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