It would be cool if you'd have to do boring archeology to get an item to locate the more interesting structure. It could work in a similar way to strongholds where it's extremely hard to stumble upon without a special item
Even more fun would be if you would actually had to figure out where that structure is. So not the map but maybe some other items which needs to be puzzled
I think it would be really funny if there was a chance that, upon exiting the structure, there was a chance that a group of pillagers could spawn and attempt to steal the artifact from you. Leaning even more into the indiana jones theming with a direct reference to the first movie. Also, the item should spawn in an item frame, instead of an item on the ground. So that I can live out my dreams of swapping a historical artifact with a weighted bag of sand.
For the rising sand trap, you could provide two exit strategies, one being a lot easier than the other. And perhaps offer a reward for completing the harder path.
I can't believe how creative the traps are! I also really liked the weather horn. I wish we had a vanilla way to start a thunderstorm or something. Great work!
I decided to live in a snow biome and the amount of times it snows and puts a bunch of snow everywhere. It would be okay if it didn’t snow often but it snows so much it sucks
Honestly, it really would, as the direction they are going seems like someone is leading them what it should be like. Not to mention, mojang employees are not that great at difficult minecraft skills like pvp. So they might like it just for that reason.
the weather horn would be sooo useful! And this kind of structure is much more fun than the trails, sometimes i think mojang have forgotten that they are making a game and you want it to be fun
The rising sand is a real cool feature. 2-3 things that could improve it maybe : adding slow falling when inside the sand would give the impression that you slowly sink while not being able to 'swim' up, which is actually accurate to quicksand ; adding either a strong sand particle effect around the player or, if possible, a texture on the screen to obstruct your vision that looks more like sand (maybe in the same way that pumpkins add an overlay texture to your vision, or maybe just make everything fully black with no view distance at all ; finally, instead of one block entity scaling up for the whole room, go through the hassle of making one for each block of the rooms floor area, avoiding the stretched texture on the surface which looks a little goofy. Lots of great ideas though, I remember I loved playing with commands and the first datapacks back when I had time for it, I wish I could still ^^ I'd definitely make minecraft "vanilla updates" like these ^^
This is a fantastic mod! I just have a few humble improvements just to make it feel even HARDER. Since if you want to explore this structure late game, you’d basically have full netherite, potions and totems, so every trap would be a mere hindrance as you could tank every single trap, or just teleport through with a carefully aimed ender pearl. Maybe some traps could have a debuff applied to slow the player down, or maybe a harming arrow trap for players who walk past the arrow traps. Building out of the final relic trap also seems pretty easy, perhaps you could implement a new type of block like a sticky or spiky block that prevents players from building out, and perhaps a feature to make the sand similar to quicksand, making your blocks all fall down if you place them. To make it feel more like a real challenge (and a troll) perhaps you could add a fake relic nearer to the point where you enter, so when you pick it up it turns into dust in your hand. Great mod!
It would be cool to add more lore items! Like parts of blades, or relics from the past. I really wanted to build a museum when I first heard about this update, but I quickly realized that all you can do with the relics is make pots and my interest died so fast.
While I will agree, that archeology could use some more functional rewards for the more survival focussed players engaging with the system and your indiana jones-esque take on a solution would definitely be very cool to see in vanilla, it is worth noting that the archeology feature has a good reason to be filled with vague junk in place of distinctly functional rewards. It seems to be designed with the update's focus on player expression first and foremost, hoping to give people inspiration to do some worldbuilding with the stuff they find, the devs diving back into the purposeful vagueness of quasi-lore after having slipped into telling a very straightforward story for the past few years.
Mojang definetly needs to have more rare and specific items that can only be found in certain areas. they've already got some of these but most are pretty easy to find.
My first thought was that in the regular vanilla trail ruins you could find a map to these temples so that you don’t just render the vanilla ruins useless. This “update” is to improve archaeology as a whole, not just your temple, right? Although woodland mansions are a cool idea too. I think they’d fit better in trail ruins, despite the lore you made. Maybe they could be in both? Idk, no matter what, this is really cool, I like it
I feel like this isnt really archaeology anymore. Its just a cool dungeon. Which imo minecraft needs more of, but it doesnt fix or change the archaeology feature itself
If anything, this could be a add on for archaeology. Something that would be another cool addition. Maybe even add small single room structures, with mobs guarding them. That spawns a map to bigger dig sites/temples.
I don't really like the idea of archeology just being dungeon exploring, that's what temples and dungeons in Minecraft should already be, but I do like the idea of it bringing back old or removed content in some form, like the dagger or there could be an armor which removes the hunger bar while also removing your ability to sprint, maybe even a red dragon egg that hatches a red dragon which could be a boss or pet or rideable entity, a old village structure that looks like old villages but worn down, tons of possibility's The totem of recall idea doesn't really fit with the discovering the old theme, but I'm not trying to undermine your work in the slightest this was all really cool and entertaining and you're definitely a favorite youtuber of mine
Haha no you're good my dude! I made this structure more exploration heavy simply because it adds some variety to archaeology. If this were a full replacement of the trails ruin and the other archaeological dig sites, I'd totally agree, but the idea is that this adds a new "flavor" to it. Kinda like how when you make tools and armor, wood/iron/gold/diamonds are all a very similar experience but then Netherite takes a new turn and the process is different. That said, I did only have a week, and there are things I would have liked to do to make this better. Hidden chambers, more collapsed sections to dig through, etc... But at the end of the day, it's really personal taste, and I've always wanted to make an Indiana Jones style temple for Minecraft so this was a great opportunity :)
The way you dug down and just fell into the center of that room so perfectly REALLY solidified the adventure + Indiana Jones kinda vibes! I want this in the game!
I feel like the artifact rewards are too overpowered/don't feel like vanilla balancing. The dagger is good, but the speed buff feels out of place. The horn sounds like the kind of thing that would only be single/limited use, like three uses max. And the teleporter thing feels too unspecific, it would make more sense if it teleported you back to your bed/respawn anchor or a designated lodestone.
Very impressive but too mod-like to be considered an "upgrade" to vanilla archaeology. For example: Dagger is neat weapon, but will just become a meta because pre-1.9 pvp is way more OP compared to post-1.9. Goat horns that change weather ruins both the multiplayer experience and the point of weather - that it's unpredictable and makes the game more varied Also, the general idea of archaeology is for players to dig up things. While sprawling dungeons are cool, they fit an RPG data pack better. The additional problem is, in a sandbox game, how do you make it so people don't just cheese every room? Even if you give them mining fatigue, they can still build around traps and ruin their original intent. This turns places such as the final artifact rooms into nuisances instead of experiences because there is literally 0 incentive to actually do fun task. For the excavating room, I think this could've been done better. Suspicious sand is designed to look similar enough to sand that it's easy to break it by accident. Leaving it all in the open just lets the player pick and choose instead of doing any actual excavation. Even in your own play-through, the traps are less of a challenge and more like an annoyance. In conclusion, this is epic, creative, and unique, but not as well-designed as the original archaeology.
Man, you've seriously started to climb up the rank in my top 3 favorite modders, because this is just such another creative and fun addition to Minecraft! Really, really nice job and keep up the amazing work!
This is amazing and I'd download it as soon as I upgrade to 1.20 but there's no way mojang will implement it. iMO a simpler fix would be to give loot that we actually want. A map to a nether fortress would be great because so many people hate mindless nether exploration, including myself and I love overworld exploration. Or they could add several different ruins and have each of the ruins contain a book page, 3 book pages can be crafted into an enchanted book that we currently csnt get, fortune 4, looting 4 etc. I really like your nstherite dagger but to stop it being super OP you could make the user more vulnerable to arrows and ranged weapons so other players have a way to combat it.
The dagger is actually pretty well balanced! It takes a LOT of hits to do anything. Also, it's pretty hard to get, so the rarity alone makes it well balanced!
I think the problem is that: 1- the only actual archeological loot that you can find there (that is unique) are sherds, if they made some small statutes, plates, more sherds (as that should be extremally easy to do...), maybe have some areas half filled, maybe some books with lore by have some text removed or jumbled up. 2- Make excavating faster and suspicious sand and gravel easier to notice. 3- They could drop items with impossible level of enchantment but low durability and blocked from mending enchantment( so like diamond pickaxe with efficiency 7,or fortune 5 etc.etc.) 4-have variations for where the archeological site is actually (desert, plane, jungle, frozen variations) with different loot . 5.There could be extra structures near archeological sites, like those tents they had, archeological site could be partially excavated, some chests already filled with some archeological site loot, brush so player doesn't always have to go out of his way to make it etc. Most of those are simple to do, as special tools are easy to do, shards are easy to make more, statuets would not need to have any actual use so they are also easy to do, books would only need like one person sacrifice like a week to write. Tents should also be easy to add, and changing speed of excavation and small texture changes are extremally easy to do/
I would love it if the pyramid structure only peeks at most 4 blocks above the surface I like how the trail ruins really just appear to be nothing much, but are huge underneath I'd love to see the same kinda thing here
Its really cool but I just don't think it fits. Archy shouldnt have a mostly unburied structure like this, and it definitely shouldn't feel required with such amazing rewards. PVP players would practically have to grind these out to get the rewards, not to mention said rewards are non-renewable. Plus just some smaller things like the fact the ancients probably wouldn't have figured out concrete powder since they're building with mud.
Your dungeon design is really cool and I appreciate your hard work! That being said I do wonder if players are confusing archeology with dungeon crawling, due to popular games and movies like Indiana Jones and Tomb Raider I'm pretty sure that's the case. If we wanted a mix of both approaches we have ocean ruins that give a vanilla take to dungeon crawling and archeology combo. I'd also be careful if I was mojang to advertise what's effectively a dungeon crawler as the new archeology system because what makes it any different than bastions, fortresses, end cities, and ancient cities? That may give the impression of slapping a new gps system on an old car and selling it as brand new.
I really enjoyed this video. It's not just some guy on the internet yelling about how Mojang is lazy or bad. You actually presented some flaws and made a datapack to fix them. Great job
the best part is how you added all those new items and features without mods, both the treasures, which are really useful compared to something like ancient seeds and the whole aesthetic of the lost temple and the quicksand
@@cheatsykoopa98 it's actually pretty janky under the surface for the items lol. Datapacking is a lot of very weird tricks that create an illusion of what you're presenting. Plus, generally speaking they are a bit more laggy, especially if you don't know what you're doing. But yea, thanks dude! Glad you like it, I'm very proud of it. I'm working on a Deep Dark overhaul right now, and thats going to blow this one out of the water!
It takes a long time to brush out suspicious blocks... and usually its just coal, wheat, or a wooden hoe. I really wish they would let you enchant brushes with efficiency.
judging by the 'cracked' block property of pots which makes it make a shattering sound, i suspect we will find more rewarding structures like these soon in 1.20
Great stuff! It gives me alot of skyrim dungeon vibes, all thats missing is some zombie spawners to add in some enemies :) bonus points to have them always spawn with some armor as well!
"But with minecraft, true historic value is a hard thing to sell" - Definitely true. This is also why *if you find a potsherd leave it where it is*, because removing it from its context destroys its archaeological value by removing half or more the story it can tell us.
4:35 Only thing you will prepared is to bring nether gear, Milk, and all throwable potions that you can cheese it at ease and need to take care of that Guardian Spirit vex to killed it included. Since youtubers CAN deal with that and lazy-time mode will just dugged out so most of them escaped as that, they can do it IN MANY WAYS.
i feel like doing everything to get the recall totem just to be able to use it once is a little underwhelming. maybe adding a recharge system, like putting 30 levels into it would recharge it and give you another recall would be cool. obviously the levels thing isnt balanced because XP farms exist but something like that would make the recall totem more rewarding. thats just my opinion tho
One thing I do kinda have a problem with when it comes to Minecraft is how they keep trying to be realistic I know it’s cool to get real life mobs but we should definitely be getting more fantasy mobs creatures that aren’t real especially if we loose feature’s because something doesn’t work the way in real life
I sort of disagree with the premise that the archeology isn't currently good. Disclaimer, I haven't played minecraft regularly in quite a long time. I thought the archeology looked meh in teasers, but when I was playing the April Fools update this year I saw a ruins near my spawn, so decided to try the features out. And, genuinely, I loved it. It was super relaxing to me and genuinely I think this feature is going to be the thing that gets me back into the game. But only as it currently is, or at the very least as an expansion of the core ideas Mojang has implemented in this update. My main complaint right now with the features is that the ruins are too small, and there needs to be alot more types of ruins so there is more variety in the dig sights, as well as some better loot. But that's the main thing here, I really like the gameplay loop of the ruins. I like having to slowly dig out the entire interior, and having to be careful of where I dig incase I accidentally destabilize a piece of sussy sand or gravel and loose the loot. So, I don't like your idea as you present it, as what archeology "should" be in this game. I do think your ideas are cool, though. Just, they feel very focused towards players that aren't me.
Well that's it, that's all you got. Honestly I don't see anyone touching the whole excavating all of the structure more then once. I admit it was a pretty cool concept but it's just not interest worthy
The horn allowing you to change weather could be really cool in solo but pretty much impossible to had in multi. The recall totem is a really cool idea though
Hey! The newest version of the pack (coming out next week) limits the horn to 3 full cycles through the weather, after which it just behaves as a custom goat horn. It still could be annoying in multiplayer at times, but its limited now so it wont be infinite weather spam.
You should put loot inside the bundles so you can get valuables other than the relics, the loot can consist of a couple diamonds, emeralds, or even a notch apple, the bundle-containing suspicious sand/gravel should be in those difficult trap rooms
Чювак было бы приколь если бы ты добавил бы еще и горшочные черепки,ну если у тебя нету идей то у меня есть: Трещина:это просто треснутый кирпич из него можно сделать потресканные кирпичи чтобы получить его надо просто пережарить кирпич в печи Шахтер:черепок с рисунком кирки Копатель:черепок с лопатой Ласковое существо:черепок с мордочкой аксолотля Враг:этот черепок будет похож на другой черепок:"друг" но только лицо будет злым Взрыв:черепок с ТНТ Translate:Dude, it would be cool if you could add pot shards too, well, if you have no ideas, then I have: Crack: it's just a cracked brick, you can make cracked bricks out of normal brick, to get it you just need to overcook the brick in the oven Miner: shard with pickaxe pattern Digger: shard with a shovel Affectionate creature: a shard with an axolotl muzzle Enemy: this shard will look like another shard: "friend" but only the face will be evil Explosion: shard with TNT
Just make this configurable for example make so you can configure what the chance of totem or golden apple or any custom “drop” would be bc id really like to get hyped if i get a totem and i cant if i find one in every two buried sand blocks i find so yeah configurability is key and you should call this better archeology for the sake of it
I think it would be cool if they added something like this we already have temples why not add rare artifacts you can find in archaeology irl there were ancient treasures it’s just in modern archaeology that we value pottery shards
I like the idea of the traps but it would be a shame for all that work to just go to waste due to minecrafts ability to...mine. I think that's largely the reason structures are so rudimentary. Players would just ignore 99% of the features. The Horn changing weather would be troll-city in multiplayer setting and giving players that kind of power in non-cheating minecraft would be a lot. The Recall totem is dope but would definitely obliterate some functionality for the newer items that let players spawn at them. New weapons are absolutely needed in Minecraft. cool stuff all around for adventuring though.
I think archeology in the real world reflects the current minecraft archeology. You aren't meant to find rare and valuable artifacts. You are meant to piece together the past. Archeologists RARELY find useful things in sites.
Just from your frustration from going through it, including guaranteed minor rewards after trap rooms might be worth it. Also, I feel like the sand rising might be more fun with actual minecraft sand, to tie it into the original mechanics? Might make it too easy though.
Hey! I'm not familliar with how marker entities work, but how are you able to ensure that the marker entity is loaded, and you can actually get teleported to it? Also, can I take inspiration from the goat horn that changes the weather for my own datapack? I had plans to include an item that changes the weather for a long time now, but I wasn't able to come up with a balanced-ish way to do it (with a cooldown) until I saw this video and remembered that goat horns exist!
Thisvis a cool concept but this isn't really archeology, is it? This is some Indiana jones style stuff. To me archeology is about slowly, carefully digging around, clearing out rooms and uncovering relics, theorizing on what these rooms used to look like, trying to recreate them. And current Trail Ruins do it pretty well I feel
I pretty much addressed this at the very beginning of the vid. 1. Indiana Jones isn't realistic archaeology, but it is archaeology culturally. 2. While the trail ruins are more realistic, they aren't a good gameplay mechanic. It's a game, which means it needs good, fun mechanics with worthwhile rewards for the effort. The existing "relics" have no real historical backing like real archaeology, so it's very hard to sell the junk you get from it as valuable. And since everything unique you can get is purely decorative...its effectively just a lot of work for some pretty things. Nothing wrong with that, but it's going to mean that archaeology is a novelty that people will lose interest in quickly, not an important mechanic.
@@CodeNeonMC Indiana Jones is fantasy. Real artifacts also did not have much context until people started to piece the "lore" behind them together. The way vanilla archeology works is a much better representation of archeology. It might not be for everyone but it definitely has its value, especially for lore and theory addicts. Just like the entirety of minecraft itself, you decide how much it is worth because it is a sandbox game.
@@cementarii8458except Minecraft is also Fantasy just like Indiana Jones. As he says in the video a game should reward you for doing something based on how long it takes you to do and how challenging it was. Archaeology is not challenging or that interesting in its current form. Yes, lore and theory addicts might get a kick out of it. But 1. That’s a very small proportion of the Minecraft fan base. 2. Vanilla archeology just gives you pots, a music disc, and random loot. The only thing that helps the lore is pots and the new music disc. But even then what does that tell us? There were people before who could make pots? Well no shit Sherlock they were already building giant mineshafts and dungeons. This Datapack improves Archaeology by making it actually fun to interact with with unique puzzles and rewards you can’t get anywhere else in the game. Plus, who doesn’t want to be Indiana Jones? And if you don’t think it’s realistic enough and you prefer the Vanilla version, then just don’t download the datapack.
I would enjoy it if they combined it with the existing historical structures, jungle temple, desert temple. Maybe a secret boss battle or special award spawn, but it would have gone so well together
I disagree with what you said on archeology not being intriguing. While Minecraft's artifacts don't have the same value as real artifacts, they still have a value in the game's storytelling and world building. While they might not be fun in the typical video game sense, they have the same enjoyment that comes from theorizing media, and discovery of lore. Though I do think your structure would be a great addition, as it's its own thing.
This was amazing, icompletely agree with the point that Mojang is making archaeology too much like real life archaeology, theres almost zero use in pottery for players lol
It would be cool if you'd have to do boring archeology to get an item to locate the more interesting structure. It could work in a similar way to strongholds where it's extremely hard to stumble upon without a special item
Nether fortresses!!! It would be perfect.
@@BUSHCRAPPING Yes
Very unrealistic but also very fun. Like in the movies
Even more fun would be if you would actually had to figure out where that structure is. So not the map but maybe some other items which needs to be puzzled
If they updated jungle/desert temples, they could lead to those
I think it would be really funny if there was a chance that, upon exiting the structure, there was a chance that a group of pillagers could spawn and attempt to steal the artifact from you. Leaning even more into the indiana jones theming with a direct reference to the first movie. Also, the item should spawn in an item frame, instead of an item on the ground. So that I can live out my dreams of swapping a historical artifact with a weighted bag of sand.
For the rising sand trap, you could provide two exit strategies, one being a lot easier than the other. And perhaps offer a reward for completing the harder path.
I can't believe how creative the traps are! I also really liked the weather horn. I wish we had a vanilla way to start a thunderstorm or something. Great work!
I decided to live in a snow biome and the amount of times it snows and puts a bunch of snow everywhere. It would be okay if it didn’t snow often but it snows so much it sucks
The intro to this game kind of compacts how hard mojang has been leaning into the educational angle to the games detriment.
A whole team of programmers working every day for a year for a new block and a useless mob
a random guy in his house:
It would be amazing if Mojang saw this
Honestly, it really would, as the direction they are going seems like someone is leading them what it should be like. Not to mention, mojang employees are not that great at difficult minecraft skills like pvp. So they might like it just for that reason.
Yah
they will see it and do nothing
lets make them saw this
They always see these types of videos, Mojang know the community they have.
Bad thing they NEVER linsten to it lmao
I love these new items. I love that the totem is consumed when you use recall. That's super balanced! Great vid as always Josh!
Hi
@@unique_storm_777 hello!
Well hello there avid
@@Not_Minecraftkity hi 😁
This is insane well done it deserves much more recognition
It's a new vid, so we'll see where it goes!
@@CodeNeonMC What version is it for exactly? What snapshot?
@@weronikapietras-nogal tbh I couldn't tell you specifically. I think they broke it in some of the newer ones. Go back like 4-6 snapshots
@@CodeNeonMC thanks man🤗
the weather horn would be sooo useful! And this kind of structure is much more fun than the trails, sometimes i think mojang have forgotten that they are making a game and you want it to be fun
The rising sand is a real cool feature.
2-3 things that could improve it maybe : adding slow falling when inside the sand would give the impression that you slowly sink while not being able to 'swim' up, which is actually accurate to quicksand ; adding either a strong sand particle effect around the player or, if possible, a texture on the screen to obstruct your vision that looks more like sand (maybe in the same way that pumpkins add an overlay texture to your vision, or maybe just make everything fully black with no view distance at all ; finally, instead of one block entity scaling up for the whole room, go through the hassle of making one for each block of the rooms floor area, avoiding the stretched texture on the surface which looks a little goofy.
Lots of great ideas though, I remember I loved playing with commands and the first datapacks back when I had time for it, I wish I could still ^^ I'd definitely make minecraft "vanilla updates" like these ^^
This is a fantastic mod! I just have a few humble improvements just to make it feel even HARDER. Since if you want to explore this structure late game, you’d basically have full netherite, potions and totems, so every trap would be a mere hindrance as you could tank every single trap, or just teleport through with a carefully aimed ender pearl. Maybe some traps could have a debuff applied to slow the player down, or maybe a harming arrow trap for players who walk past the arrow traps. Building out of the final relic trap also seems pretty easy, perhaps you could implement a new type of block like a sticky or spiky block that prevents players from building out, and perhaps a feature to make the sand similar to quicksand, making your blocks all fall down if you place them. To make it feel more like a real challenge (and a troll) perhaps you could add a fake relic nearer to the point where you enter, so when you pick it up it turns into dust in your hand. Great mod!
So this is the fabled video that should blow up? May the algorithm gods bless this video, you deserve it
There should be an archeologist villiger, where you can sell pottery shards and other things for emeralds.
That is GENIUS
@@CodeNeonMCi agree
I've been working on an addon for bedrock and that's one of the features that I've been developing for a while!
It would be cool to add more lore items! Like parts of blades, or relics from the past. I really wanted to build a museum when I first heard about this update, but I quickly realized that all you can do with the relics is make pots and my interest died so fast.
While I will agree, that archeology could use some more functional rewards for the more survival focussed players engaging with the system and your indiana jones-esque take on a solution would definitely be very cool to see in vanilla, it is worth noting that the archeology feature has a good reason to be filled with vague junk in place of distinctly functional rewards. It seems to be designed with the update's focus on player expression first and foremost, hoping to give people inspiration to do some worldbuilding with the stuff they find, the devs diving back into the purposeful vagueness of quasi-lore after having slipped into telling a very straightforward story for the past few years.
Mojang definetly needs to have more rare and specific items that can only be found in certain areas. they've already got some of these but most are pretty easy to find.
My first thought was that in the regular vanilla trail ruins you could find a map to these temples so that you don’t just render the vanilla ruins useless. This “update” is to improve archaeology as a whole, not just your temple, right? Although woodland mansions are a cool idea too. I think they’d fit better in trail ruins, despite the lore you made. Maybe they could be in both? Idk, no matter what, this is really cool, I like it
I feel like this isnt really archaeology anymore. Its just a cool dungeon. Which imo minecraft needs more of, but it doesnt fix or change the archaeology feature itself
Imagine if you could find remnants of a piglin invasion under layers of sand.
Really love how you made unique spawn conditions and actually interesting structures.
If anything, this could be a add on for archaeology. Something that would be another cool addition. Maybe even add small single room structures, with mobs guarding them. That spawns a map to bigger dig sites/temples.
Such a cool structure! I wish there was something like it in vanilla!
I don't really like the idea of archeology just being dungeon exploring, that's what temples and dungeons in Minecraft should already be, but I do like the idea of it bringing back old or removed content in some form, like the dagger or there could be an armor which removes the hunger bar while also removing your ability to sprint, maybe even a red dragon egg that hatches a red dragon which could be a boss or pet or rideable entity, a old village structure that looks like old villages but worn down, tons of possibility's
The totem of recall idea doesn't really fit with the discovering the old theme, but I'm not trying to undermine your work in the slightest this was all really cool and entertaining and you're definitely a favorite youtuber of mine
Haha no you're good my dude!
I made this structure more exploration heavy simply because it adds some variety to archaeology. If this were a full replacement of the trails ruin and the other archaeological dig sites, I'd totally agree, but the idea is that this adds a new "flavor" to it. Kinda like how when you make tools and armor, wood/iron/gold/diamonds are all a very similar experience but then Netherite takes a new turn and the process is different.
That said, I did only have a week, and there are things I would have liked to do to make this better. Hidden chambers, more collapsed sections to dig through, etc...
But at the end of the day, it's really personal taste, and I've always wanted to make an Indiana Jones style temple for Minecraft so this was a great opportunity :)
@@CodeNeonMC Thanks man, keep up the good work
The way you dug down and just fell into the center of that room so perfectly REALLY solidified the adventure + Indiana Jones kinda vibes! I want this in the game!
I feel like the artifact rewards are too overpowered/don't feel like vanilla balancing. The dagger is good, but the speed buff feels out of place. The horn sounds like the kind of thing that would only be single/limited use, like three uses max. And the teleporter thing feels too unspecific, it would make more sense if it teleported you back to your bed/respawn anchor or a designated lodestone.
Bundles and Gapples being part of the sus sand loot table is really good, Bundles are still too hard to get if you don't spawn in a biome with Rabbits
1:56 "It allows you to cycle the weather every time you blow it."
The /toggleweather command: "Am I a joke to you?"
All of the relics are very cool and aren't too game breaking, Mojang for sure needs to see this. great job
Very impressive but too mod-like to be considered an "upgrade" to vanilla archaeology.
For example:
Dagger is neat weapon, but will just become a meta because pre-1.9 pvp is way more OP compared to post-1.9.
Goat horns that change weather ruins both the multiplayer experience and the point of weather - that it's unpredictable and makes the game more varied
Also, the general idea of archaeology is for players to dig up things. While sprawling dungeons are cool, they fit an RPG data pack better. The additional problem is, in a sandbox game, how do you make it so people don't just cheese every room? Even if you give them mining fatigue, they can still build around traps and ruin their original intent. This turns places such as the final artifact rooms into nuisances instead of experiences because there is literally 0 incentive to actually do fun task.
For the excavating room, I think this could've been done better. Suspicious sand is designed to look similar enough to sand that it's easy to break it by accident. Leaving it all in the open just lets the player pick and choose instead of doing any actual excavation.
Even in your own play-through, the traps are less of a challenge and more like an annoyance.
In conclusion, this is epic, creative, and unique, but not as well-designed as the original archaeology.
Just for clarification, this isn't a terrible mod, it's just that it doesn't actually "fix" archaeology.
Is the original archeology necessarily well designed?
@@nerdherd1819 Yes, why?
@Kevin Wu , it's relevant to how, or if, archeology can be fixed.
What is the engaging gameplay?
@@nerdherd1819 what is your point?
Man, you've seriously started to climb up the rank in my top 3 favorite modders, because this is just such another creative and fun addition to Minecraft! Really, really nice job and keep up the amazing work!
@@barbaragromann1981 You missed completely what I was trying to say
Awesome video, always a joy to see you upload!!!
I like how these need actual work and had thought put into them clearly. It makes them really cool to see when finished.
This is amazing and I'd download it as soon as I upgrade to 1.20 but there's no way mojang will implement it.
iMO a simpler fix would be to give loot that we actually want. A map to a nether fortress would be great because so many people hate mindless nether exploration, including myself and I love overworld exploration.
Or they could add several different ruins and have each of the ruins contain a book page, 3 book pages can be crafted into an enchanted book that we currently csnt get, fortune 4, looting 4 etc.
I really like your nstherite dagger but to stop it being super OP you could make the user more vulnerable to arrows and ranged weapons so other players have a way to combat it.
The dagger is actually pretty well balanced! It takes a LOT of hits to do anything. Also, it's pretty hard to get, so the rarity alone makes it well balanced!
1:07 Better Nether, Better End, Upgrade Aquatic, Upgraded Netherite. Will this join the ranks, or will it fall into the unknown?
I think the problem is that:
1- the only actual archeological loot that you can find there (that is unique) are sherds, if they made some small statutes, plates, more sherds (as that should be extremally easy to do...), maybe have some areas half filled, maybe some books with lore by have some text removed or jumbled up.
2- Make excavating faster and suspicious sand and gravel easier to notice.
3- They could drop items with impossible level of enchantment but low durability and blocked from mending enchantment( so like diamond pickaxe with efficiency 7,or fortune 5 etc.etc.)
4-have variations for where the archeological site is actually (desert, plane, jungle, frozen variations) with different loot .
5.There could be extra structures near archeological sites, like those tents they had, archeological site could be partially excavated, some chests already filled with some archeological site loot, brush so player doesn't always have to go out of his way to make it etc.
Most of those are simple to do, as special tools are easy to do, shards are easy to make more, statuets would not need to have any actual use so they are also easy to do, books would only need like one person sacrifice like a week to write.
Tents should also be easy to add, and changing speed of excavation and small texture changes are extremally easy to do/
I would love it if the pyramid structure only peeks at most 4 blocks above the surface
I like how the trail ruins really just appear to be nothing much, but are huge underneath
I'd love to see the same kinda thing here
Its really cool but I just don't think it fits. Archy shouldnt have a mostly unburied structure like this, and it definitely shouldn't feel required with such amazing rewards. PVP players would practically have to grind these out to get the rewards, not to mention said rewards are non-renewable. Plus just some smaller things like the fact the ancients probably wouldn't have figured out concrete powder since they're building with mud.
Yeah, the mod is cool but doesn't fit vanilla minecraft at all and is really unbalanced.
Your dungeon design is really cool and I appreciate your hard work!
That being said I do wonder if players are confusing archeology with dungeon crawling, due to popular games and movies like Indiana Jones and Tomb Raider I'm pretty sure that's the case. If we wanted a mix of both approaches we have ocean ruins that give a vanilla take to dungeon crawling and archeology combo. I'd also be careful if I was mojang to advertise what's effectively a dungeon crawler as the new archeology system because what makes it any different than bastions, fortresses, end cities, and ancient cities? That may give the impression of slapping a new gps system on an old car and selling it as brand new.
I really enjoyed this video. It's not just some guy on the internet yelling about how Mojang is lazy or bad. You actually presented some flaws and made a datapack to fix them. Great job
the best part is how you added all those new items and features without mods, both the treasures, which are really useful compared to something like ancient seeds and the whole aesthetic of the lost temple and the quicksand
Thanks for noticing that! A lot of people want this to be a mod, but fail to see how cool it is that all this can be added without modding the game!
@@CodeNeonMC makes me think why dont mojang just use this kind of thing, congrats on your work dude
@@cheatsykoopa98 it's actually pretty janky under the surface for the items lol. Datapacking is a lot of very weird tricks that create an illusion of what you're presenting. Plus, generally speaking they are a bit more laggy, especially if you don't know what you're doing.
But yea, thanks dude! Glad you like it, I'm very proud of it. I'm working on a Deep Dark overhaul right now, and thats going to blow this one out of the water!
Watching you make horn noises was incredible
Amazing, love your ideas and work
This is awesome! Would love to see you expand upon this
It takes a long time to brush out suspicious blocks... and usually its just coal, wheat, or a wooden hoe. I really wish they would let you enchant brushes with efficiency.
Man I wish everyone at Mojang were as thoughtful and competent as you
So well thought out! This brings joy to my historian heart. Can’t wait to add it to my game 🎉
this is dope! it might be cool if copper blocks that don't spawn exposed to air aren't weathered, it would be a subtle but nice touch.
I would love the recall to channel for 8 seconds before teleporting you to the location. It's a reference to every MOBA game who has 8 second recall
Drink a night vision potion for darker parts. It's a lot easier for viewing post RUclips compression.
Love what you are doing!
judging by the 'cracked' block property of pots which makes it make a shattering sound, i suspect we will find more rewarding structures like these soon in 1.20
Nopeee
Great stuff! It gives me alot of skyrim dungeon vibes, all thats missing is some zombie spawners to add in some enemies :) bonus points to have them always spawn with some armor as well!
Finally, a modded totem that doesn't prevent you from the most specific things that you would normally survive from, and such a good concept too
"But with minecraft, true historic value is a hard thing to sell" - Definitely true. This is also why *if you find a potsherd leave it where it is*, because removing it from its context destroys its archaeological value by removing half or more the story it can tell us.
4:35
Only thing you will prepared is to bring nether gear, Milk, and all throwable potions that you can cheese it at ease and need to take care of that Guardian Spirit vex to killed it included.
Since youtubers CAN deal with that and lazy-time mode will just dugged out so most of them escaped as that, they can do it IN MANY WAYS.
It's will be awesome if you find a new mob in it maybe like the necromancer form minecraft dungeons because it fits in update
i feel like doing everything to get the recall totem just to be able to use it once is a little underwhelming. maybe adding a recharge system, like putting 30 levels into it would recharge it and give you another recall would be cool. obviously the levels thing isnt balanced because XP farms exist but something like that would make the recall totem more rewarding. thats just my opinion tho
One thing I do kinda have a problem with when it comes to Minecraft is how they keep trying to be realistic I know it’s cool to get real life mobs but we should definitely be getting more fantasy mobs creatures that aren’t real especially if we loose feature’s because something doesn’t work the way in real life
Mostly just commenting to boost this in the algorithm! Definitely gonna be using this and the aquatic update as well! Super stoked
Really love your structure revamps, waiting for more if youre planning to make some
Deep Dark overhaul is in the works!
@@CodeNeonMC ooo
I sort of disagree with the premise that the archeology isn't currently good. Disclaimer, I haven't played minecraft regularly in quite a long time. I thought the archeology looked meh in teasers, but when I was playing the April Fools update this year I saw a ruins near my spawn, so decided to try the features out.
And, genuinely, I loved it. It was super relaxing to me and genuinely I think this feature is going to be the thing that gets me back into the game. But only as it currently is, or at the very least as an expansion of the core ideas Mojang has implemented in this update. My main complaint right now with the features is that the ruins are too small, and there needs to be alot more types of ruins so there is more variety in the dig sights, as well as some better loot.
But that's the main thing here, I really like the gameplay loop of the ruins. I like having to slowly dig out the entire interior, and having to be careful of where I dig incase I accidentally destabilize a piece of sussy sand or gravel and loose the loot. So, I don't like your idea as you present it, as what archeology "should" be in this game.
I do think your ideas are cool, though. Just, they feel very focused towards players that aren't me.
Well that's it, that's all you got. Honestly I don't see anyone touching the whole excavating all of the structure more then once. I admit it was a pretty cool concept but it's just not interest worthy
i think giving the temple a trial difficult system will make it even better. With harder the trial you choose the better the reward you receive
I want archeology to be like this! This is great!
The horn allowing you to change weather could be really cool in solo but pretty much impossible to had in multi. The recall totem is a really cool idea though
Hey! The newest version of the pack (coming out next week) limits the horn to 3 full cycles through the weather, after which it just behaves as a custom goat horn. It still could be annoying in multiplayer at times, but its limited now so it wont be infinite weather spam.
This one guy has done more and better updates in less than 140 (Including the deep dark video with this one) than mojang has in 8760
The recall totem should change is texture when bound to a location, that way it can be distinguished from one that hasn’t been bound.
You should put loot inside the bundles so you can get valuables other than the relics, the loot can consist of a couple diamonds, emeralds, or even a notch apple, the bundle-containing suspicious sand/gravel should be in those difficult trap rooms
Now we have trial chambers 😂
Чювак было бы приколь если бы ты добавил бы еще и горшочные черепки,ну если у тебя нету идей то у меня есть:
Трещина:это просто треснутый кирпич из него можно сделать потресканные кирпичи чтобы получить его надо просто пережарить кирпич в печи
Шахтер:черепок с рисунком кирки
Копатель:черепок с лопатой
Ласковое существо:черепок с мордочкой аксолотля
Враг:этот черепок будет похож на другой черепок:"друг" но только лицо будет злым
Взрыв:черепок с ТНТ
Translate:Dude, it would be cool if you could add pot shards too, well, if you have no ideas, then I have:
Crack: it's just a cracked brick, you can make cracked bricks out of normal brick, to get it you just need to overcook the brick in the oven
Miner: shard with pickaxe pattern
Digger: shard with a shovel
Affectionate creature: a shard with an axolotl muzzle
Enemy: this shard will look like another shard: "friend" but only the face will be evil
Explosion: shard with TNT
I just don’t understand how one person can do more then the whole Minecraft development team in less then a quarter of the time.
Even if mojang does update archaeologically I would still use this
Just make this configurable for example make so you can configure what the chance of totem or golden apple or any custom “drop” would be bc id really like to get hyped if i get a totem and i cant if i find one in every two buried sand blocks i find so yeah configurability is key and you should call this better archeology for the sake of it
So creative! 😃 love the structure and the new loot!
I think it would be cool if they added something like this we already have temples why not add rare artifacts you can find in archaeology irl there were ancient treasures it’s just in modern archaeology that we value pottery shards
love the idea i wish minecraft will add this
I like the idea of the traps but it would be a shame for all that work to just go to waste due to minecrafts ability to...mine. I think that's largely the reason structures are so rudimentary. Players would just ignore 99% of the features.
The Horn changing weather would be troll-city in multiplayer setting and giving players that kind of power in non-cheating minecraft would be a lot. The Recall totem is dope but would definitely obliterate some functionality for the newer items that let players spawn at them. New weapons are absolutely needed in Minecraft. cool stuff all around for adventuring though.
I personally love the way mojang does it but it would be awesome if they did something like this
this is such a great idea! good job
I think archeology in the real world reflects the current minecraft archeology. You aren't meant to find rare and valuable artifacts. You are meant to piece together the past. Archeologists RARELY find useful things in sites.
I pretty much discussed this right at the start of the video
Boring
Doesn't make sense in Minecraft
See kids, this is why you don't comment until you watch the whole video.
Just from your frustration from going through it, including guaranteed minor rewards after trap rooms might be worth it.
Also, I feel like the sand rising might be more fun with actual minecraft sand, to tie it into the original mechanics? Might make it too easy though.
Hey! I'm not familliar with how marker entities work, but how are you able to ensure that the marker entity is loaded, and you can actually get teleported to it? Also, can I take inspiration from the goat horn that changes the weather for my own datapack? I had plans to include an item that changes the weather for a long time now, but I wasn't able to come up with a balanced-ish way to do it (with a cooldown) until I saw this video and remembered that goat horns exist!
it's cool if they added this i mean we only get a vision of Mojang but really though of having this one.
Yay new video of my favourite youtuber
It’s really good the only negative thing is that the loot is a little op for traps that aren’t that hard to pass if you know what they are
Thisvis a cool concept but this isn't really archeology, is it? This is some Indiana jones style stuff. To me archeology is about slowly, carefully digging around, clearing out rooms and uncovering relics, theorizing on what these rooms used to look like, trying to recreate them. And current Trail Ruins do it pretty well I feel
I pretty much addressed this at the very beginning of the vid.
1. Indiana Jones isn't realistic archaeology, but it is archaeology culturally.
2. While the trail ruins are more realistic, they aren't a good gameplay mechanic. It's a game, which means it needs good, fun mechanics with worthwhile rewards for the effort. The existing "relics" have no real historical backing like real archaeology, so it's very hard to sell the junk you get from it as valuable. And since everything unique you can get is purely decorative...its effectively just a lot of work for some pretty things. Nothing wrong with that, but it's going to mean that archaeology is a novelty that people will lose interest in quickly, not an important mechanic.
@@CodeNeonMC Indiana Jones is fantasy. Real artifacts also did not have much context until people started to piece the "lore" behind them together. The way vanilla archeology works is a much better representation of archeology. It might not be for everyone but it definitely has its value, especially for lore and theory addicts. Just like the entirety of minecraft itself, you decide how much it is worth because it is a sandbox game.
@@cementarii8458except Minecraft is also Fantasy just like Indiana Jones. As he says in the video a game should reward you for doing something based on how long it takes you to do and how challenging it was. Archaeology is not challenging or that interesting in its current form.
Yes, lore and theory addicts might get a kick out of it. But 1. That’s a very small proportion of the Minecraft fan base. 2. Vanilla archeology just gives you pots, a music disc, and random loot. The only thing that helps the lore is pots and the new music disc. But even then what does that tell us? There were people before who could make pots? Well no shit Sherlock they were already building giant mineshafts and dungeons.
This Datapack improves Archaeology by making it actually fun to interact with with unique puzzles and rewards you can’t get anywhere else in the game. Plus, who doesn’t want to be Indiana Jones?
And if you don’t think it’s realistic enough and you prefer the Vanilla version, then just don’t download the datapack.
I would enjoy it if they combined it with the existing historical structures, jungle temple, desert temple. Maybe a secret boss battle or special award spawn, but it would have gone so well together
I disagree with what you said on archeology not being intriguing. While Minecraft's artifacts don't have the same value as real artifacts, they still have a value in the game's storytelling and world building. While they might not be fun in the typical video game sense, they have the same enjoyment that comes from theorizing media, and discovery of lore. Though I do think your structure would be a great addition, as it's its own thing.
man these items feels too op
This was amazing, icompletely agree with the point that Mojang is making archaeology too much like real life archaeology, theres almost zero use in pottery for players lol
Everything was just so well done ✨👏🏽 I can’t even comprehend how amazed I was watching this video 🤯😂
dude this is literally amazing
Thank you :)
Hey ProGameBot, when you are finally hired by Mojang, promise to keep making these videos for us?
You should make it only to appear on jungle and desert buried in sand
You should definitely add the maps
recall totem is so cool I'm now mad it doesn't actually exist in game... mojang I beg do more
Why can't Mojang just do something like this? Amazing work and vid TY!
2:04 you should have made it similar to the song of storms from Zelda
Hi cool video, the music may be a bit too loud though
Was it so hard Mojang? Mmmhh? :/
Amazing video!
This is so freaking cool! I can finally live my dreams of being Indiana Jones!