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		<title>&gt;Voxel at 18:16, 9 April 2021</title>
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		<updated>2021-04-09T18:16:44Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 11:16, 9 April 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>&gt;Voxel</name></author>
	</entry>
	<entry>
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		<title>&gt;Voxel at 18:16, 9 April 2021</title>
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		<updated>2021-04-09T18:16:44Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 11:16, 9 April 2021&lt;/td&gt;
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		<author><name>&gt;Voxel</name></author>
	</entry>
	<entry>
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		<title>&gt;Voxel at 18:16, 9 April 2021</title>
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		<updated>2021-04-09T18:16:44Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 11:16, 9 April 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>&gt;Voxel</name></author>
	</entry>
	<entry>
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		<title>&gt;Voxel at 18:16, 9 April 2021</title>
		<link rel="alternate" type="text/html" href="https://wiki.minetest.org/index.php?title=Games/MineClone_2/Differences_from_Minetest_Game&amp;diff=592&amp;oldid=prev"/>
		<updated>2021-04-09T18:16:44Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
For players familar with [[Games/Minetest Game|Minetest Game]], &lt;br /&gt;
this is a list of differences when playing [[Games/MineClone 2|MineClone 2]] :&lt;br /&gt;
&lt;br /&gt;
(As observed on [https://forum.minetest.net/viewtopic.php?f=10&amp;amp;t=19974 Mark Server - MC2-Survival], 2019-12 .. 2020-04,&lt;br /&gt;
then reset+restarted with a new map)&lt;br /&gt;
&lt;br /&gt;
==Apperance==&lt;br /&gt;
* Graphics and textures&lt;br /&gt;
* sight underwater is very poor&lt;br /&gt;
* Sounds&lt;br /&gt;
* HUD - the hotbar is the bottom row&lt;br /&gt;
&lt;br /&gt;
==Control &amp;amp; Inventory==&lt;br /&gt;
* Digging - the player must use proper tool/weapon (otherwise no effect, or no drops). &amp;lt;br&amp;gt; E.g. you can break stones by hand (slowly), but then you get no drops.&lt;br /&gt;
* Picking up stuff - nearby stuff is collected 'magnetically'. &amp;lt;br&amp;gt;That also means, you have to throw away unwanted stuff.&lt;br /&gt;
* Inventory - size is 4x9, stack limit is only 64 for most items. For some items it is only 16 (eg. eggs or snowballs).&lt;br /&gt;
* Crafting - player's crafting grid is only size 2×2, and doesn't work as inventory space. &amp;lt;br&amp;gt; E.g. after crafting, its contents are put back into inventory, or dropped (if the inventory is full).&lt;br /&gt;
* Eating - put food on hotbar, eat it with rightclick.&lt;br /&gt;
* Torches - cannot be placed in water (and cannot make a breathing room), and don't stick on ceilings.&lt;br /&gt;
* There is no screwdriver, so tiles cannot be rotated after placing. &amp;lt;br&amp;gt; Also, slabs cannot be placed vertically as walls.&lt;br /&gt;
* Death - the player is moved back to spawn (or last used bed), at full health, with inventory intact. &amp;lt;br&amp;gt; Note: documentation says that inventory is lost / dropped to floor ! &amp;lt;br&amp;gt;So beware - this might be a server-setting !&lt;br /&gt;
&lt;br /&gt;
==Mobs==&lt;br /&gt;
Mobs can spawn on trees, and inside player-houses. Monsters prefer darkness. &amp;lt;br&amp;gt;&lt;br /&gt;
Mobs can also move thru teleporters and portals. &amp;lt;br&amp;gt;&lt;br /&gt;
Some animals can be tamed and breed, with food. Each kind of animal prefers different food. &amp;lt;br&amp;gt; &lt;br /&gt;
Animals move towards the player when the right kind of food is selected on the hotbar.  &amp;lt;br&amp;gt;&lt;br /&gt;
For breeding, bring 2 tame animals together (eg. inside a fence), and feed them again.&lt;br /&gt;
&lt;br /&gt;
===Friendly/Animals===&lt;br /&gt;
They drop 5 different, edible kinds of meat&lt;br /&gt;
(as opposed to only 2 types in MTG):&lt;br /&gt;
* Rabbit  - easy to kill, drops rabbit-hide. These hides can be crafted into leather.&lt;br /&gt;
* Chicken - lays eggs &amp;amp; drops feathers / meat must be cooked. Can be tamed with wheat-seeds.&lt;br /&gt;
* Pig     - dies with a loud squeak. Can be tamed with carrots or potatoes. &amp;lt;br&amp;gt; Can be saddled and ridden. To steer use a carrot-on-a-stick. &amp;lt;br&amp;gt; If the pig dies (eg. after an attack by a creeper), it drops the saddle.&lt;br /&gt;
* Sheep   - drops wool (white, gray, lightgray, black, brown). Can be tamed with wheat.&lt;br /&gt;
* Cow     - gives milk (use bucket), drops leather. Can be tamed with wheat. &amp;lt;br&amp;gt; Can be milked several times each day.&lt;br /&gt;
* Llama   - ('Mountain-sheep') - drops leather, no meat.&lt;br /&gt;
* Donkey  - gray, long ears - drops leather.&lt;br /&gt;
* Horse   - colored, short ears - drops leather. Can be tamed, saddled, ridden, wear horse-armor. &amp;lt;br&amp;gt; Can jump up to 5 blocks.&lt;br /&gt;
* Mule    - colored, long ears - drops leather. Appears when breeding a horse with a donkey.&lt;br /&gt;
&lt;br /&gt;
So, when inventory-space gets tight, you  should manage what you hunt and eat.&lt;br /&gt;
&lt;br /&gt;
===Monsters/neutral=== &lt;br /&gt;
(neutral: hostile only when attacked)&lt;br /&gt;
* Wolf     - if attacked, other wolves in range also attack!  Can be tamed with bones. &amp;lt;br&amp;gt; Tame wolves fight against mobs the player has attacked.&lt;br /&gt;
* Icebear  - drops fish.&lt;br /&gt;
* Skeleton-horse - harmless, drops bones.&lt;br /&gt;
* Enderman   - (slow, black, long arms&amp;amp;legs) - drops ender-pearl.&lt;br /&gt;
&lt;br /&gt;
===Monsters=== &lt;br /&gt;
(some are hostile only at night, or when attacked)&lt;br /&gt;
* Zombie - slow, drops rotten meat (disgusting / poisonous) and rarely other stuff (carrot, potato...).&lt;br /&gt;
* Husk   - another zombie-type. Moves faster, drops rotten meat.&lt;br /&gt;
Both also come baby-sized, which can be hard to see among grass, or in corners. &amp;lt;br&amp;gt;Those babies can also enter houses thru 1x1 openings !&lt;br /&gt;
* Spider   - drops strings, and spider-eyes. Strings can be crafted into wool.&lt;br /&gt;
* Skeleton - shoots arrows. Drops bones, bows, arrows.&lt;br /&gt;
* Creeper    - (green-blue, silent) explodes. This costs about half the players health ! &amp;lt;br&amp;gt; Drops gunpowder when killed in time.&lt;br /&gt;
* Slimes     - (bouncing green cubes) underground. Big slimecubes split into 4 smaller cubes. Drop slimeballs. &amp;lt;br&amp;gt; Slimeballs can be crafted into slimeblocks.&lt;br /&gt;
&lt;br /&gt;
===Nether===&lt;br /&gt;
Monsters in nether-dimension: (iron armor or better is recommanded here)&lt;br /&gt;
* Magma cube - (like darkgray slimes) - drop magma-cream.&lt;br /&gt;
* Blazes     - (Floating, rotating) shoots fireballs,  drop blaze-rods.&lt;br /&gt;
* Skeleton   - with sword&lt;br /&gt;
* Zombie-Pigman - (neutral?) fights with golden sword - drops rotten meat and sometimes gold nuggets or a golden sword.&lt;br /&gt;
* Iron Golem    - (neutral?) drops poppies and iron ingots.&lt;br /&gt;
* Ghast         - (big 4x4x4, white, flying) shoots exploding bullets. Drops ghast-tears.&lt;br /&gt;
* ..&lt;br /&gt;
&lt;br /&gt;
===End===&lt;br /&gt;
Monsters in end-dimension:  (not yet finished - eg. no ender-dragon)&lt;br /&gt;
* Shulker    - (pink box) rapid shooter.  Drops shulker-shell (needed for shulker-boxes). Best attacked with bow&amp;amp;arrows.&lt;br /&gt;
* lots of endermen&lt;br /&gt;
..more...&lt;br /&gt;
&lt;br /&gt;
==Blocks==&lt;br /&gt;
===Plants===&lt;br /&gt;
* Plants&lt;br /&gt;
** Trees: Acacia, Birch, Oak, Dark Oak, Jungle, Spruce. &amp;lt;br&amp;gt;Trees grow bigger with age, and may grow vines.&lt;br /&gt;
** Saplings for each type of tree&lt;br /&gt;
** Leaves - need shears to collect them. &amp;lt;br&amp;gt;So, for new players they are not usable as cheap fuel.&lt;br /&gt;
** Vines - can be climbed - Need shears to collect them.&lt;br /&gt;
** Cobwebs - slow down movement, like fluids. Need shears to collect them (otherwise drop as strings),&lt;br /&gt;
** Apples  - drop randomly from oak leaves and dark oak leaves. &amp;lt;br&amp;gt;So, apples are not visible on a tree.&lt;br /&gt;
** Flowers - Give various dyes:&lt;br /&gt;
*** Rose-red:  Rosebush, red tulip, Poppy  Also: Beetroot&lt;br /&gt;
*** Dandelion-yellow: Dandelion, sunflower &lt;br /&gt;
*** Pink: Peony, Pink tulip&lt;br /&gt;
*** Orange: orange tulip&lt;br /&gt;
*** Magenta: Allium, Lilac&lt;br /&gt;
*** Light blue: blue orchid &lt;br /&gt;
*** light-grey: white tulip, azure bluet, oxeye daisy&lt;br /&gt;
** Other sources for dye:&lt;br /&gt;
*** white: bonemeal&lt;br /&gt;
*** grey : bonemeal + ink-sac&lt;br /&gt;
*** black: ink-sac&lt;br /&gt;
&lt;br /&gt;
*** cactus-green: cactus&lt;br /&gt;
*** lime: cactus-green + bonemeal&lt;br /&gt;
*** blue:  lapis-lazuli&lt;br /&gt;
*** cyan: lapis-lazuli + cactus-green&lt;br /&gt;
*** purple: lapis-lazuli + rose-red &lt;br /&gt;
*** brown: cocoa-beans&lt;br /&gt;
&lt;br /&gt;
** Food-plants - grow on farmland (use hoe on dirt):&lt;br /&gt;
*** Wheat    - drops wheat &amp;amp; wheat-seeds. Can be crafted to bread without furnace. &amp;lt;br&amp;gt;Also: cookies, pie, haybale.&lt;br /&gt;
*** Beetroot - drops beetroot &amp;amp; beetroot-seeds.  Gives red dye, and beetroot-soup.&lt;br /&gt;
*** Carrot   - drops itself, is its own seed.&lt;br /&gt;
*** Potato   - drops itself, is its own seed. Can be baked. &amp;lt;br&amp;gt; Sometimes, a poisonous potato shows up !&lt;br /&gt;
*** Melon  - drops melon-slices &amp;lt;br&amp;gt; Melon-slices can be crafted into melon-seeds, or whole melons.&lt;br /&gt;
*** Pumpkin - drops itself &amp;lt;br&amp;gt; Can be crafted into pumpkin-seeds, Jack-o-lantern or pumpkin-cake. &lt;br /&gt;
** Sugar-cane - grows next to water. Can be processed into sugar, paper, books, book&amp;amp;quill. &amp;lt;br&amp;gt; 'Next to' means directly adjacent !&lt;br /&gt;
** Cocoa-beans - grows on the sides of jungle-trees/wood. Gives brown dye. Also cookies.&lt;br /&gt;
** golden apple     - craftable from gold-nuggets &amp;amp; apple.&lt;br /&gt;
** golden carrot    - craftable from gold-nuggets &amp;amp; carrot.&lt;br /&gt;
** glistening melon - craftable from gold-nuggets &amp;amp; melon-slice.&lt;br /&gt;
** Cactus - grows on sand - hurts nearby players &amp;amp; animals. Gives green dye.&lt;br /&gt;
** Tall grass and fern - randomly drop wheat seeds.&lt;br /&gt;
** Dead bushes - drop sticks.&lt;br /&gt;
** Red &amp;amp; brown mushrooms - with bowl, can be made into a soup.&lt;br /&gt;
** Giant mushrooms - grow like trees, drop small mushrooms.&lt;br /&gt;
** Chorus-flower - must be planted on endstone. Grows into a tall, random tree of chorus-fruits.&lt;br /&gt;
** Chorus-fruit  - causes random, shortrange teleportation when eaten.&lt;br /&gt;
&lt;br /&gt;
===Liquids===&lt;br /&gt;
* Liquids - come as 'source' and 'flowing'.&lt;br /&gt;
** Water&lt;br /&gt;
** Lava&lt;br /&gt;
A source-block generates flowing blocks on empty surrounding spaces, and below.&lt;br /&gt;
These flowing blocks have a height less then a full block (8). &amp;lt;br&amp;gt;&lt;br /&gt;
Flowing blocks likewise generate flowing blocks, but each with less height.&lt;br /&gt;
&lt;br /&gt;
===Stones===&lt;br /&gt;
** Dirt: normal, coarse, podzol, mycelium. Also dirt with grass/gardenpath or snow.&lt;br /&gt;
** Stone/Cobblestone, mossy cobblestone. &amp;lt;br&amp;gt;Can be crafted into blocks, slabs, stairs, walls. &lt;br /&gt;
** Andesite, Diorite, Granite  &amp;lt;br&amp;gt;Can be crafted into polished, slab and stair-variants.&lt;br /&gt;
** Bedrock  - not minable. Bottom of the overworld, as well as top&amp;amp;bottom of nether-dimension.&lt;br /&gt;
** Obsidian - A lava-source is converted to obsidian when it meets water. Needed for portals, and ender-chests.&lt;br /&gt;
** Clay - When mined, drops as 4 balls of clay. &amp;lt;br&amp;gt; They can be made into bricks, colored/hardened clay, terracotta, glazed terracotta.&lt;br /&gt;
** Concrete - can be made from concrete-powder and water.&lt;br /&gt;
* Unstable&lt;br /&gt;
** Sand: yellow, red - falls down, can be crafted into sandstone, cut sandstone or smelted into glass.&lt;br /&gt;
** Gravel          - falls down, can drop flint. Can be mixed with dirt to make coarse dirt.&lt;br /&gt;
** Concrete-powder - falls down (crafted from 4 sand, 4 gravel, 1 dye).&lt;br /&gt;
Caution: sand or other stuff that ends up at the same location as the players head, &lt;br /&gt;
will cause suffocation (as in 'drowning') ! &amp;lt;br&amp;gt; Also: Piston, bed &amp;amp; teleporter-pad without enough headroom.&lt;br /&gt;
&lt;br /&gt;
* Snow       - drops snowballs. (Eg. when you dig the block underneath, eg. dirt or leaves)&lt;br /&gt;
* Ice        - cannot be collected.  With light (other than sun), melts into a water-source.&lt;br /&gt;
* Packed ice - dito - Appear as peaks in ice biome.&lt;br /&gt;
&lt;br /&gt;
===Ore===&lt;br /&gt;
** Coal, Iron, Gold, Diamonds, Lapis-lazuli, Redstone&lt;br /&gt;
&lt;br /&gt;
* Nether-dimension (hot, mostly red - no water)&lt;br /&gt;
** Netherrack   - red, like stone, but easier to dig.  Can be smelted &amp;amp; crafted into nether-bricks and nether-fences.&lt;br /&gt;
** Soulsand     - brown - slows movement. Needed to grow netherwarts.&lt;br /&gt;
** Netherquartz - like iron ore. Can be crafted into quartz-blocks.&lt;br /&gt;
** Glowstone    - glows brightly, drops as glowstone-powder (like clay).&lt;br /&gt;
** Magma        - hot as lava, but not a liquid.&lt;br /&gt;
** Netherwarts  - (a plant, no ore) grows on soulsand. Can be crafted into blocks.&lt;br /&gt;
&lt;br /&gt;
* End-dimension (dark static, mostly pale yellow - beware the endless void ! )&lt;br /&gt;
** Endstone - pale yellow&lt;br /&gt;
&lt;br /&gt;
* Teleporters and Portals&lt;br /&gt;
** Teleporter-pad - You can set its name, and select a destination. &amp;lt;br&amp;gt; All teleporters are public (as opposed to the mod travelnet).&lt;br /&gt;
** Portals have to be built from obsidian, and activated with a firestarter.&lt;br /&gt;
*** Nether-portal: upright frame 4x5&lt;br /&gt;
*** End-portal: horizontal frame 3x3, with 12 eyes-of-ender on top.&lt;br /&gt;
&lt;br /&gt;
===Items &amp;amp; Equipment===&lt;br /&gt;
** Crafting table (3×3 crafting grid) &amp;lt;br&amp;gt;Has no built-in storage (as in xdecor).&lt;br /&gt;
** Furnace - cook meat, smelt ore - Has only 1 output slot. &amp;lt;br&amp;gt;But see also hopper.&lt;br /&gt;
** Anvil   - to repair tools, weapons and armor &amp;amp; name items (eg. nametag to put on tame animals) &amp;lt;br&amp;gt; For repairing, put in the damaged item and matching material, eg. leather helm + leather.&lt;br /&gt;
** Cauldron - can hold water&lt;br /&gt;
** Flowerpot&lt;br /&gt;
** Chests&lt;br /&gt;
*** regular: size 9x3 &amp;lt;br&amp;gt;Same size as player's inventory.&lt;br /&gt;
*** large chest (double-size) , size 9x6 - place 2 regular chests next to each other.&lt;br /&gt;
*** trapped chest - 9x3. No trap inside, but gives a redstone-signal when opened.  Also double-sized.&lt;br /&gt;
*** Shulkerbox  - 9x3, purple portable 'backpack'. Can be colored. &amp;lt;br&amp;gt; The contents can be accessed in protected areas ! &amp;lt;br&amp;gt; Caution: Only change the color of an empty shulkerbox, or its contents get lost !&lt;br /&gt;
&lt;br /&gt;
*** Ender chest - private storage for each player, accessable from each enderchest.&lt;br /&gt;
*** Wifi storage - Caution:  gets destroyed by digging with wrong tool !&lt;br /&gt;
*** Smartshop - sell upto 4 types of items. - Caution:  gets destroyed by digging.&lt;br /&gt;
*** Hopper - 5 inventory-slots, see below under machines. &amp;lt;br&amp;gt;Contents can be accessed in protected areas !&amp;lt;br&amp;gt; Can also repair items.&lt;br /&gt;
*** Armor-stand - can hold one set of armor.&lt;br /&gt;
** Mob-Spawner - not craftable, appear in random dungeons. &amp;lt;br&amp;gt; Can be deactivated by placing torches on top &amp;amp; all sides.&lt;br /&gt;
&lt;br /&gt;
* Weapons and Tools&lt;br /&gt;
** Torch - doesn't stick to the ceiling, and not in/under water. &amp;lt;br&amp;gt; Also, washed away by flowing water !&lt;br /&gt;
** Pickaxe, axe (2 sticks + 3 wood, stone, iron, gold, or diamond), shovel (2 sticks + 1)&lt;br /&gt;
** Sword (1 stick + 2 wood, stone, iron, gold, or diamond).&lt;br /&gt;
** Bow and arrows (needs wood, string, flint, feathers).&lt;br /&gt;
&lt;br /&gt;
** Hoe     - to change dirt into farmland.&lt;br /&gt;
** Shears  - collect vines, leaves, grass, fern, wool from sheep.&lt;br /&gt;
&lt;br /&gt;
** Bowl    - make soup/stew from mushrooms, beetroot, and rabbit stew.&lt;br /&gt;
** Bucket  - collect liquids or milk.  &amp;lt;br&amp;gt; Lava is a good furnace-fuel (burns 1000s = 16m40s --&amp;gt; 66 items a 15s).&lt;br /&gt;
** Bottle  - can contain 1/3 block of water.&lt;br /&gt;
&lt;br /&gt;
** Book&amp;amp;Quill  - player can make notes by entering some text.&lt;br /&gt;
** Firestarter - make fire, and activate portals.&lt;br /&gt;
&lt;br /&gt;
** Lookup tool - show help for whatever you are pointing.&lt;br /&gt;
** Compass - points to coordinates 0,0 when used on the hotbar.&lt;br /&gt;
** Map     - allows to activate the minimap (must be on hotbar, then press F9).&lt;br /&gt;
** Clock   - shows the time-of-day at the overworld, as the positions of sun and moon on the dial when used on hotbar.&lt;br /&gt;
&lt;br /&gt;
** Saddle            - cannot be crafted (so, get it from admin-shop, or random treasure-chests).&lt;br /&gt;
** Horse-Armor       - iron, gold, diamond. Can only be used on horses.&lt;br /&gt;
** Carrot-on-a-stick - for steering when riding a pig.&lt;br /&gt;
&lt;br /&gt;
** Bonemeal  - grows grass and flowers, advances growth stages of wheat and some other plants &amp;lt;br&amp;gt; Also useful as white dye.&lt;br /&gt;
** Boneblock - 9 compressed bonemeal.&lt;br /&gt;
&lt;br /&gt;
* Armor: Helm (5), Breastplate (8), Leggings (7), Boots (4), from leather, iron, chain, gold, diamonds.&lt;br /&gt;
&lt;br /&gt;
* Wooden items:&lt;br /&gt;
** Charcoal - burns longer than wood. Works like coal, but is a renewable resource.&lt;br /&gt;
** Planks   - Craft: 1 wood --&amp;gt; 4 planks&lt;br /&gt;
** Bark     -&lt;br /&gt;
** Sticks - for tools, torches, ladders, fences, levers etc.  2 planks --&amp;gt; 4 sticks.&lt;br /&gt;
** Doors &amp;amp; trapdoors - each type of wood results in a different design.&lt;br /&gt;
** Slabs, Stairs&lt;br /&gt;
** Ladder&lt;br /&gt;
** Fence &amp;amp; Fencegate - cant be jumped over with a single jump &amp;lt;br&amp;gt; So, it can keep monsters out and tamed animals in. &amp;lt;br&amp;gt; But sometimes, animals can escape nevertheless !&lt;br /&gt;
** Bowl    - for soup &amp;amp; stew.&lt;br /&gt;
** Buttons, Levers, Pressure plates - see also machines.&lt;br /&gt;
** Sign       - can show 4 lines of text of 15 chars each.&lt;br /&gt;
** Bookshelf  - has no inventory-space.&lt;br /&gt;
** Item-frame - can store&amp;amp;display one item, eg. as wall-decoration.&lt;br /&gt;
** Boat       - move over water, faster then swimming.&lt;br /&gt;
&lt;br /&gt;
* Items from wool - can be colored with dye.&lt;br /&gt;
** Carpet  - mobs dont spawn on carpet ?&lt;br /&gt;
** Bed     - Sleeping in it skips night&amp;amp;thunderstorm. Also sets player's respawn-point after dying. &lt;br /&gt;
** Banners - in many colors.&lt;br /&gt;
&lt;br /&gt;
* Glass - different colors.  Caution: digging glass destroys it !&lt;br /&gt;
** glass-panes - for windows and 'fences'.&lt;br /&gt;
** bottles&lt;br /&gt;
&lt;br /&gt;
* Items from iron (see also tools, armor)&lt;br /&gt;
** Bucket, shears&lt;br /&gt;
** Door, trapdoor - iron doors can only be operated by a redstone-signal, eg. button or lever. &amp;lt;br&amp;gt; This is different from MTG, where only the area-owner can open iron doors&amp;amp;trapdoors !&lt;br /&gt;
** Iron bars  - used for chain-armor, windows and 'fences'.&lt;br /&gt;
** Steelblock - needed for anvil.&lt;br /&gt;
** Anvil - repairing, naming.&lt;br /&gt;
&lt;br /&gt;
* Other&lt;br /&gt;
** Block of slime - no falling damage.&lt;br /&gt;
** Haybale        - falling damage reduced by 80%&lt;br /&gt;
&lt;br /&gt;
* Rails and Minecarts&lt;br /&gt;
** regular minecart only (no variants as in minecraft)&lt;br /&gt;
** normal rails  - connect automatically to surrounding rails.&lt;br /&gt;
** powered rails - with/without redstone signal accelerate/brake minecarts.&lt;br /&gt;
** detector-rail - gives a redstone signal when a minecart is on rail. &amp;lt;br&amp;gt; Caution: water washes rails away !&lt;br /&gt;
** Tip: carry a 2nd minecart, in case the 1st runs away !&lt;br /&gt;
&lt;br /&gt;
====Redstone====&lt;br /&gt;
Redstone works somewhat like mese, but is much more common. &amp;lt;br&amp;gt;&lt;br /&gt;
It is put on surfaces, and connects automatically to surrounding redstone.&lt;br /&gt;
As opposed to mese, there are no wires &amp;amp; insulated wires, or vertical connections.&lt;br /&gt;
&lt;br /&gt;
** Switches:&lt;br /&gt;
*** Button - gives a short redstone-signal when rightclicked.&lt;br /&gt;
*** Pressure-plate - gives a redstone-signal while someone stands on it.&lt;br /&gt;
*** Lever - can turn a redstone-signal on&amp;amp;off.&lt;br /&gt;
*** Redstone-torch - inverts the redstone-signal of the block it is attached to.&lt;br /&gt;
*** Daylight-sensor - gives a redstone-signal depending on day/night.&lt;br /&gt;
*** Trapped chest   - gives a redstone-signal when opened.&lt;br /&gt;
*** Observer        - gives a redstone-signal when the observed, adjacent block changes.&lt;br /&gt;
*** Detector-rail   - gives a redstone-signal when a minecart is on it.&lt;br /&gt;
*** Redstone-repeater / delayer - forward an incoming redstone-signal, with delay 0.1s .. 0.4s&lt;br /&gt;
As opposed to minecraft, redstone-signals here dont have a strength, and no range-limit.&lt;br /&gt;
There is also no redstone-comparator (yet?).&lt;br /&gt;
** Machines that react to a redstone-signal:&lt;br /&gt;
*** Doors, Trapdoors - open&amp;amp;close.&lt;br /&gt;
*** Hopper - get &amp;amp; put items from/in chests&amp;amp;furnaces. 5 inventory-slots. &amp;lt;br&amp;gt; A redstone-signal turns the hopper off.&lt;br /&gt;
*** Piston: regular, sticky - move (and pull) adjecent block &amp;lt;br&amp;gt;Can cause suffocation !&lt;br /&gt;
*** Redstone-lamp - lights up when powered by a redstone-signal.&lt;br /&gt;
*** Noteblock - plays a sound.&lt;br /&gt;
*** Deployer - Places/shoots/drops an item from its inventory. Exact action depends on itemtype.&lt;br /&gt;
*** Dropper  - can also output an item, but slightly different from the deployer. &amp;lt;br&amp;gt; Contents can be accessed in protected areas !&lt;br /&gt;
&lt;br /&gt;
=====Hopper=====&lt;br /&gt;
At a rate of about 1 per second, it sucks in items from the block above,&lt;br /&gt;
and feeds them to a block with an inventory below or to the side. &amp;lt;br&amp;gt;&lt;br /&gt;
This output-direction must be set when placing it (can be seen at the tip of the funnel).&lt;br /&gt;
&lt;br /&gt;
So, a hopper above a furnace feeds stuff into the furnace's inputslot (and gets items from a chest above), &amp;lt;br&amp;gt;&lt;br /&gt;
a hopper below a furnace gets the items from the furnace's output (and puts them into a chest below),  &amp;lt;br&amp;gt;&lt;br /&gt;
and a hopper at the side of the furnace feeds into the fuelslot. &amp;lt;br&amp;gt;&lt;br /&gt;
A redstone-signal, eg. from a lever, stops the hopper from moving items. &amp;lt;br&amp;gt;&lt;br /&gt;
So, to automate cooking&amp;amp;smelting, we need 1 furnace, 3 hoppers and 2+ chests.&lt;br /&gt;
&lt;br /&gt;
A hopper with a chest below can work as a mailbox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
** Signs, Billboards and banners&lt;br /&gt;
** Protection API support (needs sepa itemtype.rate protection mod)&lt;br /&gt;
*** Protection-block - secure an area, and chests within that range&lt;br /&gt;
&lt;br /&gt;
** Fun:&lt;br /&gt;
*** Jukebox   - plays a music-cd (eg. found in a treasure-chest, or from an admin-shop)&lt;br /&gt;
*** Noteblock - plays a note when clicked - or a redstone-signal is active. Needs air above it.&lt;br /&gt;
Sound-effect depends on the block under the noteblock:&lt;br /&gt;
* glass - Sticks&lt;br /&gt;
* wood  - Bass guitar&lt;br /&gt;
* stone - Bass drum&lt;br /&gt;
* sand, gravel - snare drum&lt;br /&gt;
* other - piano  (eg. dirt)&lt;br /&gt;
Rightclick to change the note (24 halftones available = 2 octaves), &amp;lt;br&amp;gt;&lt;br /&gt;
Leftclick  to play the sound.&lt;br /&gt;
&lt;br /&gt;
** Useless Stuff (purely decorative / in current version - but maybe I missed some details :)&lt;br /&gt;
*** Rabbit's foot&lt;br /&gt;
*** Spider eye &amp;amp; fermented spider eye &lt;br /&gt;
*** rotten meat (poisonous)&lt;br /&gt;
*** Zombie-heads (gray, green)&lt;br /&gt;
*** Ghast-tear&lt;br /&gt;
*** Bookshelf - digging it only gives a book&lt;br /&gt;
*** Cauldron &amp;amp; waterbottles&lt;br /&gt;
*** Snow/snowballs (no effect/no damage)&lt;br /&gt;
Also, given the rapid spawnrate of animals, breeding and farming is mostly pointless.&lt;br /&gt;
&lt;br /&gt;
===Traps===&lt;br /&gt;
Most traps rely on area-protection, otherwise it would be easy to disable them, or dig them out.&lt;br /&gt;
&lt;br /&gt;
* Simple deathfall, eg. a deep shaft, maybe surrounded by tall grass&lt;br /&gt;
&lt;br /&gt;
* Iron doors, can trap players in a room. (But can escape with the command /home)&lt;br /&gt;
&lt;br /&gt;
* Pistons, eg. shift player onto a dangerous tile, retract to uncover a hole in the ground, or extend into headroom.&lt;br /&gt;
&lt;br /&gt;
* Teleporter-pad, with no headroom&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Bugs===&lt;br /&gt;
&lt;br /&gt;
* Weather-effects even deep underground.&lt;br /&gt;
* Mobs getting stuck in walls (rabbits, pigs, slimes...)&lt;br /&gt;
* Dumb mob movement (running straight into trees, walls, hillsides...)&lt;br /&gt;
* Mobs seem to take no damage from cactus or magma.&lt;br /&gt;
&lt;br /&gt;
==Builtin Mods==&lt;br /&gt;
* Help and lookup tool - Shows info about blocks, tools, etc.&lt;br /&gt;
* Hunger - Player needs to eat&lt;br /&gt;
* Achievements&lt;br /&gt;
* (TNT turned off)&lt;br /&gt;
&lt;br /&gt;
==World==&lt;br /&gt;
* Worldsize&lt;br /&gt;
** clouds are at height 64&lt;br /&gt;
** bedrock is at depth -64 (give or take a few blocks)&lt;br /&gt;
* Mapgenerator&lt;br /&gt;
** lots of sliced-up landscapes (eg. hills/islands cut in half...)&lt;br /&gt;
** Waterfalls, Lavafalls &amp;lt;br&amp;gt; Also, new water&amp;amp;lava sources may appear at random !&lt;br /&gt;
** Some new biomes (eg. with giant mushrooms, 'Mesa'-clay ...)&lt;br /&gt;
* Weather: Snow, Rain, Lightning (causes fires)&lt;br /&gt;
* Generated structures:&lt;br /&gt;
** Mobspawners in small dungeons (rooms of mossy cobblestone), often with random treasure-chests.&lt;br /&gt;
** Old/abandoned mines with wooden beams&amp;amp;torches, rails and sometimes treasure-chests.&lt;br /&gt;
* Nether  - below depth -28900. To reach, use an upright portal. &amp;lt;br&amp;gt; The nether also has bedrock at the bottom, at -28945.&lt;br /&gt;
* the End - below depth -26900. To reach, use a horizontal portal. (The programming for this part is not yet finished).&lt;br /&gt;
&lt;br /&gt;
=====Spoiler===== &lt;br /&gt;
Inspired by minecraft, there is supposed to be a 'story', were players have to reach&amp;amp;defeat 'the end'.&lt;br /&gt;
&lt;br /&gt;
To find/make/repair a portal to go to the end-dimension, they need eyes-of-ender.&lt;br /&gt;
&lt;br /&gt;
To make eyes-of-ender, they need ender-pearls and blaze-powder.&lt;br /&gt;
&lt;br /&gt;
Ender-pearls come from endermen, blaze-powder comes from blazes in the nether.&lt;br /&gt;
&lt;br /&gt;
To make portals to the nether, they need steel&amp;amp;flint and obsidian.&lt;br /&gt;
&lt;br /&gt;
To mine obsidian, they need diamonds, to make a diamond-pickaxe.&lt;br /&gt;
&lt;br /&gt;
Everything else is a bonus...&lt;/div&gt;</summary>
		<author><name>&gt;Voxel</name></author>
	</entry>
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