Java Edition Indev 0.31

Indev 0.31 refers to 24 different versions of Indev released between December 23, 2009, and February 5, 2010.

General

 * General
 * Title screen
 * Dynamic lighting
 * Survival mode
 * Crafting
 * Smelting
 * Done via throwing the item into fire or lava.
 * Difficulty settings
 * Peaceful, easy, normal, and hard.


 * Options
 * Isometric level rendering screenshot option.
 * Fullscreen mode accessible via.
 * Ability to drop the whole stack of items instead of one at a time.
 * Right clicking deposits a single item from a hovering stack.
 * The player now needs a pickaxe to mine stone.


 * Particles
 * Show when harvesting blocks and from fire and lava as well as from torches.


 * Sounds
 * Sound engine

Blocks

 * Fire
 * Torches
 * Chests
 * Gears
 * Diamond Ore
 * Originally named "emerald ore".
 * Block of Diamond
 * Originally named "emerald block".
 * Crafting Table
 * Finite water
 * Always drains from highest remove location

Items

 * Apples
 * Flint and Steel
 * Places fire.
 * Diamond
 * Originally named "emerald".
 * Iron Ingot
 * Gold Ingot
 * Iron, diamond and golden shovels.
 * Used to gather types of dirt or sand four times faster than by hand.
 * Iron, diamond and golden pickaxes.
 * Used to gather types of stone four times faster than by hand.
 * Iron, diamond and golden axes.
 * Used to gather wood four times faster than by hand.
 * Sticks
 * Bowls
 * Mushroom Stew

Mobs

 * Giants

Non-mob entities

 * Functionless non-block items.
 * Items can be dropped on the ground.
 * Can then be picked back up.

World generation

 * Level options
 * Level type (island, floating, flat, original)
 * Level shape (square, long, deep)
 * Level size (small, normal, huge)
 * Level theme (normal, hell)
 * Liquid spawner.
 * Fluids can spawn above sea level and on floating islands.
 * Indev House

General

 * Explosions lose power when going through stronger materials.

Blocks

 * Leaves now produce shadows.
 * Grass can now grow in slightly lit areas.
 * Lava sets fire to flammable materials.
 * Water doesn't move on surface it's on.
 * Won't spread out over unfilled water surfaces, if it has an empty space next to it.
 * Will evaporate (2⁄3 probability) or copy (1⁄3).

Mobs

 * Mobs now avoid taking damage from cliffs, fire, etc.
 * Passive mobs now only spawn in bright areas.
 * Hostile mobs now only spawn in dark areas.

Non-mob entities

 * All items and mobs can catch fire.

World generation

 * Oceans have infinite water.