You joined just to post this, welcome aboard.
I personally like it, as you've even covered corners like lack of effective Silk Touch and immovable blocks. Support.
Working on my Stronghold rework idea and noticing that we have a full set of Mossy variants, but not a full set of Cracked variants. While that is an obvious suggestion, the more interesting idea would be if Cracked variants are also missing a piece of the block.
While it's weird that Cracked Stone Bricks are gained by smelting regular Stone Bricks, when they are used as a part of Strongholds, they are to show the age and wear of a derelict Stronghold. To further emphasize this, a missing piece missing from them would look very nice, and can have a few functions when it comes to compact designs (though this would ask such functionality in other variant types). The icon for the Cracked variants would show the missing piece, and all variants would be considered partial, and also probably best put in the decoration blocks creative section.
The player will be able to control where the block is missing the piece in whatever way is best and possible (let's leave that to Mojang to figure out). At best, I'd probably say that it would follow stair rules, the missing piece is on top when placed on top of a block or the bottom side of a block, and missing on the bottom if placed underneath or the top side of a block. The missing piece will tend towards the player, while being determined by what side of the block they place it on (e.g. if a player places it on the right side of the top side or the bottom-right corner on the side, the missing piece will be on the right). The blocks will effectively always look like an inner corner stairs.
Stairs are a bit tricky because they already have their own orientation rules, but best case missing one of the two lower stair pieces (upper stair pieces if upside-down). If a top stair piece is missing, it could cause outer corner stairs to become slabs, which you can just use a slab variant (a Cracked Slab will also allow a "second" missing piece). Same as above, which lower stair piece is missing is determined by placing it on the left or right side of the block accordingly. These will effectively look like outer corner stairs by themselves; inner corner stairs can look like sideways full stairs, and outer corner can look like... a tripod on its side?
Slabs are the same as the full blocks, missing a piece that is towards the player determined by the side in which it is placed on. However, a Double Slab will be missing a piece for each individual slab, and can be used as desired (can create a sideways stairs).
Walls are missing whichever piece as similar above. Normal placement causes the missing piece to be on top, and upside-down will make the missing piece be on the bottom. For functionality, a top half missing piece also removes the invisible hitbox above it, and a player can climb a wall with two adjacent missing pieces on the top. Poles will also be half-height if that section of the wall is missing, and can be climbable (allowing the player to jump onto the rest of the wall).
These have been confirmed by Mojang that they will not be a feature in Minecraft. I assume you mean fusing as the empty space of a slab or stair being taken up by a different type of slab or stair (ex. top half stone brick slab, bottom half polished diorite slab).
I like this. It makes enchanting not only not random, but more involved (getting resources), and overall makes the experience more fun than getting frustrated over some rubbish it decided to give you instead of what you wanted (even after 6 tries!).
Save that for an adventure map, tbh. He's been confirmed as unreal and never being added.
As for the general topic itself, the only new dimension worth striving for is the sky dimension, though I personally think having a sky biome in the overworld will do it justice (especially considering the world rarely even reaches the y256 build limit).
So this is somewhat of a re-post since the last one got zero comments/replies.
When working on some wall designs, I really dislike how I couldn't combine Stone Brick Walls and Iron Bars without a funky gap between them, making it look really awkward instead of a nice chain-link-fence-style look. So, we have 4 different types of these form-fitting blocks, but they only form-fit to the full side of blocks (e.g. backside of stairs) or the same type. You can mix walls together, fences together, panes together... and there's only one kind of bar (maybe also suggesting gold bars?). However, as I've found above, there is zero mixing of multiple types. As I've said in the original thread, make it so that it is affected by which block you place it on (similar to a torch or hopper). If you place a non-wall form-fitter on a wall, it will try to connect to walls in addition to its own type (i.e. fences will still connect to fences, etc.).
Next up is a use for Shears/Pickaxes/Axes/something for glass panes. When right-clicking on one of the connections with the correct tool, that connection will disappear and will leave a small gap between the central "pole" and the block it was connected to. Great if you want a background palette, but don't want your wall/etc looking all messy with excessive clinginess to its surroundings. Also helps if you want a pole next to a building, but don't want the pole to cling to it. This ought to deduct from the tool's durability, like creating dirt paths do with shovels.
Third, walls/etc will tend towards a drop-off if the other side does not have a drop-off. Think of a bridge, and on each side the walls/etc will cling to the edges so that there's more room on the bridge itself and no space on the outside. Also, at a corner of a platform, the corner "pole" will try to tend towards the corner. If there are occasional holes next to the wall/etc, this won't affect it if both adjacent walls/etc are against the edge (alignment takes priority over placement rules).
Lastly, fix stone brick walls (and variants of course). They look absolutely terrible, because the tops could simply be solid bricks instead of looking like a 10-year-old just learned how to crop a texture. Particularly noting that from the side, the actual wall portions always have a solid brick on top (and half-bricks on the bottom that complete adjacent half-bricks), the top should also reflect this (the bottom side can also reflect always being half-bricks).
Thinking of the waterlogged mechanic being "optional" in builds gave me an idea, but perhaps let it be possible to "force" them to connect, but only if desired. If you were to place an iron bar, wall, or fence on the block underneath or above its desired location, it will only automatically connect the same type of block. However, if you place an iron bar on a wall or fence, it will force them to meet at the edge of the block spaces, as well as automatically connect to surrounding blocks of both types (the targeted block and the placed block). That is, the iron bar will connect to the side of the targeted stone wall and any other stone walls and iron bars around it, but not fences (fences can be placed to force connection afterwards).
Here, now you can manipulate bars/walls/fences more cohesively, while still allowing the option for intentional gaps for whatever purpose (aesthetic or function).
Least favorite is easily Creepers and anything about them.
Favorite is when I accomplish a self-made quest or achievement, be it building or travel (like to a distant mansion or temple) or anything like that.
Simply put, the updates seem to follow that the odd updates seem to be the bigger updates compared to the even updates. Might even say that every other odd update is huge compared to the ones between (1.5, 1.9, 1.13).
I started playing Java around the middle of 1.8, but the updates since have appeared to follow this pattern.
What are some thoughts?
This opens up one of two cans of worms. A lot of block states to make up for the game thinking in whole block spaces, or the game being forced to think in twice the block spaces.
As cool as this idea is, neutral because it seems ahead of its time, but that's just me.
What's their purpose? I like the general idea, but each gemstone has a purpose. All gemstones have a block composed of 9 of each item, but each gemstone has a sole purpose. Diamonds make the best armor and tools/weapons, and can be used to craft an enchantment table. Lapis is fuel for enchantments as well as blue dye. Emeralds are used for trading with Villagers. Quartz has use in Redstone mechanics.
Ever since Woodland Mansions, Strongholds just don't stand up to their design, and while we got an End update, the Stronghold itself is very outdated.
In particular, since we now see the level of in-structure procedural generation that can be achieved, why not share the love with Strongholds? Applying a Mansion-like generation is all it takes.
The first thing is how the Eye of Ender finds the spiral staircase from which the Stronghold generates (if I'm not mistaken, it already does this). I also feel this is a chance to give the Stronghold some lore-inspired design. The staircase is collapsed on with cobblestone and made up of the usual ratio of stone brick and infested variations, except the regular variations are replaced by cracked variations. It gives that feeling it was either lost or abandoned. That five-way cross room always attached is now instead a foyer. A "grand" (it's only 4 blocks high) staircase that leads to the hallway to the portal room (yes, you find the portal almost immediately). Also, to the sides of the hall doorway are "bridges" that lead to doorways on the side walls. Under the "bridges" are two doorways leading straight back, with a chance one is preceded by a downward staircase (reminiscent of the classic five-way), allowing access to the lower level.
The hallway to the portal room has two prison cells on each side. Were they trying to keep Endermen prisoners? Were they sacrificing prisoners to the portal in a ritual-like fashion? The portal room is also encased in obsidian seen through the iron bars (maybe to help contain something from the portal?). Once I get good screenshots, I'll show how made the portal room a block deeper and taller (higher iron bars), as well as two blocks wider to make it roomier, and coincidentally fixing a few asymmetrical issues. In particular, the first sets of iron bars are preceded by two stone bricks from the wall, while each set is preceded by one thereafter; making the room two blocks wider simply added an extra set of bars on the back wall. Also, I put iron bars on the wall above the doorway to mirror the back wall.
More room ideas coming, but I think I got the idea across, and most rooms are likely just improved classic rooms, but definitely a hope for new rooms, but that's a suggestion of its own.
Several related ideas (which could benefit from being split into individual sections as well as better developed)…
When you open a chest, you cannot access your equipped items (armor and offhand), and I feel like these should be visible since they are inventory slots that could be crucial to what your are storing or retrieving…
This would certainly be more convenient.
It would seem to require some rework of the interface (chest inventory is now displayed in the same area used for armor/offhand/player_crafting), but would remove an annoying aspect of play without a fatally great risk of being overpowered.
Also your crafting spaces so you can craft smaller recipes while in a chest.
I'm not as fond of this one, but the arguments largely parellel those above
Next is crafting spaces and them being useful as extra storage when you have a full inventory.
This would seem to be a simple addition of space to the inventory with a few spaces having extra utility.
Expanding the inventory has been repeatedly suggested (see those threads for discussion of pros & cons).
Giving a few inventory slots an additional crafting function seems confusing, and might prove problematic.
The same applies to Crafting Tables, they can store up to 9 stacks of items on top, and can even have a visual (similar to when you put an item/block into a picture frame) on the slots.
Adding storage to crafting tables would turn them into mini chests. (Hard to call this "overpowered", but it would change first day play considerably)
The rules for whether or not the items on the table returned to player inventory (and the order in which this occured) when the crafting interface is closed also seems an unwanted complexity.
Apologies, the crafting table doesn't return to your inventory with spaces, just your mini crafting grid.