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LONG-TERM DESIGN IDEAS
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- Support/feedback improvements.
	- Kill the snooper if it's not serving its purpose.
		- Maybe leave the gathering and kill the reporting.
		- Users can still upload worlds with stats included.
		- Move stats back into player attributes.
	- Improve in-game hint stuff.
		- Feedback/issues URL?
			- Look for new URL buttons in 5.0+
		- Achievement/hint system?

- Digital logic.	
	- "Redstone dust", falling/attached, hard to place freely.
	- One primitive logic gate, NAND or NOR.
	- No delay/buffers; transform to mechanical for delays.
	- Buttons/touchplates, no switches (build a latch for state).

- 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).

- 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?

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