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LONG-TERM DESIGN IDEAS
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NEW CONTENT

- Rock strata get harder the further down you go
	- Need stronger tools.
	- Limit access to some ores.

- New materials to craft with.
	- Dungeon materials, stonework?
	- Decorations for dungeons
	- Tree sap from stumps?  Resin?  Rubber?  Shellac?
	- Glassmaking?
	- Small plants?  Reeds?  Mallows?
	- Sea stars, sponges, anenome, coral, other underwater things?
	- Fungi, esp. tree-destroying ones, blight?
	- Oil, natural gas?  Fossils and fossil fuels?
	- Geode, hydra crystals, radioactives?
	- Shipwrecks or alien tech
	- Spice worms
	- Non-portable things, like "spawners" or wormholes
	- Lightning, meteor strikes?
	- Tubers and taproots, cacti, and other "defensive" plantlife

- Digital logic.
	- Some "redstone dust" kind of ore.  Ceruleium?  Maybe a
	  foam made with sponges, or other substrate?
	- Ternary logic?
	- Run wires over glass over other wires as a FET?
	- No delay/buffers; transform to mechanical for delays.
	- Buttons/touchplates, no switches (build a latch for state).
	- Pistons or rack&pinions for affecting world stuff.

- System for transporting cargo.
	- Trains of minecarts?
	- Conveyors, elevators?

- Tool level differences.
	- Advanced tools are NOT just the same as regular tools with
	  certain buffs.
	- Different metals and materials require different processes.
	  Top-tier tools, e.g. diamond-tipped, are very different from
	  metal/stone/wood, require new processes.
	- Higher-tier tools may "silk touch" and skip certain transforms
	  e.g. pick up stone as non-loose cobble or raw stone, so
	  players have a way to get some things in inventory.

- Sane indoor lighting.
	- Maintaining fires or sunlight are not sustainable enough.
	- Access to light is a barrier to deep mining.

- Hazards and "monsters".
	- Cellular automata hazards.
	- From exploration, deliving too deep, leaving things to rot, etc.
	- Some spread explosively (fire), some creeping (blights).
	- Healing, possibly from "relaxation" and peaceful environment.
	- HC death/spawn.

- Cultivation and farming
	- Plant-like CA animals, like bee nests and clouds of bees?
	  Termine mounds?  Ant colonies?  Coral?

- More biomes, exploration diversity.
	- Water and lava springs.
	- Lava deep underground as a bedrock replacement?
	- Watershed mapgen?

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USABILITY

- Hint system updates.
	- Track recipe completion in stats.
	- Use recipes for hint guide instead of just items in hand.
	- Need to explain core mechanics.
		- Crafting is now done by building.
		- Punching repeatedly w/o digging does things.
		- Some things may matter, like which face you hit.
	- Feedback/issues URL?
		- Look for new URL buttons in 5.0+

- Social features
	- Randomize player appearance/colors.
	- Players show damage on texture?
	- Players show wielditem on texture or floating ent?

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REFACTORS AND REFINEMENTS

- Make neighbor/distance calcs consistent.
	- We're using scan_flood in some places, face checks in others,
	  and find_nodes_in_area (cuboid) in others.
	- Diamond shape would be most consistent.
	- Should require face touching, not diagonal.

- Make item updates search farther after they've been settled
  for longer.  Allow some upwards motion...?

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