I know it has been a little while since my last log and unfortunately that is because I didn't have much to say.
This week I have something to say and hopefully will every week for a while.
I have been figuring out what exactly is going into version 0.6. Unfortunately things have not worked out exactly as I had hoped with the whole world revamp. Things on that front are going to be scaled back some as I will not be able to make it the way I want in the present. Don't worry there will still be changes to the world just not as many as I had hoped.
As to what is happening instead I have decided to focus largely on usability and accessibility features to make the game better for everyone while also updating some old features that are in need of some work.
First up is the Creative Mode Character.
In 0.5 when you you start a game in creative mode your character is the same as in survival mode. However when you start playing the game checks if you are in creative mode and if so adjusts a number of values to their respective creative mode amounts. This is an acceptable solution to the problem but not ideal in my eyes.
In 0.6 when you start in creative mode, or load a creative mode save, you will now use a specific character for creative mode. The creative mode character is very similar to the survival mode one however it lacks many of the survival mode features like health, food, stats, and equipment. In exchange the creative character can toggle the ability to fly as well not requiring items to be in your inventory in order to use them (a slot on your action bar will work if it has a chosen item regardless of your inventory state). The creative engineer also has a one hundred meter interact and build range.

The creative engineer is the second of the 3 engineer types planned to be in the game and hopefully helps creative mode feel more like a sand box that you can freely test things out in without worry.