.
Coal Ore
If a Coal Ore is located in the 0-16 layer that diamond can be found in, and is surrounded by lava spring block on 5 sides, then mining it will have a chance of dropping diamond instead of coal, however each time the number of lava blocks that are touching the Coal Ore change, the Coal Ore block will have a chance of catching on fire (more blocks touching = higher chance)
Iron Ore
Will have a chance of dropping a smelted ingot instead of the ore if mined while touching Lava Blocks. More Lava Blocks touching the Iron Ore results in a higher chance of getting the ingot to drop (but also a higher chance of the block dropping into the lava and burning when mined) If surrounded on 5 sides by lava, chance of dropping smelted ore is same as getting flint from gravel.
Gold Ore
Will have a chance of dropping a smelted ingot instead of the ore if mined while touching Lava Blocks. More Lava Blocks touching the Gold Ore results in a higher chance of getting the ingot to drop (but also a higher chance of the block dropping into the lava and burning when mined) If surrounded on 5 sides by lava, chance of dropping smelted ore is same as getting flint from gravel. Gold will give off a soft glow similar to Redstone when it is walked on or clicked on (light level of 4)
Diamond/Redstone/Lapus Lazuli Ore
Instead of mining diamond/redstone/lapus lazuli directly from the ore blocks, the ore blocks will have a 50% chance to drop directly, these can either be put down and mined again, or they can simply be crafted into their normal mined components.
Water
Water now reduces the player's falling speed but will not completely negate it within 2-3 blocks. Each block of water the player falls through will reduce the player's fall speed by a certain amount, but if they hit a solid block, damage will still be applied based on how fast the player is still going. To fall 104 blocks without taking damage, the player should need to fall through roughly 24 blocks of water (though 12 blocks of water could allow them to survive with injuries incurred by the fall)
Lava
If lava has an unobstructed path all the way down to bedrock,(only lava, or lava blocks between it and bedrock) and does not have another lava block above it, that lava block will have the ability to destroy any block immediately above it (including obsidian, but not bedrock) and will generate temporary lava blocks directly above it to height equal to 30% of the height of the layer it is on, with a cap preventing it from generating above the ceiling limit. (lava at a height of 9 above bedrock can generate up to 3 temporary lava blocks above it, at height of 90 can generate up to 27 blocks above it, at height of 100, not all 30 temporary blocks will have room to generate and will stop at ceiling level, lava at a height of 3 or lower will not be able to erupt)
These eruptions occur roughly 0-2 times each day, with the chunk itself determining if, and at what time that, the eruption occurs (so all lava blocks on the same chunk will always erupt at the same time)
In the Nether, a lava block is able to set the block above it on fire randomly, provided that block is either empty, Netherrack, or some other flammable block. Embers that Lava produces are no longer purely aesthetic in the Nether, and will actively catch flammable blocks on fire and injure the player. Lava will also give off embers with greater frequency at higher difficulties in the Nether.
Glowstone Sand is about half as bright as a full Glowstone block (light level of about 9-12) but has the advantage of dropping a Glowstone sand when broken, allowing the player to place or move it without restrictions. If unsupported, it will fall like sand (its light will go out during the fall and relight on landing) allowing the player to drop lights into deep caverns to see what is in the bottom. However the most important feature of Glowstone sand is its ability to be smelted into a Glowstone block, allowing players to get a 4:1 return ratio instead of a restrictive 9:1 return ratio when mining Glowstone, but at the cost of extra time and resources spent on the smelting process.
Glowstone will drop 1-3 pieces of Glowstone Dust,(similar to what redstone ore does) which will allow the player a method to nearly break even when gathering and placing Glowstone, though it will cost fuel for the furnace and time for the smelting process to finish.
Netherrack
Lava can catch Netherrack on fire if the embers from the lava touch any of its faces. Fire can also spread to other flammable blocks if they are directly adjacent or diagonally adjacent in any direction, including other Netherrack blocks, but the fire on a Netherrack block will be put out if it spreads to another Netherrack block. All sides of Netherrack can now also catch on fire, but only from the player, lava embers, or another Netherrack block that has the same side on fire. (Nether fire will move, but not multiply)
Netherrack that has had its fire move to a different Netherrack block will turn "inert" on all sides until it is not subjected to fire or heat sources for several seconds, with Easy difficulty having a much longer inert time period, and hard difficulty having a relatively brief inert period. (this keeps fire from spreading back the way it came from, and helps keep Netherfire from getting too prolific) If Netherrack has a Mushroom/Mushrave on it, it will be treated as "inert" and neither the Netherrack, nor the Mushroom/Mushrave, will catch on fire. A Netherrack block will immediately lose its inert status if the player hits the block in any manner, unless there is a Mushroom/Mushrave growing on the block.
When in the Nether, Netherrack will corrupt any cobblestone or smooth stone directly adjacent to it and turn it into Netherrack, similar to how Grass can convert nearby Dirt Blocks into Grass Blocks. This process takes roughly a full game day to occur, but will happen regardless of the player's presence in the Nether.(the time will be calculated when the player returns to the area and blocks will be updated all at once) In the Overworld, Mossy Cobblestone can "corrupt" Netherrack placed next to it to turn the Netherrack into more Mossy Cobblestone in the same manner, provided the Netherrack is not actively burning. A radius around an active portal equal to the twice the number of blocks it is tall will be immune to Corruption. This effect extends in a capsule shape around the Portal, both in the Nether and the Overworld.
Netherrack can be used as fuel in a furnace to smelt blocks at twice the standard speed, but requires 32 Netherrack blocks to complete a single smelting process.
Soul Sand
"Sticky" Soul Sand replaces the current Soul Sand, being generated in the same places, and building on its features. Players and Mobs will still have their movement speed reduced while walking on it by the same amount, but the player and other mobs will also no longer be able to Jump while on top of a Soul Sand block. The player may be able to climb up the sides of Soul Sand like ladder blocks, but at half the speed of ladders, and if so, mobs will also be able to climb up these blocks the way spiders can for any block.
Liquids will flow one less block as far when flowing over a Soul Sand block. This effect is cumulative for each block of Soul Sand the liquid flows over.
Furthermore when a sand or gravel block is placed against a Soul Sand block, the sand or gravel will act as if supported, even if above empty air. If the Soul Sand is removed afterward, the sand and gravel that were placed next to it will not fall unless they, or the block they are on top of, are broken. This will allow the player to build cascading sand/gravel traps more easily.
Gold, Iron, and Diamond Shovels can mine Soul Sand and the same rate as regular sand. Wood and Stone Shovels mine Soul Sand at the same rate as Diamond Picks do Obsidian. Fists and other tools can break, but cannot mine.
In the Nether, Sand or Dirt can be corrupted by Soul Sand the same way Cobblestone and Smooth stone can be corrupted by Netherrack. Likewise in the Overworld, Grass blocks can "corrupt" Soul Sand to become a regular Dirt Block (with grass) A radius around an active portal equal to the twice the number of blocks it is tall will be immune to Corruption. This effect extends in a capsule shape around the Portal, both in the Nether and the Overworld.
Stained Glass can be crafted from Colored Sand. Water that is next to or above a Glass block will have the water's texture on that side removed.(credit; viewtopic.php?f=1&t=180609) Can be crafted into Stairs or Inverted Stairs
Snow Block
Can spawn naturally in full Arctic biomes.If completely surrounded by water and/or ice (at least one block being water), will turn into Ice. Can also be used to turn a Water Spring Block into Ice.
Can be placed without it falling, but if a Snow block is unsupported, and all horizontally adjacent blocks to it are unsupported,(or empty) then mining it will cause a cascade of all unsupported blocks of the same type, the same as proposed for Dirt. Mining a supported Snow block will not cause any cascades.
Small tunnels(1 - 2 blocks wide) can be created without problem, but wider snow tunnels are much more likely to create problems. A falling Snow Block will be stopped by lava (and then melt) and by water.
Fire, Lava, and torches will melt any Snow block not touching another Snow Block (or snowfall) into a temporary water block (which will spread in all 4 direction as it disappears)
If player falls on a snow block hard enough to injure the player, the block will instead break and slow the player's speed slightly. Snow will drop 1-2 Snowball when broken this way. If broken by hand will drop 4 Snowball, if broken by shovel will drop a Snow Block.
Can be crafted into Stairs and Inverted Stairs, which can in turn be converted into IceSlopes and Inverted Slopes.
Each recipe now produces 6 stair blocks instead of 4. The recipe for stairs may also be turned upside down to produce inverted "ceiling" stairs which can be placed two blocks above a stair block to maintain a consistent distance between ceiling and floor while traveling up stairs.(even though an inverted stair block has the visual appearance of 3/4ths of a block, it actually only has a physical presence of 1/4th)
If a stair block is placed in a location that has a block above it, then the stair block will automatically convert to an inverted stair, and if an inverted stair is placed against the ground it will automatically convert to a regular stair block. Both stairs and inverted stairs will drop a full block of the appropriate type when mined with the appropriate tool.
Additionally, stairs(and inverted stairs) can now be made from Sandstone/Smoothstone/Cloth/Mossy Cobblestone/Clay/Bricks/Obsidian/Glass/Glowstone/Snow/Dirt/Netherrack. Stairs can also be made from Gravel/Ice/Sand but these will take on the appearance of slopes. Ice slopes are the only material that can occur in an inverted slope, can only be made from freezing Snow Stairs, are one way (cannot be climbed up) and will propel the player/mob down the slope if they are not moving. Glowstone stairs will only give back the same amount of glowstone dust as a regular glowstone block. Blocks that can be affected by gravity (sand/gravel/snow/dirt) will still be affected by gravity the same way, but will convert back into regular blocks (non-stairs) if they fall.
Though their orientation will still default to the automatic system that is used now, right clicking on stairs will cycle through all of their various orientations (including inverted) PROVIDED that it is the last block the player has placed OR they are holding the same type of block as what they are attempting to cycle. This allows the player manual control over how these blocks are placed without requiring all players to exercise that control.
Slabs
Slabs can be made from any block that stairs or slopes can be made from. Additionally, if the player is aiming at the underside of a block when a slab is placed, it will be placed as an "upper" half of a slab, leaving the lower half of the block empty. If the player aims at the top of a "lower" slab while placing a full block of the same type, the slab will be moved up a block and the full block will replace the slabs original position. Similarly, aiming at the underside of an "upper" slab with a full block of the same type, the upper slab will be moved one block lower and the full block will replace the slabs old position. Both cases will only happen if the slab has a space to move to.
Ice Slabs can be created from Snow Slabs, or from outside corner snow stairs. (inside corner snow stairs become full ice blocks)
Additionally, the recipe for slabs will be switched with Pressure Plates but will produce 4 slabs instead of 3. When 2 slabs of the same type are stacked together, they will be replaced with the full block of the proper type, removing the need for "double slab" blocks entirely.
Fences
Fences may now have specific blocks placed on top of them, including other Fence Blocks, Cactus (will treat fences as sand except that they will not grow, creates "barbed wire" type fences), and Torches and Redstone torches. Ladders, signs and torches (redstone included) may be placed on the side of a fence.
The bottom half of a Fence will no longer take up an entire block width, much like how a partially eaten cake currently acts. As long as a Fence doesn't have any other blocks on top of it, the top half of a fence will still register as an entire block width, allowing fences to keep spiders out (provided they get caught UNDER that lip and don't manage to latch onto the side of it) Placing torches on a fence will prevent the top half of a fence from registering at full block width.
Fences will now also connect diagonally, both in horizontal and vertical directions provided here(only the top rail will display when connecting vertical diagonals)
Workbench
Will store items left in the crafting grid, PROVIDED they form a proper recipe.(otherwise all items will be ejected) A button or pressure plate may be placed next to a workbench to allow it to eject (upwards) whatever item it would craft, provided their are enough components to craft the item. If part of the components run out in a manner that leaves the other components in a non-functioning recipe, then those components will be ejected. The item that is ejected can change if components run out in a manner that still results in a valid recipe. (This may require being paired up with a dispenser) Items cannot be ejected while a player still has the workbench menu open.
Furnace
Attempting to Smelt Gunpowder will cause the Furnace to be destroyed,(will not drop furnace or Cobblestone) and create an explosion in proportion to the amount of gunpowder used (Explosion Power = Gunpowder^.5 +1 The fuel will determine the amount of time before the explosion occurs (once smelting begins, the gunpowder may not be removed) Breaking a Furnace before it finishes smelting will cancel the explosion, but lose all gunpowder and fuel in the process. Like TNT, covering the Furnace in water can prevent the surrounding blocks from being damaged
Jukebox
The Jukebox can be activated via Redstone circuits. The first charge a jukebox gets turns it on, and if a second charge is applied before the song finishes, then the song will be interrupted.
TNT
If TNT blows up next to or in lava blocks, then it will not be blocked from affecting other solid blocks, but will instead spread numerous temporary lava around the area between where TNT blew up and the edge of the blast radius.
Dispensers
Placing Flint & Steel in the dispenser will allow it to set whatever is in front of it on fire. Left clicking on the dispenser will allow you to reorient the dispenser, letting it face to any side, or even up or down. Minecarts and Boats will be dispensed as entities rather than items.
Will now "visually" extend half a block above, and half a block below the block it is placed on(provided no other block is occupying that space) which will allow ladders to be set 2 spaces apart like they are now and still look visually contiguous. Right clicking on a ladder immediately after it has been placed, or while holding another ladder block will cycle through the various visual effects (no extension, extension up only, extension down only, both extensions)
If the player hits the jump button while climbing a ladder, the player will let go of the ladder and push away from it slightly. Holding the sneak button while climbing a ladder will cause the player to lock to the center of the ladder, making it impossible to fall off the sides. Holding sneak will also make it so that if the player is pressing forward, they will climb in whichever direction they are closest to facing, and the backward key will move them in the opposite direction on the ladder. If the player holds sneak and isn't pressing any other movement keys, the player will maintain their position on the ladder instead of sliding down it.
Cake
Cake can be picked back up when broken. Partially eaten cake block can be mined to pick it back up, with the appropriate loss of durability on the cake item in the player's inventory. Likewise, partially eaten cake can still be placed again, and will simply start out with the partially eaten visuals.
Rails
Though their orientation will still default to the automatic system that is used now, right clicking on them will cycle through their various orientations PROVIDED that it is the last block the player has placed OR they are holding the same type of block as what they are attempting to cycle. This allows the player manual control over how these blocks are placed without requiring all players to exercise that control. When the player initiates manual cycling of a Rail immediately after placing it, all adjacent rails will revert to the position they were in before the rail was placed.
Stairs will cycle through both regular stair orientations and ceiling stair orientations. With this, signs will now be able to be set flat on floors and ceilings, and also be set in "signpost" configuration when placed on walls.(sticking out from a wall, instead of flat against the wall)
Pressure Plates
Can now be created from Cloth(same as wood), and Clay(Same as stone) but will not "click" when stepped on. Additionally, the recipe for Pressure Plates will be switched with Slabs, making them require 3 blocks to make instead of just 2.
Buttons
Can be activated by hitting it with an arrow.
Doors
Liquids can move through open doors. Lava will burn wooden doors and can only be stopped by iron doors.
Redstone Dust
Though their orientation will still default to the automatic system that is used now, right clicking on them will cycle through their various orientations PROVIDED that it is the last block the player has placed OR they are holding the same type of block as what they are attempting to cycle. This allows the player manual control over how these blocks are placed without requiring all players to exercise that control. When the player initiates manual cycling of a Redstone Dust immediately after placing it, all adjacent redstone dust will revert to the position they were in before the Redstone Dust was placed.
Signs
The Text Entry popup for the Sign will include buttons for inserting the special characters along the sides, with the "done" button still at the bottom.
Though their orientation will still default to the automatic system that is used now, right clicking on them will cycle through their various orientations PROVIDED that it is the last block the player has placed OR they are holding the same type of block as what they are attempting to cycle. This allows the player manual control over how these blocks are placed without requiring all players to exercise that control. With this, signs will now be able to be set flat on floors and ceilings, and also be set in "signpost" configuration when placed on walls.(sticking out from a wall, instead of flat against the wall, words will still be oriented towards the ground in this circumstance)
Boats
When placed, will default to pointing AWAY from the player. Jump button will be used as an automatic "get out of boat/minecart" button, so that right click can be used for tool more easily from within the boat. The player will also need to aim directly down in order to break the boat from hitting it with left or right click. holding sneak while not IN the bot, but on top of it, will keep the player locked to the boat, though they will remain unable to steer it.
BREAKING A BOAT WHILE IT IS NOT MOVING WILL ALWAYS DROP A BOAT, AND NOT WOOD PLANKS AND STICKS!
When placed in a dispenser, will be dispensed as an entity, instead of as a dropped item.
Minecarts
Can be placed in lava to function like a boat. Will eventually burn and be destroyed, much slower speed than boat in water. Minecart will not float back to surface of water if it goes under, and player will burn if this happens in Lava. When in Lava, the Minecart will slowly start to lose durability for each block of lava it travels over. Once the Minecart's durability runs out, flame animations will appear on the Minecart. (much like when arrows are fired through lava)
On Easy, if the Minecart loses all of its durability, then the Minecart will not drop a Minecart when broken by the player. On normal difficulty, the Minecart will break as soon as the player exits the Minecart, and on Hard difficulty, the Minecart will break as soon as its durability runs out.
When placed in a dispenser, will be dispensed as an entity, instead of as a dropped item.
Powered Minecarts
When right clicked on, Powered Minecarts will open a furnace inventory. Placing fuel in the fuel slot will start the cart moving in the direction that the player is standing in relation to the cart, allowing the player to sit in a regular Minecart that is being pushed by the Powered minecart and refuel the Powered Minecart without getting out of their cart. If fuel is also placed in the input slot (above fuel) then the Minecart will move at boosted speeds (but burn through the fuel in both slots) If the Powered Minecart runs into a solid block, it will come to a stop and pause its fuel consumption. If the Powered Minecart is punched by the player or runs into another minecart that is blocked from moving by a solid block, and has fuel, it will reverse the direction it had been traveling in. Powered Minecarts can even travel over and push other minecarts across metal/stone blocks,(anything mineable by pickaxe) but each block traveled over will act as a hit from the player, eventually building up to the point that the minecarts moving over the stone/metal blocks will break into item form. Any other blocks traveled over will bring the Minecarts to a full halt (pausing the Powered Minecart's fuel consumption) MINECRAFT2.0
Dirt caveins????? Hell no!!!! This would be glitchy.
We don't need a stair for every material and certainly not an inverted stair for each stair. Also have inverted stairs be only 1/4th there would cause graphical errors.
Trampled snow would ugly snow lands. Cracks are not the way to go.
I don't think receiving ores for diamond, red stone and lapis should be implemented. I want to see that item pop out.
Gold and iron ingot transition. This could work, but I thinkit would be kind of pointless. Who knowingly mines with lava next to an adjacent block?
Your crafting table idea would never work. It would restrict crafting to one person at a time in SMP and they could take your stuff while you're crafting!!!!
Mossy cobble idea would get annoying if you didn't want to use mossy cobble and wanted to build something next to water. Good idea in theory though.
Redstone torch changes would absolutely destroy charge specific circuits.
Log idea would be glitchy and cause unwanted effects when trying to build with them.
Growing mushrooms in that way would overpower mushroom soup.
So you're saying that coal now will be impossible to find next to lava?
Rest of the ideas seem decent though. I'll go into which ones I like more than others later though.
Some of these are great ideas. Inverted and corner stairs, top-half/upside-down slabs, and reliable ice creation are all must-haves, imo. Glow-sand and waves of fire in the Nether also sounds spectacular. Some of the minutiae I think we can live without.
So you can slide down them. The real question is why WOULDN'T there be ice slopes.
Wool pressure plates don't make any sense.
Sure they do, and the best part is that if you don't have them attached to anything, they'd basically end up looking like rugs.
Dirt caveins????? Hell no!!!! This would be glitchy.
No it wouldn't. You'd just need to mke sure to be careful around dirt the same way you need to be careful around sand. This also means you just need to reinforce dirt with wood/stone when you have wider tunnels, the same way you'd need to do if you were mining real life tunnels
We don't need a stair for every material and certainly not an inverted stair for each stair. Also have inverted stairs be only 1/4th there would cause graphical errors.
What graphical issues would you have? It only is to keep the player from getting hung up on them. And more options is always a good thing.
Trampled snow would ugly snow lands. Cracks are not the way to go.
Remember, trample snow only stays trampled until more snow is placed on it. This assumes that places that have snow blocks on them would be in snowy areas, so those will fill back in on their own.
I don't think receiving ores for diamond, red stone and lapis should be implemented. I want to see that item pop out.
Yeah, but it also would allow you to place the ores for decorative purposes, or so that you can use the redstone ore as a type of self lighting pathway.
Gold and iron ingot transition. This could work, but I thinkit would be kind of pointless. Who knowingly mines with lava next to an adjacent block?
It gives the player options for mining iron and gold without needing the furnace, which would help support players who want to challenge themselves to never using the Workbench.
Your crafting table idea would never work. It would restrict crafting to one person at a time in SMP and they could take your stuff while you're crafting!!!!
1) Why the heck should 6 people be able to use a single crafting bench at one time? It doesn't seem at all unreasonable that people would need to stick to 1 person per workbench at a time, and 2) If you don't want other people to take your stuff, don't leave it on the workbench. Alternately it could be set up with the same effect as the private chests that can only be accessed by the person who put in the items to begin with.
Mossy cobble idea would get annoying if you didn't want to use mossy cobble and wanted to build something next to water. Good idea in theory though.
Mossy cobblestone doesn't generate on cobblestone just by being near water, it needs to be near ANOTHER Mossy cobblestone block first. If you don't want mossy cobblestone, just keep it away from the area.
Redstone torch changes would absolutely destroy charge specific circuits.
No it doesn't. All it means is that people can cycle through the various redstone dust orientations manually. It allows people BETTER control, but if they don't exercise that control, it will just use the automatic system that is already in place.
Log idea would be glitchy and cause unwanted effects when trying to build with them.
This could always get the same effect as teh stairs, ladders, tracks and such, where right clicking while still holding a log lets you change the log's position.
Growing mushrooms in that way would overpower mushroom soup.
How would it be any more overpowered than bread that you can grow endless amounts of? The low lighting needed would all but require that you have to grow it in areas that would encourage enemy mobs to spawn.
So you're saying that coal now will be impossible to find next to lava?
What are you talking about? The coal needs to be COMPLETELY surrounded by lava to drop diamond, also I had originally planned that the coal ore would have a chance of dropping a diamond, but not actually become diamond ore.
"Holding a redstone torch while standing still on a block covered in redstone dust will activate the dust as if placing a redstone torch next to it."
This idea WILL NOT work, this is what the guy two posts ago was referring to, any charge specific redstone circuitry could majorly mess up if you were to hold a redstone torch, as it would potentially set something off. This risk would make placing torches in said circuitry an enormous pain, requiring towering up to keep from setting things off when placing redstone torches.
building things like a counter (which is already hard enough, i know from experience) would become infinitely more aggravating near the end of the build
Im sorry but this redstone change has to be removed, although most of the other stuff seems great.
please note, this is my first post, and i dont know how to actually quote stuff, ill get there
*EDIT*
The original post by GreyAcumen has been changed to remove the problem mentioned above
But seriously if I'm making stuff, someone can just go up to the crafting table and take whatever I'm using. Ooh I see you're making diamond armor, I'll take those diamonds. Locked crafting tables make zero sense. There's no compartment and no lock.
Bread = 2 1/2 Mushroom soup = 4 1/2 That's a big health difference.
The coal thing I misread it. But I don't know about having lava burn it.
Dirt caveins would be glitchy. you need to support any cave you find with a dirt ceiling or the thing will cave in. If you place dirt in the wrong place, it will cave in. Players making a dirt house just starting out, it will cave in. Players making pixel art using dirt in Survival will struggle with this addition too.
Inverted stairs: 1/4th thich is not the actual bulk of the block so your player model would go through part of the block.
Never use a workbench? You need one to mine any ore. Plus its exploitable. If you don't get an ingot the first time, you can replace and try again until you do.
I mis read your mossy cobble idea. That is a good idea. I support.
That was not what would break in your redstone changes. "Holding a redstone torch while standing still on a block covered in redstone dust will activate the dust as if placing a redstone torch next to it" This will break redstone circuits and setoff many unintentional TNT blasts, because people will forget not to walk over the redstone with a redstone torch out.
the snow idea. I just meant it should look like packed snow. Packed snow wouldn't have cracks in it.
"Holding a redstone torch while standing still on a block covered in redstone dust will activate the dust as if placing a redstone torch next to it."
This idea WILL NOT work, this is what the guy two posts ago was referring to, any charge specific redstone circuitry could majorly mess up if you were to hold a redstone torch, as it would potentially set something off. This risk would make placing torches in said circuitry an enormous pain, requiring towering up to keep from setting things off when placing redstone torches.
building things like a counter (which is already hard enough, i know from experience) would become infinitely more aggravating near the end of the build
Im sorry but this redstone change has to be removed, although most of the other stuff seems great.
please note, this is my first post, and i dont know how to actually quote stuff, ill get there
Di a good job of explaining the issue. Maybe I could change that so that if you clicked ON redstone dust with a redstone torch, rather than t being a persistent effect.
Quote from VileAssassin »
But seriously if I'm making stuff, someone can just go up to the crafting table and take whatever I'm using. Ooh I see you're making diamond armor, I'll take those diamonds. Locked crafting tables make zero sense. There's no compartment and no lock.
Obviously it could be set that the workbench's "spring" can't be activated WHILE you are crafting on it, and as I mentioned, that effect might be something that should require having a dispenser underneath it.
Bread = 2 1/2 Mushroom soup = 4 1/2 That's a big health difference.
Not when it's infinite. Also, it could be set so that only brown mushrooms are farmable that way.
The coal thing I misread it. But I don't know about having lava burn it.
There needs to be some method to keep people from farming coal for diamonds. So anyone who wants to make diamonds that way risks burning the coal and losing it completely.
Dirt caveins would be glitchy. you need to support any cave you find with a dirt ceiling or the thing will cave in. If you place dirt in the wrong place, it will cave in. Players making a dirt house just starting out, it will cave in. Players making pixel art using dirt in Survival will struggle with this addition too.
That you misread. Dirt doesn't cave in until you BREAK it. You can place dirt anywhere without needing to worry about caveins.
Inverted stairs: 1/4th thich is not the actual bulk of the block so your player model would go through part of the block.
Only the very absolute edges, even then it wouldn't be something that could be easily seen, since it would only happen during the specific transition from one step to the next, once they were actually standing on a step they wouldn't be inside it.
Never use a workbench? You need one to mine any ore.
Not with Extended 2x2 Crafting.
Plus its exploitable. If you don't get an ingot the first time, you can replace and try again until you do.
Exactly. but you're still wearing out your pickaxe to do that, and risking the ore/ingot getting burned in the lava each time (not to mention the risk of getting burned in the lava when you mine the ore.
That was not what would break in your redstone changes. "Holding a redstone torch while standing still on a block covered in redstone dust will activate the dust as if placing a redstone torch next to it" This will break redstone circuits and setoff many unintentional TNT blasts, because people will forget not to walk over the redstone with a redstone torch out.
what do you think of the change I suggest for that idea that I have at the beginning of this post?
the snow idea. I just meant it should look like packed snow. Packed snow wouldn't have cracks in it.
I was just looking at the idea that it would be an easy decal that already existed, instead of needing a new one.
"Will store items left in the crafting grid, PROVIDED they form a proper recipe.(otherwise all items will be ejected) A button or pressure plate may be placed next to a workbench to allow it to eject (upwards) whatever item it would craft, provided their are enough components to craft the item. If part of the components run out in a manner that leaves the other components in a non-functioning recipe, then those components will be ejected. The item that is ejected can change if components run out in a manner that still results in a valid recipe. (This may require being paired up with a dispenser)"
I think that this is a good idea, and I also think that any redstone charge should activate the crafting grid, instead of having it only being activated by buttons and pressure plates adjacent to the crafting grid. This would allow a crafting grid to be connected to a clock, (preferably a 1-clock) that would then pulse on/off and quickly craft multiples of whatever recipe you put in until it ran out of materials. This would especially be useful by lining up several crafting grids, and then placing a stack of logs to turn into planks (or some other boring task) in each crafting grid and activating the clock. This would allow for mechanized manufacturing that would make crafting sticks, torches, or planks much less tedious.
I hope you will consider putting my idea in the original post.
I'm not even going to mention the SMP issues involved with the leaving stuff in a crafting grid idea (although I personally think that it can be made to work, and that if it can't be set up in a un-stealable manner, that it should be implemented in SMP anyways, and that people should just resort to crafting the normal way in SMP when others are around.
Maybe you updated the thread since when I posted, or maybe I just missed it the first read-through, but...
Quote from GreyAcumen »
Cake
Cake can be eaten directly from the player's quickslot using right click, and will use up part of the cake's durability. Partially eaten cake can still be placed, and will simply start out with the partially eaten visuals. Likewise, partially eaten cake block can be mined to pick it back up, with the appropriate loss of durability.
Isn't that the big "catch" (aka, what makes it not overpowered) for cake, though? Like, it heals a crapload of health, but it has to be placed before using it so it's inconvenient sometimes? Or am I missing something?
Maybe you updated the thread since when I posted, or maybe I just missed it the first read-through, but...
Quote from GreyAcumen »
Cake
Cake can be eaten directly from the player's quickslot using right click, and will use up part of the cake's durability. Partially eaten cake can still be placed, and will simply start out with the partially eaten visuals. Likewise, partially eaten cake block can be mined to pick it back up, with the appropriate loss of durability.
Isn't that the big "catch" (aka, what makes it not overpowered) for cake, though? Like, it heals a crapload of health, but it has to be placed before using it so it's inconvenient sometimes? Or am I missing something?
I thought it was less of a catch, and more of a feature. I also just outright feel it doesn't make sense that you can carry a whole cake, but not half of one. it takes 3 buckets to be able to make a cake, so it doesn't really seem unreasonable to me. I also need to fix that description. If being able to pick it up bugs you, it could always be set so that it takes a hit to its durability when it is picked back up.
EDIT: The Index and overall block order has been updated to match up to each other.
Completely against the ruining of earth blocks. Part of the reason minecraft is so great is that you can build things which AREN'T possible in real life. Floating sand was a mistake and thus sandstone was put below sand to stop the apparent gravity defiance, 1x2 tunnels SUCK, and its fun to build large tunnels and build what you want, not have to worry about whether it will all collapse any minute. Caves close to the surface would also collapse leaving awkward dips in the landscape
You're not reading very well. Dirt will only cascade when MINED, not when placed, and ONLY if you break an "unsupported" block, and if there's grass on a block, it counts as supported, so the surface of the world won't form dips like that.
Some of these were pretty stupid, but the ones that weren't was really good ideas. I never want to see slanted terrain ever though.
Rollback Post to RevisionRollBack
I am just a guy looking for good suggestions that are original, creative, and match the theme of Mine-craft. I have some mob ideas that I need help forming which is a community project.
Only Sand, Gravel, and Ice can form slopes, and blocks that form slopes instead of stairs don't get corner variants, and Sand and Gravel can't form inverted slopes.
Quote from Sunthorn »
where would you draw the lines of unsupported blocks ?
Just read. If a dirt block is not directly supported, and does not have a dirt/sand/gravel/snow block that is supported, or a non-dirt/sand/gravel/snow block, next to it, then it will be considered unsupported and when you mine it, it will set off the other unsupported dirt blocks to cascade, but reinforcing something with a dirt ceiling is just a matter of putting some cobblestone or wood up along with the dirt.
i see a huge problem with coal you say if its surrounded on ALL SIX SIDES WITH LAVA you get diamond if its surrounded that much then it will always burn useless to let that happen same with 5 sides for metal have it 3 for coal and 2 for metals
Coal was supposed to be brought down to 5. I forgot to change that. As for the lava issue, that's already covered. You have a small chance to get ingot drops when even just ONE lava block is next to the ore block, but it's an incredibly small chance, having the ore you are mining touching 5 lava blocks gives you the same chances of mining an ingot as you would of getting flint from gravel. having less blocks gives you a smaller chance.
Basically, I've been figuring out how to improve every single block in the game. Either give them more abilities, give them abilities that let them differ functionally from other similar blocks, or make them easier to use and work with. I finally gave up trying to make my own organization method, so I just use roughly the same sorting process that the minecraft wiki uses.
SOFT BLOCKS:
Dirt - Sand - Gravel - Wool - Clay - Snow
HARD BLOCKS:
Stone - Obsidian - Mossy Cobblestone - Ice - Bedrock - Sandstone
PLANT BLOCKS:
Logs - Leaves - Grass - Pumpkins - Flowers - Mushrooms - Saplings
ORE & LIQUID BLOCKS:
Coal Ore - Iron Ore - Gold Ore - Diamond Redstone Lapus Lazuli Ore - Water - Lava
NETHER BLOCKS:
Glowstone - Netherrack - Soul Sand
CRAFTED BLOCKS:
Brick - Glass - Snow Block - Iron Gold Diamond Block - Stairs - Slabs - Fence
UTILITY BLOCKS:
Workbench - Furnace - Jukebox - TNT - Dispensers - Noteblocks
FUNCTIONAL BLOCKS:
Ladder - Cake - Rails - Pressure Plates - Buttons - Doors - Redstone Dust - Signs
TRANSPORT BLOCKS:
Boats - Minecarts - Powered Minecart
Dirt
Can be placed without it falling, but if a dirt block is unsupported, and all horizontally adjacent blocks to it are unsupported,(or empty) then mining it will cause a cascade of all unsupported blocks of the same type, much like mining Sand or Gravel that had generated unsupported naturally. Mining a supported dirt block will not set off any cascades.
Small tunnels(1 - 2 blocks wide) can be created without problem, but wider dirt tunnels can become dangerous unless they are reinforced with or some other block. Dirt blocks that have grass growing on them are automatically treated as supported as long as the grass remains. Dirt will function like Gravel, falling through both lava and water. Can be crafted into Stairs or Inverted Stairs
Sand
Can be colored to create Colored Sand, which in turn can be used to make Stained Glass, or Colored Sandstone for non-flammable color projects. Can be placed under water and lava, but will stop falling if Water Block or Lava Block are underneath. Sand that is adjacent to a lava block, or completely surrounded by lava will turn to glass. Sand that is "wet" and touching another block will act like Dirt for determining if it should fall. Can be crafted into Slopes
Gravel
Remains relatively unchanged so that it is different from Sand. Can be crafted into Slopes
Wool
9 Wool can be crafted into 1 String. (they must either all be the same color, or possibly may only be crafted from white wool specifically, and no other color)
If player falls on a Wool block hard enough to injure the player, the block will instead break and slow the player's speed slightly. Wool will drop a Wool block when broken this way. Can be crafted into Stairs or Inverted Stairs
Clay
Requires Shovel to mine. Covering clay in wter can allow clay to be mined faster, and by hand. Can be crafted into Stairs or Inverted Stairs
Snow
When the player or any mob walks on snow, it will turn into "trampled snow" which just looks like snow with a cracked texture on top. Snowball can still be mined from "trampled snow" though there may be a minor 5% to less than 1% chance of failure. This texture will remain until new snow falls on the block, or until snow is placed on it using a Snowball. Snow can support itself and wont break if the block it is resting on is mined out from under it provided that it is next to more snow or a snow block.
Smooth Stone
Can be crafted into Stairs or Inverted Stairs
Obsidian
If Obsidian is touching at least 4 Lava Blocks, and not touching any water, it will melt back into a Lava Blocks. Can be crafted into Stairs or Inverted Stairs
Obsidian can now also create portals when arranged in a 3 wide x 4 tall border, allowing the player to create a 1 wide x 2 tall portal. However this portal does not stay lit on its own and will go out after teh amount of time it would take to get through the portal and IMMEDIATELY back, so any wasted time can leave the player stranded.
a 5x6 tall border of obsidian can also be built, and cannot be disabled by nearby explosions, but has a higher chance of allowing a Ghasts and Pigmen to spawn in the overworld near that portal.(and likewise, a chance for overworld mobs to spawn in the nether near that portal)
Obsidian Stairs(and inverted Stairs can be used to make portals, but only if one of the 2 flat sides of the obsidian stair block is facing into the area where the portal blocks would be generated. Otherwise it won't work.
Mossy Cobblestone
May be farmable when placed next to another cobblestone block and both are next to a Water Block. Running a Mossy Cobblestone through a Funace will produce a Smoothstone block, the same as what regular Cobblestone does. Can be crafted into Stairs or Inverted Stairs
Ice
Ice can now be created by throwing Snowballs at a Water Block, or by covering a Snow Block in Water, or by placing a Snow Block on top of a Water Block. Non-corner Snow Stairs and Inverted Stairs can be converted into Ice Slopes using Water. Corner Snow Stairs and Inverted stairs will convert to standard Ice Blocks (or Ice Slabs) Ice slopes are one-way, cannot be climbed up and will propel the mob/player downward if the mob is not actively attempting to move up them.
Bedrock
The bottom-most layer of Minecraft will always be solid bedrock (overarching map generation rule; layer 0 ALWAYS = bedrock) no more holes to the void. (this may have already been implemented.
Sandstone
When broken with a shovel, will return 2 - 3 Sand Blocks. Can be crafted into Stairs or Inverted Stairs
Wood(Logs)
Placing(or generating) a log block next to another log block will cause the placed/generated log block to be turned sideways (top/bottom textures oriented towards existing log block). This will not happen if the placed/generated log block is also on top of another log block. If the log blocks are different types, then the matching log block has priority to determine which direction the placed/generated log block points.
Leaves
Now act as a non-flowing liquid block. Leaf blocks can still be burned, and broken by punching them, and will still follow current rules for withering and catching on fire, but the player can "Swim" through them. ("swimming" through leaves will not deplete the player's oxygen at all) Aside from allowing players and mobs to move through the low hanging branches of trees, and also climb trees more easily, it will also allow players to fall from great heights and reduce the damage they take by landing in a tree the same way they can using Water
If Topiary Blocks are implemented, they will still act as solid blocks instead of liquid.
Grass
Can be made by planting grass seeds on an untilled block of dirt.
Pumpkins
Pumpkins will generate naturally UNCARVED, cannot be worn, but CAN be stacked.
Placing a Pumpkin on tilled soil, with other empty tilled-soil blocks nearby will allow the pumpkin to spawn new pumpkins, Pumpkins will not grow in the blocks immediately next to another pumpkin, but they must have only tilled soil between where the original pumpkin was planted and where the new pumpkin will grow. (requiring constant maintenance of the soil) The player will know they are successful when the top texture of the soil block changes to look like the top of a pumpkin. Once this is achieved, the player will no longer need to monitor the soil, and another 1-3 days will be needed for the pumpkin to finish growing.
Running a Pumpkin through the crafting grid will return a Pumkinjack (carved pumpkin) which cannot be stacked, but can be worn as a helmet.(texture will be fixed to face to the player's front) While wearing a Pumpkinjack, the player will observe increased light levels, as if in the Nether, with light traveling farther from light sources, and with the darkest light levels being the same as the nether's darkest light levels. This will not affect the light levels that other players observe, and will also not affect crop growth or mob spawning. A Pumpkinjack can be crafted with a torch to make a Jack-o-Lantern.
Jackolanterns will still produce a light level of 15, but this will only apply to the blocks in a half-sphere area that is to the same side of the Jackolantern as the direction it is facing. Right clicking on a Jackolantern will allow it to be turned. Two Jackolantens placed back to back will provide roughly the same lighting as a Glowstone Block.
Flowers
Right clicking on a flower now gathers it as a single flower that can be replanted. This will also occur when the block the flower is resting on is broken. If the player right clicks on a flower with a Hoe, there will be a chance of gathering a flower seed along with the flower. Left clicking directly on the flower to break it will drop no flower, instead dropping 0-2 flower seeds. Breaking a flower with a Hoe will drop 1-3 Flower seeds. Flower seeds are not visually different than grass seeds, but will display a different tooltip.
Mushrooms
Can grow on the side of blocks now (and be placed there) much like torches. If a mushroom is planted on a log block that is touching water, while in low light levels, it will grow new mushrooms on any free face of that log.
Red Mushrooms can be eaten by the player and will heal 1HP, but will give a slight red tint to the player's vision, and then cause the player to lose .5 HP every game day for the next 7 game days, at which point the effect will dissipate, returning the player's vision to normal. Brown Mushrooms will not heal the player at all, but they will stop the negative effects of the Red Mushroom.
Saplings
Can now be planted on a log block from any tree, when the sapling grows into a tree, it will grow into the same type of tree as the log block it was planted on. (this will still apply if saplings are made to have distinct types the same way Log blocks do.
Coal Ore
If a Coal Ore is located in the 0-16 layer that diamond can be found in, and is surrounded by lava spring block on 5 sides, then mining it will have a chance of dropping diamond instead of coal, however each time the number of lava blocks that are touching the Coal Ore change, the Coal Ore block will have a chance of catching on fire (more blocks touching = higher chance)
Iron Ore
Will have a chance of dropping a smelted ingot instead of the ore if mined while touching Lava Blocks. More Lava Blocks touching the Iron Ore results in a higher chance of getting the ingot to drop (but also a higher chance of the block dropping into the lava and burning when mined) If surrounded on 5 sides by lava, chance of dropping smelted ore is same as getting flint from gravel.
Gold Ore
Will have a chance of dropping a smelted ingot instead of the ore if mined while touching Lava Blocks. More Lava Blocks touching the Gold Ore results in a higher chance of getting the ingot to drop (but also a higher chance of the block dropping into the lava and burning when mined) If surrounded on 5 sides by lava, chance of dropping smelted ore is same as getting flint from gravel. Gold will give off a soft glow similar to Redstone when it is walked on or clicked on (light level of 4)
Diamond/Redstone/Lapus Lazuli Ore
Instead of mining diamond/redstone/lapus lazuli directly from the ore blocks, the ore blocks will have a 50% chance to drop directly, these can either be put down and mined again, or they can simply be crafted into their normal mined components.
Water
Water now reduces the player's falling speed but will not completely negate it within 2-3 blocks. Each block of water the player falls through will reduce the player's fall speed by a certain amount, but if they hit a solid block, damage will still be applied based on how fast the player is still going. To fall 104 blocks without taking damage, the player should need to fall through roughly 24 blocks of water (though 12 blocks of water could allow them to survive with injuries incurred by the fall)
Lava
If lava has an unobstructed path all the way down to bedrock,(only lava, or lava blocks between it and bedrock) and does not have another lava block above it, that lava block will have the ability to destroy any block immediately above it (including obsidian, but not bedrock) and will generate temporary lava blocks directly above it to height equal to 30% of the height of the layer it is on, with a cap preventing it from generating above the ceiling limit. (lava at a height of 9 above bedrock can generate up to 3 temporary lava blocks above it, at height of 90 can generate up to 27 blocks above it, at height of 100, not all 30 temporary blocks will have room to generate and will stop at ceiling level, lava at a height of 3 or lower will not be able to erupt)
These eruptions occur roughly 0-2 times each day, with the chunk itself determining if, and at what time that, the eruption occurs (so all lava blocks on the same chunk will always erupt at the same time)
In the Nether, a lava block is able to set the block above it on fire randomly, provided that block is either empty, Netherrack, or some other flammable block. Embers that Lava produces are no longer purely aesthetic in the Nether, and will actively catch flammable blocks on fire and injure the player. Lava will also give off embers with greater frequency at higher difficulties in the Nether.
Glowstone
Improved with Glowstone Sand
Glowstone will drop 1-3 pieces of Glowstone Dust,(similar to what redstone ore does) which will allow the player a method to nearly break even when gathering and placing Glowstone, though it will cost fuel for the furnace and time for the smelting process to finish.
Netherrack
Lava can catch Netherrack on fire if the embers from the lava touch any of its faces. Fire can also spread to other flammable blocks if they are directly adjacent or diagonally adjacent in any direction, including other Netherrack blocks, but the fire on a Netherrack block will be put out if it spreads to another Netherrack block. All sides of Netherrack can now also catch on fire, but only from the player, lava embers, or another Netherrack block that has the same side on fire. (Nether fire will move, but not multiply)
Netherrack that has had its fire move to a different Netherrack block will turn "inert" on all sides until it is not subjected to fire or heat sources for several seconds, with Easy difficulty having a much longer inert time period, and hard difficulty having a relatively brief inert period. (this keeps fire from spreading back the way it came from, and helps keep Netherfire from getting too prolific) If Netherrack has a Mushroom/Mushrave on it, it will be treated as "inert" and neither the Netherrack, nor the Mushroom/Mushrave, will catch on fire. A Netherrack block will immediately lose its inert status if the player hits the block in any manner, unless there is a Mushroom/Mushrave growing on the block.
When in the Nether, Netherrack will corrupt any cobblestone or smooth stone directly adjacent to it and turn it into Netherrack, similar to how Grass can convert nearby Dirt Blocks into Grass Blocks. This process takes roughly a full game day to occur, but will happen regardless of the player's presence in the Nether.(the time will be calculated when the player returns to the area and blocks will be updated all at once) In the Overworld, Mossy Cobblestone can "corrupt" Netherrack placed next to it to turn the Netherrack into more Mossy Cobblestone in the same manner, provided the Netherrack is not actively burning. A radius around an active portal equal to the twice the number of blocks it is tall will be immune to Corruption. This effect extends in a capsule shape around the Portal, both in the Nether and the Overworld.
Netherrack can be used as fuel in a furnace to smelt blocks at twice the standard speed, but requires 32 Netherrack blocks to complete a single smelting process.
Soul Sand
"Sticky" Soul Sand replaces the current Soul Sand, being generated in the same places, and building on its features. Players and Mobs will still have their movement speed reduced while walking on it by the same amount, but the player and other mobs will also no longer be able to Jump while on top of a Soul Sand block. The player may be able to climb up the sides of Soul Sand like ladder blocks, but at half the speed of ladders, and if so, mobs will also be able to climb up these blocks the way spiders can for any block.
Liquids will flow one less block as far when flowing over a Soul Sand block. This effect is cumulative for each block of Soul Sand the liquid flows over.
Furthermore when a sand or gravel block is placed against a Soul Sand block, the sand or gravel will act as if supported, even if above empty air. If the Soul Sand is removed afterward, the sand and gravel that were placed next to it will not fall unless they, or the block they are on top of, are broken. This will allow the player to build cascading sand/gravel traps more easily.
Gold, Iron, and Diamond Shovels can mine Soul Sand and the same rate as regular sand. Wood and Stone Shovels mine Soul Sand at the same rate as Diamond Picks do Obsidian. Fists and other tools can break, but cannot mine.
In the Nether, Sand or Dirt can be corrupted by Soul Sand the same way Cobblestone and Smooth stone can be corrupted by Netherrack. Likewise in the Overworld, Grass blocks can "corrupt" Soul Sand to become a regular Dirt Block (with grass) A radius around an active portal equal to the twice the number of blocks it is tall will be immune to Corruption. This effect extends in a capsule shape around the Portal, both in the Nether and the Overworld.
Brick
Can be crafted into Stairs or Inverted Stairs
Glass
Stained Glass can be crafted from Colored Sand. Water that is next to or above a Glass block will have the water's texture on that side removed.(credit; viewtopic.php?f=1&t=180609) Can be crafted into Stairs or Inverted Stairs
Snow Block
Can spawn naturally in full Arctic biomes.If completely surrounded by water and/or ice (at least one block being water), will turn into Ice. Can also be used to turn a Water Spring Block into Ice.
Can be placed without it falling, but if a Snow block is unsupported, and all horizontally adjacent blocks to it are unsupported,(or empty) then mining it will cause a cascade of all unsupported blocks of the same type, the same as proposed for Dirt. Mining a supported Snow block will not cause any cascades.
Small tunnels(1 - 2 blocks wide) can be created without problem, but wider snow tunnels are much more likely to create problems. A falling Snow Block will be stopped by lava (and then melt) and by water.
Fire, Lava, and torches will melt any Snow block not touching another Snow Block (or snowfall) into a temporary water block (which will spread in all 4 direction as it disappears)
If player falls on a snow block hard enough to injure the player, the block will instead break and slow the player's speed slightly. Snow will drop 1-2 Snowball when broken this way. If broken by hand will drop 4 Snowball, if broken by shovel will drop a Snow Block.
Can be crafted into Stairs and Inverted Stairs, which can in turn be converted into Ice Slopes and Inverted Slopes.
Iron/Gold/Diamond Blocks
Can be crafted into Stairs or Inverted Stairs
Stairs
Each recipe now produces 6 stair blocks instead of 4. The recipe for stairs may also be turned upside down to produce inverted "ceiling" stairs which can be placed two blocks above a stair block to maintain a consistent distance between ceiling and floor while traveling up stairs.(even though an inverted stair block has the visual appearance of 3/4ths of a block, it actually only has a physical presence of 1/4th)
If a stair block is placed in a location that has a block above it, then the stair block will automatically convert to an inverted stair, and if an inverted stair is placed against the ground it will automatically convert to a regular stair block. Both stairs and inverted stairs will drop a full block of the appropriate type when mined with the appropriate tool.
Additionally, stairs(and inverted stairs) can now be made from Sandstone/Smoothstone/Cloth/Mossy Cobblestone/Clay/Bricks/Obsidian/Glass/Glowstone/Snow/Dirt/Netherrack. Stairs can also be made from Gravel/Ice/Sand but these will take on the appearance of slopes. Ice slopes are the only material that can occur in an inverted slope, can only be made from freezing Snow Stairs, are one way (cannot be climbed up) and will propel the player/mob down the slope if they are not moving. Glowstone stairs will only give back the same amount of glowstone dust as a regular glowstone block. Blocks that can be affected by gravity (sand/gravel/snow/dirt) will still be affected by gravity the same way, but will convert back into regular blocks (non-stairs) if they fall.
Though their orientation will still default to the automatic system that is used now, right clicking on stairs will cycle through all of their various orientations (including inverted) PROVIDED that it is the last block the player has placed OR they are holding the same type of block as what they are attempting to cycle. This allows the player manual control over how these blocks are placed without requiring all players to exercise that control.
Slabs
Slabs can be made from any block that stairs or slopes can be made from. Additionally, if the player is aiming at the underside of a block when a slab is placed, it will be placed as an "upper" half of a slab, leaving the lower half of the block empty. If the player aims at the top of a "lower" slab while placing a full block of the same type, the slab will be moved up a block and the full block will replace the slabs original position. Similarly, aiming at the underside of an "upper" slab with a full block of the same type, the upper slab will be moved one block lower and the full block will replace the slabs old position. Both cases will only happen if the slab has a space to move to.
Ice Slabs can be created from Snow Slabs, or from outside corner snow stairs. (inside corner snow stairs become full ice blocks)
Additionally, the recipe for slabs will be switched with Pressure Plates but will produce 4 slabs instead of 3. When 2 slabs of the same type are stacked together, they will be replaced with the full block of the proper type, removing the need for "double slab" blocks entirely.
Fences
Fences may now have specific blocks placed on top of them, including other Fence Blocks, Cactus (will treat fences as sand except that they will not grow, creates "barbed wire" type fences), and Torches and Redstone torches. Ladders, signs and torches (redstone included) may be placed on the side of a fence.
The bottom half of a Fence will no longer take up an entire block width, much like how a partially eaten cake currently acts. As long as a Fence doesn't have any other blocks on top of it, the top half of a fence will still register as an entire block width, allowing fences to keep spiders out (provided they get caught UNDER that lip and don't manage to latch onto the side of it) Placing torches on a fence will prevent the top half of a fence from registering at full block width.
Fences will now also connect diagonally, both in horizontal and vertical directions provided here(only the top rail will display when connecting vertical diagonals)
Workbench
Will store items left in the crafting grid, PROVIDED they form a proper recipe.(otherwise all items will be ejected) A button or pressure plate may be placed next to a workbench to allow it to eject (upwards) whatever item it would craft, provided their are enough components to craft the item. If part of the components run out in a manner that leaves the other components in a non-functioning recipe, then those components will be ejected. The item that is ejected can change if components run out in a manner that still results in a valid recipe. (This may require being paired up with a dispenser) Items cannot be ejected while a player still has the workbench menu open.
Furnace
Attempting to Smelt Gunpowder will cause the Furnace to be destroyed,(will not drop furnace or Cobblestone) and create an explosion in proportion to the amount of gunpowder used (Explosion Power = Gunpowder^.5 +1 The fuel will determine the amount of time before the explosion occurs (once smelting begins, the gunpowder may not be removed) Breaking a Furnace before it finishes smelting will cancel the explosion, but lose all gunpowder and fuel in the process. Like TNT, covering the Furnace in water can prevent the surrounding blocks from being damaged
Jukebox
The Jukebox can be activated via Redstone circuits. The first charge a jukebox gets turns it on, and if a second charge is applied before the song finishes, then the song will be interrupted.
TNT
If TNT blows up next to or in lava blocks, then it will not be blocked from affecting other solid blocks, but will instead spread numerous temporary lava around the area between where TNT blew up and the edge of the blast radius.
Dispensers
Placing Flint & Steel in the dispenser will allow it to set whatever is in front of it on fire. Left clicking on the dispenser will allow you to reorient the dispenser, letting it face to any side, or even up or down. Minecarts and Boats will be dispensed as entities rather than items.
Noteblocks
Noteblocks have their own thread already.
Ladders
Will now "visually" extend half a block above, and half a block below the block it is placed on(provided no other block is occupying that space) which will allow ladders to be set 2 spaces apart like they are now and still look visually contiguous. Right clicking on a ladder immediately after it has been placed, or while holding another ladder block will cycle through the various visual effects (no extension, extension up only, extension down only, both extensions)
If the player hits the jump button while climbing a ladder, the player will let go of the ladder and push away from it slightly. Holding the sneak button while climbing a ladder will cause the player to lock to the center of the ladder, making it impossible to fall off the sides. Holding sneak will also make it so that if the player is pressing forward, they will climb in whichever direction they are closest to facing, and the backward key will move them in the opposite direction on the ladder. If the player holds sneak and isn't pressing any other movement keys, the player will maintain their position on the ladder instead of sliding down it.
Cake
Cake can be picked back up when broken. Partially eaten cake block can be mined to pick it back up, with the appropriate loss of durability on the cake item in the player's inventory. Likewise, partially eaten cake can still be placed again, and will simply start out with the partially eaten visuals.
Rails
Though their orientation will still default to the automatic system that is used now, right clicking on them will cycle through their various orientations PROVIDED that it is the last block the player has placed OR they are holding the same type of block as what they are attempting to cycle. This allows the player manual control over how these blocks are placed without requiring all players to exercise that control. When the player initiates manual cycling of a Rail immediately after placing it, all adjacent rails will revert to the position they were in before the rail was placed.
Stairs will cycle through both regular stair orientations and ceiling stair orientations. With this, signs will now be able to be set flat on floors and ceilings, and also be set in "signpost" configuration when placed on walls.(sticking out from a wall, instead of flat against the wall)
Pressure Plates
Can now be created from Cloth(same as wood), and Clay(Same as stone) but will not "click" when stepped on. Additionally, the recipe for Pressure Plates will be switched with Slabs, making them require 3 blocks to make instead of just 2.
Buttons
Can be activated by hitting it with an arrow.
Doors
Liquids can move through open doors. Lava will burn wooden doors and can only be stopped by iron doors.
Redstone Dust
Though their orientation will still default to the automatic system that is used now, right clicking on them will cycle through their various orientations PROVIDED that it is the last block the player has placed OR they are holding the same type of block as what they are attempting to cycle. This allows the player manual control over how these blocks are placed without requiring all players to exercise that control. When the player initiates manual cycling of a Redstone Dust immediately after placing it, all adjacent redstone dust will revert to the position they were in before the Redstone Dust was placed.
Signs
The Text Entry popup for the Sign will include buttons for inserting the special characters along the sides, with the "done" button still at the bottom.
Though their orientation will still default to the automatic system that is used now, right clicking on them will cycle through their various orientations PROVIDED that it is the last block the player has placed OR they are holding the same type of block as what they are attempting to cycle. This allows the player manual control over how these blocks are placed without requiring all players to exercise that control. With this, signs will now be able to be set flat on floors and ceilings, and also be set in "signpost" configuration when placed on walls.(sticking out from a wall, instead of flat against the wall, words will still be oriented towards the ground in this circumstance)
Boats
When placed, will default to pointing AWAY from the player. Jump button will be used as an automatic "get out of boat/minecart" button, so that right click can be used for tool more easily from within the boat. The player will also need to aim directly down in order to break the boat from hitting it with left or right click. holding sneak while not IN the bot, but on top of it, will keep the player locked to the boat, though they will remain unable to steer it.
BREAKING A BOAT WHILE IT IS NOT MOVING WILL ALWAYS DROP A BOAT, AND NOT WOOD PLANKS AND STICKS!
When placed in a dispenser, will be dispensed as an entity, instead of as a dropped item.
Minecarts
Can be placed in lava to function like a boat. Will eventually burn and be destroyed, much slower speed than boat in water. Minecart will not float back to surface of water if it goes under, and player will burn if this happens in Lava. When in Lava, the Minecart will slowly start to lose durability for each block of lava it travels over. Once the Minecart's durability runs out, flame animations will appear on the Minecart. (much like when arrows are fired through lava)
On Easy, if the Minecart loses all of its durability, then the Minecart will not drop a Minecart when broken by the player. On normal difficulty, the Minecart will break as soon as the player exits the Minecart, and on Hard difficulty, the Minecart will break as soon as its durability runs out.
When placed in a dispenser, will be dispensed as an entity, instead of as a dropped item.
Powered Minecarts
When right clicked on, Powered Minecarts will open a furnace inventory. Placing fuel in the fuel slot will start the cart moving in the direction that the player is standing in relation to the cart, allowing the player to sit in a regular Minecart that is being pushed by the Powered minecart and refuel the Powered Minecart without getting out of their cart. If fuel is also placed in the input slot (above fuel) then the Minecart will move at boosted speeds (but burn through the fuel in both slots) If the Powered Minecart runs into a solid block, it will come to a stop and pause its fuel consumption. If the Powered Minecart is punched by the player or runs into another minecart that is blocked from moving by a solid block, and has fuel, it will reverse the direction it had been traveling in. Powered Minecarts can even travel over and push other minecarts across metal/stone blocks,(anything mineable by pickaxe) but each block traveled over will act as a hit from the player, eventually building up to the point that the minecarts moving over the stone/metal blocks will break into item form. Any other blocks traveled over will bring the Minecarts to a full halt (pausing the Powered Minecart's fuel consumption)
MINECRAFT2.0
Other threads that I am aware of using for inspiration:
viewtopic.php?f=1&t=329807
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Gold is MEANT to be useless.
Wrong. It's meant for me to look like a pimp.
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100% agreement on every part of it.
Wool pressure plates don't make any sense.
Dirt caveins????? Hell no!!!! This would be glitchy.
We don't need a stair for every material and certainly not an inverted stair for each stair. Also have inverted stairs be only 1/4th there would cause graphical errors.
Trampled snow would ugly snow lands. Cracks are not the way to go.
I don't think receiving ores for diamond, red stone and lapis should be implemented. I want to see that item pop out.
Gold and iron ingot transition. This could work, but I thinkit would be kind of pointless. Who knowingly mines with lava next to an adjacent block?
Your crafting table idea would never work. It would restrict crafting to one person at a time in SMP and they could take your stuff while you're crafting!!!!
Mossy cobble idea would get annoying if you didn't want to use mossy cobble and wanted to build something next to water. Good idea in theory though.
Redstone torch changes would absolutely destroy charge specific circuits.
Log idea would be glitchy and cause unwanted effects when trying to build with them.
Growing mushrooms in that way would overpower mushroom soup.
So you're saying that coal now will be impossible to find next to lava?
Rest of the ideas seem decent though. I'll go into which ones I like more than others later though.
http://www.minecraftforum.net/viewtopic.php?f=1&t=155932
Crates
http://www.minecraftforum.net/viewtopic.php?f=1&t=239467
Item Scrolling
http://www.minecraftforum.net/viewtopic.php?f=1&t=174539
Sure they do, and the best part is that if you don't have them attached to anything, they'd basically end up looking like rugs.
No it wouldn't. You'd just need to mke sure to be careful around dirt the same way you need to be careful around sand. This also means you just need to reinforce dirt with wood/stone when you have wider tunnels, the same way you'd need to do if you were mining real life tunnels
What graphical issues would you have? It only is to keep the player from getting hung up on them. And more options is always a good thing.
Remember, trample snow only stays trampled until more snow is placed on it. This assumes that places that have snow blocks on them would be in snowy areas, so those will fill back in on their own.
Yeah, but it also would allow you to place the ores for decorative purposes, or so that you can use the redstone ore as a type of self lighting pathway.
It gives the player options for mining iron and gold without needing the furnace, which would help support players who want to challenge themselves to never using the Workbench.
1) Why the heck should 6 people be able to use a single crafting bench at one time? It doesn't seem at all unreasonable that people would need to stick to 1 person per workbench at a time, and 2) If you don't want other people to take your stuff, don't leave it on the workbench. Alternately it could be set up with the same effect as the private chests that can only be accessed by the person who put in the items to begin with.
Mossy cobblestone doesn't generate on cobblestone just by being near water, it needs to be near ANOTHER Mossy cobblestone block first. If you don't want mossy cobblestone, just keep it away from the area.
No it doesn't. All it means is that people can cycle through the various redstone dust orientations manually. It allows people BETTER control, but if they don't exercise that control, it will just use the automatic system that is already in place.
This could always get the same effect as teh stairs, ladders, tracks and such, where right clicking while still holding a log lets you change the log's position.
How would it be any more overpowered than bread that you can grow endless amounts of? The low lighting needed would all but require that you have to grow it in areas that would encourage enemy mobs to spawn.
What are you talking about? The coal needs to be COMPLETELY surrounded by lava to drop diamond, also I had originally planned that the coal ore would have a chance of dropping a diamond, but not actually become diamond ore.
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This idea WILL NOT work, this is what the guy two posts ago was referring to, any charge specific redstone circuitry could majorly mess up if you were to hold a redstone torch, as it would potentially set something off. This risk would make placing torches in said circuitry an enormous pain, requiring towering up to keep from setting things off when placing redstone torches.
building things like a counter (which is already hard enough, i know from experience) would become infinitely more aggravating near the end of the build
Im sorry but this redstone change has to be removed, although most of the other stuff seems great.
please note, this is my first post, and i dont know how to actually quote stuff, ill get there
*EDIT*
The original post by GreyAcumen has been changed to remove the problem mentioned above
But seriously if I'm making stuff, someone can just go up to the crafting table and take whatever I'm using. Ooh I see you're making diamond armor, I'll take those diamonds. Locked crafting tables make zero sense. There's no compartment and no lock.
Bread = 2 1/2 Mushroom soup = 4 1/2 That's a big health difference.
The coal thing I misread it. But I don't know about having lava burn it.
Dirt caveins would be glitchy. you need to support any cave you find with a dirt ceiling or the thing will cave in. If you place dirt in the wrong place, it will cave in. Players making a dirt house just starting out, it will cave in. Players making pixel art using dirt in Survival will struggle with this addition too.
Inverted stairs: 1/4th thich is not the actual bulk of the block so your player model would go through part of the block.
Never use a workbench? You need one to mine any ore. Plus its exploitable. If you don't get an ingot the first time, you can replace and try again until you do.
I mis read your mossy cobble idea. That is a good idea. I support.
That was not what would break in your redstone changes. "Holding a redstone torch while standing still on a block covered in redstone dust will activate the dust as if placing a redstone torch next to it" This will break redstone circuits and setoff many unintentional TNT blasts, because people will forget not to walk over the redstone with a redstone torch out.
the snow idea. I just meant it should look like packed snow. Packed snow wouldn't have cracks in it.
http://www.minecraftforum.net/viewtopic.php?f=1&t=155932
Crates
http://www.minecraftforum.net/viewtopic.php?f=1&t=239467
Item Scrolling
http://www.minecraftforum.net/viewtopic.php?f=1&t=174539
Di a good job of explaining the issue. Maybe I could change that so that if you clicked ON redstone dust with a redstone torch, rather than t being a persistent effect.
Obviously it could be set that the workbench's "spring" can't be activated WHILE you are crafting on it, and as I mentioned, that effect might be something that should require having a dispenser underneath it.
Not when it's infinite. Also, it could be set so that only brown mushrooms are farmable that way.
There needs to be some method to keep people from farming coal for diamonds. So anyone who wants to make diamonds that way risks burning the coal and losing it completely.
That you misread. Dirt doesn't cave in until you BREAK it. You can place dirt anywhere without needing to worry about caveins.
Only the very absolute edges, even then it wouldn't be something that could be easily seen, since it would only happen during the specific transition from one step to the next, once they were actually standing on a step they wouldn't be inside it.
Not with Extended 2x2 Crafting.
Exactly. but you're still wearing out your pickaxe to do that, and risking the ore/ingot getting burned in the lava each time (not to mention the risk of getting burned in the lava when you mine the ore.
what do you think of the change I suggest for that idea that I have at the beginning of this post?
I was just looking at the idea that it would be an easy decal that already existed, instead of needing a new one.
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http://www.minecraftforum.net/viewtopic.php?f=1&t=155932
Crates
http://www.minecraftforum.net/viewtopic.php?f=1&t=239467
Item Scrolling
http://www.minecraftforum.net/viewtopic.php?f=1&t=174539
I think that this is a good idea, and I also think that any redstone charge should activate the crafting grid, instead of having it only being activated by buttons and pressure plates adjacent to the crafting grid. This would allow a crafting grid to be connected to a clock, (preferably a 1-clock) that would then pulse on/off and quickly craft multiples of whatever recipe you put in until it ran out of materials. This would especially be useful by lining up several crafting grids, and then placing a stack of logs to turn into planks (or some other boring task) in each crafting grid and activating the clock. This would allow for mechanized manufacturing that would make crafting sticks, torches, or planks much less tedious.
I hope you will consider putting my idea in the original post.
I'm not even going to mention the SMP issues involved with the leaving stuff in a crafting grid idea (although I personally think that it can be made to work, and that if it can't be set up in a un-stealable manner, that it should be implemented in SMP anyways, and that people should just resort to crafting the normal way in SMP when others are around.
Hrmm... yeah, I guess that would be the case. I'll get rid of that part.
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Isn't that the big "catch" (aka, what makes it not overpowered) for cake, though? Like, it heals a crapload of health, but it has to be placed before using it so it's inconvenient sometimes? Or am I missing something?
I thought it was less of a catch, and more of a feature. I also just outright feel it doesn't make sense that you can carry a whole cake, but not half of one. it takes 3 buckets to be able to make a cake, so it doesn't really seem unreasonable to me. I also need to fix that description. If being able to pick it up bugs you, it could always be set so that it takes a hit to its durability when it is picked back up.
EDIT: The Index and overall block order has been updated to match up to each other.
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You're not reading very well. Dirt will only cascade when MINED, not when placed, and ONLY if you break an "unsupported" block, and if there's grass on a block, it counts as supported, so the surface of the world won't form dips like that.
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Just read. If a dirt block is not directly supported, and does not have a dirt/sand/gravel/snow block that is supported, or a non-dirt/sand/gravel/snow block, next to it, then it will be considered unsupported and when you mine it, it will set off the other unsupported dirt blocks to cascade, but reinforcing something with a dirt ceiling is just a matter of putting some cobblestone or wood up along with the dirt.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series