You really put in the work and time to research the subject thoroughly before forming opinions and suggests about it and it shows! Very well put analyisis and interesting ideas!
Ulraf i think you're pretty cool and have a lot of good ideas. Archeology was the thing that got me most excited and I can't wait to see what it will be like (but I can actually, I'll be patient).
and since structures and archaeology can be related to 'history and story', it could be a brilliant idea. a major overhaul of historical structures and archaeology since archaeology is a study of ancient history.
@@shaneseem-sin3856 I would actually prefer a mix of both if that were the case. Especially since I would like archaeology to be mostly optional for stuff like exploring
I mean, just making the hitboxes of small entities easier to hit would be enough. Trying to kill bats, rabbits, baby zombies, and baby skeletons is already a pain. Hell even cave spiders can be sufficiently annoying.
Hitting a rabbit under trees would be a great pain... Hitting a rabbit under lots of grass and tall grass would be an even greater pain... those two biomes are a bad idea
I have thought of an additional use for the archeology brush some time ago: Do you ever place down a painting that, although is the correct size, isn't the exact one you want, so you keep breaking and replacing it until you get that specific one? I propose that with the brush item you could right-click a painting and cycle through all the different paintings of the same size, so you don't need to break anything. This would also be a great opportunity to add more paintings to the game.
That's a good idea, but personally I'd hope for a complete overhaul of the painting system to allow for custom paintings (and copying paintings in the same way as written books). Something like www.curseforge.com/minecraft/mc-mods/joy-of-painting, but altered to be just a bit more vanilla-compatible. Map art is cool, but it's just so time-consuming, and a lot of the finer details like shading and which-blocks-produce-which-color are considerably technical and not intuitive.
@@zebulan1485 ive made this suggestion on the feedback website, I just dont see the devs implementing this, or having the will to. My main theory is that adding paintings would enable people to make "custom textures" and make-believe substitutes that would render a lot of paid marketplace content redundant (or at least the mild threat of it is enough for microsoft to nix the idea). I hope I'm wrong though.
Rabbits should have a chance to spawn near crops in any biome. That way its easier to find them, and you get to experience the interaction of crops and rabbits. They could be scared of wolves or pumpkin lanterns to control them if they get too anoying.
I feel like Rabbits should be able to breed on their own too. The player would have to do something, as there would be no stoping them otherwise. Maybe a unique block they craft that the rabbits need to be near.
@@skeletonizermal Ooh, it would be cool if rabbits could burrow into dirt/grass blocks and then pop out somewhere else... kinda like the Warden, now that I think about it. That way, you wouldn't be able to protect your crops with a simple fence, thus encouraging the aforementioned wolf/pumpkin deterrent idea, or else requiring players to surround their farms with stone or other non-burrow-able material. This would encourage more creative building, where as right now you can just get away with throwing down some fences and calling it a day. It would also be cool if rabbits could jump over 1.5 block gaps and take less fall damage. As it is, they tend to kill themselves when running from players, and seem oddly bad at jumping, considering they're used to make leaping potions.
My theory is if the desert and mesa biome vote content is not added in the wild update(it is a biome update after all), then they are saving it for archeology. The reasoning is archeology is stereotypically associated with ancient Egypt and would fit thematically in a "Ancient Sands" style update. This update might also update many types of dungeons for more variation.
@@JervieA Assuming the ancient sands style update will be a thing, it probably won't be the next few updates. Both the Wild update and this update idea are technically biome update, I'd imagine Mojang wanting to diversify updates.
Some fun trivia: Archeology is much easier in hot and arid environments like deserts and badlands. This is due to low moisture that could otherwise damage or prevent the preservation of, artifacts.
Me too, pretty inspirational. Though I disagree that deepslate can't be insta-mined. They should add some new feature that somehow gives you more haste. Maybe for a limited time?
@@MinecraftIdeasAcademy what about strip mining? 1.18 added more complexity to mining but strip mining in deepslate is now discouraged? moss mining it's not even an idea to me while playing, it doesn't have the feeling I'm digging to find ore, I'm not mining anymore, I'm just consuming the blocks with instantaneous moss
I gotta be honest, these were the features I was most looking forward too, (except for maybe the deep dark because I love the oh so complex game lore), so you can imagine my disappointment when they were announced to be the most delayed features.
Yeah ..you know I actually wanted the copper golem to win because it would fit in with archeology and the deep dark it would've had some lore implications
I also voted for copper golem. Besides doing stuff it would a use for copper like wtf copper is useless outside building. And yes spyglasses and lighting rods are a thing but you only need a few ingots for that, and given how much copper there is it is quickly becoming pointless. Also amethyst, also nearly useless
@@rainingBrackets exactly copper is so common you get stakes upon stakes of it but there's barely any uses for it which is why I like mods like create that give it a use but in vanilla it's basically useless it's worst with amethyst 1 geodes should've had more colors and 2 you should've been able to make real colored light
@@Lumberjack_king about the geode thing tho, while the color variation would be cool it wouldnt be amethyst anymore as it is only purple also it would make the purple amethyst less unique? idk maybe not. about the colored lights tho yessss thats something everyones asking for. unfortunatly the devs have said its not possible without revriting some core code, and will not happen :(
I've always thought that Minecraft's structures were generally underwhelming. Archeology would be a great addition to an update for the structures in a future update
They're supposed to be underwhelming in some way so players can improve them, but that's just aesthetics wise. They could definitely have more gameplay to them
@@MinecraftIdeasAcademy thats an oddly specific way of thinking about it Even the 2% of people who think this way Minecraft structures are still pretty boring If you look at modded playthroughs huge structures never stop the player from not building anything of their own
There's a large part of the Minecraft fanbase that aren't active in the community and don't play modded. Mojang also has to think about those people - "It's up to the player to build the world."
I think archeology is a very great opportunity to allow cosmetic items to be added, maybe armour that is found in dig sites would be retextured/ remodelled to look more unique and be more unique. For example gold armour could be themed to have some nether accents like the helmet having tusks or iron chest armour could be themed with pillagers and have belts, buckles or an ingraving that is based off the pillager. Archeology could also open up opportunities to have maps or ancient compasses that lead to temples, dungeons and new structures, kind of like treasure maps. Last idea could be that archeology could lead to ancient like mobs, new skeleton variants or mobs that spawn only in newer structures that could lead to challenges.
And adding more function to "smithing table", using it with "moulds" to change armor shape (as we change banner pattern), or using "ancient moulds" or making moulds using as reference the ancient armors.
incorporating lodestones into the game with compassed that lead you to places sounds suuuuper cool. having archeologist villager that sells stuff abt archeology and compasses that are attracted to lodestones if its expanded upon would be cool too
I love the idea of placing blocks from inside bundles. I think the blocks coming out in order would be more useful though. I’d use this as a sort of build template, like what some mods try to do with just “placing” structures. If I’m building identical little campsites all over my world each time I find some thing cool, having a bundle with all the materials I need in the order I need to place them would be so cool. Maybe a bundle could be enchanted to produce a “randomise” effect, not just with placing but in all its uses.
Oh man, that'd be super useful for things like building walls with repeating patterns, or if there's a way to automate the filling of bundles it would be a godsend for making pixel art, at least on massive scales or doing so with frequency.
Also, something that could be a fun little feature is if the bundle were to deal just slightly more damage depending on how much was inside it. So if you had nothing else, filling a sack full of rocks and whacking mobs with it can work in a pinch
@@MinecraftIdeasAcademy I’d love to see a lot of his Minecraft ideas into the game, especially for copper since I have so much copper that I’ve filled out two vertical six large chest’s squares with full stacks of copper blocks and almost a third row
@@bobisnotaperson Are y'all sure you don't want to see the warden, a bee, a creeper, and a player just hanging out on a dig site, brushing and chillin' there?
Honestly, Archaeology is one of my most hyped features for the game at the moment, and I am so happy they are taking the time to flesh it out more and make it something truly special.
As someone who spends a lot of time thinking and learning about city planning. "The inventory problem" reminds me *A LOT* of "The traffic problem". In both cases, a lot of people think that simply "adding more slots" or "adding more lanes" will fix the issue. When all that really does after a little while, is enable even lazier habits to form. Such as not emptying your inventory of junk as often, or driving more and not avoiding rush hour. (Both of which unnecessarily use up the limited capacity.) Furthermore, the introduction of shulker boxes and bundles as minecraft got more and more items, is a lot like adding public transit to a city that has gotten more and more citizens. With shulker boxes doing a similar thing to trains and metros, having sheer capacity but without taking up lots of slots or space. And the slight inconvenience of using them also means people use them with a bit more thought. Rather than just dumping everything into their inventory, or driving right into the busiest areas of a city. And then being surprised that there wasn't enough capacity for their lazy behavior. And bundles are similar to buses, grouping items or people together in the space they would have otherwise sprawled themselves out over. Quite interesting how similar these two otherwise unrelated things are. Though I guess they are both about transport at the end of the day. Just with items instead of people. :P
Very good point. Induced demand is such an interesting concept. You can keep adding more lanes or slots but they'll just get filled up and eventually it'll be way too much to keep track of.
This is really interesting. I wonder if Mojang has actually taken inspiration with how public transport solves its problems to solve the problems with the inventory, or if not, if there’s any more inspiration you can draw from it to solve other problems.
I love the bundle and I hope it is fully realized. Since I've started using a bundle datapack in my survival world, I've actually made farming rabbits a priority and I've previously never interacted with them. I especially love the bundle for mining, pretty much as shown in the video. Although I completely agree that more items should be stackable, filled buckets maybe shouldn't be one of them. Bucketed mobs, like axolotls, would have unique ids and lava buckets would be OP in PvP. Regarding the hotbar problem, I've noticed the majority of my hotbar is tools. Sword, silk touch and fortune pickaxe, axe, shovel, shears, torches, water bucket, boat, scaffolding, map, compass, and bow - depending on the situation I'm in. There's little room for building blocks and hardly ever room for potions. My initial thought is to add a tool belt so you can hold tools outside of your hotbar and switch between them automatically when mining the appropriate block, but that would only address a few of the items I mentioned.
What about "space" enchanting for bundles with 2-3 levels? This enchanting would not add more "slots" to the bundle, but make so, that, for example, eggs will take just 2 slots (instead of 4) for each item, or sword will take just 32 or 16 slots etc. Hope my English not so bad...
I have found bundles very helpful as well. Rather than using them for ore blocks, I can free more inventory slots by using them for single items or stacks of just a few items, which can persist in one's inventory while exploring without being added to. Bundles are more useful if one of the items they contain is a chest or a barrel. One can keep this item on the top of the bundle's stack by leaving it in the bundle's inventory slot whenever the bundle is being used. When one's inventory is full, the chest or barrel can be placed and used to reorganize one's inventory and leave a cache.
@@kristalsreal2736 I think this is very balanced. My first thought with bundles was "a sword (or any unstackable item) shouldnt take up the whole bundle, but instead should take up quarter or half". With some organization and cleverness you could condense everything you need efficiently. If you do the math and consider how many items are in the game, and factor in bundles, if you had an E chest full of shulkers you could have a handful of every obtainable item in the game in one portable chest.
When I first saw the bundles, I was in the camp of “cool, but this is way too small to be useful”, but after watching this video I really have a new respect for them and I’m actually excited for them! I also loved your archaeology ideas, I really loved the idea of some kind of thunder storm summoning item, I feel like waiting for storms on multiplayer can take forever! Thanks for such a great video!
I would love to set up a dig site at places like strongholds, mineshafts, or ANCIENT CITIES to get a larger idea of their culture. I also like the idea of a structure having more loot (or unique items) then just what is in its chests. This system could be used to allow players to be rewarded for spending more time at places like abandoned portals and not just looting the chest with a bundle and never looking back
@L B Yeah gravel being in the nether works so it could fit in ancient cities as well. The bigger question is how long would the warden put up with our digging attempts
with how cobblestone is replaced with deepslate id guess they would add a slower to brush version of it, something like "deeprubble" or something (the name sucks i know) in exchange for better and/or more unique drops like black ceramic pieces to even out the looming danger of the warden
Archaeology being more entwined with enchantment would add a great way to slow players down in a non-arbitrary way while fixing enchantments being padded with bad RNG mechanics. Each world having a randomized cipher for enchantment glyphs discoverable via buried books in structures around the world would incentivize players to explore more structures, and as a reward, make enchanting easier without flat-out giving you enchanted books. Really cool emergent gameplay would come about, where you use written books on a lectern or put up signs at your enchantment table in order to memorize what cyphers mean which enchantment. It feels like a great way to give a lectern a use with enchanting, especially since both enchanting tables and lecterns revolve so much around this theme of books and written knowledge. You'd feel like you're in an actual study when deciphering what your next enchantment is, which plays perfectly into how every enchantment setup is like its own mini library! It allows for a diversification of play styles for players that like to rush enchantments- do you mitigate the RNG of enchanting by grinding XP through farms or PVE, or do you instead mitigate it by exploring/sifting, and discovering cyphers that assist you with enchantments in the long term? Do you prefer to pillage and snatch up books you can apply via anvils in the short term, or do you prefer taking your time to sniff out repeatable enchantment cyphers? Not to mention, if basic books were added to the various junk you can get via sifting, it would be an alternative way to bypass the cow and sugar cane farms often necessary for making a full enchantment table. I think it would be the perfect way to make archeology have a use for more types of players outside of people who just like lore or decoration.
I’m happy you two like it :D I think it interfaces well with existing mechanics in the game; it kinda does this thing I love where the main content from an update like this is less from adding a bunch of new blocks or items, but by making people reconsider how they approach much of the games existing gameplay loops without being boring. (PS: the videos on Mojang’s design philosophy and how to design “vanilla” content is super enlightening)
@STM Vegan consideration is something I've had in mind ever since I responded to some comment asking about Vegan food options in the game. It had me realize how much the early game nearly necessitates killing animals for your early food sources. Dried Kelp and Bread just aren't very accessible food options in the early game. Unless you find a village quickly anyways.
@STM exactly! They should have wild veggies available to you in whatever biome. and maybe some more apparent fruit trees. or more complex dishes like veggie pot pies, or sweet berry jam.
I actually loved the bundles. I did a test survival world when they came out and were worked in a little bit more and they were fun. I got a crossbow from a pillager tower and went desert rabbit hunting and it was oddly a lot of fun! i hope they maybe just make rabbit hide drop more often and keep the crafting recipe the same i think it was balanced well
I've had it in my realm server via datapacks, they became essential to my lategame inventory for rareblocks, ores, and some useful things like signs, leads, gunpowder, paper, crafting tables, chests, enderchests, anvils... things that I want to have around whenever I need them, but most of the time i don't. Having them made of the rare rabbit hide made them valuable so they costed a lot of diamonds to that one player who could easily hunt them
@@BlaxeFrost-X yeah dude it took me like 20 minutes from spawning to getting 1 bundle which i think was a good balance. players can’t just expect to have a solution to a problem handed to them i think the challenge of rabbits just expanded the use of a mob and gives you more options!
I think that vanilla MC would solve many inventory problems by just expanding e-chests by one chest's worth size, adding bundles, adding potion belts kind of like in Diablo 2 (belts which could also have enchantments) and finally simply making some unstackable items stackable (making the same kind of potion or music disc stackable up to 4 or 8, for example).
@@BlaxeFrost-X The combat snapshots that were going around a while back had (non-splash, non-lingering) potions stackable up to 16, so it miiiight be in the works?
Yes! Single Ender Chests can only link to other singles, and double E-chests can only link to other doubles. This not only solves the capacity problem, but also enables the use of two separate networks of Ender Chests.
I think they should add it so Rabbits spawns in more biomes, since it houses the item required for an important item like the bundle, and to not take from other biomes' unique aspects, we can, for example, add vultures in deserts!
I think archeology should have its own update, it could be 1.20, if it wants to reach its full potential and be good, it cant be paired with another major update. The best I can think of is a "archeology and structures" update, where they work on upgrading structures like desert and jungle temples, mineshafts, maybe igloos, while adding the new archeology structures and features
I feel like I was the only person on the planet who was excited when they showed off Archaeology in Minecraft Live and was a little bummed out when I heard it got delayed, so glad to see there's somebody else defending it and that it isn't dead in the water! I really hope it turns out well, the whole 'write your own story' aspect of Minecraft worlds is a feature I feel a lot of players tend to take for granted, and that it'll be an activity that proves fruitful for players who also may not be interested in that aspect.
Really love all your ideas and all your videos! Really gives a lot of info about the game and shows all the thought that goes behind your ideas. Keep up the great work!
You do raise some good points about these features, bundles I felt were a fantastic addition but were just missing a few things, notably removing items manually from them. Archaeology I felt was a bit too much for the caves and cliffs update, but could definitely be expanded into its own update, along with a structure update for stuff like mineshafts, witch huts, dungeons, etc.
A great video that accomplishes exactly what it sets out to do: shows me how much huge potential archeology could have, especially if they tie it into structures and update existing structures alongside it. A whole update like that would be really nice - updates designs of existing structures to make them more interesting and engaging, adds more unique loot for structures, adds the archeology system itself, adds more quasilore or trophy items to satisfy the player's sense of curiosity/desire for conquest, etc. It would be Exploration Update 2: Electric Boogaloo.
rabbits, known for their fast reproduction rate, literally pioneering the "breed like rabbits" saying, definitely need to have the possibility for more babies upon breeding
Really nice video! Great editing, script, and structure. Completely changed my opinions on bundles and archeology, of course will have to do my own research but this is still a fantastic video!
I had an idea for rabbit leather's limited use problem. Change it to "rabbit pelt" (so it still has fur) and have it be used to upgrade leather armor's cold pertection, have normal leather only give resistance to the cold but pelt lined leather would make you immune to it.
The simple solution to everything rabbit related is to make them a despawnable mob. This way, you can have them spawn REALLY commonly, everywhere, while also avoiding lag and other issues with just having a million rabbits in your world. Bred rabbits can still stay permanent. Although there's an argument that even that could be removed, having rabbits as like a "common amethyst geode type occurence". You can't farm them via breeding, but you can still *always* find them anywhere as soon as you *touch grass.* As well as this, you can still make rabbit spawning farms the old-style way, by creating large machines full of blocks open to sunlight that spawn rabbits that then jump to their doom.
@@MinecraftIdeasAcademy That's fair, 's why I tagged it at the end as a possibility. Rabbits that have been bred can stay permanent, but im sick of there being no rabbits in 90% of the world despite their loot being worse than the permanent animals, the solution is to make them spawn commonly during the day but use despawn rules to avoid lag. I would also argue that instead of 4 hide per 1 leather, just have 1 leather and 1 hide be interchangeable in recipes.
@L B Oh yeah. "Rabbit Warrens". That's a genius idea, why didn't I think of that. They'll work a lot like bees. This way they don't actually need to be despawnable, and they also won't lag up the world if there are too many.
What a fantastic video! I think it's one thing to be able to criticize something and to talk about all the things wrong with the said subject but it is an entirely different thing to show the potential in an idea that was not so well perceived by a fanbase. I really love this video and have a lot of respect for you after seeing this mindset of yours, keep it up!
I have been using bundles a lot in 1.17 and 1.18 with the crafting tweak on vanilla tweaks that let you craft them with leather. I really like them for exploring and carrying odd items like Redstone components.
MC Ideas Academy used my Archeology Mod for his video :0 Hope you liked it! I know it is not great, (and I didn't update it for a month now, hope I'll find some time for it soon) but I try to bring some new ideas to the archeology. I have a lot of ideas to add, but not so much experience with modding. Also I noticed you removed excavation blocks textures, they're really terrible haha
It was good enough to illustrate my points, very glad the mod exists! I only changed the excavation block textures to be more accurate to the demo at Minecraft Live haha
Honestly, archeology and pottery was more exciting to me than the Deep Dark for me. It's a shame that it has been so overshadowed by everything else in that livestream. Mojang really bit of more than they could chew with that one, but I'm excited to see what it's like once it all finally gets here!
Archaeology sounds like it could be an interesting mechanic, but I hope the act of brushing doesn’t become annoying or tedious after a while. I can see players getting bored or annoyed after spending a few minutes brushing 20 blocks only to get nothing they wanted due to bad rng. maybe a system that works more like a minigame or a puzzle would work better. Something like playing minesweeper comes to mind, you have to click on the right pixels of the block to uncover the artifact and avoid the “bad” ones so you don’t break the artifact.
of course this is just a rough concept, but something more skill-based would help players feel less frustrated if they have a losing streak, since they could see what and where they went wrong and how to improve.
Great takes! I made a video on the inventory problem myself a few months ago. The very first thing you mentioned about adding more inventory slots is a big thing that isn't going to help. It's called Induced Demand, and it's a big reason why it's a bad idea to add more lanes to busy highways and roads.
Funnily enough, when I was recording someone suggested drawing that comparison. Felt like it would open up another can of worms though lol. Nice to see there's a term for it
"Copper Crate" doesn't have a great name, i think Copper Crate would be more attractive of an idea if it were called a "ToolBox". It'd be great if it could be used to hold "Non-Stackable" Items, and hold a bunch of them (Lots). I would love to use the bundle as a Random Block Dispenser while building, would love to have the chance of pulling each block to be equal to the percentage of that block is remaining (So If I have 3 stacks of dirt, 1 stack of Gravel, and 1 stack of sand, the percentage for placement chance of each should be 60/20/20), that way you can decide what density of which blocks you'd like to see before you start placing them all.
Toolbox is an excellent idea. Maybe it has 8-slots and can only hold tools. You put it in your hotbar and the first open slot to the right is filled with the first tool from the box. To switch tools just switch to the slot with the toolbox and rightclick to cycle clockwise through your tools, left click to place it down so you can take stuff out or put stuff into it.
I remember one time when I was playing a modpack, where it seemed like it didn't matter how many backpacks I brought when I was explored, all of them filled up with little bits and non-full stacks of several items. Wished the bundle existed back then lol
The first inventory problem isn't moving items from storage to inventory as you said, I rewatched that part of the minecraft live and found that he said: "... for example: hotbar managment is one problem, ... " (32:16 in that video).
it would be cool if every inventory slot had the properties of a bundle, likely with the block type limitation mentioned for your copper crate. Could even have that path making mechanic.
@@MinecraftIdeasAcademy I link that's fine because they never need it, but when they come across it they can easily experiment. Consider it is not replacing features no matter how fundamental it would be.
Bundles was one of the items I was looking forward to the most. I don't mind waiting longer for them but I am tempted to download a data pack to add in their crafting recipe. Also as a player that loves the lore of this game I'm hyped to see where archy goes. My favorite idea here so far is being able to brush gravel or dirt in specific places like biomes and structures and getting unique items that could be inaccessible to peaceful players, maybe slime balls in swamp dirt or magma cream in basalt deltas gravel. I'm a big fan of the end poem and written books with poems alluding to the lore or the enchanting language is also quite interesting.
We can also look into other ways for storage. The way the carpenter mod does it could be a good way where you have a base block type (stairs, slab, block etc) which acts as a blank canvas and then you can just right click whatever block you want into it. This wouldn't completely solve the inventory problem but could help. The issues currently I can see though are Minecraft has already taken a different direction, the block cutter would likely become redundant and the inventory would still get cluttered quite fast. There really needs to be something like bundles with all the miscellaneous items now in the game.
@@MinecraftIdeasAcademy Yeah maybe. That would definitely be interesting. Do you think theoretically they would change the function of something like that if they were to entertain the idea?
@@MinecraftIdeasAcademy It could also potentially be the brush, since Ulraf is looking into alternative uses for it. I think the item would work pretty well as a sort of general cosmetic tool like that
Oooo I love the Idea for how every structure might have some stuff you can dig around with the brush to get extra goodies! Also for bundles yea unstackable items are the ultimate pain for inventory management so I wish they could handle that issue too.
“The brush isn’t supposed to be a niche tool, other uses are being considered” “Special arrangements of shards behaving differently” Instead we got a niche tool and no special arrangements… so worth the delay though 🎉
Ikr.. It's such a shame, I really hope they expand upon it because the brush is definitely not something I want clogging up my inventory if it's only going to be used to properly explore like 3 structures.
hey did you know that it actually has another use now, it gets you armadillo scutes, items that drop at the same frequency as eggs, and only make dog armor
It’s so sad to see 90% of the original ideas for archeology not implemented, as the brush’s only other use is on armadillos to speed up scute procurement (which is barely useful), the skill based element of brushing was removed, only suspicious sand and gravel can be brushed, and the actual reward for searching out the sites are ONE DISC, a spawn egg for a mob whose only purpose is getting you 2 new flowers that don’t have unique colors, garbage loot, and pottery sherds that are extremely easy to understand and are non-renewable, so builders basically can’t use them unless they want to spend hours and hours gambling for the ones they would want. It also doesn’t help that since implementation, trail ruins on bedrock edition have been bugged so it looks like all that generated was a few pieces of terracotta and sus blocks, with the rest of the structure a hundred blocks below that.
With the whole "Rosetta Stone translation" idea, something that could be really cool is if there was a cipher or encrypted language specific to each seed so in each world you'd have a different alphabet to decode using tons of little hints and clues in structures. This idea could even be furthered with notes as to the directions in which to go to find diamonds or a special loot. Who knows, maybe you could have a special tablet that you can add each of your decoding clues to that over time allows you to fully decode the notes.
Idk how they would "make it so it's not something you can just hit f3 to see" unless they intend you to just go digging and brushing every dirt block and just hoping you randomly get something.
2:57 good luck for me that I already done the difficult task of luring a pair of rabbits all the way from the desert to my main bases animal places in the inland district Edit: that rabbit journey all the way from the northern desert is a real push for me to build more bridges for my horse and now I am using that infrastructure to build a skeleton Farms nearby the road (there are a skeleton spawner underground near by that road)
I just hope that, with the addition of bundles, we'll get the ability to look through the inventory of shulkers in chests too. I dont like having to take out all my shulkers one-by-one to search for the one specific item i'm looking for. If bundles can get this omniscient UI, then so can shulkers!
that just makes them better bundles. they are supposed to be endgame chests i feel like. if a expansion for the inventory was intended they would just add a bundle with the rabbit hide replaced with shulker shells.
I like archeology and I think it would be interesting to get like ore shards like if the gravel or dirt was at one point a part of an ore you could get 9 shards to reconstruct it and maybe soul sand could be dusted to get some nether wart or something too
I was interested in the archaeology aspect because I'm a builder at heart, not an explorer or fighter. I wanted to see how this concept would develop over time but I was REALLY happy about the bundles and couldn't wait for them. To the point that I started collecting and breeding rabbits in the map I was playing at the time, so I could have a tonne of hides waiting for when bundles came into the game. I was sooooo pissed when it was delayed because it suddenly felt like I had wasted my time and disappointed because the bundles were the one feature I really wanted to see. I truely hope they bring them back
I hope archeology gets expanded in further updates to feel more full. the things mentioned by the devs and some of your, and other community members ideas really make it seem to be a more complete feature than what it is now. it's fun the first times and as side thing but not something i feel to be saught after atm.
I've been excited for archeology even without all this info so this is great. also i think the brush timing could maybe use some sort of additional particle to help time it properly? idk i just have bad reaction time and the "new" particles showing the fish approaching the bobber helped me immensely
so like layer by layer it would be 1 blink when it first surfaces, 2 blinks as the next layer is removed, 4 blinks as the layer after that is removed, and then you let go. or something idk I'm not a game dev lol
@@MinecraftIdeasAcademy that's fair i suppose. as a disabled person i just am hugely focused on accessibility in games, because often that's the determining factor in whether i play a game or not
X recommending basic redstone education in ruins, now that’s in ancient cities. Etho built chambers with loot and skelly spawners, now trial chambers are here. i just think that’s neat
In my opinion archeology is pretty cool as we have it now, However I do think it could be improved in the future, imagine if we had suspicious dirt and also perhaps some ancient masks and figurines. Maybe even some more mobs related to the sniffer like a pterodactyl creature or some sort of chicken dinosaur
I love bundles, partially because I always have an awkward amount of items in my inventory like 16 glow ink, 3 sugar cane and a lectern and it would be so nice to put that stuff away, but also I think it has potential for so many additional challanges and mini games in minecraft. Like "build the best house, you can only use 1 bundle's worth of stuff, no plant growing allowed" or "build a cool redstone contraption using things you can fit inside a bundle" Plus on SMPs if you're running a little shop and someone bought 16 beacons from you, instead of having to bring in a shulker box and giving them that, or leaving all the beacons in a chest and cluttering up someone's build you can just get a bundle and put it in an item frame. Plus they're suppose to be early game so they should be easy to use.
Honestly, brushes have a lot of opportunity in minecraft. Here's some goofy ideas I got for them: - Brush cats and dogs! They might love it! - Brush the bald heads of villagers. They might also love it! - Brush the backs of turtles. it! love might They - Brush other players. - Something other than brushing entities. - Smacking Slabfish into the stratosphere for hogging all the attention from Musicano's other designs.
I really like Quarks take on the inventory problem. Their Backpacks are very balanced, as they take up the Chestplate slot, forcing the player to choose whether they want the extra inventory space, protection or mobility from the elytra. The backpack also can't be hotswapped while there are still items inside, further stressing the choice. This combined with Quarks hotbar hotswap feature really helps imo. (Also i would really love an analysis of the design behind some of Quarks features, it is one of the few mods i'd consider at least mostly vanilla friendly)
Thanks for bringing the archeology stuff to the forefront. Yeah, I kinda cringed at it initially during Minecraft Live. Some of the potential mentioned sounded pretty cool, but do remember that it's just potential, like when the phantom sounded cool. Not only did they do my boi dirty, they left him to rot.
I like the idea of getting blaze powder and wither items with archeology, Peaceful Only players can't progress in the game and some items are just not available for them. It'd be cool for the peaceful challenge to actually be possible, but take longer.
Idea: Instead of adding to the inventory UI or a new storage block, we allow players to use both hands to lift and haul filled single treasure chests/storage blocks, locking the player toolbar & inventory until you put it down. (Can’t reach your pockets or hold a weapon if you’re carrying a big box of stuff after all.)
You know what I think would be a neat interaction to add when it comes to archeology? Bastion should likely be archeology sites, or at the least archeology sites should be near them. There would loot tables for the archeology specific to those sites. Since Piglins have such a fixation on the past, as hinted at in game, I think it would make sense for them to be willing to trade for these artifacts of that past, the links to who they once were. But not for their usual items, instead they would be so moved as to exchange their most valuable of possessions: Gold Which sounds like it sucks, yeah, but, along with various items like gold bars, bunches of nuggets, the occational gold block, and various golden tools and armor, they would also drop more rare golden items. Golden apples, and more importantly enchanted golden apples (golden carrots too probably). I think it'd be a neat way to add in semi-renewability for enchanted golden apples, and a more clear means of obtaining them than looking for loot chests and hoping you get lucky.
You'd likely want to introduce a new behavior for the piglins with this, something like all nearby piglins gathering around the piglin you gave the artifact to to all stare at the peice of recovered history. (ESPECIALLY THE CHILDREN) This would be both to give a measure of importance to the event, and simply to prevent another piglin from just running up and stealing the golden item you traded for and giving you gravel for it.
@@MinecraftIdeasAcademy idk, i think its implied they care a good deal about their past, that that may be the reason they love gold so much. also, i just thought of something else that might be traded for, that gold belt buckle the piglin brutes wear, or something similar, it would finally convince the brutes that you aren't hostile, until you attacked anyone or they saw you sealing of course, but itd be nice to not have to kill off all the brutes in order to walk about and explore bastions
@@MinecraftIdeasAcademy Here's an idea: a dispenser containing a bundle, facing a chest, will put items from the chest into the bundle. It would be similar to how you can get honey from beehives using dispensers with bottles.
Another video I watched a while ago suggested that the inventory problem isn’t that it’s cluttered by random stackable items, but it’s instead cluttered by random tools, weapons, and items like tridents, totems, maps, bows/crossbows, ender chests, torches, water bucket, etc. on top of the general tools and sword that players normally use. Players can’t take these items out of their inventory because they use them ever so often and it would be inconvenient to have them in an ender chest, so it just sits and takes up useful inventory space.
I know everything about minecraft, I've been a regular player since 1.8 dropped, and yet... I still didn't know you could lure rabbits with a dandelion... It makes complete sense, i probably knew of it and forgot, but still... Such an obscure mechanic that could've made my life easier...
You really put in the work and time to research the subject thoroughly before forming opinions and suggests about it and it shows!
Very well put analyisis and interesting ideas!
Well Done!
Hope you'll be able to share more concepts soon!
Concepts like these deserve to be researched! They're massively underrated.
Ulraf i think you're pretty cool and have a lot of good ideas. Archeology was the thing that got me most excited and I can't wait to see what it will be like (but I can actually, I'll be patient).
I would really like to see what is in Minecraft's Idea Library one day
@@MinecraftIdeasAcademy thank you very much for the vid
Archaeology being packed in with a general structure update (dungeons, pyramids, etc) would be incredible.
I haven't even considered that as an option
It would be great to see an overhaul of spawner dungeons that ditch chest loot, in favor for archeology
and since structures and archaeology can be related to 'history and story', it could be a brilliant idea. a major overhaul of historical structures and archaeology since archaeology is a study of ancient history.
@@shaneseem-sin3856 I would actually prefer a mix of both if that were the case. Especially since I would like archaeology to be mostly optional for stuff like exploring
That’s most likely why they never updated mine shafts dungeons and nether fortresses. It’s probably all gonna be its own Structure update.
i think that they should add rabbit spawns to more biomes like plains or forest to make obtaining bundles less painful
I mean, just making the hitboxes of small entities easier to hit would be enough.
Trying to kill bats, rabbits, baby zombies, and baby skeletons is already a pain.
Hell even cave spiders can be sufficiently annoying.
Hitting a rabbit under trees would be a great pain... Hitting a rabbit under lots of grass and tall grass would be an even greater pain... those two biomes are a bad idea
just find a desert.
@@EvilParagon4 baby skeletons?
@@EvilParagon4 I NEED a baby skeleton NOW
I have thought of an additional use for the archeology brush some time ago:
Do you ever place down a painting that, although is the correct size, isn't the exact one you want, so you keep breaking and replacing it until you get that specific one?
I propose that with the brush item you could right-click a painting and cycle through all the different paintings of the same size, so you don't need to break anything. This would also be a great opportunity to add more paintings to the game.
A new painting for every update, like with music discs, would also be hella awesome!
Those are some great ideas
@@BS-bd4xo Maybe 2 or 3 per update.
That's a good idea, but personally I'd hope for a complete overhaul of the painting system to allow for custom paintings (and copying paintings in the same way as written books). Something like www.curseforge.com/minecraft/mc-mods/joy-of-painting, but altered to be just a bit more vanilla-compatible. Map art is cool, but it's just so time-consuming, and a lot of the finer details like shading and which-blocks-produce-which-color are considerably technical and not intuitive.
@@zebulan1485 ive made this suggestion on the feedback website, I just dont see the devs implementing this, or having the will to. My main theory is that adding paintings would enable people to make "custom textures" and make-believe substitutes that would render a lot of paid marketplace content redundant (or at least the mild threat of it is enough for microsoft to nix the idea). I hope I'm wrong though.
Rabbits should have a chance to spawn near crops in any biome. That way its easier to find them, and you get to experience the interaction of crops and rabbits. They could be scared of wolves or pumpkin lanterns to control them if they get too anoying.
I feel like Rabbits should be able to breed on their own too. The player would have to do something, as there would be no stoping them otherwise. Maybe a unique block they craft that the rabbits need to be near.
@@scalpingsnake maybe rabbit holes?
@@skeletonizermal Ooh, it would be cool if rabbits could burrow into dirt/grass blocks and then pop out somewhere else... kinda like the Warden, now that I think about it. That way, you wouldn't be able to protect your crops with a simple fence, thus encouraging the aforementioned wolf/pumpkin deterrent idea, or else requiring players to surround their farms with stone or other non-burrow-able material. This would encourage more creative building, where as right now you can just get away with throwing down some fences and calling it a day.
It would also be cool if rabbits could jump over 1.5 block gaps and take less fall damage. As it is, they tend to kill themselves when running from players, and seem oddly bad at jumping, considering they're used to make leaping potions.
so, all in all, the rabbit mob itself needs updating if its gonna be used for bundles.
you should be able to attach tnt to rabbits
My theory is if the desert and mesa biome vote content is not added in the wild update(it is a biome update after all), then they are saving it for archeology. The reasoning is archeology is stereotypically associated with ancient Egypt and would fit thematically in a "Ancient Sands" style update. This update might also update many types of dungeons for more variation.
@@JervieA Assuming the ancient sands style update will be a thing, it probably won't be the next few updates. Both the Wild update and this update idea are technically biome update, I'd imagine Mojang wanting to diversify updates.
Some fun trivia: Archeology is much easier in hot and arid environments like deserts and badlands. This is due to low moisture that could otherwise damage or prevent the preservation of, artifacts.
Arqueology will appear in every biome not specifically in desert or mesa
"The player does not exist to be served, but to be entertained."
I love that!
Me too, pretty inspirational.
Though I disagree that deepslate can't be insta-mined. They should add some new feature that somehow gives you more haste. Maybe for a limited time?
Deepslate isn't instaminable to encourage moss mining or aquifer diving
@@MinecraftIdeasAcademy what about strip mining? 1.18 added more complexity to mining but strip mining in deepslate is now discouraged? moss mining it's not even an idea to me while playing, it doesn't have the feeling I'm digging to find ore, I'm not mining anymore, I'm just consuming the blocks with instantaneous moss
i gave you the 69th like 😂
@@JustAnotherTH-camCommenter nice😎
I gotta be honest, these were the features I was most looking forward too, (except for maybe the deep dark because I love the oh so complex game lore), so you can imagine my disappointment when they were announced to be the most delayed features.
Yeah ..you know I actually wanted the copper golem to win because it would fit in with archeology and the deep dark it would've had some lore implications
I also voted for copper golem. Besides doing stuff it would a use for copper like wtf copper is useless outside building. And yes spyglasses and lighting rods are a thing but you only need a few ingots for that, and given how much copper there is it is quickly becoming pointless. Also amethyst, also nearly useless
@@rainingBrackets exactly copper is so common you get stakes upon stakes of it but there's barely any uses for it which is why I like mods like create that give it a use but in vanilla it's basically useless it's worst with amethyst 1 geodes should've had more colors and 2 you should've been able to make real colored light
@@Lumberjack_king about the geode thing tho, while the color variation would be cool it wouldnt be amethyst anymore as it is only purple also it would make the purple amethyst less unique? idk maybe not. about the colored lights tho yessss thats something everyones asking for. unfortunatly the devs have said its not possible without revriting some core code, and will not happen :(
@@rainingBrackets yeah your right
I've always thought that Minecraft's structures were generally underwhelming. Archeology would be a great addition to an update for the structures in a future update
They're supposed to be underwhelming in some way so players can improve them, but that's just aesthetics wise. They could definitely have more gameplay to them
@@MinecraftIdeasAcademy being underwhelming by design dosent sound like such a good idea..
It's so players don't go "wow that's such a great structure I could never build anything that good!" and be discouraged
@@MinecraftIdeasAcademy thats an oddly specific way of thinking about it
Even the 2% of people who think this way Minecraft structures are still pretty boring
If you look at modded playthroughs huge structures never stop the player from not building anything of their own
There's a large part of the Minecraft fanbase that aren't active in the community and don't play modded. Mojang also has to think about those people - "It's up to the player to build the world."
I think archeology is a very great opportunity to allow cosmetic items to be added, maybe armour that is found in dig sites would be retextured/ remodelled to look more unique and be more unique. For example gold armour could be themed to have some nether accents like the helmet having tusks or iron chest armour could be themed with pillagers and have belts, buckles or an ingraving that is based off the pillager. Archeology could also open up opportunities to have maps or ancient compasses that lead to temples, dungeons and new structures, kind of like treasure maps. Last idea could be that archeology could lead to ancient like mobs, new skeleton variants or mobs that spawn only in newer structures that could lead to challenges.
And adding more function to "smithing table", using it with "moulds" to change armor shape (as we change banner pattern), or using "ancient moulds" or making moulds using as reference the ancient armors.
incorporating lodestones into the game with compassed that lead you to places sounds suuuuper cool. having archeologist villager that sells stuff abt archeology and compasses that are attracted to lodestones if its expanded upon would be cool too
And COPPER GOLEM
Holy shit this guy predicted trims
@@noizepusher7594 a good sense does that to people, everyone here's predicting things because they're just good, simple ideas.
I love the idea of placing blocks from inside bundles. I think the blocks coming out in order would be more useful though. I’d use this as a sort of build template, like what some mods try to do with just “placing” structures. If I’m building identical little campsites all over my world each time I find some thing cool, having a bundle with all the materials I need in the order I need to place them would be so cool. Maybe a bundle could be enchanted to produce a “randomise” effect, not just with placing but in all its uses.
Oh man, that'd be super useful for things like building walls with repeating patterns, or if there's a way to automate the filling of bundles it would be a godsend for making pixel art, at least on massive scales or doing so with frequency.
Also, something that could be a fun little feature is if the bundle were to deal just slightly more damage depending on how much was inside it.
So if you had nothing else, filling a sack full of rocks and whacking mobs with it can work in a pinch
@@xenathcytrin202 i love that idea!
@@xenathcytrin202 fill a bundle with netherite blocks :troll:
I’d love to see Blockixel Artistry’s interpretation of the Archaeology
I thought their ideas were pretty cool!
@@MinecraftIdeasAcademy I’d love to see a lot of his Minecraft ideas into the game, especially for copper since I have so much copper that I’ve filled out two vertical six large chest’s squares with full stacks of copper blocks and almost a third row
Are you sure you want to see brush warden?
@@bobisnotaperson Are y'all sure you don't want to see the warden, a bee, a creeper, and a player just hanging out on a dig site, brushing and chillin' there?
Rabbits absolutely need to be more common. They only spawn in a couple biomes, and only rarely in those they do
AND they are literally impossible to kill, i swear
@@billysits2 and they dont even have 100% drop rate. I agree
Just kill them with a bow and arrow like a hunter
Honestly, Archaeology is one of my most hyped features for the game at the moment, and I am so happy they are taking the time to flesh it out more and make it something truly special.
As someone who spends a lot of time thinking and learning about city planning. "The inventory problem" reminds me *A LOT* of "The traffic problem".
In both cases, a lot of people think that simply "adding more slots" or "adding more lanes" will fix the issue. When all that really does after a little while, is enable even lazier habits to form. Such as not emptying your inventory of junk as often, or driving more and not avoiding rush hour. (Both of which unnecessarily use up the limited capacity.)
Furthermore, the introduction of shulker boxes and bundles as minecraft got more and more items, is a lot like adding public transit to a city that has gotten more and more citizens.
With shulker boxes doing a similar thing to trains and metros, having sheer capacity but without taking up lots of slots or space. And the slight inconvenience of using them also means people use them with a bit more thought. Rather than just dumping everything into their inventory, or driving right into the busiest areas of a city. And then being surprised that there wasn't enough capacity for their lazy behavior.
And bundles are similar to buses, grouping items or people together in the space they would have otherwise sprawled themselves out over.
Quite interesting how similar these two otherwise unrelated things are. Though I guess they are both about transport at the end of the day. Just with items instead of people. :P
Very good point. Induced demand is such an interesting concept. You can keep adding more lanes or slots but they'll just get filled up and eventually it'll be way too much to keep track of.
This is really interesting. I wonder if Mojang has actually taken inspiration with how public transport solves its problems to solve the problems with the inventory, or if not, if there’s any more inspiration you can draw from it to solve other problems.
just one more row bro i promise all the inventory problems will be fixed by one more row
I love the bundle and I hope it is fully realized. Since I've started using a bundle datapack in my survival world, I've actually made farming rabbits a priority and I've previously never interacted with them. I especially love the bundle for mining, pretty much as shown in the video.
Although I completely agree that more items should be stackable, filled buckets maybe shouldn't be one of them. Bucketed mobs, like axolotls, would have unique ids and lava buckets would be OP in PvP.
Regarding the hotbar problem, I've noticed the majority of my hotbar is tools. Sword, silk touch and fortune pickaxe, axe, shovel, shears, torches, water bucket, boat, scaffolding, map, compass, and bow - depending on the situation I'm in. There's little room for building blocks and hardly ever room for potions. My initial thought is to add a tool belt so you can hold tools outside of your hotbar and switch between them automatically when mining the appropriate block, but that would only address a few of the items I mentioned.
I have an idea for an item that might fulfil the same purpose as a toolbelt, might make a mod of it eventually
I feel like the way that empty buckets can be stacked but full ones can't is pretty weird tho
What about "space" enchanting for bundles with 2-3 levels? This enchanting would not add more "slots" to the bundle, but make so, that, for example, eggs will take just 2 slots (instead of 4) for each item, or sword will take just 32 or 16 slots etc. Hope my English not so bad...
I have found bundles very helpful as well. Rather than using them for ore blocks, I can free more inventory slots by using them for single items or stacks of just a few items, which can persist in one's inventory while exploring without being added to. Bundles are more useful if one of the items they contain is a chest or a barrel. One can keep this item on the top of the bundle's stack by leaving it in the bundle's inventory slot whenever the bundle is being used. When one's inventory is full, the chest or barrel can be placed and used to reorganize one's inventory and leave a cache.
@@kristalsreal2736 I think this is very balanced. My first thought with bundles was "a sword (or any unstackable item) shouldnt take up the whole bundle, but instead should take up quarter or half". With some organization and cleverness you could condense everything you need efficiently.
If you do the math and consider how many items are in the game, and factor in bundles, if you had an E chest full of shulkers you could have a handful of every obtainable item in the game in one portable chest.
When I first saw the bundles, I was in the camp of “cool, but this is way too small to be useful”, but after watching this video I really have a new respect for them and I’m actually excited for them! I also loved your archaeology ideas, I really loved the idea of some kind of thunder storm summoning item, I feel like waiting for storms on multiplayer can take forever! Thanks for such a great video!
this comment reminded me the pain of having another player sleep while a storm is active
I would love to set up a dig site at places like strongholds, mineshafts, or ANCIENT CITIES to get a larger idea of their culture. I also like the idea of a structure having more loot (or unique items) then just what is in its chests. This system could be used to allow players to be rewarded for spending more time at places like abandoned portals and not just looting the chest with a bundle and never looking back
Gravel could work perhaps
@L B Yeah gravel being in the nether works so it could fit in ancient cities as well. The bigger question is how long would the warden put up with our digging attempts
@@wortwortwort117 depending on brush speed maybe?
with how cobblestone is replaced with deepslate id guess they would add a slower to brush version of it, something like "deeprubble" or something (the name sucks i know) in exchange for better and/or more unique drops like black ceramic pieces to even out the looming danger of the warden
Archaeology being more entwined with enchantment would add a great way to slow players down in a non-arbitrary way while fixing enchantments being padded with bad RNG mechanics.
Each world having a randomized cipher for enchantment glyphs discoverable via buried books in structures around the world would incentivize players to explore more structures, and as a reward, make enchanting easier without flat-out giving you enchanted books. Really cool emergent gameplay would come about, where you use written books on a lectern or put up signs at your enchantment table in order to memorize what cyphers mean which enchantment. It feels like a great way to give a lectern a use with enchanting, especially since both enchanting tables and lecterns revolve so much around this theme of books and written knowledge. You'd feel like you're in an actual study when deciphering what your next enchantment is, which plays perfectly into how every enchantment setup is like its own mini library!
It allows for a diversification of play styles for players that like to rush enchantments- do you mitigate the RNG of enchanting by grinding XP through farms or PVE, or do you instead mitigate it by exploring/sifting, and discovering cyphers that assist you with enchantments in the long term? Do you prefer to pillage and snatch up books you can apply via anvils in the short term, or do you prefer taking your time to sniff out repeatable enchantment cyphers? Not to mention, if basic books were added to the various junk you can get via sifting, it would be an alternative way to bypass the cow and sugar cane farms often necessary for making a full enchantment table.
I think it would be the perfect way to make archeology have a use for more types of players outside of people who just like lore or decoration.
Being able to predict enchantments with Archaeology would be amazing.
I'm in love with this idea
I’m happy you two like it :D I think it interfaces well with existing mechanics in the game; it kinda does this thing I love where the main content from an update like this is less from adding a bunch of new blocks or items, but by making people reconsider how they approach much of the games existing gameplay loops without being boring. (PS: the videos on Mojang’s design philosophy and how to design “vanilla” content is super enlightening)
Minecraft's enchantment system definitely needs a change of some sort.
Still useless when you can get villagers before getting your first diamonds.
Might be worth making bundles accessible via trading or loot, for those who won't want to kill rabbits.
Yeah I think one in a dungeon chest wouldn't hurt
@@MinecraftIdeasAcademy In fact that would make me WANT to go for loot
@STM Vegan consideration is something I've had in mind ever since I responded to some comment asking about Vegan food options in the game. It had me realize how much the early game nearly necessitates killing animals for your early food sources. Dried Kelp and Bread just aren't very accessible food options in the early game. Unless you find a village quickly anyways.
@STM exactly! They should have wild veggies available to you in whatever biome. and maybe some more apparent fruit trees. or more complex dishes like veggie pot pies, or sweet berry jam.
@STM or through trading/bartering
I actually loved the bundles. I did a test survival world when they came out and were worked in a little bit more and they were fun. I got a crossbow from a pillager tower and went desert rabbit hunting and it was oddly a lot of fun! i hope they maybe just make rabbit hide drop more often and keep the crafting recipe the same i think it was balanced well
I've had it in my realm server via datapacks, they became essential to my lategame inventory for rareblocks, ores, and some useful things like signs, leads, gunpowder, paper, crafting tables, chests, enderchests, anvils... things that I want to have around whenever I need them, but most of the time i don't. Having them made of the rare rabbit hide made them valuable so they costed a lot of diamonds to that one player who could easily hunt them
@@BlaxeFrost-X yeah dude it took me like 20 minutes from spawning to getting 1 bundle which i think was a good balance. players can’t just expect to have a solution to a problem handed to them i think the challenge of rabbits just expanded the use of a mob and gives you more options!
I think that vanilla MC would solve many inventory problems by just expanding e-chests by one chest's worth size, adding bundles, adding potion belts kind of like in Diablo 2 (belts which could also have enchantments) and finally simply making some unstackable items stackable (making the same kind of potion or music disc stackable up to 4 or 8, for example).
If honey bottles can stack up to 16, why not potion bottles or water bottles? Yeah, I agree with this comment
@@BlaxeFrost-X
The combat snapshots that were going around a while back had (non-splash, non-lingering) potions stackable up to 16, so it miiiight be in the works?
@@CyreniTheMage if so, niiiiiice
Yes! Single Ender Chests can only link to other singles, and double E-chests can only link to other doubles. This not only solves the capacity problem, but also enables the use of two separate networks of Ender Chests.
I think they should add it so Rabbits spawns in more biomes, since it houses the item required for an important item like the bundle, and to not take from other biomes' unique aspects, we can, for example, add vultures in deserts!
I think archeology should have its own update, it could be 1.20, if it wants to reach its full potential and be good, it cant be paired with another major update. The best I can think of is a "archeology and structures" update, where they work on upgrading structures like desert and jungle temples, mineshafts, maybe igloos, while adding the new archeology structures and features
I feel like I was the only person on the planet who was excited when they showed off Archaeology in Minecraft Live and was a little bummed out when I heard it got delayed, so glad to see there's somebody else defending it and that it isn't dead in the water! I really hope it turns out well, the whole 'write your own story' aspect of Minecraft worlds is a feature I feel a lot of players tend to take for granted, and that it'll be an activity that proves fruitful for players who also may not be interested in that aspect.
Really love all your ideas and all your videos! Really gives a lot of info about the game and shows all the thought that goes behind your ideas.
Keep up the great work!
This version of archaeology looks so much more engaging than what we got
You do raise some good points about these features, bundles I felt were a fantastic addition but were just missing a few things, notably removing items manually from them.
Archaeology I felt was a bit too much for the caves and cliffs update, but could definitely be expanded into its own update, along with a structure update for stuff like mineshafts, witch huts, dungeons, etc.
A great video that accomplishes exactly what it sets out to do: shows me how much huge potential archeology could have, especially if they tie it into structures and update existing structures alongside it. A whole update like that would be really nice - updates designs of existing structures to make them more interesting and engaging, adds more unique loot for structures, adds the archeology system itself, adds more quasilore or trophy items to satisfy the player's sense of curiosity/desire for conquest, etc.
It would be Exploration Update 2: Electric Boogaloo.
rabbits, known for their fast reproduction rate, literally pioneering the "breed like rabbits" saying, definitely need to have the possibility for more babies upon breeding
Really nice video! Great editing, script, and structure. Completely changed my opinions on bundles and archeology, of course will have to do my own research but this is still a fantastic video!
I had an idea for rabbit leather's limited use problem.
Change it to "rabbit pelt" (so it still has fur) and have it be used to upgrade leather armor's cold pertection, have normal leather only give resistance to the cold but pelt lined leather would make you immune to it.
I love the idea of the translation that has a guide for an enchanting table bookshelf, and lets you read the code without needing to look it up
just like additional traffic lanes, long term adding slots solves no problems.
the bundle being able to hold sparse items is it's best use IMO
The simple solution to everything rabbit related is to make them a despawnable mob.
This way, you can have them spawn REALLY commonly, everywhere, while also avoiding lag and other issues with just having a million rabbits in your world.
Bred rabbits can still stay permanent. Although there's an argument that even that could be removed, having rabbits as like a "common amethyst geode type occurence". You can't farm them via breeding, but you can still *always* find them anywhere as soon as you *touch grass.* As well as this, you can still make rabbit spawning farms the old-style way, by creating large machines full of blocks open to sunlight that spawn rabbits that then jump to their doom.
Interesting idea but I think some people will want to keep pens of rabbits without nametagging all of them
@@MinecraftIdeasAcademy That's fair, 's why I tagged it at the end as a possibility. Rabbits that have been bred can stay permanent, but im sick of there being no rabbits in 90% of the world despite their loot being worse than the permanent animals, the solution is to make them spawn commonly during the day but use despawn rules to avoid lag.
I would also argue that instead of 4 hide per 1 leather, just have 1 leather and 1 hide be interchangeable in recipes.
@L B Oh yeah. "Rabbit Warrens". That's a genius idea, why didn't I think of that. They'll work a lot like bees. This way they don't actually need to be despawnable, and they also won't lag up the world if there are too many.
The random block placement idea is a really nice addition to the bundle, instead of having it as an additional items like many mods.
The ability to randomize block placement with a bundle would be SO FRIKKEN USEFUL for building, and maybe even mini games :)
i am tired of mashing my 1/2/3/4 keys to randomize blocks
What a fantastic video!
I think it's one thing to be able to criticize something and to talk about all the things wrong with the said subject but it is an entirely different thing to show the potential in an idea that was not so well perceived by a fanbase.
I really love this video and have a lot of respect for you after seeing this mindset of yours, keep it up!
Glad you appreciate that! I always like to be constructive with my feedback. There's no point in giving it otherwise
The idea of bundles placing a random block that is in the bundle is AMAZING. We need something like that in minecraft
I have been using bundles a lot in 1.17 and 1.18 with the crafting tweak on vanilla tweaks that let you craft them with leather. I really like them for exploring and carrying odd items like Redstone components.
I absolutely love and appreciate your points and ideas on bundles. I really hope they add some (maybe even all) of your ideas.
MC Ideas Academy used my Archeology Mod for his video :0
Hope you liked it! I know it is not great, (and I didn't update it for a month now, hope I'll find some time for it soon) but I try to bring some new ideas to the archeology. I have a lot of ideas to add, but not so much experience with modding.
Also I noticed you removed excavation blocks textures, they're really terrible haha
It was good enough to illustrate my points, very glad the mod exists!
I only changed the excavation block textures to be more accurate to the demo at Minecraft Live haha
Amazing video!
This quite honestly increased my admiration of bundles from a unique perspective! Always a joy to watch these analysis videos
Honestly, archeology and pottery was more exciting to me than the Deep Dark for me. It's a shame that it has been so overshadowed by everything else in that livestream. Mojang really bit of more than they could chew with that one, but I'm excited to see what it's like once it all finally gets here!
I legitimately did not know you could use a dandelion to lure rabbits prior to this.
Archaeology sounds like it could be an interesting mechanic, but I hope the act of brushing doesn’t become annoying or tedious after a while. I can see players getting bored or annoyed after spending a few minutes brushing 20 blocks only to get nothing they wanted due to bad rng. maybe a system that works more like a minigame or a puzzle would work better.
Something like playing minesweeper comes to mind, you have to click on the right pixels of the block to uncover the artifact and avoid the “bad” ones so you don’t break the artifact.
of course this is just a rough concept, but something more skill-based would help players feel less frustrated if they have a losing streak, since they could see what and where they went wrong and how to improve.
Archaeology is already skill based, the artefacts are in the blocks before you start brushing
Great takes! I made a video on the inventory problem myself a few months ago. The very first thing you mentioned about adding more inventory slots is a big thing that isn't going to help. It's called Induced Demand, and it's a big reason why it's a bad idea to add more lanes to busy highways and roads.
Funnily enough, when I was recording someone suggested drawing that comparison. Felt like it would open up another can of worms though lol. Nice to see there's a term for it
See you in 5 years when Mojang finally decides to add bundles for real.
Surely 1.21 😭
@MinecraftIdeasAcademyi hope especially with these *bundle haters"
@@MinecraftIdeasAcademy :(
I’m glad they definitely fixed only taking out the most recent item issue, and definitely haven’t delayed it for the 6,000th time
it’s here yay
very good ideas, i like the ideas you mentioned about the types of totems and the ideas you had on bundles
"Copper Crate" doesn't have a great name, i think Copper Crate would be more attractive of an idea if it were called a "ToolBox".
It'd be great if it could be used to hold "Non-Stackable" Items, and hold a bunch of them (Lots).
I would love to use the bundle as a Random Block Dispenser while building, would love to have the chance of pulling each block to be equal to the percentage of that block is remaining (So If I have 3 stacks of dirt, 1 stack of Gravel, and 1 stack of sand, the percentage for placement chance of each should be 60/20/20), that way you can decide what density of which blocks you'd like to see before you start placing them all.
Toolbox is an excellent idea. Maybe it has 8-slots and can only hold tools. You put it in your hotbar and the first open slot to the right is filled with the first tool from the box. To switch tools just switch to the slot with the toolbox and rightclick to cycle clockwise through your tools, left click to place it down so you can take stuff out or put stuff into it.
I remember one time when I was playing a modpack, where it seemed like it didn't matter how many backpacks I brought when I was explored, all of them filled up with little bits and non-full stacks of several items. Wished the bundle existed back then lol
definitely way more hype for the gameplay archeology could provide than bundles, but they seems pretty cool to.
Thank you for opening my eyes as to all the potential uses for archeology, there was so much I hadn't considered before writing it off!
The first inventory problem isn't moving items from storage to inventory as you said, I rewatched that part of the minecraft live and found that he said: "... for example: hotbar managment is one problem, ... " (32:16 in that video).
He didn't really specify what that meant, so I assumed it was transferring items between hotbar and storage
always such high quality videos. fav content creator rn.
it would be cool if every inventory slot had the properties of a bundle, likely with the block type limitation mentioned for your copper crate. Could even have that path making mechanic.
I think it's nicer that the bundle is an item as the idea of combining stacks is introduced to the player later instead of all at once
@@MinecraftIdeasAcademy I link that's fine because they never need it, but when they come across it they can easily experiment. Consider it is not replacing features no matter how fundamental it would be.
Bundles was one of the items I was looking forward to the most. I don't mind waiting longer for them but I am tempted to download a data pack to add in their crafting recipe. Also as a player that loves the lore of this game I'm hyped to see where archy goes. My favorite idea here so far is being able to brush gravel or dirt in specific places like biomes and structures and getting unique items that could be inaccessible to peaceful players, maybe slime balls in swamp dirt or magma cream in basalt deltas gravel. I'm a big fan of the end poem and written books with poems alluding to the lore or the enchanting language is also quite interesting.
We can also look into other ways for storage. The way the carpenter mod does it could be a good way where you have a base block type (stairs, slab, block etc) which acts as a blank canvas and then you can just right click whatever block you want into it. This wouldn't completely solve the inventory problem but could help. The issues currently I can see though are Minecraft has already taken a different direction, the block cutter would likely become redundant and the inventory would still get cluttered quite fast. There really needs to be something like bundles with all the miscellaneous items now in the game.
Perhaps the stonecutter could be adapted into the block that allows you to cycle between block shapes?
@@MinecraftIdeasAcademy Yeah maybe. That would definitely be interesting. Do you think theoretically they would change the function of something like that if they were to entertain the idea?
Honestly not sure. It depends on how dire the situation gets I think
@@MinecraftIdeasAcademy It could also potentially be the brush, since Ulraf is looking into alternative uses for it. I think the item would work pretty well as a sort of general cosmetic tool like that
The right click placing idea for the bundle is really, really cool
I can’t wait to make a museum of my realms server with a pot of our story
Oooo I love the Idea for how every structure might have some stuff you can dig around with the brush to get extra goodies! Also for bundles yea unstackable items are the ultimate pain for inventory management so I wish they could handle that issue too.
“The brush isn’t supposed to be a niche tool, other uses are being considered”
“Special arrangements of shards behaving differently”
Instead we got a niche tool and no special arrangements… so worth the delay though 🎉
Ikr.. It's such a shame, I really hope they expand upon it because the brush is definitely not something I want clogging up my inventory if it's only going to be used to properly explore like 3 structures.
hey did you know that it actually has another use now, it gets you armadillo scutes, items that drop at the same frequency as eggs, and only make dog armor
This video made me genuinely excited for archeology. Cant wait to see what they do.
It’s so sad to see 90% of the original ideas for archeology not implemented, as the brush’s only other use is on armadillos to speed up scute procurement (which is barely useful), the skill based element of brushing was removed, only suspicious sand and gravel can be brushed, and the actual reward for searching out the sites are ONE DISC, a spawn egg for a mob whose only purpose is getting you 2 new flowers that don’t have unique colors, garbage loot, and pottery sherds that are extremely easy to understand and are non-renewable, so builders basically can’t use them unless they want to spend hours and hours gambling for the ones they would want. It also doesn’t help that since implementation, trail ruins on bedrock edition have been bugged so it looks like all that generated was a few pieces of terracotta and sus blocks, with the rest of the structure a hundred blocks below that.
With the whole "Rosetta Stone translation" idea, something that could be really cool is if there was a cipher or encrypted language specific to each seed so in each world you'd have a different alphabet to decode using tons of little hints and clues in structures. This idea could even be furthered with notes as to the directions in which to go to find diamonds or a special loot. Who knows, maybe you could have a special tablet that you can add each of your decoding clues to that over time allows you to fully decode the notes.
That could definitely work if the instructions were kept very simple, so less translation work is needed
Idk how they would "make it so it's not something you can just hit f3 to see" unless they intend you to just go digging and brushing every dirt block and just hoping you randomly get something.
They have suspicious sand and gravel now anyway so I guess they scrapped that idea
Coming back after the new snapshots it's cool to see what ideas they took from Ulrafs stream
2:57 good luck for me that I already done the difficult task of luring a pair of rabbits all the way from the desert to my main bases animal places in the inland district
Edit: that rabbit journey all the way from the northern desert is a real push for me to build more bridges for my horse and now I am using that infrastructure to build a skeleton Farms nearby the road (there are a skeleton spawner underground near by that road)
All I am missing right now is a skeleton horses or multiple of them
I just hope that, with the addition of bundles, we'll get the ability to look through the inventory of shulkers in chests too. I dont like having to take out all my shulkers one-by-one to search for the one specific item i'm looking for. If bundles can get this omniscient UI, then so can shulkers!
that just makes them better bundles. they are supposed to be endgame chests i feel like. if a expansion for the inventory was intended they would just add a bundle with the rabbit hide replaced with shulker shells.
I like archeology and I think it would be interesting to get like ore shards like if the gravel or dirt was at one point a part of an ore you could get 9 shards to reconstruct it and maybe soul sand could be dusted to get some nether wart or something too
I was interested in the archaeology aspect because I'm a builder at heart, not an explorer or fighter. I wanted to see how this concept would develop over time but I was REALLY happy about the bundles and couldn't wait for them. To the point that I started collecting and breeding rabbits in the map I was playing at the time, so I could have a tonne of hides waiting for when bundles came into the game. I was sooooo pissed when it was delayed because it suddenly felt like I had wasted my time and disappointed because the bundles were the one feature I really wanted to see. I truely hope they bring them back
There are leatherworkers that could sell us Bundles on level 2 maybe. It will still be a middle game item and pretty easy to get as well.
I hope archeology gets expanded in further updates to feel more full. the things mentioned by the devs and some of your, and other community members ideas really make it seem to be a more complete feature than what it is now. it's fun the first times and as side thing but not something i feel to be saught after atm.
I've been excited for archeology even without all this info so this is great. also i think the brush timing could maybe use some sort of additional particle to help time it properly? idk i just have bad reaction time and the "new" particles showing the fish approaching the bobber helped me immensely
maybe some sort of glint on the item that blinks, maybe doubling in speed once or twice to let you feel the beat of when the next layer is excavated
so like layer by layer it would be 1 blink when it first surfaces, 2 blinks as the next layer is removed, 4 blinks as the layer after that is removed, and then you let go. or something idk I'm not a game dev lol
I think with the current speed you'll be able to get into a decent rhythm. And some brushes will work slower so you could start off with those ones
@@MinecraftIdeasAcademy that's fair i suppose. as a disabled person i just am hugely focused on accessibility in games, because often that's the determining factor in whether i play a game or not
(the other factor is money but that's a whole different conversation about living as a disabled person in society lol)
X recommending basic redstone education in ruins, now that’s in ancient cities. Etho built chambers with loot and skelly spawners, now trial chambers are here. i just think that’s neat
I don't think either of those things are because of them but it's cool to see they're thinking along similar lines
@@MinecraftIdeasAcademy indeed! like i don’t think mojang stole the idea, i just think X and Etho play a lot of minecraft
In my opinion archeology is pretty cool as we have it now, However I do think it could be improved in the future, imagine if we had suspicious dirt and also perhaps some ancient masks and figurines. Maybe even some more mobs related to the sniffer like a pterodactyl creature or some sort of chicken dinosaur
Well, I'm now excited for archeology!
wake up babe, we have a new video to watch together of minecraft ideas academy😎
I love bundles, partially because I always have an awkward amount of items in my inventory like 16 glow ink, 3 sugar cane and a lectern and it would be so nice to put that stuff away, but also I think it has potential for so many additional challanges and mini games in minecraft. Like "build the best house, you can only use 1 bundle's worth of stuff, no plant growing allowed" or "build a cool redstone contraption using things you can fit inside a bundle" Plus on SMPs if you're running a little shop and someone bought 16 beacons from you, instead of having to bring in a shulker box and giving them that, or leaving all the beacons in a chest and cluttering up someone's build you can just get a bundle and put it in an item frame. Plus they're suppose to be early game so they should be easy to use.
Honestly, brushes have a lot of opportunity in minecraft.
Here's some goofy ideas I got for them:
- Brush cats and dogs! They might love it!
- Brush the bald heads of villagers. They might also love it!
- Brush the backs of turtles. it! love might They
- Brush other players.
- Something other than brushing entities.
- Smacking Slabfish into the stratosphere for hogging all the attention from Musicano's other designs.
Brush pandas to make them sneeze a slime ball
I really like Quarks take on the inventory problem. Their Backpacks are very balanced, as they take up the Chestplate slot, forcing the player to choose whether they want the extra inventory space, protection or mobility from the elytra. The backpack also can't be hotswapped while there are still items inside, further stressing the choice. This combined with Quarks hotbar hotswap feature really helps imo.
(Also i would really love an analysis of the design behind some of Quarks features, it is one of the few mods i'd consider at least mostly vanilla friendly)
Vazkii wants me to review quark so I might do that at some point
Make 1.20 the Ulraf Update and let him do whatever he wants, the things he's been working on have been delayed for too long and it makes me sad
At least we're getting the allay in 1.19
They haven't been delayed for 'too' long.
Though in everything else you're right
It is already there, it is named Trails and Tales
I 100% was on board the first time they announced this and I'm glad this video exists
it's so sad to watch these videos shoe all the potential for the feature after seeing how underwhelming the feature ended up being
Yeah, I can understand why they scrapped some things but I'm a little disappointed
Thanks for bringing the archeology stuff to the forefront. Yeah, I kinda cringed at it initially during Minecraft Live. Some of the potential mentioned sounded pretty cool, but do remember that it's just potential, like when the phantom sounded cool. Not only did they do my boi dirty, they left him to rot.
I like the idea of getting blaze powder and wither items with archeology, Peaceful Only players can't progress in the game and some items are just not available for them. It'd be cool for the peaceful challenge to actually be possible, but take longer.
I would like a certain way to get wither skulls, having them behind a rng luck test discourages me from trying to fight the wither
@@BlaxeFrost-X Maybe brushing away soul sand gives us a chance of getting one
@@GMYSTERYICTNF that sounds good
Thats simply different type of rng.
Idea: Instead of adding to the inventory UI or a new storage block, we allow players to use both hands to lift and haul filled single treasure chests/storage blocks, locking the player toolbar & inventory until you put it down. (Can’t reach your pockets or hold a weapon if you’re carrying a big box of stuff after all.)
Sounds interesting for moving stuff short distances for organisation
One thing archeology should have is a totem for thunder. I played a single player world for a year and I got thunder only once
Archeology had already been my most anticipated upcoming feature for Minecraft and this just exited me more
You know what I think would be a neat interaction to add when it comes to archeology?
Bastion should likely be archeology sites, or at the least archeology sites should be near them. There would loot tables for the archeology specific to those sites. Since Piglins have such a fixation on the past, as hinted at in game, I think it would make sense for them to be willing to trade for these artifacts of that past, the links to who they once were. But not for their usual items, instead they would be so moved as to exchange their most valuable of possessions: Gold
Which sounds like it sucks, yeah, but, along with various items like gold bars, bunches of nuggets, the occational gold block, and various golden tools and armor, they would also drop more rare golden items. Golden apples, and more importantly enchanted golden apples (golden carrots too probably).
I think it'd be a neat way to add in semi-renewability for enchanted golden apples, and a more clear means of obtaining them than looking for loot chests and hoping you get lucky.
(Also, Piglins giving golden apples would fit with my current understanding of minecraft lore.)
You'd likely want to introduce a new behavior for the piglins with this, something like all nearby piglins gathering around the piglin you gave the artifact to to all stare at the peice of recovered history. (ESPECIALLY THE CHILDREN)
This would be both to give a measure of importance to the event, and simply to prevent another piglin from just running up and stealing the golden item you traded for and giving you gravel for it.
Not sure if the piglins would care much about artefacts, maybe you could only give them to the brutes, since they're already not swayed by gold
@@MinecraftIdeasAcademy idk, i think its implied they care a good deal about their past, that that may be the reason they love gold so much.
also, i just thought of something else that might be traded for, that gold belt buckle the piglin brutes wear, or something similar, it would finally convince the brutes that you aren't hostile, until you attacked anyone or they saw you sealing of course, but itd be nice to not have to kill off all the brutes in order to walk about and explore bastions
I’m pretty sure piglins like gold because they are greedy. At least, that’s what I’ve inferred from their behaviour
great video, i was pretty mild to archeology at first but this vid really changed my perspective, very excited to see what can be done with it.
I hope there’s some actual extrinsic motivation for collecting the pots. I don’t want them to just end up being useless blocks…
They ended up being useless blocks ;(
It’s interesting how that redstone gate that was suggested by one of the content creators was brought into the ancient city
It's a common idea so not surprised it did. Wasn't directly because of xisumavoid
bundle being dispensed dropping their last item being combined with a way to put items into them could make them LIFO stacks lol
Maybe bundles could automatically bag up items if they're in a chest with no empty inventory slots
@@MinecraftIdeasAcademy Here's an idea: a dispenser containing a bundle, facing a chest, will put items from the chest into the bundle. It would be similar to how you can get honey from beehives using dispensers with bottles.
This is a really good in depth review. I love the content of this channel. It is highly underrated :)
More things should absolutely be stackable. A 4x4x4 meter cube of stuff (stack of blocks) takes up the same space as ONE SINGULAR BED?
Beds have been stackable for a long time now
@@MinecraftIdeasAcademy ...wait what
Never mind I mixed them up with doors
Another video I watched a while ago suggested that the inventory problem isn’t that it’s cluttered by random stackable items, but it’s instead cluttered by random tools, weapons, and items like tridents, totems, maps, bows/crossbows, ender chests, torches, water bucket, etc. on top of the general tools and sword that players normally use. Players can’t take these items out of their inventory because they use them ever so often and it would be inconvenient to have them in an ender chest, so it just sits and takes up useful inventory space.
That's definitely a problem to solve, but it's not the one that the bundle is focusing on.
I know everything about minecraft, I've been a regular player since 1.8 dropped, and yet... I still didn't know you could lure rabbits with a dandelion... It makes complete sense, i probably knew of it and forgot, but still... Such an obscure mechanic that could've made my life easier...
I use carrot for that instead because I don't know that it were a thing
I’ma have to write down some of this for the game I’m developing.
Thank you Cameron, very cool