MinecraftModDevelopmentMods / TheGreatLibrary

The Great Library Mod - A labyrinthine library dimension for Minecraft
GNU Lesser General Public License v2.1
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The Great Library Mod:

Table of Contents:

Click to expand. * [Overview](#overview); * [Biomes](#biomes); * [Sections](#sections): * [Workshops](#workshops); * [Sleeping Quarters](#sleepingquarters); * [Restricted Areas](#restrictedareas); * [Tools](#tools); * [Mobs](#mobs); * [Books](#books); * [Drops / Loot](#dropsloot); * [Decorations](#decorations); * [Integrations](#integrations): * [Thaumcraft](#thaumcraft); * [Astral Sorcery](#astralsorcery); * [Waystones](#waystones); * [Mystcraft](#mystcraft); * [Soulus](#soulus); * [Bibliocraft / Inspirations](#bibliocraftinspirations); * [Iron Age Furniture](#ironagefurniture); * [Iron Age Architecture](#ironagearchitecture); * [Better Portals](#betterportals); * [Tinker's Construct](#tconstruct); * [Construct's Armory](#conarm); * [Extra Golems](#extragolems); * [Leather Works](#leatherworks); * [Unsorted Notes](#unsortednotes);

Overview:

Labyrinthic dimension, built in the style of a library, by randomly picking a section for each chunk or set of chunks. If possible, integration with Cubic Chunks should be provided, as it will give new depth (pun intended) to the dimension, essentially making it truly infinite.

Notes. > Lord SheogorathYesterday at 9:20 PM hrm... I'd like to suggest a possible method for the world-gen that should keep things "random" and also fun - its something I've been working on the idea for... basically each "room" and the world in general is generated in sections, with each section having "part connections" that determine what can come next. > Lord SheogorathYesterday at 9:22 PM I've been working on the idea, myself, for a "dungeon dimension" that just randomly and infinitely generates as you explore. something of a cross between the classic "Moria" generation and the even more classic "space partitioning" generation of Rogue and Nethack. > Lord SheogorathYesterday at 9:25 PM anyway... my idea for the gen is that there are a number of pre-defined "pieces" that can be linked together and based on what the RNG provides and what the current "piece" is defines what the next "piece" will be.

Integration with other mods could provide new content in the form of:

DISCLAIMER: This is not an exhaustive list and add-ons are free to provide further content.

Biomes:

Biomes are given a generous amount of control over what kind of features the chunk will display. From picking what styles the sections can adopt, to their themes and even what type of sections are available. This includes defining, white-listing and black-listing structures, mobs or even mob spawners.

Biomes control:

Sections:

Notes. > The sections can probably be done somewhat as json config files which means we could have expansion content packs with a bunch of sections.

Sections should be defined through JSON files, but the Structure Block File Format might also be a nice alternative. Each file must contain only one section, and these files can be organized in folders (maximum recursive depth must be defined to avoid overflow problems).

Concrete Sections:

Each section must have a String as an identifier, and lists of valid mobs, mob spawners, structures, styles, themes, types and loot tables.

These can be inherited from an abstract section. Certain fields can be defined as empty lists, like mobs, mob spawners, structures and loot tables.

Abstract Sections:

Abstract sections contain general definitions to be used by other sections (including other abstract sections), such as mobs, mob spawners, structures, styles, themes, types and even loot tables. These can, unlike regular sections, provide a partial implementation, as their name implies.

Possible Sections:

Notes. > YaibaToKenToday at 4:53 PM They'd be much rarer than actual library sections, but would also help anyone exploring and would work as checkpoints. Since we could also use droptables to populate those sections with corresponding loot. > SkyBladeToday at 4:53 PM and since bookshelfs can't be mined without making the mobs aggro, maybe a workshop where bookshelfs are made where the player can actually get bookshelfs without making the mobs aggro > YaibaToKenToday at 4:53 PM We could have workshops of varying sizes, the bigger the better the loot Well, if we make sure mobs don't spawn in those sections, and seeing as workshops would have gates or doors, that should be feasible
Notes. > SkyBladeToday at 5:25 PM oh there should be an enchanting station section (a rare section with an enchanting table). > YaibaToKenToday at 5:26 PM Oh yes! Perhaps with some enchanted books as well
Notes. > YaibaToKenToday at 5:08 PM I was thinking more about Leather Works for example > YaibaToKenToday at 5:08 PM having a workshop where you can tan leather and process it further would make sense, as it provides a source of materials to make books
Notes. > YaibaToKenToday at 5:24 PM Yeah Oh, lost golem workshop sections :stuck_out_tongue: with a thaumcraft variant.
Notes. > YaibaToKenToday at 5:27 PM A toolsmith section for TiC and ConArm users and a vanilla variant
Notes. > SkyBladeToday at 4:55 PM oh yes there was one I had in mind, like a 'restricted section', like in Doctor Strange, a gates section to the library with more magical book drops but also with aggro mobs inside maybe > YaibaToKenToday at 4:55 PM So, like same dimension, but special conditions to access? We could perhaps encase the sections in bedrock? > SkyBladeToday at 4:56 PM yeah good idea, well bedrock wrapped in bookshelves, if they try and mine into the side of the section they'll hit bedrock what would be fun would be to have a key they had to find to get in keep them busy.. so the chest with the key always spawned within a certain range of the gate > YaibaToKenToday at 4:58 PM Yup, the section with the key could even have some noticeable details, just to exclaim there's something there

Sections control:

Tools:

New tools:

Mobs:

New mobs:

Notes. > ProxyNekoToday at 8:33 PM Could also make a good book that you can tame that would fight the angry books and evil books would be like the good books mob counterpart or rival > SkyBladeToday at 8:36 PM maybe in the book workshop. ah I like that idea, something like a crafting table, it spawns only in the book workshop and it (like bedrock) can't be mined or moved so you have to go to the book workshop to craft the friendly book mobs.. I imagine them like wolves

Books:

Books should be randomly generated in The Library, with emphasis on written books. These could be obtained from a community repository, hosting a myriad of copyright free or otherwise authorized books:

Notes. > I think having books with actual short stories in would be cool, there's so many unpublished authors works floating around it must be possible to build up a load of copywrite free work to stick into books.; > Make a public repo containing just those book files, this way, the community can PR new stories smile and we could have the mod pull a random story from the repo each time it has to generate a book.; > Though perhaps we could make the book part an optional plugin.; > With a big enough repository of random books to find it could give more motivation to go exploring looking for new books...; > Imagine if you could hook with patchouli and similar libs to grab whatever manuals were generated with those libs and place them in The Library.;

Drops / Loot:

Decorations:

Notes. > We should also randomly generate signs pointing to stuff (like reading areas or book genres) mostly as decoration.; > Biomes could have signs at the entries, like "The Catacombs" or "Magical Studies".;

Integrations:

All of the mods mentioned below have a 1.12.2 version, with the majority either having a 1.14 version as well, a successor or a spiritual successor.

Thaumcraft (GitHub) :

Astral Sorcery (GitHub) :

Waystones (GitHub) :

Randomly placed Waystones with Section names being used as part of the Waypoint name;

MystCraft :

Notes. > Picture sections of the Library with books for unknown worlds, full of untold stories. Or even just groups of pages, randomly strewn around.;

Add-ons:

Soulus (GitHub) :

Notes. > We could have summoners (the soulus version of a spawner), with randomly filled soul books in shelves.;

Bibliocraft / Inspirations (GitHub) :

Notes. > If Bibliocraft, Inspirations or other similar mods that add 3D bookshelves (those where you can place books directly and see them there), we could generate the library sections with those instead. Aside from that, I'd say verify what bookshelf variants we can use (mostly for wood types).

Whenever possible, smaller mods should be favored over bigger ones, as that can reduce bloat;

Iron Age Furniture (GitHub) :

Furniture and other furnishings for The Library;

Iron Age Architecture:

Architectural elements for new Styles and Sections;

BetterPortals (GitHub) :

Whatever design we opt on for the Portals leading to and from The Library, they should behave like Nether Portals from the Better Portals mod if it's loaded;

Tinker's Construct (GitHub) :

See Sections section above;

Construct's Armory (GitHub) :

See Sections section above;

Extra Golems (GitHub) :

See Sections section above;

[Leather Works]() ([GitHub]()) :

See Sections section above;

Notes. > SkyBladeToday at 5:08 PM yes some nice book recipes and models with different leathers would be good

Unsorted Notes:

Notes. > YaibaToKenToday at 5:09 PM panda's wood mod might also be nice if we could figure out a way to generate bookshelfs in Inspirations' (if the mod is loaded) or vanilla's style for all wood types > SkyBladeToday at 5:10 PM will be cool to have some really good short stories hidden in there, imagine a player logging on just to carry on ready a book > YaibaToKenToday at 5:10 PM Mineralogy could provide new section styles, using the different stone types > SkyBladeToday at 5:10 PM I suppose some polished stone floors and pillars could be nice > YaibaToKenToday at 5:10 PM oh yes, the section file must contain what mods it depends on > SkyBladeToday at 5:10 PM and the lamps some bits it can use the thing from the mod if it has it, and if not substitute it for a vanilla thing like mineralogy stone floor could be swapped for vanilla stone brick, except ironage* which I plan to be a required mod as it will provide all the furniture etc > YaibaToKenToday at 5:16 PM I was thinking we'd be doing the section generation in two steps, at least for blocks that have vanilla counterparts. First step generates the section using as many vanilla blocks as possible, the second step replaces them with the corresponding blocks from the picked style template > SkyBladeToday at 5:17 PM ah yes good idea > YaibaToKenToday at 5:17 PM This also means that if a mod changes block names, it won't break new sections, just break the style > SkyBladeToday at 5:17 PM thats how mineralogy works > YaibaToKenToday at 5:17 PM And the section picking needs to be tied to the seed, so that the same seed will always generate the exact same sections This way we can add a retrogen system for the section generator > SkyBladeToday at 5:19 PM I like the idea of getting lost in the library, because the mobs get aggro if you start smashing through the bookshelves it would be a gamble for the player, if they wanted to hack through the bookshelves or walk around the long way > YaibaToKenToday at 5:21 PM Yeah, would also encourage the player to use a bread crumbs system > SkyBladeToday at 5:21 PM I do that in the nether, with torches usually > YaibaToKenToday at 5:21 PM I sometimes use signs Btw, who was it that was working on a simple golem framework? I want that for bookshelves and the like :stuck_out_tongue: > SkyBladeToday at 5:23 PM well the golems are by skyjay, i assumed we would include his bookshelf golems > YaibaToKenToday at 5:23 PM Yes please then :smirk: > SkyBladeToday at 5:24 PM which I think means it'll use mmdlib but thats expected