Currently, bookshelves are a purely aesthetic feature available only in creative mode. I am sure, though, that in the future they will become a craftable item. I'd like to see them have an informational functionality, allowing players to access a series of in-game manuals or just plain fun books (or JPFs) that will add flavor and depth to the world of minecraft. Perhaps the player could start out by crafting an empty bookshelf. This would appear like this:
Instead of having just a single placable frame containing a blueprint, you could have a series of individual blueprints that are dropped by mobs, especially skeletons and zombies. When you kill a mob, it would drop a blueprint. These would not be able to stack above groups of 3, but if you put 3 stacks between cloth in the crafting grid like this:
=cloth
[iron] = blueprints
[iron] [iron] [iron]
or this: [iron] [iron] [iron]
Then it becomes a book, which can be placed on a bookshelf or carried by itself. This is beneficial even without a bookshelf because it would save space in your inventory.
Certain skeletons would also drop ancient books that would tell stories that take place early in the history of the Minecraft world. Perhaps we would discover some hints about the ancient culture that used to be there? Anyone who has played the Elder Scrolls series might know just how much the inclusion of books can help the game feel like a bigger world. This would also add a little detail that Notch can use to create more content with little updates.
When you right-click on a bookshelf, a unique inventory with all the books in the bookshelf would come up, and you can simply right-click on any book to read it.
But here's something else. Notch has already revealed his intent to create dye that will allow you to write on custom placable signs. Well imagine being able to craft blank pages by putting pulp made from water and wood into the furnace. You could place these notes in other player's mailboxes to send them long notes or instructions, or perhaps draw treasure maps. You could also bound papers in blank books and then write in them.
Any thoughts? If you don't like my ideas for implementation, then don't say you don't like the idea altogether, suggest an implementation that you feel would make this idea work.
I agree that the stories shouldn't be too serious. But my main reason for inclusion of that idea is this: I WANT TO KNOW WHAT THE HELL A CREEPER IS! Spiders are giant spiders , zombies are zombies, but creepers are creepers?
I dislike the idea of having to fight creatures to gain this stuff. I think that when a server starts, that it is a fresh "World". Whether anyone writes a history of the towns and stuff established should be entirely up to the players, not pre-made objects.
Also, I dislike killing mobs for blueprints. The point of the blueprints was to make it easy for NEW players to play. A NEW player might find it hard to kill mobs, especially if they don't even know how to make a sword.
The idea behind the blue prints, was that when you placed them, it's like your charactor was "inspired" to draw something. This is supposed to be easy and fun-ish. Why would I kill mobs for blue prints, if I could just wiki them anyway?
Well perhaps there would be other ways to acquire these things? For example, i already proposed ancient ruins being placed int he game,and Notch confirmed the possibility of randomly generated Goblin villages. Perhaps those would allow you to get blueprints and books?
Well perhaps there would be other ways to acquire these things? For example, i already proposed ancient ruins being placed int he game,and Notch confirmed the possibility of randomly generated Goblin villages. Perhaps those would allow you to get blueprints and books?
You're missing the point.
Blue prints are meant to help new players.
How would a new player aquire blueprints if they're in the middle of a monster filled town.
Well perhaps there would be other ways to acquire these things? For example, i already proposed ancient ruins being placed in the game,and Notch confirmed the possibility of randomly generated Goblin villages. Perhaps those would allow you to get blueprints and books?
You're missing the point.
Blue prints are meant to help new players.
How would a new player aquire blueprints if they're in the middle of a monster filled town.
Think about that before your next response.
How about you read an entire post before attempting to rebut a point?
Well perhaps there would be other ways to acquire these things? For example, i already proposed ancient ruins being placed in the game,and Notch confirmed the possibility of randomly generated Goblin villages. Perhaps those would allow you to get blueprints and books?
You're missing the point.
Blue prints are meant to help new players.
How would a new player aquire blueprints if they're in the middle of a monster filled town.
Think about that before your next response.
How about you read an entire post before attempting to rebut a point?
I did. And I just did again to make sure I didn't miss anything, so I assume you're still missing the point.
Well perhaps there would be other ways to acquire these things? For example, i already proposed ancient ruins being placed in the game,and Notch confirmed the possibility of randomly generated Goblin villages. Perhaps those would allow you to get blueprints and books?
I did. And I just did again to make sure I didn't miss anything, so I assume you're still missing the point.
I even bolded the part where I was pointing to, you missed it still. What if I underline and put it in italics? Will that help?
Well perhaps there would be other ways to acquire these things? For example, i already proposed ancient ruins being placed in the game,and Notch confirmed the possibility of randomly generated Goblin villages. Perhaps those would allow you to get blueprints and books?
I did. And I just did again to make sure I didn't miss anything, so I assume you're still missing the point.
I even bolded the part where I was pointing to, you missed it still. What if I underline and put it in italics? Will that help?
Well personally, I dislike the idea of pre-made man made content existing.
But that's not the point. Ruins are dark. They are going to be populated by creepers. Not only that, but new players would have to spend time finding them, time which could simply be spent going to the wiki and looking up the recipes.
The point of this is to eliminate the need of going to the wiki at all.
Well personally, I dislike the idea of pre-made man made content existing.
But that's not the point. Ruins are dark. They are going to be populated by creepers. Not only that, but new players would have to spend time finding them, time which could simply be spent going to the wiki and looking up the recipes.
The point of this is to eliminate the need of going to the wiki at all.
Who says ruins have to be dark? Ever heard of stone-henge?
Here's some pictures of various ruins, some fictional, some not:
And the issue of putting the blueprints in the game rather than the wiki isn't to make it a time-saver, but to make the game exist independently. It doesn't make sense to have to consult a third-party source to play a game. All game content should exist within the game itself, unless the game becomes an ARG, which it's not purporting to be.
BTW, why don't you want premade human creations in the game? Do you mean premade in the game's lore, or premade as opposed to procedurally generated?
Dude, you're gonna make me want to reinstall Oblivion now.
Anyway, I said this in another topic:
Quote from gaaraxebeard »
I am actually supporting NPC towns, not because they would form the foundation of the game, but because they would add variety. You shouldn't ever need to visit an NPC town, but it would be great to find towns every now and then to add some diversity to wandering the vast wilderness that is infdev.
The same would apply to ruins. They wouldn't limit you to playing in a certain way. If you wanted to, you could just dig out the ruins and build your own stuff in its place. Either that, or just build somewhere else.
Who says ruins have to be dark? Ever heard of stone-henge?
You're missing the point. The point is that blueprints shouldn't be difficult or time consuming to aquire.
Quote from Nazzer »
And the issue of putting the blueprints in the game rather than the wiki isn't to make it a time-saver, but to make the game exist independently. It doesn't make sense to have to consult a third-party source to play a game. All game content should exist within the game itself, unless the game becomes an ARG, which it's not purporting to be.
Quote from Rubs10 »
The point of this is to eliminate the need of going to the wiki at all.
I pretty much said the same thing in a sumed up sentence. I didn't say it was meant to save time, I said,
Quote from Rubs10 »
Not only that, but new players would have to spend time finding them, time which could simply be spent going to the wiki and looking up the recipes.
this, because a new player would prefer to go to the wiki to find recipes rather than find blueprints.
Blueprints should be aquirable within minutes of starting the game, so that players aren't tempted to use the wiki, not some journey across the landscape.
Quote from Nazzer »
BTW, why don't you want premade human creations in the game? Do you mean premade in the game's lore, or premade as opposed to procedurally generated?
I don't like randomely generated ruins because I would prefer to explore ruins that are left over from players. Pregenerated ruins just seem like they would have so many flaws and interefere with the "player-made" part of the game. But this thread isn't meant to talk about that.
By the sound of it, you understand the point, yet you keep suggesting difficult ways that contradict the point.
You really need to think more about what you are saying, because this entire conversation is completely pointless because you answer your own questions.
I can use this as a journal! What if some easter egg thing is written if the player was killed while writting it? Like:
i just made a diamond sword, i cant wait t- SSSSSSS WHAT THE- BOOOM (the last 4 words are the death part)
Rollback Post to RevisionRollBack
Quote from dra6o0n »
Magic have a bigger priority than Technology when it comes to combat, but Mining and Crafting a bigger priority to Magic.
Who says ruins have to be dark? Ever heard of stone-henge?
You're missing the point. The point is that blueprints shouldn't be difficult or time consuming to aquire.
Quote from Nazzer »
And the issue of putting the blueprints in the game rather than the wiki isn't to make it a time-saver, but to make the game exist independently. It doesn't make sense to have to consult a third-party source to play a game. All game content should exist within the game itself, unless the game becomes an ARG, which it's not purporting to be.
Quote from Rubs10 »
The point of this is to eliminate the need of going to the wiki at all.
I pretty much said the same thing in a sumed up sentence. I didn't say it was meant to save time, I said,
Quote from Rubs10 »
Not only that, but new players would have to spend time finding them, time which could simply be spent going to the wiki and looking up the recipes.
this, because a new player would prefer to go to the wiki to find recipes rather than find blueprints.
Blueprints should be aquirable within minutes of starting the game, so that players aren't tempted to use the wiki, not some journey across the landscape.
Using your argument, The Elder Scrolls Oblivion shouldn't require players to find things like ruins and side-quests because it's so much easier for them to go to the UESP wiki and look up their locations. So, lets just have everything marked on the map from the start, shall we?
Quote from Nazzer »
BTW, why don't you want premade human creations in the game? Do you mean premade in the game's lore, or premade as opposed to procedurally generated?
I don't like randomely generated ruins because I would prefer to explore ruins that are left over from players. Pregenerated ruins just seem like they would have so many flaws and interefere with the "player-made" part of the game. But this thread isn't meant to talk about that.
You assume that everyone is always going to be playing the game in multiplayer. Ever consider that some people prefer playing single-player? Even I like to stick to single-player on occasion.
Oh, and who are you to say the point of the thread is anything but what I say? After all, you didn't make the thread.
By the sound of it, you understand the point, yet you keep suggesting difficult ways that contradict the point.
You really need to think more about what you are saying, because this entire conversation is completely pointless because you answer your own questions.
How have ANY of my ways contradicted the point of making the game's crafting independent of a wiki? Because I'm the one that made this god-dammed thread, and I'm the one that said that the damn point of the idea was to make the game independent of third-party sources. Even if I suggested that the player be required to memorize a thousand-button combination it wouldn't contradict the point of the thread, which is to remove the necessity of trial and error and the wiki.
I like the idea of players being able to create their own text.
Stories can be written.
History and Lore can be created.
Directions to secret treasures can be lost to the winds.
And funny Haiku about creepers can be made.
It'd also have neat potential for spellbooks...
But that's just a random thought.
I'm more for the player-generated material. :biggrin.gif:
Rollback Post to RevisionRollBack
Professional Underwater Lava-miner.
Also a massive mushroom mongler.
As I told /v/.
If/When this happens, I will collect the materials needed to make dozens of books. And I will chronicle the tales of both myself, and any traveller I find who doesn't attempt to kill me so that each soul may be remembered. I might even leave some treasure for when I eventually fail. Maybe someone will refill my shoes, maybe I'll try again somewhere else. I might even make some maps for you guys/traps for you thieves. Never know.
As I told /v/.
If/When this happens, I will collect the materials needed to make dozens of books. And I will chronicle the tales of both myself, and any traveller I find who doesn't attempt to kill me so that each soul may be remembered. I might even leave some treasure for when I eventually fail. Maybe someone will refill my shoes, maybe I'll try again somewhere else. I might even make some maps for you guys/traps for you thieves. Never know.
I can see it now: Long, drawn out quests through a world created by someone, uneditable areas of the world with horrifying obstacles, and at the end, a winding underground maze leading to a huge golden chamber, and in this chamber is a pedestal, and on this pedestal is a dusty tome, and in this tome, the writing sayeth "I'm sorry, but our princess is in another castle".
I dislike the idea of having to fight creatures to gain this stuff. I think that when a server starts, that it is a fresh "World". Whether anyone writes a history of the towns and stuff established should be entirely up to the players, not pre-made objects.
Also, I dislike killing mobs for blueprints. The point of the blueprints was to make it easy for NEW players to play. A NEW player might find it hard to kill mobs, especially if they don't even know how to make a sword.
The idea behind the blue prints, was that when you placed them, it's like your charactor was "inspired" to draw something. This is supposed to be easy and fun-ish. Why would I kill mobs for blue prints, if I could just wiki them anyway?
This I agree with.
Quote from Nazzer »
Quote from Duane »
As I told /v/.
If/When this happens, I will collect the materials needed to make dozens of books. And I will chronicle the tales of both myself, and any traveller I find who doesn't attempt to kill me so that each soul may be remembered. I might even leave some treasure for when I eventually fail. Maybe someone will refill my shoes, maybe I'll try again somewhere else. I might even make some maps for you guys/traps for you thieves. Never know.
I can see it now: Long, drawn out quests through a world created by someone, uneditable areas of the world with horrifying obstacles, and at the end, a winding underground maze leading to a huge golden chamber, and in this chamber is a pedestal, and on this pedestal is a dusty tome, and in this tome, the writing sayeth "I'm sorry, but our princess is in another castle".
And this.
Rollback Post to RevisionRollBack
This may be a fad, but I love dragons, so why the heck not?
To post a comment, please login or register a new account.
Currently, bookshelves are a purely aesthetic feature available only in creative mode. I am sure, though, that in the future they will become a craftable item. I'd like to see them have an informational functionality, allowing players to access a series of in-game manuals or just plain fun books (or JPFs) that will add flavor and depth to the world of minecraft. Perhaps the player could start out by crafting an empty bookshelf. This would appear like this:
Instead of having just a single placable frame containing a blueprint, you could have a series of individual blueprints that are dropped by mobs, especially skeletons and zombies. When you kill a mob, it would drop a blueprint. These would not be able to stack above groups of 3, but if you put 3 stacks between cloth in the crafting grid like this:
[iron] = blueprints
[iron] [iron] [iron]
or this:
Then it becomes a book, which can be placed on a bookshelf or carried by itself. This is beneficial even without a bookshelf because it would save space in your inventory.
Certain skeletons would also drop ancient books that would tell stories that take place early in the history of the Minecraft world. Perhaps we would discover some hints about the ancient culture that used to be there? Anyone who has played the Elder Scrolls series might know just how much the inclusion of books can help the game feel like a bigger world. This would also add a little detail that Notch can use to create more content with little updates.
When you right-click on a bookshelf, a unique inventory with all the books in the bookshelf would come up, and you can simply right-click on any book to read it.
But here's something else. Notch has already revealed his intent to create dye that will allow you to write on custom placable signs. Well imagine being able to craft blank pages by putting pulp made from water and wood into the furnace. You could place these notes in other player's mailboxes to send them long notes or instructions, or perhaps draw treasure maps. You could also bound papers in blank books and then write in them.
Any thoughts? If you don't like my ideas for implementation, then don't say you don't like the idea altogether, suggest an implementation that you feel would make this idea work.
^^My blog^^
^^My blog^^
-
View User Profile
-
View Posts
-
Send Message
Retired Staffsssss
sssssss
sssss
sssss
sssssss
sssss
-------- Thank you ~
It's written in haiku, if that wasn't apparent. :tongue.gif:
Also, I dislike killing mobs for blueprints. The point of the blueprints was to make it easy for NEW players to play. A NEW player might find it hard to kill mobs, especially if they don't even know how to make a sword.
The idea behind the blue prints, was that when you placed them, it's like your charactor was "inspired" to draw something. This is supposed to be easy and fun-ish. Why would I kill mobs for blue prints, if I could just wiki them anyway?
^^My blog^^
You're missing the point.
Blue prints are meant to help new players.
How would a new player aquire blueprints if they're in the middle of a monster filled town.
Think about that before your next response.
How about you read an entire post before attempting to rebut a point?
^^My blog^^
I did. And I just did again to make sure I didn't miss anything, so I assume you're still missing the point.
I even bolded the part where I was pointing to, you missed it still. What if I underline and put it in italics? Will that help?
^^My blog^^
Well personally, I dislike the idea of pre-made man made content existing.
But that's not the point. Ruins are dark. They are going to be populated by creepers. Not only that, but new players would have to spend time finding them, time which could simply be spent going to the wiki and looking up the recipes.
The point of this is to eliminate the need of going to the wiki at all.
Who says ruins have to be dark? Ever heard of stone-henge?
Here's some pictures of various ruins, some fictional, some not:
And the issue of putting the blueprints in the game rather than the wiki isn't to make it a time-saver, but to make the game exist independently. It doesn't make sense to have to consult a third-party source to play a game. All game content should exist within the game itself, unless the game becomes an ARG, which it's not purporting to be.
BTW, why don't you want premade human creations in the game? Do you mean premade in the game's lore, or premade as opposed to procedurally generated?
^^My blog^^
-
View User Profile
-
View Posts
-
Send Message
Retired StaffAnyway, I said this in another topic:
The same would apply to ruins. They wouldn't limit you to playing in a certain way. If you wanted to, you could just dig out the ruins and build your own stuff in its place. Either that, or just build somewhere else.
You're missing the point. The point is that blueprints shouldn't be difficult or time consuming to aquire.
I pretty much said the same thing in a sumed up sentence. I didn't say it was meant to save time, I said,
this, because a new player would prefer to go to the wiki to find recipes rather than find blueprints.
Blueprints should be aquirable within minutes of starting the game, so that players aren't tempted to use the wiki, not some journey across the landscape.
I don't like randomely generated ruins because I would prefer to explore ruins that are left over from players. Pregenerated ruins just seem like they would have so many flaws and interefere with the "player-made" part of the game. But this thread isn't meant to talk about that.
By the sound of it, you understand the point, yet you keep suggesting difficult ways that contradict the point.
You really need to think more about what you are saying, because this entire conversation is completely pointless because you answer your own questions.
i just made a diamond sword, i cant wait t- SSSSSSS WHAT THE- BOOOM (the last 4 words are the death part)
facepalm of the month- dra6o0n
Using your argument, The Elder Scrolls Oblivion shouldn't require players to find things like ruins and side-quests because it's so much easier for them to go to the UESP wiki and look up their locations. So, lets just have everything marked on the map from the start, shall we?
How have ANY of my ways contradicted the point of making the game's crafting independent of a wiki? Because I'm the one that made this god-dammed thread, and I'm the one that said that the damn point of the idea was to make the game independent of third-party sources. Even if I suggested that the player be required to memorize a thousand-button combination it wouldn't contradict the point of the thread, which is to remove the necessity of trial and error and the wiki.
^^My blog^^
Stories can be written.
History and Lore can be created.
Directions to secret treasures can be lost to the winds.
And funny Haiku about creepers can be made.
It'd also have neat potential for spellbooks...
But that's just a random thought.
I'm more for the player-generated material. :biggrin.gif:
Also a massive mushroom mongler.
If/When this happens, I will collect the materials needed to make dozens of books. And I will chronicle the tales of both myself, and any traveller I find who doesn't attempt to kill me so that each soul may be remembered. I might even leave some treasure for when I eventually fail. Maybe someone will refill my shoes, maybe I'll try again somewhere else. I might even make some maps for you guys/traps for you thieves. Never know.
I can see it now: Long, drawn out quests through a world created by someone, uneditable areas of the world with horrifying obstacles, and at the end, a winding underground maze leading to a huge golden chamber, and in this chamber is a pedestal, and on this pedestal is a dusty tome, and in this tome, the writing sayeth "I'm sorry, but our princess is in another castle".
^^My blog^^
This I agree with.
And this.