Note though that I am trying to keep the Data optimizable in some sense, so it might be very easy to craft an actually identical Bucket, should you have at the very least the same stats as the ones used to craft the original. Now for things like Armor, there is a LOT of unique things to that, since I plan on making Player Models vary in Size for example, some Players might even have a working Tail, so that could make taking Armor from others very problematic since it wont fit your Size in a lot of cases, especially since Players can vary in tallness in intervals of 0.25m (1 Block is 0.25m) and go from absolutely tiny (1 Block) to gigantic (I dont know where I would cap that, being a Giant has already a lot of downsides because of Size).
There is a lot of things that I need to figure out Gameplay Mechanics for to actually make things playable. Items stacking together even though they are slightly different being one of them, because you dont want to have a Basket full of 100 single Apples, you want just “Basket of Apples” without having to manage all Apples inside individually, sure you could take your time to unstack and look at each and every single Apple to see if there is a rotten one or so, but you cant tell that at a glance, unless maybe I add a Luck Stat or something ridiculous like that and see “at the top of the Apple Stack is a rotten Apple, better take that one away”.
And yes I am seriously thinking of a Luck Stat, and ways to not make it too OP, and yet possible to make it insanely OP using cheats. XD