This mod add a new block Giacomo’s Bookshelf that works as a storage for books, maps and paper and as a source of power for enchantment table (see images for more details).
When crafted it's empty and you can put items in it. There are 8 versions based on the type of wood used for crafting.
Giacomo’s bookshelves can be broken fairly easily by hand, but can be broken faster by using an axe. In either case, they will drop all item stored.
When harvested with an item that is enchanted with silk touch, it will drop itself as a normal bookshelf and will keep its items, which can be retrieved when placed again.
When holding a bookshelf with items inside, the items will be listed as properties.
Bookshelves give power to enchanting table, but if you use less than 3 books per bookshelf the power is reduced.
In reply to airyoverdrive:
Ye'h, but you will have to make the textures for each block state change which will take a while. Took a bit for me.
In reply to Jusey1z:
I don't know how to make textures lol, I give up
In reply to airyoverdrive:
I could send ya my own textures if ya wanna? Just need a way to contact you.
In reply to Jusey1z
Yes please, my Discord is AiryOverDrive#1640, thanks btw
this mod looks great do you need to put three books in every shelf for 15 shelves for full enchant?
Care to port this down to 1.7.10, with compatibility for the three Netherlicious woods?
great mod. surprised to see it updated to 1.16 and not 1.15. still a must have mod for all supported versions.
I think support for modded bookshelf variants would go a long way for this mod. As of right now, it is fantastic, but with more shelf types available, I think people would be more inclined to download and use it in modpacks.
I know this is alot to ask, but is there any way the models texture can be made progressive? As in, the books inside the texture show how full the bookshelf storage is. I’m not able to count the number of books are in the texture of the model currently, but lets say there is like 12 books in the texture for example. If the texture contains all 12 books, that means the book storage is anywhere from 100% full to 91.666% full in that case (100 divided by number of books in the texture equals to how much storage 1 book represents in the storage, empty storage always equals 0) in that same example of 12 books in the texture, if the storage is anywhere from 0.001% full to 8.333% full (100/12=8.333), then only 1 book in the shelf texture will show. The number of books in the shelf texture updates based off the percentage of how full the storage is.
In reply to Mark_the_Drifter:
If you have 3 books in the bookshelf the bookshelf is represented full and give full enchantment power to enchanting table. If you have less than 3 books the texture depends on where the books are: left middle or center...
This is done to make things simpler.
Let's count the books in the actual texture:
It seems there are 14 spots...
This means that if you have 3 books inside there will show only 1. And you could have a full powered enchanting table with an almost empty library.
Maybe it wouldn't be nice to see...
But let's go further
We could think to make a new texture with 3 rows of 9 books, and then show a book exactly where the book is placed in the inventory slot of the bookshelf.
This would be the case with 27 books.
I could try to draw a texture with 27 books but don't know if the result will be good due we have too few space: 16x16 pixels.
This would imply to implement a tile entity renderer and redraw a lot of textures...
But maybe it's worth it, what do you think?
In reply to zacomat:
I personally don't use it for enchantment tables, I use it for mod manuals and journals. I didn't even knew it was enchantment capable. I was under the impression it worked more like a chest than an actual bookshelf so I just used the default bookshelves for the mod. I just like seeing my collection grow of all the unique books I acquired. That being said, perhaps you should just make it configurable? Like the original formula said, anything above empty would atleast be 1 book. So mabey the default could be book in the shelf as good enough for enchantment table, but users can always change that in the config (I may have misunderstood you there looking back at this)..I don't know how many storage slots are in the bookshelf so I will continue using percentages. If 14 books would be considered full (100% storage capacity occupied), then 1 book would be between 0.0001% full to 7.1428% full (meaning anything under or equaling 100/14, but not 0 or bellow that)..
I kept 10 in cause there is a pixel difference, tho, that could just be the shelf face, but it still helps scripting wise if we count it.

Again, we could fill the by adding a book between 5 and 6. How you want to go about that is up to you.
HOWEVER, I zoomed in on the image and I THINK every row of pixels is supposed to be a separate book with similar books being next to eachother?:
The reason why I checked is because if we don't go by the similar books model, then you miscounted. 7 on top row 8 on bottom.
The configure options could be for 2 settings. The first option being Texture Updates with the 5 choices being "Progressive" "Always_Full" "Always_Empty" "Classic" or "Two_State". Two State is where its always full unless there is nothing in it, in which case it'd be empty. Progressive being the main thing we are discussing right now, Always Full and Always Empty is self explanatory. Classic is how you have it currently.
The second new config option would be Required Fullness For Enchantment Table. Values being anywhere and including 0 to 100.. As I stated, 0.0001 or something along those lines might make for a good default if we were to make Progressive the default for the other option.
NOTE FOR THE NEXT PART, I was still going off of the miscount of 14, so any specific numbers may need some adjusting.
Keep in mind, I never was planning on placement of where you put them in the storage to matter as I didn't know that was your design. That does complicate things. Perhaps if we were to still want to keep that and it remain a factor, we could get % of how many is in the higher up storage row vs how much is in the lower? We would still go by % full rather than where they are placed to figure out how many books should be on the shelf. However, in this instance, lets say we have 7 books worth full, 3 are above, 2 in the middle, 2 on the bottom. Middle would be random between top shelf or bottom, or perhaps whichever shelf is emptier? As for the books columns, that would be using averages, you could still divide the storage into 3 sections, Left, Right and Middle. Left would the first 2 books in the row,, middle would be the next 3, and right would be the final 2. (Number of Texture books / 2 rows / 3 sections, middle gets the remainder). Stuff like that could work, tho that would mean ALOT of texture variations and would mean extra work. I was planning on it just being 1 texture for each book number where book placement doesn't matter. That much is also up to you.
Thoughts?
(ps, not sure if I fully gave you the reply you were looking for, I was juggling alot in my head >.<)
In reply to Mark_the_Drifter:
Yes, we are now in the process of design on this, so we can think about all possibilities.
Using the configuration file for the fill type might be a good idea.
We currently we have only 8 possible states for books disposition, but we could increase them ...
In reply to zacomat:
I think this is an amazing start then, much respect to ya <3
Hi, is there a config for this where we can have an option to store some Lapiz Lazulis as well? So that instead of putting a chest somewhere around there, we just store them there. I know it's a bookshelf so putting a Lapiz in it doesn't make sense, that's why I was wondering if there's an option to have that working instead.
In reply to modeeves:
The config file is giacomos_bookshelf-server.toml.
There you can specify what are books accepted that give enchant power
and items accepted without ench power.
By default you can put maps and paper for example.
In reply to zacomat:
THANKS!!! YOUR AWESome ^_^
new version 1.3 released!
Updated for mc 1.16.3
Added crimson and warped bookshelves
Changed config file name to giacomos_bookshelf-server.toml
Here you can specify if silk touch is required to harvest the whole block
and what are books and items accepted by the bookshelves (you can insert books from other mods of course)
Actually Bookshellves dont burn with fire.
TODO make them burn except for crimson or wraped
TODO use tags system to make things standard
Any suggestions or bug reports will be appreciated.
Have fun and me know how it goes!
In reply to zacomat:
This is awesome! Thank you so much!
I'm on 1.16.3 and Forge 34.1.19 and everything seems to be working perfectly. I don't have mod books, so I can't provide information on those. Silk Touch works as expected.
In reply to LeoTheTiny:
THX :)
This mod doesn't hold books from other mods, does it? Electrobob's Wizardry? Grimoire of Gaia 3?
And i have to agree with the previous comment...why not 12 or 15 as opposed to 3? It just makes more sense.
1-5 books show bottom row filled.
6-10 books show bottom and middle row filled.
11-15 books show whole shelf filled.
Not criticizing, just offering a perspective.
If it means throwing a few bucks in your direction, let me know.