Thanks for the amazing feedback! I'll answer some of your critiques.
- Ambient noises are neat, though I think perhaps they could use a bit more variation.
This is planned! I'll be adding some more soundscapes in an upcoming update.
- Inventory management is annoying. I'm so used to all the dragging and shift-clicking shortcuts of modern vanilla.
- Moving porkchops in and out of a furnace is particularly annoying.
Shift-clicking currently exists in NSSS (since a1.1.11), the dragging shortcuts I may implement at some point in the future.
- An inventory bug causes me to keep crafting dark gray dye when I'm making torches using shift-click and I use up my last sticks.
I'll likely be slightly changing the crafting recipe for grey dye to correct this issue.
- I miss vanilla's recipe book. Trying to guess recipes is a pain. I managed to figure out how to craft gears, but...
- I can't figure out the recipe for redstone lamps. I've tried glass around a torch, glass around a redstone torch, a torch above redstone with glass around it, glass around redstone, wool around a torch, glass surrounded by 4 torches, and various other patterns, but I just can't seem to crack it.
A wiki is sorely needed, I agree, and I'll be working to put one together in the near future.
- Is there any reason why dying wool isn't a shapeless recipe? Do shapeless recipes not exist in this version? If not, you should add them. I was confused for a while on how to dye wool.
Simple - after I spent hours porting the shapeless recipe system from b1.7.3 into a1.1.11, I forgot to add all the shapeless recipes, lol. This will be fixed soon.
- Redstone activating doors does not act like you'd expect. Some doors have inverted powering behavior, which gets really frustrating when you have double doors. I think that's a pre-existing Alpha bug, but it's still really annoying.
This is the expected behavior for doors in Alpha. It was changed in release 1.0.0 IIRC, and requires only marginal alterations to redstone double-door circuits to account for this. The best I can say is to get used to it \:P
- As fun as the retro mineral blocks (iron, gold, copper) are at first, it doesn't take long before you realize just how goofy they tend to look in builds... at least when stacked on top of each other. The side textures really don't lend themselves to building most of the time. I really want to build with copper blocks in vanilla; in NSSS, I just put my copper blocks in a chest because I don't know what to do with them. Iron blocks are at least tolerable, thanks to the milder gradient compared to the other two.
As for this and the rest of the texture change suggestions, I am not exactly comfortable with changing the art design of existing textures - the most I have done so far (and probably the furthest I'll go) is changing the fast leaf texture to have a more detailed background (thanks to nox-cgt on discord). I could look into adding variations on the resource blocks that may be more aesthetically pleasing, like how modern minecraft handles polished and carved sandstone.
- Do gears do anything yet? They don't seem to have any interactions with redstone, as far as I can tell.
Gears are currently nonfunctional, and exist as placeholders until I can figure out how to effectively implement their logic. I will have them function in a separate system from redstone.
- Not sure how I feel about the new creeper behavior. I get that having them blow up earlier makes you less likely to insta-die from one that sneaks up behind you, but it also means that it's nearly impossible to melee kill them. Granted, bows are machine guns in this version, but I'm not so sure I like fighting creepers in this version. I think I prefer modern vanilla where they walk up to you and stop moving as they begin to detonate. It feels more fair.
This is a bug! Transferring over the b1.7.3 netcode to NSSS broke the explosion logic for creepers in singleplayer, and while I've already patched it slightly there are still obvious problems. I'm working to restore their functionality to how they were in vanilla a1.1.2_01, which I think was the right level of danger.
- Having iron armor completely stop arrows is interesting. It removes all threat from skeletons, but it does take a toll on your armor. I think skeletons are a bit too easy now. I found myself standing in the middle of a skeleton dungeon, sorting my inventory while skeleton arrows bounced off me. That feels a bit OP. I think skeletons need to have a melee attack so they aren't worse than zombies once you get iron armor.
Full Iron armor completely blocking arrows was something that sounded neat in theory, and sadly I didn't have enough time to playtest and iterate on this feature before I had to release. Expect a nerf.
- Ability to set render distance father than "Far". This is 2021; I think I can handle a larger render distance for an Alpha fork.
Absolutely. I've been working a lot on optimizing NSSS, and it currently flies at ~1300 FPS on my current machine - expect larger render distances soon.
- Change the toggle perspective button to C, or at least make it rebindable. F5 is far from ergonomic.
- Front-facing 3rd-person perspective, mainly for the sake of YouTubers, haha.
- Bringing back over-the-shoulder 3rd-person like Infdev had could be pretty cool, too, and certainly more practical than normal 3rd-person.
I will be making it rebindable alongside most, if not all, other controls. I'll also try and work in the second-person view and the over-the-shoulder view as well, though I'm not certain of how yet. I have already seen youtubers literally using reversed versions of their own skins to emulate the second-person camera, lol.
- Rotate the top/bottom textures of bookshelves by 90 degrees so you can combine them in floors with normal planks to create a criss-cross pattern.
Color me intrigued...
- Backport redstone blocks so I can compact my redstone storage... and also so there can be a red mineral block to go with all the others.
I suppose that's not too much to ask - though, have you considered wumbo chests?
- Backport the vanilla feature where a pig on fire drops cooked porkchops. It would make flint and steel a lot more useful, and it would provide an alternative to the very boring process of moving porkchops in and out of furnaces one at a time.
- Backport flower pots, to make bricks more useful and add a way to bring flowers into houses without having to place dirt or grass.
Perhaps, though they would likely use a different model/texture.
- Backport horizontal logs, because it makes wooden cross-beams so much cooler.
Also a fine idea.
- Add hoppers, but give them have a blockier, fewer-cuboid appearance to fit in better with the fat chests (and save FPS). Also, maybe they should be made out of copper, just to give that resource more functionality.
- Also, hoppers should drop items if they're not pointing into anything. This could allow the block to double as a replacement for droppers in some way, and make it easier to integrate with water streams.
I'm not particularly keen on hopper blocks because it makes the automation of certain tasks far too easy - and I don't want to let players automate all of the fun out of the game. I am toying with the idea of using minecarts as a means to automatically move items between inventories vis-a-vis modern hopper minecarts, but with expended functionality. Also, I generally would prefer to buff an existing feature to better fill a niche rather than just add a new independent feature just for this niche - something that bugs me a lot with mojang's development approach to modern minecraft.
Speaking of which, items should move faster in water like in the later vanilla versions. I'm not even talking 1.13 physics (though that would be cool), just please make them move faster.
Items currently move plenty fast if you place ice under the water streams! And come 1.1.12 ice will be much more obtainable in non-snowy worlds, as I am planning on adding seasons and weather in that update.
- Add hay bales (and make them reduce fall damage like vanilla), because water bucket MLGs don't seem to work in this version, and it would be good to give wheat some usefulness outside of food, since porkchops are usually much easier to obtain. Also, make your hay bale texture not have any red bands, so it will look better as a thatch roof.
The negation of fall damage missing due to the lack of MLG-water-buckets is already made up for with the utility use of gold armor - I do feel like NSSS should be more challenging than modern MC has become, and the ability to instantly erase your mistakes by right-clicking fast enough (despite the skill required!) isn't exactly something I want. I will consider the decoration block, however.
- Have you seen what Better Than Adventure did with its moss blocks, by making them essentially look like a grass cube? I kinda like that. Maybe it would make sense for NSSS to have the same feature. Alternatively, maybe giving moss a different color from grass would be good for expanding the building palette. Bright green grass doesn't exactly fit every aesthetic. I also really like how BTA's moss blocks add some splotches of color to the caves.
I am looking to add a few more building blocks to NSSS, but I am wary of providing too many options - limitation breeds creativity, which is very evident through the amazing builds some players on the official NSSS server have made with the limited block selection currently available. You will see some more options in the near future, however.