Add a constant for chiseled stone.
Acknowledge the light contribution of glowstone ore.
Add a method to fill a cube with a single block type.
Add a constructor for a block type with implicit data=0
Move the pickSaveDir() function into its own WorldPicker class.
New BlockTemplate class makes it easy to encapsulate a repeating chunk of geometry.
new fillCubeByCorners() method exploiting BlockTemplate.
new drawBorderedRectangle() method.
new ClipArt class encapsulates some block patterns for our sample apps.
Add roofTrim().
Throw some exceptions earlier, and in a spot we can put a breakpoint.
Stop hardcoding most of the field values.
Add methods for calculating the X and Z extents of the building.
a StreetScape class draws a grid of city streets and the blocks they enclose.
The CityScape class draws a Streetscape and then populates it with SkyScrapers.
Update the lighting algorithm to update the HeightMap tag.
Tweak the algorithm with respect to light propagation from/to solid blocks.
Create a new class of block that is opaque, but non-cubical (stairs, slabs).
Add a new BlockTemplate constructor that acccepts an int...
Rehack the FloatingIsland to be an object, have parameters, and be reusable.
Add code to put "lamps" on the pointy bits of the underside.
Add a toString() method to NibbleCube to help in debugging.
Add a layer of dirt to the (currently hard-coded) block templates.
Move the cityscape so it isn't on a section boundary (because of lighting bugs in Minecraft's engine).
Add a parameter to control the lamp exclusion radius.
Add xSize() and zSize() methods.
Add a lumpy underside to the floating city using the FloatingIsland code.