I know that bookshelves are for decoration purposes but it would be nice if we could store certain stuff inside (e.g. enchanted books, book and quill, books). Maybe this will be useful for adventure mapmakers (Maybe because I myself is not a mapmaker)
Do a bit of searching, variations of this have been proposed repeatedly (and The Great Purge is unlikely to have memory-holed all of them).
The limited utility of a container for only a limited class of item and concern about lag (as the containers would need to be entities not blocks) are two frequently raised arguments IIRC…
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"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
I support this idea, however, I would call them empty bookshelves and the recipe would require wood and slabs only. As you store more books in the shelf, you should be able to see the bookshelf fill up. This would give people an aesthetic that they currently don't have, which is half empty shelves. That look is way more natural in a library than what we currently have now. Plus, it doesn't matter if chests and barrels store more, the empty bookshelf is the book equivalent to armor stands, if you want to show off in-game journals of your journey I think that should be possible.
I support this idea, however, I would call them empty bookshelves and the recipe would require wood and slabs only. As you store more books in the shelf, you should be able to see the bookshelf fill up. This would give people an aesthetic that they currently don't have, which is half empty shelves. That look is way more natural in a library than what we currently have now. Plus, it doesn't matter if chests and barrels store more, the empty bookshelf is the book equivalent to armor stands, if you want to show off in-game journals of your journey I think that should be possible.
If you want to show people your books, use lecterns.
If you want to show people your books, use lecterns.
It's not about showing people your books, its about showing half empty shelves which would make libraries and other book related stuff more realistic. You could also combo this with redstone and have stuff like a true "take a book off the shelf and open a secret door" mechanic. This kind of suggestion isn't about function, it's about atmosphere, something the developers, and many most other users, believe is important. Whether it's technically possible is a different story, but most people don't have the expertise to make that judgement.
Do you know that this would be useless, given that chests and barrels store 27 books/block at a lower cost?
Useless is relative. For many people the aesthetics are enough of a use to warrant inclusion. Additionally there is something that feels right when having a specific container for specific items. Like putting clothes in a dresser instead of a fridge.
I'm not in support of adding separate containers for all of these types of items (actually I'd want there to be some kind of enchanting-related functionality included with the bookshelf idea in order for me to support it), but it "feels" better because it syncs up with how we've been conditioned to think in the real world.
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Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
It's not about showing people your books, its about showing half empty shelves which would make libraries and other book related stuff more realistic. You could also combo this with redstone and have stuff like a true "take a book off the shelf and open a secret door" mechanic. This kind of suggestion isn't about function, it's about atmosphere, something the developers, and many most other users, believe is important. Whether it's technically possible is a different story, but most people don't have the expertise to make that judgement.
Pure 'atmosphere' blocks would be easy, but are not what the OP requests/proposes…
with the removal of the block number limit, adding a few partly full bookcase blocks (eg 1/4, 1/2, 3/4) in addition to the current full version would be fairly simple and only trivially more laggy than adding any other three solid blocks. The result would be a choice of four visually distinct (but functionally identical) blocks. [I'm anticipating a trivially greater lag from these only as enchanting tables would need to check for the presence of four different blocks rather than only one.]
" a true "take a book off the shelf and open a secret door" mechanic. " would require the bookshelf to be a container (which means it would be an entity) rather than a block and this would entail more lag as entities generate more lag per instance than do blocks. [This also would seem to be inherent, with the greater number of possible interactions requiring more (and more complex) computations.]
Whether something is technically possible is only one consideration (and often not the controlling one).
Assuming something is possible, the most frequently controlling issue is whether taht something is practical… ie. whether the costs of implementing that something are less than the benefits derived from doing so.
In the case of the OP suggestion [bookshelves that could hold items] it is certainly technically possible, but many of us have concerns as to whether the developement resources and added lag would be justified by a largely special use 'thing' desired by a comparatively small fraction of players.
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
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Good idea. Maybe then I can move my lot of enchanted books from my shulker box to my bookshelves! I'd rather use that shulker box for more important things.
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A towel is about the most massively useful thing an interstellar hitchhiker could have.
As ScotsMiset said, it'd be laggy. Unlike other containers, people put lots of bookshelves in one place. Can you imagine how much that would lag? It all just seems too intensive (and laggy) for a small cosmetic addon.
As ScotsMiset said, it'd be laggy. Unlike other containers, people put lots of bookshelves in one place. Can you imagine how much that would lag? It all just seems too intensive (and laggy) for a small cosmetic addon.
Though this is against what the original thread poster requested, but I think that it doesn't necessarily have to be an entity. It could really just be a storage system for books. It would work if the block was just always a normal bookshelf versus the idea that books would dissapear from the block. I'm not too keen on the whole idea of the cosmetic change, rather I like the storage idea. A place to store only paper related items would be useful, and it would definitley benefit me with my abundance of enchanted books, which can't be stacked.
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A towel is about the most massively useful thing an interstellar hitchhiker could have.
Useless is relative. For many people the aesthetics are enough of a use to warrant inclusion. Additionally there is something that feels right when having a specific container for specific items. Like putting clothes in a dresser instead of a fridge.
I'm not in support of adding separate containers for all of these types of items (actually I'd want there to be some kind of enchanting-related functionality included with the bookshelf idea in order for me to support it), but it "feels" better because it syncs up with how we've been conditioned to think in the real world.
It does feel better, and in this case I'd argue that a bookshelf is the only such container missing in Minecraft after the inclusion of barrels. It's the only block where I thought it was going to do one thing and then I was disappointed to find out I was wrong way back when I started playing. For me, the thought of a bookshelf with storage came way before armor stands and flower pots.
Pure 'atmosphere' blocks would be easy, but are not what the OP requests/proposes…
with the removal of the block number limit, adding a few partly full bookcase blocks (eg 1/4, 1/2, 3/4) in addition to the current full version would be fairly simple and only trivially more laggy than adding any other three solid blocks. The result would be a choice of four visually distinct (but functionally identical) blocks. [I'm anticipating a trivially greater lag from these only as enchanting tables would need to check for the presence of four different blocks rather than only one.]
" a true "take a book off the shelf and open a secret door" mechanic. " would require the bookshelf to be a container (which means it would be an entity) rather than a block and this would entail more lag as entities generate more lag per instance than do blocks. [This also would seem to be inherent, with the greater number of possible interactions requiring more (and more complex) computations.]
Whether something is technically possible is only one consideration (and often not the controlling one).
Assuming something is possible, the most frequently controlling issue is whether taht something is practical… ie. whether the costs of implementing that something are less than the benefits derived from doing so.
In the case of the OP suggestion [bookshelves that could hold items] it is certainly technically possible, but many of us have concerns as to whether the developement resources and added lag would be justified by a largely special use 'thing' desired by a comparatively small fraction of players.
Thanks for the explanation; I wasn't aware of the load difference between entities and blocks. I was lumping in feasibility with technically possible because with enough time and resources anything is possible. And for most people who have no background in software development they are the same thing. Excessive lag equates to not possible for someone who doesn't know better and another upheaval of the code is something most people would probably decide against.
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I don't think they should be limited to books. I just want a dedicated "shelf" that lets you place items on it in plain sight, grabbing them as you need them without the need to dig through an inventory.
I don't think they should be limited to books. I just want a dedicated "shelf" that lets you place items on it in plain sight, grabbing them as you need them without the need to dig through an inventory.
Cosmetics aside, this sounds like a multi-slot item frame.
The nearest current solution in vanilla is a row or matrix of item frames which tends to be both large and laggy. (Being careful of item frames can be quite important to performance, to the point where I try to use as few as practical; this is more likely to be important if one tends toward using redstone and building large farms.)
Probably the idea of a multi-slot item frame ought be discussed separately… (which could be interesting as I'm having trouble visuallizing a GUI that would allow multiple items in a one block space that still allowed grab-and-go….)
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
I've implemented something similar in a way that has no impact on performance (overall, I've improved performance, by quite a bit in some cases, despite adding hundreds of new features) - I make use of metadata to allow bookshelves to "store" up to 15 books as a normal block, with 5 different textures (they appear as vanilla until you add a book, then they appear as 25% full for 1-4 books, 50% for 5-9 books, 75% for 10-14 books and 100% for 15 books, using a different texture from "normal" bookshelves. A 16x16 texture is extremely cheap, only 1 KB of additional memory each, where I've saved far more memory elsewhere). Books are added by right-clicking while holding a book or removed by right-clicking with an empty hand (the books will drop to the ground); if you mine a bookshelf it will always drop any extra books (a total of 3-18 books), including with Silk Touch (I decided not to have 16 different bookshelf items, though adding this would be trivial, partly because you could store as many as 1152 books in one slot, although it wouldn't be as convenient a storage method as e.g. iron blocks).
This does mean that only normal books (including without a custom name or any NBT data, as no actual item is being stored) can be used, not enchanted or written books, but it allows the use of a simple block (of course, 1.13+ would need 16 blocks; IMO they should have retained a metadata system for blocks with variants which are really the same block, for example, the different levels of water or fence connections (which didn't use metadata at all before 1.13 but were determined at render time).
Also, tile entities aren't necessarily laggy - the ones that do cause a lot of lag are rendered using a "tile entity special renderer", which has to render them every single frame (as are also entities), as opposed to normal blocks, which are only rendered during a chunk update, then the GPU can simply display the render data (in general, you want to use as few OpenGL draw calls per frame for optimal performance):
First, I created a completely empty Superflat world. Then, I filled an entire chunk (16x16x256, 65,536 blocks) with dirt, a block that does nothing. I got a small blip of lag and an increase of memory usage, as the /fill commands were executed and Minecraft saved the data, which quickly subsided. I then replaced that chunk with furnaces, a tile entity that does nothing when not burning fuel. Again, a small blip of lag and memory increase, but the performance quickly returned to normal. I then did the same thing with hoppers, which had a similar effect, but a small amount of my fps drop and increased memory usage lingered due to the hoppers constantly ticking and checking what was in each other's inventory. So, in other words, even on potato machines like mine, tile entities that do nothing don't really contribute to performance loss all that much. And really, does the average person use more than 65k slabs in any build?
I can also confirm this; I made flower pots a tile entity so they can render more types of flowers and plants (Mojang did a similar thing in 1.7) and even a Superflat world with a layer of flowerpots had no issues with lag (note that I did not use a TESR; I render them as a normal block, with the minimal overhead of reading the tile entity to get the type of plant in them; for comparison, rendering a normal cube block with smooth lighting is more expensive, and in both cases this only applies to the actual rendering during a chunk update (smooth lighting has no performance impact on static FPS; it is only during chunk updates that it decreases performance):
There are 441 chunks loaded, each with 256 flower pots - that's a total of 112,896 (note that I also optimized performance by not ticking tile entities that do not need updates, including flower pots, as otherwise the game will tick each loaded tile entity within a 5x5 area of loaded chunks (289 chunks or 73984), and has to scan through the whole list and check if the chunks around each one are loaded (calling an empty tick method is negligible compared to this).
Even for TESR/entities optimized code can go very far, as I did with maps in item frames (not just due to the item frame itself but due to the maps, which are entirely redrawn once per frame; one reason item frames are so bad is because they use separate draw calls for each part of the frame, when each part can be rendered all at once; similarly, I tripled the rendering speed of items in general with trivial changes, same for the HUD rendering, and so on):
Thanks for the ideas, I'm just a beginner developer. I study on Minecraft) But I would also like to ask you for advice on training courses. I found a site like this https://www.sitejabber.com/reviews/papersowl.com there are many reviews on writing services here. But I didn't find any online courses, maybe you can suggest something for a beginner?
I know that bookshelves are for decoration purposes but it would be nice if we could store certain stuff inside (e.g. enchanted books, book and quill, books). Maybe this will be useful for adventure mapmakers (Maybe because I myself is not a mapmaker)
Thoughts? Opinions?
Sounds like a good idea. How many books though?
8 to 10 slots sounds the best judging from their size
I like It! Decorations are cool foir making a build look great but making the decorations interactive is even cooler imo!
Do you know that this would be useless, given that chests and barrels store 27 books/block at a lower cost?
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
Do a bit of searching, variations of this have been proposed repeatedly (and The Great Purge is unlikely to have memory-holed all of them).
The limited utility of a container for only a limited class of item and concern about lag (as the containers would need to be entities not blocks) are two frequently raised arguments IIRC…
I support this idea, however, I would call them empty bookshelves and the recipe would require wood and slabs only. As you store more books in the shelf, you should be able to see the bookshelf fill up. This would give people an aesthetic that they currently don't have, which is half empty shelves. That look is way more natural in a library than what we currently have now. Plus, it doesn't matter if chests and barrels store more, the empty bookshelf is the book equivalent to armor stands, if you want to show off in-game journals of your journey I think that should be possible.
If you want to show people your books, use lecterns.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
It's not about showing people your books, its about showing half empty shelves which would make libraries and other book related stuff more realistic. You could also combo this with redstone and have stuff like a true "take a book off the shelf and open a secret door" mechanic. This kind of suggestion isn't about function, it's about atmosphere, something the developers, and many most other users, believe is important. Whether it's technically possible is a different story, but most people don't have the expertise to make that judgement.
Useless is relative. For many people the aesthetics are enough of a use to warrant inclusion. Additionally there is something that feels right when having a specific container for specific items. Like putting clothes in a dresser instead of a fridge.
I'm not in support of adding separate containers for all of these types of items (actually I'd want there to be some kind of enchanting-related functionality included with the bookshelf idea in order for me to support it), but it "feels" better because it syncs up with how we've been conditioned to think in the real world.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
Pure 'atmosphere' blocks would be easy, but are not what the OP requests/proposes…
with the removal of the block number limit, adding a few partly full bookcase blocks (eg 1/4, 1/2, 3/4) in addition to the current full version would be fairly simple and only trivially more laggy than adding any other three solid blocks. The result would be a choice of four visually distinct (but functionally identical) blocks. [I'm anticipating a trivially greater lag from these only as enchanting tables would need to check for the presence of four different blocks rather than only one.]
" a true "take a book off the shelf and open a secret door" mechanic. " would require the bookshelf to be a container (which means it would be an entity) rather than a block and this would entail more lag as entities generate more lag per instance than do blocks. [This also would seem to be inherent, with the greater number of possible interactions requiring more (and more complex) computations.]
Whether something is technically possible is only one consideration (and often not the controlling one).
Assuming something is possible, the most frequently controlling issue is whether taht something is practical… ie. whether the costs of implementing that something are less than the benefits derived from doing so.
In the case of the OP suggestion [bookshelves that could hold items] it is certainly technically possible, but many of us have concerns as to whether the developement resources and added lag would be justified by a largely special use 'thing' desired by a comparatively small fraction of players.
Good idea. Maybe then I can move my lot of enchanted books from my shulker box to my bookshelves! I'd rather use that shulker box for more important things.
A towel is about the most massively useful thing an interstellar hitchhiker could have.
As ScotsMiset said, it'd be laggy. Unlike other containers, people put lots of bookshelves in one place. Can you imagine how much that would lag? It all just seems too intensive (and laggy) for a small cosmetic addon.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
Though this is against what the original thread poster requested, but I think that it doesn't necessarily have to be an entity. It could really just be a storage system for books. It would work if the block was just always a normal bookshelf versus the idea that books would dissapear from the block. I'm not too keen on the whole idea of the cosmetic change, rather I like the storage idea. A place to store only paper related items would be useful, and it would definitley benefit me with my abundance of enchanted books, which can't be stacked.
A towel is about the most massively useful thing an interstellar hitchhiker could have.
It does feel better, and in this case I'd argue that a bookshelf is the only such container missing in Minecraft after the inclusion of barrels. It's the only block where I thought it was going to do one thing and then I was disappointed to find out I was wrong way back when I started playing. For me, the thought of a bookshelf with storage came way before armor stands and flower pots.
Thanks for the explanation; I wasn't aware of the load difference between entities and blocks. I was lumping in feasibility with technically possible because with enough time and resources anything is possible. And for most people who have no background in software development they are the same thing. Excessive lag equates to not possible for someone who doesn't know better and another upheaval of the code is something most people would probably decide against.
I don't think they should be limited to books. I just want a dedicated "shelf" that lets you place items on it in plain sight, grabbing them as you need them without the need to dig through an inventory.
Cosmetics aside, this sounds like a multi-slot item frame.
The nearest current solution in vanilla is a row or matrix of item frames which tends to be both large and laggy. (Being careful of item frames can be quite important to performance, to the point where I try to use as few as practical; this is more likely to be important if one tends toward using redstone and building large farms.)
Probably the idea of a multi-slot item frame ought be discussed separately… (which could be interesting as I'm having trouble visuallizing a GUI that would allow multiple items in a one block space that still allowed grab-and-go….)
I've implemented something similar in a way that has no impact on performance (overall, I've improved performance, by quite a bit in some cases, despite adding hundreds of new features) - I make use of metadata to allow bookshelves to "store" up to 15 books as a normal block, with 5 different textures (they appear as vanilla until you add a book, then they appear as 25% full for 1-4 books, 50% for 5-9 books, 75% for 10-14 books and 100% for 15 books, using a different texture from "normal" bookshelves. A 16x16 texture is extremely cheap, only 1 KB of additional memory each, where I've saved far more memory elsewhere). Books are added by right-clicking while holding a book or removed by right-clicking with an empty hand (the books will drop to the ground); if you mine a bookshelf it will always drop any extra books (a total of 3-18 books), including with Silk Touch (I decided not to have 16 different bookshelf items, though adding this would be trivial, partly because you could store as many as 1152 books in one slot, although it wouldn't be as convenient a storage method as e.g. iron blocks).
This does mean that only normal books (including without a custom name or any NBT data, as no actual item is being stored) can be used, not enchanted or written books, but it allows the use of a simple block (of course, 1.13+ would need 16 blocks; IMO they should have retained a metadata system for blocks with variants which are really the same block, for example, the different levels of water or fence connections (which didn't use metadata at all before 1.13 but were determined at render time).
Also, tile entities aren't necessarily laggy - the ones that do cause a lot of lag are rendered using a "tile entity special renderer", which has to render them every single frame (as are also entities), as opposed to normal blocks, which are only rendered during a chunk update, then the GPU can simply display the render data (in general, you want to use as few OpenGL draw calls per frame for optimal performance):
I can also confirm this; I made flower pots a tile entity so they can render more types of flowers and plants (Mojang did a similar thing in 1.7) and even a Superflat world with a layer of flowerpots had no issues with lag (note that I did not use a TESR; I render them as a normal block, with the minimal overhead of reading the tile entity to get the type of plant in them; for comparison, rendering a normal cube block with smooth lighting is more expensive, and in both cases this only applies to the actual rendering during a chunk update (smooth lighting has no performance impact on static FPS; it is only during chunk updates that it decreases performance):
There are 441 chunks loaded, each with 256 flower pots - that's a total of 112,896 (note that I also optimized performance by not ticking tile entities that do not need updates, including flower pots, as otherwise the game will tick each loaded tile entity within a 5x5 area of loaded chunks (289 chunks or 73984), and has to scan through the whole list and check if the chunks around each one are loaded (calling an empty tick method is negligible compared to this).
Even for TESR/entities optimized code can go very far, as I did with maps in item frames (not just due to the item frame itself but due to the maps, which are entirely redrawn once per frame; one reason item frames are so bad is because they use separate draw calls for each part of the frame, when each part can be rendered all at once; similarly, I tripled the rendering speed of items in general with trivial changes, same for the HUD rendering, and so on):
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Thanks for the ideas, I'm just a beginner developer. I study on Minecraft) But I would also like to ask you for advice on training courses. I found a site like this https://www.sitejabber.com/reviews/papersowl.com there are many reviews on writing services here. But I didn't find any online courses, maybe you can suggest something for a beginner?