Fact that Hendrik(The person responsible for most of the overworld terrain generation and cliffs side of update) decided to change the ENTIRE minecraft worldgen because he said on twitter than "The new mountains didn't looked good with old terrarin gen" and secretly gave us a terrain update nobody asked for but everyone needed by taking a lot of feedback from the community on twitter and on his youtube channel. This update alone is one of if not the best updates this game has received and it makes me even more exited for 1.19
@@staryoshi06 Nah world gen before 1.18 was VERY predictable. Even with procedural generation you had the general idea about how the biomes will look, before 1.18 the overworld terrain was determined solely by biomes because of which plains were always flat, swamps were pretty shallow, shattered savannah was pretty tall. In 1.18 biomes and terrain noise were made separated. The terrain was made independent from most biomes which allowed for a lot of variety in terrain like hillier plains, steeper taigas, meteor crater like formations, actual valleys and wider beaches similar to the beaches back in minecraft beta. I think it's a major improvement to world-gen from previous versions.
Anyway, a better example of worldgen unaffected by biome is the pre beta 1.8 terrain generator. It created crazy terrain without making it too steep like with the new update.
I also feel like the idea of discouraging the destroying of budding amethyst should have an auditory cue too. Instead of making the usual pleasant amethyst breaking sound effects it should have a really ugly sound. Something like dropping wind chimes.
I propose mixing the sounds of amethyst and glass for the budding amethyst block. Glass sounds are already associated with blocks and items that may leave no traces (glass, ice, throwable potions, etc) so I reckon they'd work for this block too
@@ari-mariberry I think that's a good idea, though the sound glass makes when it's breaking is very very quiet and I think it would get overpowered by the crystal sound
I’d probably say that using bonemeal to convert blocks into moss is only as much of a rule breaker as setting off a TNT block to destroy a lot of blocks at once
I find this principle interesting, as redstone seems to spit in the face of it, despite it being the main reason things like vein miners haven't been added
@@jamxiety4672 redstone does actually follow the principal technically though. You actually have to work both harder and smarter to use redstone to do several things at once; not to mention it starts a chain reaction rather than being completely instantaneous in larger builds.
Chain reactions like redstone contraptions employ can be even harder to understand than chopping down a whole tree at once. Even if it does go one block at a time, it does *not* maintain the interaction model of Minecraft, where something like an ore miner does. It's not enough to know the principles, but understand why they're put in place. To bend them to make exceptions for those that fit and do not fit with the issue the principle is designed to solve.
@@MinecraftIdeasAcademy HEY, WHERE CAN I GET THE COPPER MOD YOU SHOWED IN THE VIDEO? ive been searching since the first time i saw it in a previous video, but never found it! I love the ideas and for me personally are greater than mojang's. Also, most of my modpack is stuck in 1.16.5 so...
Hope Mojang continues to develop existing areas of the game while *slowly* adding new things. In my eyes version, 1.12.2 is the definitive version of "Old Minecraft" and compared to 1.12.2 the game is much more complex now, which I think is good, and I greatly enjoy the changes. However, in 1.12.2 everything felt more intertwined, every item you collected seemed to have multiple purposes and related to other items in recipes. I really hope copper and amethyst can get similar treatment by being developed further in the future. One thing I fear is that Mojang will add more single or few-use items and mobs. In a way, making the game more interconnected makes it simpler while giving it depth. Their arent *too* many items for a novice or casual player to think about. And a more dedicated or advanced player can enjoy the depth and complexity of how different items connect with one another to make more specialised items and tools, such as the Redstone items. This is a bit of a thought dump so it might not make much sense, but I hope I got my point across. Given the direction the game seems to be heading with 1.19 adding lots of completely new features I hope the game doesn't get too disjointed, with features being too separate and spread out.
I do think this is true for example honey has gotten an extra use in 1.17, tropical fish did too, I think this will be the case for all new items, but it will take time so the newest items from the newest update will always be pretty useless
As Simon said, beta 1.7.3 is old minecraft. Middle minecraft is a good name for 1.12.2, but I'd also consider it the last major modding version (1.7.10 is another one of those)
@@staryoshi06 1.12.2 and 1.13+ are like 2 different modding communities with their own great mods each *cough* create *cough* I consider 1.8.9 to be the last update of the “old minecraft” age, 1.12.2 the last update of the middle age, and 1.18+ the “new” age this is mainly because i play modded minecraft almost exclusively so
I think this update is a great base for future updates. I want to see a temperature based cave biomes system in the future, stuff like ice caves, more chance of lush caves and dripstone caves spawning in hot biomes (also rework the dripstone caves so they actually feel like a cave type and not a normal cave with some blocks). Also caves that are made entirely out of granite, diorite and andesite would be an amazing addition (they could also work with the temperature system)
The new caves are great and makes you wonder what other cave biomes could be added in the future. Mycelium caves? Icy caves? Underground villages? There is so much room for new cool stuff!
I still feel like some sort of crystal cave would be nice. Not necessarily amethyst but something else. Maybe large white ones like the one in Mexico. Maybe it could have large ruby crystals and red stone would spawn more frequently down there since both are red and could give a little lore explanation behind redstone’s chemistry.
mojang: underground -villages- cities with rocky houses and is from an ancient civilization. filled and overgrown with an unsettling flora, watch out as there might be someone stalking below the floor. as you move through the -village- city, your eyesight suddenly darkens and a loud screaming noise is suddenly heard. your heartbeat is slowly getting higher, you hear someone _or_ *something* 😳😳 . . . . . . . ... *BOOOOOO* as you get shocked, you running for your life, seeing at your back while running is *A MONSTER EMERGING THROUGH THE FLOOR,* RUN RUN *RUN RUN RUN RUN RUN*
I highly doubt it It seems mojang seems to forget about older updates This would have been a good time to add new villages into other biomes or even expanding the nether hight to make fit with 1.18 **cough** **cough** *amplified nether mod* Given how slow Minecraft updates release for some reason The next time they may do anything with the caves again will be in 2027 and thats probably not a overstatement..
They deliberately didn't increase the height of the nether, a dev said so on one of their videos. At some point you have to set the scope of an update - there's always more you "could've" added.
I really like the idea of pipes replacing long lines of hoppers that aren't utilizing their item pickup mechanic and having a new use of being able to go vertical. It keeps hoppers being useful, but gives a reason to mine a massive amount of copper. Maybe there could be different variations of pipes just like rails. Some pipes could be more expensive but faster, there could be pipe opening blocks which take up half a block but add a wide end so throwing your enderpearl is less difficult, etc. I also feel like in the representation the pipes seemed too large to fit onto the end of a hopper, so maybe the end pipe opening block could match the size shown in the example. Wonderful idea.
I also love the idea of allowing projectiles through them. You could have ender pearl chutes to move around quickly or arrow/fire charge cannons with the ammo stored in one location.
i enjoy the way his is implemented too, most of the more popular mods ive seen that include pipes feel just... way more complicated than they need to be lmao
And also make it less laggy since hoppers constantly check the block above them for items. Could even be less laggy than water based item transportation since there wouldn’t be item entities loaded
@@dsplayer2357 if it only oxidized with time, all you'd have to do is afk to get it to full power Maybe if mob kills were what caused it to oxidize instead? Mob grinders could still be an issue, but at least you'd have to invest into setting something up first
The one thing i felt was an actual "negative" of this update is the lack of structures (update is amazing to clarify). But this was a perfect time to add more challenging slightly larger dungeons, Little stuctures like what we saw at minecraft live with the warden reveal wouldve done a LOT
ultimately, that gap is there because they intended to have structures, but cut content because terrain gen took too much work to implement. Now we the hype of deep dark cities to look forward to. It won't populate the caves in quite the same way but it definitely adds something very new. granted, i still think we need another small, common structure to balance out the overall amount and rarity of them all, but that can come in a future update. Dungeon-common(extra common -0), small, minor threat. Geode-common, small, no threat. Mineshaft-common, large, medium-great threat. Ore vein-rare, large, no threat. Stronghold-rare, large, medium threat. Deep Dark City-rare, very large, great threat. I feel like there's a pretty big opening for more small structures to even things out and im pretty sure mojang noticed it, which was why they had that hut in the deep dark trailer. It would have been a small, but very threatening structure. It'd be nice to have something like that eventually.
I love caves and cliffs for how it actually dares to change something fundamental again, that being core worldgen. Mojang has been absolutely terrified of the idea of changing/actually expanding core systems for the better for years and I've despised the often lackluster results of such a policy, but caves and cliffs' primary feature is a stark departure from that mentality, and I hope to see it continue. I dont want the exact same game with progressively redundant sprinkling on of effectively set dressing, I love seeing it actually grow and change mechanically. Oh, also monsters only spawning in total darkness is a subtler but smart adaptation of an existing mechanic to suit the game better, bigger caves means that the small lights need to be more effective without just making them emit more light. Edit: Glowing obsidian gang. As an OG pocket edition player who experienced its whole alpha and beta phases, I can still say with confidence that its probably one of the most slept-on forgotten blocks.
One small thing that annoys me, and was irritating in the nether update as well, is stone alternatives like deepslate and blackstone not having consistent rules when using them as crafting ingredients. Tools are craftable across all three, but pistons can only be made out of cobblestone, which can mean a trip to the overworld or upper caves for an item that fills the same neiche as one you already have plenty of.
As of late my main complaint is that no matter where I dig down I find a water filled cave, all the UA-cam's I've seen playing don't have this issue and find the best possible caves meanwhile I've been using magmatic blocks to navigate caves with 0 resources
I also find it annoying since I generally have more deepslate than cobblestone, I can't craft a lot of pistons, droppers, dispensers and other redstone equipments without going cobble mining again.
I still really want an underground mushroom biome. Mushrooms have always had relations with caves, and the new changes make it so mobs can spawn under mushroom islands. It would have been cool to get a crimson type biome for the normal mushrooms under the mushroom islands with maybe a new shroom mob. Maybe a creeper shroom that when it blows up it turns stone and grass into mycelium instead of dealing damage, or maybe a new mob all together that you can tame as a pet. A mushroom guy who follows you around and can give out a few bowls of mushroom stew every minute or so.
A big but simple addition for copper, would be selling them to villagers at a rate of 16 for 1 emerald, that would make it useful to loads more players and would lessen the need to build massive industrial farms and cruel animal pens.
@@twomur_ yes, i seriously think villages need some kind of morality system that raises trade prices if villagers are kept in crampt spaces with no sunlight.
Ever since TNT started having a 100% drop rate, ive been waiting for a better source of gunpowder, so that blast mining is viable in the nether and the overworld. Unfortunately, saltpeter ore was not added to caves, which I see as a huge missed opportunity.
Even so, I don't think something as simple and iconic as TNT should be locked behind something as technical as manipulating the spawning mechanics of the game
I'm really impressed by the new caves. Sadly, one change really shakes my optimism: the new telemetry. Minecraft now sends data about you to servers whenever you load a world. There's no option to turn it off, and it's linked to your account. Yes yes, most of us are quite alright with leaving telemetry on, but that's not a reason to take the choice away from anyone who doesn't want Microsoft tracking their play. Adding tracking isn't always bad, but removing consent is bad. Always.
And removing consent without making it very clear that you're doing so is always really bad. I'm sure most people would have no idea that telemetry was forcibly turned on, or what telemetry is without having read this comment.
Copper should have some functionality either with the sculk stuff coming in 1.19, or maybe even with the archeology update whenever that comes. What if you could make some kind of copper block/tool that can be used to amplify sound? Maybe when combined with the goat horn, it can create some kind of alarm to lure wardens away from players.
Copper is used to make speakers and microphones in real life (it's used to pull on a ferromagnet to vibrate a membrane), so it's not that unreasonable. Maybe it could make a gramophone to enable your jukebox to play louder. Maybe you could make a white noise speaker that blocked skulk (and the warden) from sensing sounds within a decent radius. And maybe you could make a volume sensor, which is basically a skulk comparator.
12:31 because the combination of minecraft's block by block freedom makes combative and logistical challenges unique compared to other games. Raiding a bastion has far more options and strategys compared to dday in cod or a level in halo. For instance, in a normal game you would have a few built in abilities maybe on a scroll wheel. You would use these abilities to preform pre-scripted animated actions in order to beat the boss or traverse an area. In minecraft a million different actions can be taken and atleast a dozen or so would be viable. The youtuber "white lighting" covers my point better.
If the game give you actual reason too build something more functional a castle will actually serve his porpuse, image a "Ice hord" that comes every 30 days, mobs capable of destroying all block softer that stone in an organized way in that way you have too defend yoursefl to not die an actually survive instead of instakiling the 4 classic monsters with an axe crit. This will make people actually have a reason to build aside from making beutiful butt useeles 28 chunk castles. And make survival being about surviving instead of avoding all dangers and in turn, pain something that gives surviving meanig y would like to have to defend however i want instead of avoding the danger by holdin m2 with the shield.
I wish they'd split the exp, so furnaces give you half of what they used to for ores and the other half comes from mining, plus it'd make mining with a mending pick better. Nothing is worse than passing up on iron or gold because you're scared of your pick breaking and the inconsistency feels wrong.
I actually really dig the Copper outline block idea. I do that all the time with Cobblestone, but if we could craft larger quantities of temporary blocks with Copper I'd be thrilled!
I think a recipe of four copper ingots and four sticks in a pattern, with the center empty, would be a good recipe. Or eight ingots with middle empty, and producing 4 of the blocks so 2 ingots per frame
The one really good use for copper as a tool was actually making it a gold upgrade, putting a gold tool in a smithing table with a copper ingot to turn it into a rose gold tool, giving it the efficiency of gold with a higher durability, giving early game players better options between iron and diamond tools as well as more uses for the smithing table outside of netherite.
My only problem with the new generation is the fact that its too easy to go down because of the caves literally going from surface to bedrock. I think the massive caves should be much rarer which would make it so most of the time it feels like an adventure to get down rather than just falling into water in two seconds, and it would also keep the caves being cool when you come across a large one. Or even better there could be smaller caves at the surface (the old caves) and add on one of the types as you go deeper, having the cheese ones (i think they are the huge ones) be really deep down as a rewarding find for venturing down there.
I don't mind too much because on a first playthrough I'd need to get some coal first, then after that I'd want to be able to access the deeper caves more quickly to get iron and diamond
That's also mimic real caves, which tend to start with some big-ish caverns, then switch to narrow, claustrophobic tunnels and crawl spaces, then open into huge chambers with so much surrounding bedrock that they are fairly safe from collapsing.
The moss bit had me wondering... What if a "hammer" tool didn't just break blocks in an increased area, but instead cracked blocks near the one broken, based off block toughness and tool strength? It'd break multiple blocks not at the same time, but through a chain-reaction if you played your cards right. That way it keeps the "one block at a time" rule while also fulfilling the intended purpose of the tool.
@@MinecraftIdeasAcademy Kinda sad that they didn't make it into the game. I really liked the idea of caves that would make the player feel claustrophobic.
IDEA: you could add cracked drip stone, which will break itself if you walk under it. If this block is a tall stalagmite, it won’t destroy itself. This would give you a chance to collect the cracked dripstone!
Honestly have to thank create, quark, and supplementaries for creating copper sinks. Create uses it for fluid handling and a component for brass, quark uses it for it's item pipes (which could use a texture touch up honestly), and supplementaries uses it for it's cog blocks, which is essentially 3d redstone dust. The problem of mods having 30 billion coppers is basically solved, but another problem with copper popped up for mods, which is texture consistency. Not many mods use the vanilla copper palette, so even though they are all using the same resource, they feel still like 30 billion different coppers. At least we have resource packs.
Excellent stuff! I certainly agree copper could use a few more building blocks, not a whole lot of accessible industrial looking stuff like that currently. I’ve heard the idea of a altimeter made of copper floating about as well. Another way of making aesthetically pleasing amethyst farms may be that the crystals would grow faster the more amethyst blocks in the vicinity. Though I imagine that that would lead to large cubes of amethyst for maximum efficiency.
Personally I really like Copper and Amethyst. Sure they could get a couple new uses but for right now they’re great. I used Tinted Glass in SO many builds, Cut Copper is a great material too, the Spyglass is handy, and LIGHTNING RODS 😭😭😭, my Wind Chime dreams have come alive
Copper pipes are an amazing idea. Having copper replace some of iron’s uses could potentially stop iron farms from being such an integral part of the progression system, without rendering it any less useful. I would love to see more of iron’s uses given alternatives in amethyst or copper to make them feel less useless. For example, if they rework minecarts, some rails could be added or changed to use copper instead of iron, and a minecart that emits light could also be crafted with amethyst.
I'm making a mod now, and I always do a "3 uses" while making new ore - chosing one main theme - lets say "enchanced combat" and making it versatile in this theme. Ore being useless is annoying to me, taking free slots in your equipment to throw it into chest. Great ores are those which aren't too rare or too common, but we always need to find them and they don't outshine the others in the game.
The Copper Golem (With its Copper Button) would certainly help give a use to Copper for players which are not builders and redstone builders. The Glare too would make the caves interesting to explore and much more.
@@qzimyion Mojang could have added something to the Glare later which would be useful from community feedback. Well I really loved the Glare because the Lush Caves for me were fascinating for me and the Glare is some Lush Cave-Like mob
@@MinecraftIdeasAcademy Minecraft would probably also add that the Glare can give you Glow Berries if you look at Community Suggestions. It can also be great. I always think Copper Golem should have been added in the Caves & Cliffs Update sometimes
I do wish that copper had more use kore than anything. Maybe if they add electricity or magic it could have a use. Carrying currents or blocking magic would be very interesting
For me personally who *is* a builder but doesn't like copper I feel like the one thing I ever wanted with copper was copper wire--underwater redstone it's _probably_ a little too modern (around a 100 years after the lightning rod in the real life), but it both adds pairity (making bedrock destroy redstone dust like in java), but also preventing moments where you accidentally unleash a torrential downpour of a lake on your underground redstone contraption
12:28 As a non-builder, I can DEFINITELY say that Terraria suits my tastes WAY more. Also hence why I LOVE mods that make Minecraft more similar to Terraria.
I'm also not really a builder, although I've been giving it a try more lately, but I don't think I could ever get into Terraria. My least favorite aspect of the game is by far the combat, and Terraria is just WAY too combat-obsessed.
@@einootspork Terraria's pre-hardmode is a massive slog to go through and the combat gets much better later on in the game, but I understand how it can quickly suck out all of the fun before you get to the good stuff
@@waker_link I just don't find combat all that fun in general. I mostly put up with it in Minecraft as something that makes the caving more interesting.
Loved that last deep dive you took at the end of the video. Really gives some good scale to how much height was added. You just keep going and going and going, the environment changes too. You really feel like you're deeper down and the natural curiosity of "how far does this go down" kicks in rather often lol.
14:06 -- Here's an idea on how pipes could work þat I þought of at þat time: pipes don't have a direct input. For example, if þe player were to þrow an iron ingot into a pipe, it wouldn't go in. Instead, you'd need an input device, like a hopper or chest. You can also designate an output pipe (which would only accept items from oþer pipes) wiþ a pickaxe. It could also transport fluids using a new block. If þe output location has an empty bucket in it, þe bucket is fulled wiþ þe fluid, allowing lava farms to be automated. Þe new input block could use pipes in þe crafting recipe, giving copper anoþer (albeit indirect) use. Of course, þat fluid transport idea could be a bit too complicated for vanilla.
Love this kind of video, you update us with the new features that's properly researched while adding your insight into it in both the player's and the dev's perspective.
I hope they keep adding stuff so we're move incentived to explore! Exploring is fun when you have or see a purpose to explore. Right now it's all just "wow this place looks so awesome and there could be many interesting or dangerous things there, but sadly it just looks good and you might find some copper or diamonds and pretty much that's it". And the world feels less dangerous now too, with less mobs to see... Some traps would be awesome too, like the ones in jungle temples. Idk, something that makes you want to go to that mountain or cave and actually find something there, not just for the looks.
This update changed how I played it drastically. It made me make three giant 9x9 map walls with different scales (1:1, 1:4 and 1:16, though the 1:16 is incomplete) and it's fun flying around the cool terrain, geography and biomes, even though the elytra durability was annoying. It all looks so cool, and the big mountains and new terrain are why!
Adding on to your small Minecart tangent, I just want to say I'm surprised by the lack of abandoned minecart style tracks in the underground. Imagine if you stumbled into an abandoned mineshaft and you see a long minecart track turning the corner, so you take a chest cart and decide to ride it around the corner only to see the track is suspended over a beautiful aquifer cave with an exposed geode across the way. The track slopes downwards right over the aquifers and you hear the glowsquids under you chiming happily and spot some ores you'd never have seen if you were just following the mineshaft or avoiding aquifers because you didn't have waterbreathing pots on you. I feel like Minecarts have been a mid tier form of transportation for too long, and the fact you need to lay out individual tracks (that suck your gold and iron supply dry) one block at a time just isn't really worth it when you can just walk at around the same speed down slopes and through caves. Honestly the biggest use anyone has gotten out of minecarts in the last few years are minecart hoppers being able to suck items through solid blocks and weird diagonal piston canons that don't even use tracks to push you at the speed of sound. Boats are better land travel as weird as that sounds. I think replacing the iron in the rails recipe with Copper and having a sort of naturally occurring rail system in some cases would make minecarts truly worth their weight in iron.
That sounds like a good solution. Will still be beneficial in some cases to leave more exposed sides for people who are doing other stuff in range of the geode while waiting for it to grow. You return to the geode and there are 6 fully grown clusters for you to collect, instead of babysitting it and collecting more often.
Speaking of babysitting amethyst, the entire premise of "encourage players to return to the same amethyst geode repeatedly" may not hold up at all, depending on where certain player found a geode and their playstyle. Themst dammed random tics mean that you cant just visit a geode from time to time and expect any progress. So if you are not interested in doing any other business in the area, you are forced to sit and watch it grow. I love your idea of growing out budding blocks! Even if you are not doing it all the way to your base/farming district, you can at least spend some effort to increase production in the middle of wherever you found it.
One thing I appreciate about this update is that they dared to increase the scope so much compared to any previous updates. They usually restrict themselves to the ~1 year release cycle and I'm glad they (sort of) broke that this time to make sure the game changing features introduced were done properly. It's always good to be flexible when it's needed. Anyways I really like the copper pipes suggestion. Hoppers always felt really slow, clunky and expensive when it came to transporting items over a larger distance and while water streams are really fun, cheap and easy they also make quite some noise and are generally quite bulky. Having something that fixes those things and gives copper the use it needs for how common it is would help a lot.
There's a new and promising copper-pipe mod but that's mainly focused on water transfer for now. Increasing it to all projectiles is a fun idea, though. Could easily work with hoppers in that regard.
Dude the dripstone disguise mob you were talking about, and copper lighting you could put in the floor are such awesome ideas that don’t even feel like they should be mobs, they sound like they should be in vanilla lol
OMG I would LOVE copper pipes (TBH iron pipes would be fine, but us technical non-builders need more uses for copper). It wouldn't take anything from the environment but could pull from an inventory. It could, unlike hoppers, push to the environment, so we wouldn't need dropper circuits to put things in water streams or trash in lava. I see two types of pipes, straight and bent, with different crafting recipes (both requiring 6 ingots). Another idea: if a pipe doesn't have an inventory but anything that goes into it goes out with no delay (not sure if this is possible, but bear with me), then maybe it can be moved with a piston, so we could swap a straight pipe with a bent pipe and based on redstone send items in two different directions easily.
@@MinecraftIdeasAcademy I suppose it doesn't. I was thinking about ease of placement. But you could divide the face of the block you place it against into 5 sections (like Tweakeroo does) and let that determine which way it's bent, or if you place it in the middle, if it's straight. And there's nothing saying it has to be separate blocks, could be one block with metadata for straight/bent (and simple crafting a "bent" pipe can straighten it and vise versa).
@@greybeardmc You could simply handle it like minecart tracks with it binding to the next only at the edges otherwise keeping it's rotation. Ofc that would require some reworking as the pipes should function in full 3d.
@@abcrasshadow9341 Tracks are such a pain to lay even in just 2d. I shudder to think about how painful it would be in 3d. Also, one feature of pipes is that they can be opened to air.
I’m very much a fan of copper being used in tandem with redstone. I feel like copper wire could act as a companion to redstone dust. Maybe have copper wire be able to go up blocks vertically, as well as be waterlogged, but in response have some sort of nerf that makes sure it isn’t a direct upgrade to normal dust. Same with amethysts; Maybe expand on the whole covering other items with it, you could give your tools and armour a crystal sheen for a temporary boost. Or heck, crystal tools that are weak and frail, but can have stronger enchantments placed on them than other tools. I’m also a sucker for the idea of new cave biomes. I definitely agree with the quality over quantity ideology, but i can’t deny it would be nice if spelunking were more like terraria, constantly shifting locations. A biome i would adore seeing would be a poisonous mushroom biome, with glowing purple mushrooms and huge toadstools, which could be used like amethyst shards to coat tools and blocks with poison.
I really love your content, I’ve always wanted to mod Minecraft and if I’m lucky develop the game, so learning about the game devs do their job is really fun. Thank you.
IMO a good route to go with Copper would be _alternate versions of what Iron can usually make._ Some examples: *Funnel* (copper hopper): Similar to a Hopper, but with its item slot capacity reduced to 1, designed for sorting system potential. *Pail* (copper bucket): Initially appears to have functionality identical to a regular bucket, but this takes fluids without needing (or removing) source blocks, and does not place a source block when used to pour liquid *Sled* (copper minecart/boat): Can be placed anywhere on land, and you can ride it with a low amount of momentum moving across land. However, you're immune to fall damage while inside, and momentum from falling is partially transferred into more speed when you land. If this falls into lava, it can float for about ~10 seconds before melting, but in water it'll just steadily sink. *Rough Rail* (copper minecart rail): Provides more friction when travelling across it than regular minecart rails, though not anywhere near as much as unpowered rails. These oxidise over time like copper blocks and keep the regular oxidisation mechanics. More oxidisation = more friction. *Copper Buckler* (copper shield): Would most likely come with the oh so far away next combat rework, serving as a low-resistance but faster alternative to regular shields. *Depth Gauge* (copper compass): Very simple, just displays a number indicating the Y level wherever it's present. Like the Compass or etc, it goes haywire in alternate dimensions. Tethering it to a Lodestone makes it consider the Lodestone "level 0" so it displays how far above or below you are to it at all times. *Copper Door/Hatch* (door and trapdoor respectively): Like a mix between wood and iron; These respond to commands on their "backs", so underneath the Hatch or behind the Door, but in front they work like their Iron equivalents and only respond to redstone signals, not direct player input.
I love most of these, though I would change the depth guage to be more mechanical instead of numbery just like the compas. It would display a baseline at sea level and move clockwise when moving deeper and counter clockwise when moving upwards if you still want the value you could have it displayed under the pressure guage by simply limiting the needle movement to 3/4 circle with the last fourth being towards the players hand when holding it. You could as you suggested still bind it to a lodestone and that would be the new baseline instead of sea level.
I agree that it doesn’t NEED new tool tiers, but it would be nice to have like diorite pickaxes or granite swords, with the same durability as stone. I mean, you can make deepslate and blackstone into tools and furnaces. And it would be nice for the option to make copper tools, even though nobody would ever use them. Like gold armor and tools.
My problem with 1.18 is oddly enough, the new world generation. Don't get me wrong, it's great for exploration but it's absolute HELL for building, especially with massive cave entrances popping out of the ground so frequently even in plains biomes that are a chore to fill up/terraform.
@@MinecraftIdeasAcademy Yeah, if you put a piece of string or redstone below a lava source block, when it flows onto it, it will become a new source block.
Imo i don't agree with the argument of telling players who find copper lacking to just play another game, in general i feel like minecraft is lacking in extrinsic motivation and I beleive there are ways to do that without step on the shoes on intrinsic players
Just got back into MC recently. Honestly, though I love the big new caves, I find they're far too large, far too often. If they were a little bit rarer, smaller, or just deeper underground it'd be alright though. I just miss the complete removal of classic caves only to get massive caverns forming sinkholes everywhere. Iron and coal also seem rarer now, and I feel forced to grind a Fortune III pick before all else. Gaining levels for enchanting is still unreasonably grindy, even more so now that I can't find any dungeons.
@@MinecraftIdeasAcademy Apparently i just had really bad luck with several seeds. My current world has a really nice old style cave ive been exploring.
Potential cave biomes could be: Hidden Cove (A underground dark forest esk biome that is devoid of light and has trees Maybe you can find illigers scheming here), The Silverdeep (A biome that spawns silverfish and silverfish infested blocks in mass amounts. Maybe silverfish here pop out of mobs when they are killed not just blocks making it incredibly difficult to mine in but would have rewards), And the Swindleweb Caves (a biome with a large amount of cobwebs and loot of wandering travelers and some kind of new Arthropod mob that doesnt die in one hit making bane of Arthropod AMAZING for the biome)
@@MinecraftIdeasAcademy Like what exactly? Rn we have Lush caves which is just a grassy (or should i say mossy) cave. Then drip stone which looks like a normal cave but with alot of dripstone (while they have other technical values like more copper in dripstone caves at its core its that) What other gimmick would work that is atleast on par with dripstone caves
its kinda sad that they went through all this effort, yet the update feels kind of underwhelming. i would probably have been way more satisfied if this wasn't advertised as the cave update. caves deserve so much better
what more could they have given us in the span of one year with a sudden pandemic happening in the middle and an unplanned revamp of the entire world generation engine?
@@fakepro5848 Difficult circumstances do not excuse the product from criticism. If something is bad, it's bad, and should be criticized as such, regardless of how much effort went into it. The developers did their best, but that's not always good enough.
@@TheFlyfly just install cave mods if you arent satisfied with this update, i dont think mojang should add so much stuff in one update because then it would make minecraft complicated and not simple
Tinker's Construct has a much more compelling way of adding new ore types IMO, with a LOT more modifiers like how enchantment compatibility distinguishes gold from stone, more mechanics like that adds a lot of horizontal variation to tools rather than it being vertical.
I personally found copper pretty decent for smelting out EXP, though this is true with a lot of the ores since they also give EXP. but with the immense amount of copper being spawned, copper could be a decent way to get more EXP while mining.
Yeah that's true. Copper is annoying in that it's fairly common and easy to find but not common enough to make big structures out of it, which I would like to do.
@@MinecraftIdeasAcademy that description is really spot on since both come in similar size veins, similar spawning frequency, both are basically only useful as decorative blocks, and both are useful for amassing xp. It’s why I wish they kept the 2x2 crafting recipe to make it more in line with quartz which it has more in common with than the 3x3 one that’s inline with gold and iron which it shares very little with.
@@tj-co9go I think that is why they added huge ore veins. That way, if you want a lot of a certain metal, like copper or iron, you have to explore for these veins and then get a lot of it in one go.
I usually don't think about subscribing, when watching videos and thought it to be more annoying than helpful, but just now it got me to subscribe (and even comment), so I guess it works :P Your videos make me engage with the minecraft world in a new and deeper way, teach me a lot about the more recent mechanics and interactions and bring some interesting new ideas as well. Good Job!
You brought up the Buzzy Bees update video so... There is one thing from that shot missing - Waterfalls. Hehe. They're extremely difficult to impliment, I have not idea how it would be done well, soooo... It's understandable. Oh well. Speaking of useless items. I have come to realize that Tropical Fish cannot be fed to cats, and as such, it's kind of an even more useless item than Poisonous Potatoes.
@@MarcDoesNotKnow Yeah that’s kinda the point the original comment was making and the general consensus. They’re good for decoration and Axolotls but the item Tropical Fish is rlly arbitrary outside of Trading.
Yeah, a few years after the update i still love exploring the surface and caves i’m still not bored. And with 1.19’s deep dark and ancient city it made it even more interesting. Also the deep dark is so eerie.
I remember people complaining that "pipes wouldn't work in minecraft because they're too modern" We have light sensors, clocks, pistons, and crossbows (1860s, 1400s, 150BC, 100BC). Pipes first emerged 3000BC, only 200 years after the beginning of history. They are literally some of the most basic things. They're just tubes. So
I personally don't like that pointed dripstone uses the cross model, because in my eyes, when something used that model, it was because you could walk through it. It just doesn't feel like a solid object if it's not a blocky model.
I mean, either way, that's something that can be easily fixed with a resourcepack. You don't even need optifine for that. So it really is just a nitpick on my end
@@MinecraftIdeasAcademy really? Why? There are already blocky blocks (hehe) in the game. Eg: dragon egg, beacon, fences, etc. I just thought of this example, but bamboo and sugar cane demonstrate my point about the cross model pretty well. Hell, even just bamboo. It uses the cross model for the leaves at the top, and those don't have a hit box, while the rest of the stalk does. The same applies for the brewing stands
Dragon egg is one of a kind, and beacon and fences still have a fairly simple geometry. Plus they're constructed blocks so they can afford to be more specialised
13:42 I’m some people oh my gosh I’m now super famous!!! But jokes aside I appreciate that you responded to that comment in the first place to show that you are more humane than others.
I still feel like coal has depreciated in value in 1.18, even though it spawns less. With dripstone lava farms, you can do all your smelting very easily with lava. Then the only reason to mine for coal is for torches, and you really don't need that much, especially if you play with optifine's dynamic lighting. I think the main issue with coal is that it's just a boring chore to collect earlygame. It's slow to mine, and only drops 1 piece without fortune, hence why it's so tempting to walk past it. Maybe making it drop more by default would help, like copper. Or it could have a similar miningspeed to netherrack, being very easily instamineable? EDIT: Now that I think about it, easily instamineable ores could be great in general. Slowing the player down kinda hurts the "rewarding" feeling you're supposed to get from ores. It makes it really tempting to just ignore and walk by them, which leads to players not having enough of them and having to resort to things like iron farms. Lategame it's also needlessly annoying losing instamine to ores while beacon mining a large area Ofc diamond, ancient debris, emerald, etc are rewarding enough on their own, but I feel like this'd really help with iron, gold, coal, and other things people usually skip over
@@MinecraftIdeasAcademy If you set up your cauldrons near your furnaces, unstackability isn't a big deal. Easier than mining coal in any event. Plus they refill so quickly that wasting a little on only a few items isn't a huge deal. The only downside is the iron, but it's a one-time investment, and you only really need a few cauldrons and buckets, not some big afk farm (I use 10 of each and it's been plenty) Definitely recommend them, I was sceptical at first too, but not having to mine any coal besides the bare minimum for torches saves a surprising amount of time earlygame
@@MinecraftIdeasAcademy You can set up a hopper facing to the back of the furnace with a chest full of lava buckets above, which you refill over time, and another hopper below the furnace (where the smelting result goes) to also lead empty buckets there, and keep some refillable cauldrons close to the furnace. Believe me, you won't be using coal for smelting anymore after seeing how effective and free it is.
I think it would make sense to let budding amethyst blocks spread while in contact with water, this is not only realistic but also presuming that this prevents crystals from growing on the face in contact with water it gives a nice tradeoff.
I think this update was decent but could've been LEGENDARY if it had been complete with the warden. Don't get me wrong the terrain changes are phenomenal but the caves feel empty even with the lush caves it just feels like it's missing something especially when you get down under.
Copper Pipes: One thing to note about hoppers is that they also cause a lot of server lag as they constantly check for items above them. Currently this is preventable by putting a full block ontop of a hopper but I think pipes might be a more elegant solution to this while still retaining the unique use of hoppers. Also if pipes were made to be directional and connect - kind of like stairs - this would allow for more complex item sorting systems in tight spaces. Fully support the copper pipe idea! Lush caves (20:30): Another great thing about lush caves is that they are super survival friendly. Not only do they provide you with food but also with wood! I have found myself just bone mealing an azalea underground a when I run out of torches more times than I can count. Just kill a couple skeletons, grab their bones and done! You could even craft a quick composter and use the surrounding moss for more bon meal.
If you want an idea to encourage the spread of amethyst buds I'd reccomended something with water, some crystals in real life grow in a water solution, like that one cave with the tons of massive crystals. Maybe put something in the water like calcite or something odd like that.
I don’t know if they’re working on it or not, but I’d love them to work a little more on the bedrock version of Minecraft VR. I was playing Bedrock on my Quest 2 with a friend who was playing non-VR and experiencing the caves was something surreal. Then again, there was a huge playability gap and I was struggling to get my foot in the door due to the fact that the systems in place aren’t very stable. I like playing with my friends, and I can’t do that with Vivecraft given they don’t have PC’s. Don’t get me wrong, the VR version of Bedrock works, but it’s not at where it definitely could be. Maybe one day, I’m optimistic 👍
The above ground terrain has me feeling very mixed. On one hand you have the cool giant hills but on the other you have terrain torn up by shallow ponds, ugly cave openings, and just over all torn up or odd looking terrain. I even think some hills look bad, as the stone and dirt mix often looks odd or unnatural. It's definitely a step-up but I think we are going to need those biome reworks before this generation looks truly great
I feel like there's now *too much* height. I don't want to be constantly climbing mountains, sometimes a light hill is fine. Also the coastlines feel steep.
Copper statues might be a nice decorative thing. Find some lost artist blueprints or something and then smelt the individual pieces, when they are all made you can piece them together bit by bit. So you can have unfinished statues for a while. Whenever you make a statue it's rough. And a new tool, the hammer, could beat it into refined. Not entirely realistic, but you still work for your art.
The thing about making signs and item frames glow is that they were always going to come to the game for accessibility reasons. In a sense, the glow squid is still entirely useless. Glow Ink could literally just be replaced with Glowstone Dust.
You mentioned confusion as to why technical players play Minecraft instead of other games. As a bit of a techie player, we do, but Minecraft is, hands down, the most flexible tech/automation/base building game out there, even for its lack of tech oriented content. Adding on mods (Create has been my favorite in recent years) makes the game even better. The Factorios and Satisfactorys out there are great, but not nearly as flexible or as varied in potential styles as Minecraft. Being able to build completely unrestricted in any dimension is absolutely fantastic. Factorio is limited to 2D and Satisfactory is simply limited by being a 3D/semi-realistic game (I don't think I have seen a 3D game capable of allowing as much variety in building as there is in Minecraft).
I feel like they had a lot of generation update, but not a lot of actual variatiy outside of the generation. There should be way more biomes on the caves outside of dripstone and lush. Whay about an ice cave, or a glowing mushroom cave? What about an underground jungle village with elf like creatures? So much potential. I feel like they only scratched the surface with a cave update
@@UraniumFractal ? Uhm, no? Ideas are far easier than execution. I may have the concept for a biome, but when executing it, it needs to go through texturing, coding, renditions, iterations, redesigning, etc. Execution is far more important and is far more work than the simple conceptualization of a feature.
You mentioned Jeb having a book, and somehow this completely passed me by. Do you have a link to where it can be bought? Fantastic video as always, keep up the amazing content!
The problem with a technical use for copper is that it cannot be efficiently farmed. If there were pipes, then any contraptions using them are inherently limited to a small scale. Iron farms and redstone farms are essential to large scale technical builds. Copper would have limited use or ignored.
Copper drops from drowned with 11% drop rate, meaning using a drowned farm or implementing a drowning module to a zombie farm can easily get you decent quantities of it
Fact that Hendrik(The person responsible for most of the overworld terrain generation and cliffs side of update) decided to change the ENTIRE minecraft worldgen because he said on twitter than "The new mountains didn't looked good with old terrarin gen" and secretly gave us a terrain update nobody asked for but everyone needed by taking a lot of feedback from the community on twitter and on his youtube channel. This update alone is one of if not the best updates this game has received and it makes me even more exited for 1.19
That's what I mentioned in the video :P
Eh, I really don't like the new worldgen. There's too many extreme heights now and not many of the crazy cliffs that minecraft was known for.
@@staryoshi06 Nah world gen before 1.18 was VERY predictable. Even with procedural generation you had the general idea about how the biomes will look, before 1.18 the overworld terrain was determined solely by biomes because of which plains were always flat, swamps were pretty shallow, shattered savannah was pretty tall. In 1.18 biomes and terrain noise were made separated. The terrain was made independent from most biomes which allowed for a lot of variety in terrain like hillier plains, steeper taigas, meteor crater like formations, actual valleys and wider beaches similar to the beaches back in minecraft beta. I think it's a major improvement to world-gen from previous versions.
@@qzimyion Dude, why do you think they're called plains.
Anyway, a better example of worldgen unaffected by biome is the pre beta 1.8 terrain generator. It created crazy terrain without making it too steep like with the new update.
I also feel like the idea of discouraging the destroying of budding amethyst should have an auditory cue too. Instead of making the usual pleasant amethyst breaking sound effects it should have a really ugly sound. Something like dropping wind chimes.
Or nails on the chalkboard
I propose mixing the sounds of amethyst and glass for the budding amethyst block. Glass sounds are already associated with blocks and items that may leave no traces (glass, ice, throwable potions, etc) so I reckon they'd work for this block too
@@ari-mariberry I think that's a good idea, though the sound glass makes when it's breaking is very very quiet and I think it would get overpowered by the crystal sound
Yea something really dyssonant
Maybe add a dissonant harmony to the existing sound (2nd or 7th)?
I’d probably say that using bonemeal to convert blocks into moss is only as much of a rule breaker as setting off a TNT block to destroy a lot of blocks at once
It’s still a chain reaction set off by interacting with one block only
especially since we've (almost) always been able to use bone meal to grow multiple blocks of grass and flowers!
I find this principle interesting, as redstone seems to spit in the face of it, despite it being the main reason things like vein miners haven't been added
@@jamxiety4672 redstone does actually follow the principal technically though. You actually have to work both harder and smarter to use redstone to do several things at once; not to mention it starts a chain reaction rather than being completely instantaneous in larger builds.
Chain reactions like redstone contraptions employ can be even harder to understand than chopping down a whole tree at once. Even if it does go one block at a time, it does *not* maintain the interaction model of Minecraft, where something like an ore miner does. It's not enough to know the principles, but understand why they're put in place. To bend them to make exceptions for those that fit and do not fit with the issue the principle is designed to solve.
"The Caves and Cliffs update had a *rocky* development"
Beautiful.
I always try to include at least one pun in each video, though this one was unintentional
caves and cliffs had a rocky transition into 3d
@@TerraKnight27 haha
@@MinecraftIdeasAcademy HEY, WHERE CAN I GET THE COPPER MOD YOU SHOWED IN THE VIDEO? ive been searching since the first time i saw it in a previous video, but never found it! I love the ideas and for me personally are greater than mojang's.
Also, most of my modpack is stuck in 1.16.5 so...
It's not publicly available unfortunately. And it's only for 1.16.1
Hope Mojang continues to develop existing areas of the game while *slowly* adding new things. In my eyes version, 1.12.2 is the definitive version of "Old Minecraft" and compared to 1.12.2 the game is much more complex now, which I think is good, and I greatly enjoy the changes. However, in 1.12.2 everything felt more intertwined, every item you collected seemed to have multiple purposes and related to other items in recipes. I really hope copper and amethyst can get similar treatment by being developed further in the future. One thing I fear is that Mojang will add more single or few-use items and mobs. In a way, making the game more interconnected makes it simpler while giving it depth. Their arent *too* many items for a novice or casual player to think about. And a more dedicated or advanced player can enjoy the depth and complexity of how different items connect with one another to make more specialised items and tools, such as the Redstone items. This is a bit of a thought dump so it might not make much sense, but I hope I got my point across. Given the direction the game seems to be heading with 1.19 adding lots of completely new features I hope the game doesn't get too disjointed, with features being too separate and spread out.
I feel like 1.12 is more the definitive version of Middle Minecraft - Old Minecraft probably is definitive at Beta 1.7.
I do think this is true for example honey has gotten an extra use in 1.17, tropical fish did too, I think this will be the case for all new items, but it will take time so the newest items from the newest update will always be pretty useless
As Simon said, beta 1.7.3 is old minecraft. Middle minecraft is a good name for 1.12.2, but I'd also consider it the last major modding version (1.7.10 is another one of those)
Minecraft 1.13. onward is Minecraft 2
@@staryoshi06 1.12.2 and 1.13+ are like 2 different modding communities with their own great mods each *cough* create *cough*
I consider 1.8.9 to be the last update of the “old minecraft” age, 1.12.2 the last update of the middle age, and 1.18+ the “new” age
this is mainly because i play modded minecraft almost exclusively so
I think this update is a great base for future updates. I want to see a temperature based cave biomes system in the future, stuff like ice caves, more chance of lush caves and dripstone caves spawning in hot biomes (also rework the dripstone caves so they actually feel like a cave type and not a normal cave with some blocks). Also caves that are made entirely out of granite, diorite and andesite would be an amazing addition (they could also work with the temperature system)
Apparently lush caves have an extremely high chance of spawning under dark forests, so it's already kind of the case
Ice caves would be super cool
If they're not just a recoloured dripstone caves I'd be down
That does sound pretty cool
@@iminni3459 Instead of dripstone stalactites and stalagmites, maybe there could be icicles.
The new caves are great and makes you wonder what other cave biomes could be added in the future. Mycelium caves? Icy caves? Underground villages? There is so much room for new cool stuff!
I just don't like how no matter where I dig down I find a water cave
I still feel like some sort of crystal cave would be nice. Not necessarily amethyst but something else. Maybe large white ones like the one in Mexico. Maybe it could have large ruby crystals and red stone would spawn more frequently down there since both are red and could give a little lore explanation behind redstone’s chemistry.
mojang: underground -villages- cities with rocky houses and is from an ancient civilization. filled and overgrown with an unsettling flora, watch out as there might be someone stalking below the floor. as you move through the -village- city, your eyesight suddenly darkens and a loud screaming noise is suddenly heard. your heartbeat is slowly getting higher, you hear someone _or_ *something* 😳😳
.
.
.
.
.
.
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... *BOOOOOO* as you get shocked, you running for your life, seeing at your back while running is *A MONSTER EMERGING THROUGH THE FLOOR,* RUN RUN *RUN RUN RUN RUN RUN*
I highly doubt it
It seems mojang seems to forget about older updates
This would have been a good time to add new villages into other biomes or even expanding the nether hight to make fit with 1.18 **cough** **cough** *amplified nether mod*
Given how slow Minecraft updates release for some reason
The next time they may do anything with the caves again will be in 2027 and thats probably not a overstatement..
They deliberately didn't increase the height of the nether, a dev said so on one of their videos. At some point you have to set the scope of an update - there's always more you "could've" added.
I really like the idea of pipes replacing long lines of hoppers that aren't utilizing their item pickup mechanic and having a new use of being able to go vertical. It keeps hoppers being useful, but gives a reason to mine a massive amount of copper. Maybe there could be different variations of pipes just like rails. Some pipes could be more expensive but faster, there could be pipe opening blocks which take up half a block but add a wide end so throwing your enderpearl is less difficult, etc. I also feel like in the representation the pipes seemed too large to fit onto the end of a hopper, so maybe the end pipe opening block could match the size shown in the example. Wonderful idea.
Pipes instead of hoppers would really compact allot of Redstone
I also love the idea of allowing projectiles through them. You could have ender pearl chutes to move around quickly or arrow/fire charge cannons with the ammo stored in one location.
i enjoy the way his is implemented too, most of the more popular mods ive seen that include pipes feel just... way more complicated than they need to be lmao
And also make it less laggy since hoppers constantly check the block above them for items. Could even be less laggy than water based item transportation since there wouldn’t be item entities loaded
But then hoppers wouldn't be needed anymore and it'd stay as an useless block
Nah hoppers would still be good for sorting and picking up dropped items
Trident should been crafted by Cooper...since it has energy channeling abilities and is the colour that copper would be if underwater for long
Copper is too easy to get, so it'd cause balance issues unless the trident was nerfed heavily.
Plus I think it's just supposed to be prismarine
Could be either
or maybe add another nerfed trident but is made with _cooper_ instead of prismarine.
What if the trident grew stronger as it oxidised ?
@@dsplayer2357 if it only oxidized with time, all you'd have to do is afk to get it to full power
Maybe if mob kills were what caused it to oxidize instead? Mob grinders could still be an issue, but at least you'd have to invest into setting something up first
Wait, the “less air exposure” doesn’t apply inside submerged caves? I suddenly don’t mind that feature anymore.
Its mainly for strip mine balance but also buffs late game water breathing + night vision mining
The one thing i felt was an actual "negative" of this update is the lack of structures (update is amazing to clarify). But this was a perfect time to add more challenging slightly larger dungeons, Little stuctures like what we saw at minecraft live with the warden reveal wouldve done a LOT
Oh ye I would've liked structures, but the cave generation more than makes up for that imo
I feel like that simply comes down to them already doing so much. Caves and Cliffs Part III maybe? 😳
@@MinecraftIdeasAcademy I agree
i feel like 1.18 is a base for minecraft 2.0, those ideas could layer these 1.18 terrain gen, maybe a in a separate update.
ultimately, that gap is there because they intended to have structures, but cut content because terrain gen took too much work to implement. Now we the hype of deep dark cities to look forward to. It won't populate the caves in quite the same way but it definitely adds something very new. granted, i still think we need another small, common structure to balance out the overall amount and rarity of them all, but that can come in a future update.
Dungeon-common(extra common -0), small, minor threat.
Geode-common, small, no threat.
Mineshaft-common, large, medium-great threat.
Ore vein-rare, large, no threat.
Stronghold-rare, large, medium threat.
Deep Dark City-rare, very large, great threat.
I feel like there's a pretty big opening for more small structures to even things out and im pretty sure mojang noticed it, which was why they had that hut in the deep dark trailer. It would have been a small, but very threatening structure. It'd be nice to have something like that eventually.
I love caves and cliffs for how it actually dares to change something fundamental again, that being core worldgen. Mojang has been absolutely terrified of the idea of changing/actually expanding core systems for the better for years and I've despised the often lackluster results of such a policy, but caves and cliffs' primary feature is a stark departure from that mentality, and I hope to see it continue. I dont want the exact same game with progressively redundant sprinkling on of effectively set dressing, I love seeing it actually grow and change mechanically.
Oh, also monsters only spawning in total darkness is a subtler but smart adaptation of an existing mechanic to suit the game better, bigger caves means that the small lights need to be more effective without just making them emit more light.
Edit: Glowing obsidian gang. As an OG pocket edition player who experienced its whole alpha and beta phases, I can still say with confidence that its probably one of the most slept-on forgotten blocks.
Yeah, I hope Mojang continues to change things that need to
One small thing that annoys me, and was irritating in the nether update as well, is stone alternatives like deepslate and blackstone not having consistent rules when using them as crafting ingredients. Tools are craftable across all three, but pistons can only be made out of cobblestone, which can mean a trip to the overworld or upper caves for an item that fills the same neiche as one you already have plenty of.
They could also give different textures to them
As of late my main complaint is that no matter where I dig down I find a water filled cave, all the UA-cam's I've seen playing don't have this issue and find the best possible caves meanwhile I've been using magmatic blocks to navigate caves with 0 resources
Do u live in the nether?
I also find it annoying since I generally have more deepslate than cobblestone, I can't craft a lot of pistons, droppers, dispensers and other redstone equipments without going cobble mining again.
@@UltraAryan10 SAME.
cave base gang :>
Despite it being split into two updates, this has been one (or two?) of the most fleshed out update
I still really want an underground mushroom biome. Mushrooms have always had relations with caves, and the new changes make it so mobs can spawn under mushroom islands. It would have been cool to get a crimson type biome for the normal mushrooms under the mushroom islands with maybe a new shroom mob. Maybe a creeper shroom that when it blows up it turns stone and grass into mycelium instead of dealing damage, or maybe a new mob all together that you can tame as a pet. A mushroom guy who follows you around and can give out a few bowls of mushroom stew every minute or so.
I feel like that might fit more in the nether given the wart trees
also mushrooms are sometimes grown with electricity and now we have copper.... much to think about....
A big but simple addition for copper, would be selling them to villagers at a rate of 16 for 1 emerald, that would make it useful to loads more players and would lessen the need to build massive industrial farms and cruel animal pens.
Well you can already do that with sticks if you want to get emeralds quickly
@@MinecraftIdeasAcademy Yes, but you can mine other materials when mining for copper, also fortune would speed up the process in late game.
villager trader is an issue rn they need to fix it not break it more
@@plm-fp6nu I like this idea
@@twomur_ yes, i seriously think villages need some kind of morality system that raises trade prices if villagers are kept in crampt spaces with no sunlight.
Ever since TNT started having a 100% drop rate, ive been waiting for a better source of gunpowder, so that blast mining is viable in the nether and the overworld. Unfortunately, saltpeter ore was not added to caves, which I see as a huge missed opportunity.
tnt has what now?
It drops all the blocks it destroys
Tbh, you rlly just need to go and make a gunpowder farm. I promise, it seems like WAY more work than it rlly is.
Even so, I don't think something as simple and iconic as TNT should be locked behind something as technical as manipulating the spawning mechanics of the game
Yeah, gunpowder should definitely be easier to get normally. I used to duplicate it in an old pocket edition world
Genuinely heard “turtles sh*tting scutes”
Oh no it happened again
I'm really impressed by the new caves. Sadly, one change really shakes my optimism: the new telemetry.
Minecraft now sends data about you to servers whenever you load a world. There's no option to turn it off, and it's linked to your account.
Yes yes, most of us are quite alright with leaving telemetry on, but that's not a reason to take the choice away from anyone who doesn't want Microsoft tracking their play.
Adding tracking isn't always bad, but removing consent is bad. Always.
And removing consent without making it very clear that you're doing so is always really bad. I'm sure most people would have no idea that telemetry was forcibly turned on, or what telemetry is without having read this comment.
I install No Telemetry mod for that.
Lovely recap! Really shows how much care was put into this update and video :)
Cheers talon!
Copper should have some functionality either with the sculk stuff coming in 1.19, or maybe even with the archeology update whenever that comes. What if you could make some kind of copper block/tool that can be used to amplify sound? Maybe when combined with the goat horn, it can create some kind of alarm to lure wardens away from players.
Sound is a type of energy, right? Maybe pull some fantasy logic with how copper conducts electricity by having it conduct or redirect vibrations.
I personally would want to see the way SimplySarc discusses copper to be implemented.
Yeah Minecraft is unrealistic but not that much
Copper is used to make speakers and microphones in real life (it's used to pull on a ferromagnet to vibrate a membrane), so it's not that unreasonable. Maybe it could make a gramophone to enable your jukebox to play louder. Maybe you could make a white noise speaker that blocked skulk (and the warden) from sensing sounds within a decent radius. And maybe you could make a volume sensor, which is basically a skulk comparator.
@@theapexsurvivor9538 disabling the warden with a common ore is way too op and it defeats the point lol
12:31 because the combination of minecraft's block by block freedom makes combative and logistical challenges unique compared to other games. Raiding a bastion has far more options and strategys compared to dday in cod or a level in halo.
For instance, in a normal game you would have a few built in abilities maybe on a scroll wheel. You would use these abilities to preform pre-scripted animated actions in order to beat the boss or traverse an area. In minecraft a million different actions can be taken and atleast a dozen or so would be viable.
The youtuber "white lighting" covers my point better.
If the game give you actual reason too build something more functional a castle will actually serve his porpuse, image a "Ice hord" that comes every 30 days, mobs capable of destroying all block softer that stone in an organized way in that way you have too defend yoursefl to not die an actually survive instead of instakiling the 4 classic monsters with an axe crit. This will make people actually have a reason to build aside from making beutiful butt useeles 28 chunk castles. And make survival being about surviving instead of avoding all dangers and in turn, pain something that gives surviving meanig y would like to have to defend however i want instead of avoding the danger by holdin m2 with the shield.
I wish they'd split the exp, so furnaces give you half of what they used to for ores and the other half comes from mining, plus it'd make mining with a mending pick better. Nothing is worse than passing up on iron or gold because you're scared of your pick breaking and the inconsistency feels wrong.
I actually really dig the Copper outline block idea. I do that all the time with Cobblestone, but if we could craft larger quantities of temporary blocks with Copper I'd be thrilled!
I think a recipe of four copper ingots and four sticks in a pattern, with the center empty, would be a good recipe. Or eight ingots with middle empty, and producing 4 of the blocks so 2 ingots per frame
The one really good use for copper as a tool was actually making it a gold upgrade, putting a gold tool in a smithing table with a copper ingot to turn it into a rose gold tool, giving it the efficiency of gold with a higher durability, giving early game players better options between iron and diamond tools as well as more uses for the smithing table outside of netherite.
My only problem with the new generation is the fact that its too easy to go down because of the caves literally going from surface to bedrock. I think the massive caves should be much rarer which would make it so most of the time it feels like an adventure to get down rather than just falling into water in two seconds, and it would also keep the caves being cool when you come across a large one. Or even better there could be smaller caves at the surface (the old caves) and add on one of the types as you go deeper, having the cheese ones (i think they are the huge ones) be really deep down as a rewarding find for venturing down there.
I don't mind too much because on a first playthrough I'd need to get some coal first, then after that I'd want to be able to access the deeper caves more quickly to get iron and diamond
That's also mimic real caves, which tend to start with some big-ish caverns, then switch to narrow, claustrophobic tunnels and crawl spaces, then open into huge chambers with so much surrounding bedrock that they are fairly safe from collapsing.
I agree. The massive caves are way too common, they should be rare to fine
The moss bit had me wondering... What if a "hammer" tool didn't just break blocks in an increased area, but instead cracked blocks near the one broken, based off block toughness and tool strength? It'd break multiple blocks not at the same time, but through a chain-reaction if you played your cards right. That way it keeps the "one block at a time" rule while also fulfilling the intended purpose of the tool.
That could be an interesting workaround.
basically the diamond and pearl underground minigame done in 3d
5:28 If I remember correctly Hendrik also mentioned a "meshed cave" type a long time ago what happed to it?
Those got replaced by noodle caves I believe
@@MinecraftIdeasAcademy Kinda sad that they didn't make it into the game. I really liked the idea of caves that would make the player feel claustrophobic.
@@qzimyion I’m pretty sure those are in the game
I think they probably would've had the same effect as noodle caves so I don't miss them much
@@qzimyion Those are in the game, I've found a few and they are pretty cool
Finding a large ore vein felt like finding diamonds for the first time again.
IDEA: you could add cracked drip stone, which will break itself if you walk under it. If this block is a tall stalagmite, it won’t destroy itself. This would give you a chance to collect the cracked dripstone!
Feel like that might work better in a third person game since you can see it much easier
Honestly have to thank create, quark, and supplementaries for creating copper sinks. Create uses it for fluid handling and a component for brass, quark uses it for it's item pipes (which could use a texture touch up honestly), and supplementaries uses it for it's cog blocks, which is essentially 3d redstone dust. The problem of mods having 30 billion coppers is basically solved, but another problem with copper popped up for mods, which is texture consistency. Not many mods use the vanilla copper palette, so even though they are all using the same resource, they feel still like 30 billion different coppers. At least we have resource packs.
Excellent stuff! I certainly agree copper could use a few more building blocks, not a whole lot of accessible industrial looking stuff like that currently. I’ve heard the idea of a altimeter made of copper floating about as well.
Another way of making aesthetically pleasing amethyst farms may be that the crystals would grow faster the more amethyst blocks in the vicinity. Though I imagine that that would lead to large cubes of amethyst for maximum efficiency.
That's a cool idea, either way it would look a little nicer
Personally I really like Copper and Amethyst. Sure they could get a couple new uses but for right now they’re great. I used Tinted Glass in SO many builds, Cut Copper is a great material too, the Spyglass is handy, and LIGHTNING RODS 😭😭😭, my Wind Chime dreams have come alive
Copper pipes are an amazing idea. Having copper replace some of iron’s uses could potentially stop iron farms from being such an integral part of the progression system, without rendering it any less useful.
I would love to see more of iron’s uses given alternatives in amethyst or copper to make them feel less useless. For example, if they rework minecarts, some rails could be added or changed to use copper instead of iron, and a minecart that emits light could also be crafted with amethyst.
Yeah, that pipe example is just Really Good. I also quite liked the wireframe idea. Neat Stuff.
I'm making a mod now, and I always do a "3 uses" while making new ore - chosing one main theme - lets say "enchanced combat" and making it versatile in this theme.
Ore being useless is annoying to me, taking free slots in your equipment to throw it into chest.
Great ores are those which aren't too rare or too common, but we always need to find them and they don't outshine the others in the game.
The Copper Golem (With its Copper Button) would certainly help give a use to Copper for players which are not builders and redstone builders. The Glare too would make the caves interesting to explore and much more.
I agree with the copper golem one but I don't really see much potential from glare especially after the mob spawning changes
@@qzimyion Mojang could have added something to the Glare later which would be useful from community feedback. Well I really loved the Glare because the Lush Caves for me were fascinating for me and the Glare is some Lush Cave-Like mob
Glare is still useful for finding patches of darkness you might've missed
@@MinecraftIdeasAcademy Minecraft would probably also add that the Glare can give you Glow Berries if you look at Community Suggestions. It can also be great. I always think Copper Golem should have been added in the Caves & Cliffs Update sometimes
I do wish that copper had more use kore than anything. Maybe if they add electricity or magic it could have a use. Carrying currents or blocking magic would be very interesting
For me personally who *is* a builder but doesn't like copper
I feel like the one thing I ever wanted with copper was copper wire--underwater redstone
it's _probably_ a little too modern (around a 100 years after the lightning rod in the real life), but it both adds pairity (making bedrock destroy redstone dust like in java), but also preventing moments where you accidentally unleash a torrential downpour of a lake on your underground redstone contraption
12:28 As a non-builder, I can DEFINITELY say that Terraria suits my tastes WAY more. Also hence why I LOVE mods that make Minecraft more similar to Terraria.
I'm also not really a builder, although I've been giving it a try more lately, but I don't think I could ever get into Terraria. My least favorite aspect of the game is by far the combat, and Terraria is just WAY too combat-obsessed.
@@einootspork Terraria's pre-hardmode is a massive slog to go through and the combat gets much better later on in the game, but I understand how it can quickly suck out all of the fun before you get to the good stuff
@@waker_link I just don't find combat all that fun in general. I mostly put up with it in Minecraft as something that makes the caving more interesting.
@@einootspork mods might help improve your experience, some of the good ones are finally updated to 1.18 on forge
@@frankfort332 I've barely played vanilla. I wanna at least do everything I can there before I play modded
Loved that last deep dive you took at the end of the video. Really gives some good scale to how much height was added. You just keep going and going and going, the environment changes too. You really feel like you're deeper down and the natural curiosity of "how far does this go down" kicks in rather often lol.
I was really lucky to find out about that seed. It's stunning
14:06 -- Here's an idea on how pipes could work þat I þought of at þat time: pipes don't have a direct input. For example, if þe player were to þrow an iron ingot into a pipe, it wouldn't go in. Instead, you'd need an input device, like a hopper or chest. You can also designate an output pipe (which would only accept items from oþer pipes) wiþ a pickaxe. It could also transport fluids using a new block. If þe output location has an empty bucket in it, þe bucket is fulled wiþ þe fluid, allowing lava farms to be automated. Þe new input block could use pipes in þe crafting recipe, giving copper anoþer (albeit indirect) use. Of course, þat fluid transport idea could be a bit too complicated for vanilla.
Or you could use dispensers or cauldrons as þe input and output for fluids.
I nearly soiled myself when I heard him mention Atium from the Mistborn series. I just never expect people to have read those books!
Love this kind of video, you update us with the new features that's properly researched while adding your insight into it in both the player's and the dev's perspective.
I hope they keep adding stuff so we're move incentived to explore! Exploring is fun when you have or see a purpose to explore. Right now it's all just "wow this place looks so awesome and there could be many interesting or dangerous things there, but sadly it just looks good and you might find some copper or diamonds and pretty much that's it". And the world feels less dangerous now too, with less mobs to see... Some traps would be awesome too, like the ones in jungle temples. Idk, something that makes you want to go to that mountain or cave and actually find something there, not just for the looks.
This update changed how I played it drastically. It made me make three giant 9x9 map walls with different scales (1:1, 1:4 and 1:16, though the 1:16 is incomplete) and it's fun flying around the cool terrain, geography and biomes, even though the elytra durability was annoying. It all looks so cool, and the big mountains and new terrain are why!
Adding on to your small Minecart tangent, I just want to say I'm surprised by the lack of abandoned minecart style tracks in the underground. Imagine if you stumbled into an abandoned mineshaft and you see a long minecart track turning the corner, so you take a chest cart and decide to ride it around the corner only to see the track is suspended over a beautiful aquifer cave with an exposed geode across the way. The track slopes downwards right over the aquifers and you hear the glowsquids under you chiming happily and spot some ores you'd never have seen if you were just following the mineshaft or avoiding aquifers because you didn't have waterbreathing pots on you. I feel like Minecarts have been a mid tier form of transportation for too long, and the fact you need to lay out individual tracks (that suck your gold and iron supply dry) one block at a time just isn't really worth it when you can just walk at around the same speed down slopes and through caves. Honestly the biggest use anyone has gotten out of minecarts in the last few years are minecart hoppers being able to suck items through solid blocks and weird diagonal piston canons that don't even use tracks to push you at the speed of sound. Boats are better land travel as weird as that sounds. I think replacing the iron in the rails recipe with Copper and having a sort of naturally occurring rail system in some cases would make minecarts truly worth their weight in iron.
Sick video! This channel seems like it could really go somewhere!
About amethist: Better solution would probably be transfering chances to grow blocked by amethist blocks to exposed sides
That's an interesting solution
That sounds like a good solution.
Will still be beneficial in some cases to leave more exposed sides for people who are doing other stuff in range of the geode while waiting for it to grow. You return to the geode and there are 6 fully grown clusters for you to collect, instead of babysitting it and collecting more often.
Speaking of babysitting amethyst, the entire premise of "encourage players to return to the same amethyst geode repeatedly" may not hold up at all, depending on where certain player found a geode and their playstyle. Themst dammed random tics mean that you cant just visit a geode from time to time and expect any progress. So if you are not interested in doing any other business in the area, you are forced to sit and watch it grow.
I love your idea of growing out budding blocks! Even if you are not doing it all the way to your base/farming district, you can at least spend some effort to increase production in the middle of wherever you found it.
One thing I appreciate about this update is that they dared to increase the scope so much compared to any previous updates. They usually restrict themselves to the ~1 year release cycle and I'm glad they (sort of) broke that this time to make sure the game changing features introduced were done properly. It's always good to be flexible when it's needed.
Anyways I really like the copper pipes suggestion. Hoppers always felt really slow, clunky and expensive when it came to transporting items over a larger distance and while water streams are really fun, cheap and easy they also make quite some noise and are generally quite bulky. Having something that fixes those things and gives copper the use it needs for how common it is would help a lot.
There's a new and promising copper-pipe mod but that's mainly focused on water transfer for now. Increasing it to all projectiles is a fun idea, though. Could easily work with hoppers in that regard.
Dude the dripstone disguise mob you were talking about, and copper lighting you could put in the floor are such awesome ideas that don’t even feel like they should be mobs, they sound like they should be in vanilla lol
OMG I would LOVE copper pipes (TBH iron pipes would be fine, but us technical non-builders need more uses for copper). It wouldn't take anything from the environment but could pull from an inventory. It could, unlike hoppers, push to the environment, so we wouldn't need dropper circuits to put things in water streams or trash in lava.
I see two types of pipes, straight and bent, with different crafting recipes (both requiring 6 ingots). Another idea: if a pipe doesn't have an inventory but anything that goes into it goes out with no delay (not sure if this is possible, but bear with me), then maybe it can be moved with a piston, so we could swap a straight pipe with a bent pipe and based on redstone send items in two different directions easily.
Why would straight and bent require two separate blocks?
@@MinecraftIdeasAcademy I suppose it doesn't. I was thinking about ease of placement. But you could divide the face of the block you place it against into 5 sections (like Tweakeroo does) and let that determine which way it's bent, or if you place it in the middle, if it's straight. And there's nothing saying it has to be separate blocks, could be one block with metadata for straight/bent (and simple crafting a "bent" pipe can straighten it and vise versa).
@@greybeardmc You could simply handle it like minecart tracks with it binding to the next only at the edges otherwise keeping it's rotation. Ofc that would require some reworking as the pipes should function in full 3d.
@@abcrasshadow9341 Tracks are such a pain to lay even in just 2d. I shudder to think about how painful it would be in 3d. Also, one feature of pipes is that they can be opened to air.
I’m very much a fan of copper being used in tandem with redstone. I feel like copper wire could act as a companion to redstone dust. Maybe have copper wire be able to go up blocks vertically, as well as be waterlogged, but in response have some sort of nerf that makes sure it isn’t a direct upgrade to normal dust. Same with amethysts; Maybe expand on the whole covering other items with it, you could give your tools and armour a crystal sheen for a temporary boost. Or heck, crystal tools that are weak and frail, but can have stronger enchantments placed on them than other tools.
I’m also a sucker for the idea of new cave biomes. I definitely agree with the quality over quantity ideology, but i can’t deny it would be nice if spelunking were more like terraria, constantly shifting locations. A biome i would adore seeing would be a poisonous mushroom biome, with glowing purple mushrooms and huge toadstools, which could be used like amethyst shards to coat tools and blocks with poison.
greatest update in a while
I really love your content, I’ve always wanted to mod Minecraft and if I’m lucky develop the game, so learning about the game devs do their job is really fun. Thank you.
You're welcome! All the best for your journey.
IMO a good route to go with Copper would be _alternate versions of what Iron can usually make._ Some examples:
*Funnel* (copper hopper): Similar to a Hopper, but with its item slot capacity reduced to 1, designed for sorting system potential.
*Pail* (copper bucket): Initially appears to have functionality identical to a regular bucket, but this takes fluids without needing (or removing) source blocks, and does not place a source block when used to pour liquid
*Sled* (copper minecart/boat): Can be placed anywhere on land, and you can ride it with a low amount of momentum moving across land. However, you're immune to fall damage while inside, and momentum from falling is partially transferred into more speed when you land. If this falls into lava, it can float for about ~10 seconds before melting, but in water it'll just steadily sink.
*Rough Rail* (copper minecart rail): Provides more friction when travelling across it than regular minecart rails, though not anywhere near as much as unpowered rails. These oxidise over time like copper blocks and keep the regular oxidisation mechanics. More oxidisation = more friction.
*Copper Buckler* (copper shield): Would most likely come with the oh so far away next combat rework, serving as a low-resistance but faster alternative to regular shields.
*Depth Gauge* (copper compass): Very simple, just displays a number indicating the Y level wherever it's present. Like the Compass or etc, it goes haywire in alternate dimensions. Tethering it to a Lodestone makes it consider the Lodestone "level 0" so it displays how far above or below you are to it at all times.
*Copper Door/Hatch* (door and trapdoor respectively): Like a mix between wood and iron; These respond to commands on their "backs", so underneath the Hatch or behind the Door, but in front they work like their Iron equivalents and only respond to redstone signals, not direct player input.
These are some pretty cool ideas, quite original even if they were inspired by stuff made from iron
I love most of these, though I would change the depth guage to be more mechanical instead of numbery just like the compas. It would display a baseline at sea level and move clockwise when moving deeper and counter clockwise when moving upwards if you still want the value you could have it displayed under the pressure guage by simply limiting the needle movement to 3/4 circle with the last fourth being towards the players hand when holding it. You could as you suggested still bind it to a lodestone and that would be the new baseline instead of sea level.
I would want the depth gauge to be visual and show ore distribution
I agree that it doesn’t NEED new tool tiers, but it would be nice to have like diorite pickaxes or granite swords, with the same durability as stone. I mean, you can make deepslate and blackstone into tools and furnaces. And it would be nice for the option to make copper tools, even though nobody would ever use them. Like gold armor and tools.
I feel like if those were added people would complain that they were useless
My problem with 1.18 is oddly enough, the new world generation. Don't get me wrong, it's great for exploration but it's absolute HELL for building, especially with massive cave entrances popping out of the ground so frequently even in plains biomes that are a chore to fill up/terraform.
I didn't know about lava duplication, that's great, I'm so glad we finally have an alternative to the redstone/string glitch.
Didn't even know about that glitch lol
@@MinecraftIdeasAcademy Yeah, if you put a piece of string or redstone below a lava source block, when it flows onto it, it will become a new source block.
@@stm7810 Wasn't that removed years ago?
@@Dan0RG Oh, I didn't reallise, I recently have been playing a lot of 1.12.2 due to mod packs.
@@stm7810 I'm pretty sure that was removed in, like, 1.8.
Imo i don't agree with the argument of telling players who find copper lacking to just play another game, in general i feel like minecraft is lacking in extrinsic motivation and I beleive there are ways to do that without step on the shoes on intrinsic players
The terrain blending is very well done
Just got back into MC recently. Honestly, though I love the big new caves, I find they're far too large, far too often. If they were a little bit rarer, smaller, or just deeper underground it'd be alright though. I just miss the complete removal of classic caves only to get massive caverns forming sinkholes everywhere.
Iron and coal also seem rarer now, and I feel forced to grind a Fortune III pick before all else. Gaining levels for enchanting is still unreasonably grindy, even more so now that I can't find any dungeons.
Classic caves haven't been entirely removed. Otherwise the caves would stretch on forever
@@MinecraftIdeasAcademy Apparently i just had really bad luck with several seeds. My current world has a really nice old style cave ive been exploring.
I love all the ideas about copper! It actually makes me excited for the future of an ore that i really don't care about right now.
Potential cave biomes could be: Hidden Cove (A underground dark forest esk biome that is devoid of light and has trees Maybe you can find illigers scheming here), The Silverdeep (A biome that spawns silverfish and silverfish infested blocks in mass amounts. Maybe silverfish here pop out of mobs when they are killed not just blocks making it incredibly difficult to mine in but would have rewards), And the Swindleweb Caves (a biome with a large amount of cobwebs and loot of wandering travelers and some kind of new Arthropod mob that doesnt die in one hit making bane of Arthropod AMAZING for the biome)
I think the cave biomes will need a more unique gimmick than stuff like this
@@MinecraftIdeasAcademy Like what?
Not trying to be rude just wondering.
Well dripstone and lush caves are both full of completely new stuff
@@MinecraftIdeasAcademy Like what exactly? Rn we have Lush caves which is just a grassy (or should i say mossy) cave. Then drip stone which looks like a normal cave but with alot of dripstone (while they have other technical values like more copper in dripstone caves at its core its that) What other gimmick would work that is atleast on par with dripstone caves
Not sure but I think the community will be able to come up with some cool stuff. It's just hard now that the bar has been raised
A Mistborn reference in a Minecraft video? Well, now I am obligated to subscribe.
its kinda sad that they went through all this effort, yet the update feels kind of underwhelming. i would probably have been way more satisfied if this wasn't advertised as the cave update. caves deserve so much better
what more could they have given us in the span of one year with a sudden pandemic happening in the middle and an unplanned revamp of the entire world generation engine?
@@fakepro5848 im not saying that they did too little work given the circumstances. im saying that as a cave update, this update didnt do it for me
@@fakepro5848 Difficult circumstances do not excuse the product from criticism. If something is bad, it's bad, and should be criticized as such, regardless of how much effort went into it. The developers did their best, but that's not always good enough.
@@sirpretzel822 how is it bad?
@@TheFlyfly just install cave mods if you arent satisfied with this update, i dont think mojang should add so much stuff in one update because then it would make minecraft complicated and not simple
Tinker's Construct has a much more compelling way of adding new ore types IMO, with a LOT more modifiers like how enchantment compatibility distinguishes gold from stone, more mechanics like that adds a lot of horizontal variation to tools rather than it being vertical.
Yeah, I think the enchantment system is very limiting when it comes to upgrades. They're almost all dependent on XP
I personally found copper pretty decent for smelting out EXP, though this is true with a lot of the ores since they also give EXP. but with the immense amount of copper being spawned, copper could be a decent way to get more EXP while mining.
The quartz of the overworld lol
Yeah that's true. Copper is annoying in that it's fairly common and easy to find but not common enough to make big structures out of it, which I would like to do.
@@MinecraftIdeasAcademy that description is really spot on since both come in similar size veins, similar spawning frequency, both are basically only useful as decorative blocks, and both are useful for amassing xp. It’s why I wish they kept the 2x2 crafting recipe to make it more in line with quartz which it has more in common with than the 3x3 one that’s inline with gold and iron which it shares very little with.
It's 3x3 because it also serves as a storage block.
@@tj-co9go I think that is why they added huge ore veins. That way, if you want a lot of a certain metal, like copper or iron, you have to explore for these veins and then get a lot of it in one go.
I usually don't think about subscribing, when watching videos and thought it to be more annoying than helpful, but just now it got me to subscribe (and even comment), so I guess it works :P
Your videos make me engage with the minecraft world in a new and deeper way, teach me a lot about the more recent mechanics and interactions and bring some interesting new ideas as well. Good Job!
Glad you enjoyed! Happy to share my knowledge
You brought up the Buzzy Bees update video so... There is one thing from that shot missing - Waterfalls. Hehe. They're extremely difficult to impliment, I have not idea how it would be done well, soooo... It's understandable. Oh well.
Speaking of useless items. I have come to realize that Tropical Fish cannot be fed to cats, and as such, it's kind of an even more useless item than Poisonous Potatoes.
Fishermen can buy Tropical Fish. Thats SOMETHING I guess.
@@BigMastah79 Oh, that's fair enough :P
tropical fish are aesthetic mobs to me, they're cute and all but mostly useless.
@@MarcDoesNotKnow Yeah that’s kinda the point the original comment was making and the general consensus. They’re good for decoration and Axolotls but the item Tropical Fish is rlly arbitrary outside of Trading.
Yeah, a few years after the update i still love exploring the surface and caves i’m still not bored. And with 1.19’s deep dark and ancient city it made it even more interesting. Also the deep dark is so eerie.
I remember people complaining that "pipes wouldn't work in minecraft because they're too modern"
We have light sensors, clocks, pistons, and crossbows (1860s, 1400s, 150BC, 100BC). Pipes first emerged 3000BC, only 200 years after the beginning of history. They are literally some of the most basic things. They're just tubes. So
The word "plumbing" traces back to the latin (read: Roman) word for "lead" for a reason.
Wow, I love all of these ideas. I love minecraft again thanks to this update and these possibilities are making me very excited
I personally don't like that pointed dripstone uses the cross model, because in my eyes, when something used that model, it was because you could walk through it. It just doesn't feel like a solid object if it's not a blocky model.
Fair point but a lot of things that use a cross model have bits of transparency in them. Whereas dripstone is solid
I mean, either way, that's something that can be easily fixed with a resourcepack. You don't even need optifine for that. So it really is just a nitpick on my end
I think they would look weirder if they were blocky tbh
@@MinecraftIdeasAcademy really? Why? There are already blocky blocks (hehe) in the game. Eg: dragon egg, beacon, fences, etc.
I just thought of this example, but bamboo and sugar cane demonstrate my point about the cross model pretty well. Hell, even just bamboo. It uses the cross model for the leaves at the top, and those don't have a hit box, while the rest of the stalk does. The same applies for the brewing stands
Dragon egg is one of a kind, and beacon and fences still have a fairly simple geometry. Plus they're constructed blocks so they can afford to be more specialised
13:42 I’m some people oh my gosh I’m now super famous!!! But jokes aside I appreciate that you responded to that comment in the first place to show that you are more humane than others.
I still feel like coal has depreciated in value in 1.18, even though it spawns less. With dripstone lava farms, you can do all your smelting very easily with lava. Then the only reason to mine for coal is for torches, and you really don't need that much, especially if you play with optifine's dynamic lighting.
I think the main issue with coal is that it's just a boring chore to collect earlygame. It's slow to mine, and only drops 1 piece without fortune, hence why it's so tempting to walk past it. Maybe making it drop more by default would help, like copper. Or it could have a similar miningspeed to netherrack, being very easily instamineable?
EDIT: Now that I think about it, easily instamineable ores could be great in general. Slowing the player down kinda hurts the "rewarding" feeling you're supposed to get from ores. It makes it really tempting to just ignore and walk by them, which leads to players not having enough of them and having to resort to things like iron farms. Lategame it's also needlessly annoying losing instamine to ores while beacon mining a large area
Ofc diamond, ancient debris, emerald, etc are rewarding enough on their own, but I feel like this'd really help with iron, gold, coal, and other things people usually skip over
I don't tend to use lava buckets as fuel because they're unstackable and smelt over a stack of items which seems like a waste
@@MinecraftIdeasAcademy If you set up your cauldrons near your furnaces, unstackability isn't a big deal. Easier than mining coal in any event.
Plus they refill so quickly that wasting a little on only a few items isn't a huge deal.
The only downside is the iron, but it's a one-time investment, and you only really need a few cauldrons and buckets, not some big afk farm (I use 10 of each and it's been plenty)
Definitely recommend them, I was sceptical at first too, but not having to mine any coal besides the bare minimum for torches saves a surprising amount of time earlygame
Might look into it then. But atm I'm too used to coal lol
@@MinecraftIdeasAcademy You can set up a hopper facing to the back of the furnace with a chest full of lava buckets above, which you refill over time, and another hopper below the furnace (where the smelting result goes) to also lead empty buckets there, and keep some refillable cauldrons close to the furnace. Believe me, you won't be using coal for smelting anymore after seeing how effective and free it is.
Uh... babmoo > lava due to being fully automatic. Plus I like raw coal blocks as a building material.
I think it would make sense to let budding amethyst blocks spread while in contact with water, this is not only realistic but also presuming that this prevents crystals from growing on the face in contact with water it gives a nice tradeoff.
I think this update was decent but could've been LEGENDARY if it had been complete with the warden. Don't get me wrong the terrain changes are phenomenal but the caves feel empty even with the lush caves it just feels like it's missing something especially when you get down under.
Guess we will just have to wait for 1.19
@@MinecraftIdeasAcademy yup I don't plan on playing it again till the next update so I can truly get the full experience tbh
Copper Pipes: One thing to note about hoppers is that they also cause a lot of server lag as they constantly check for items above them. Currently this is preventable by putting a full block ontop of a hopper but I think pipes might be a more elegant solution to this while still retaining the unique use of hoppers. Also if pipes were made to be directional and connect - kind of like stairs - this would allow for more complex item sorting systems in tight spaces. Fully support the copper pipe idea!
Lush caves (20:30): Another great thing about lush caves is that they are super survival friendly. Not only do they provide you with food but also with wood! I have found myself just bone mealing an azalea underground a when I run out of torches more times than I can count. Just kill a couple skeletons, grab their bones and done! You could even craft a quick composter and use the surrounding moss for more bon meal.
0:06 "rocky" now THATS how you make a pun, put it in and dont talk about it, leave it to the viewers to get it
Subtle puns are the best puns
Nice video, and funny to see you trolling the devs.
One day the page will be added to the actual Jeb book to troll me back
@@MinecraftIdeasAcademy and then they make it so that poisonous potatoes are stronger than netherite
If you want an idea to encourage the spread of amethyst buds I'd reccomended something with water, some crystals in real life grow in a water solution, like that one cave with the tons of massive crystals. Maybe put something in the water like calcite or something odd like that.
“Inspired by atium from the Mistborn series” did they actually do that? Is there a source confirming that’s true?
If so that’s extra rad
Cojo said so on a withering effect podcast episode
I don’t know if they’re working on it or not, but I’d love them to work a little more on the bedrock version of Minecraft VR. I was playing Bedrock on my Quest 2 with a friend who was playing non-VR and experiencing the caves was something surreal. Then again, there was a huge playability gap and I was struggling to get my foot in the door due to the fact that the systems in place aren’t very stable. I like playing with my friends, and I can’t do that with Vivecraft given they don’t have PC’s. Don’t get me wrong, the VR version of Bedrock works, but it’s not at where it definitely could be. Maybe one day, I’m optimistic 👍
The above ground terrain has me feeling very mixed. On one hand you have the cool giant hills but on the other you have terrain torn up by shallow ponds, ugly cave openings, and just over all torn up or odd looking terrain. I even think some hills look bad, as the stone and dirt mix often looks odd or unnatural. It's definitely a step-up but I think we are going to need those biome reworks before this generation looks truly great
I feel like there's now *too much* height. I don't want to be constantly climbing mountains, sometimes a light hill is fine. Also the coastlines feel steep.
Copper statues might be a nice decorative thing. Find some lost artist blueprints or something and then smelt the individual pieces, when they are all made you can piece them together bit by bit. So you can have unfinished statues for a while. Whenever you make a statue it's rough. And a new tool, the hammer, could beat it into refined. Not entirely realistic, but you still work for your art.
The thing about making signs and item frames glow is that they were always going to come to the game for accessibility reasons.
In a sense, the glow squid is still entirely useless. Glow Ink could literally just be replaced with Glowstone Dust.
copper couldve just been iron crafted with orange dye, useless.
@@catiosis that would make no sense, but I'm assuming that's a joke.
I'm not sure if that falls under accessibility actually
I love your style of videos, you just gained a subscriber.
You mentioned confusion as to why technical players play Minecraft instead of other games. As a bit of a techie player, we do, but Minecraft is, hands down, the most flexible tech/automation/base building game out there, even for its lack of tech oriented content.
Adding on mods (Create has been my favorite in recent years) makes the game even better. The Factorios and Satisfactorys out there are great, but not nearly as flexible or as varied in potential styles as Minecraft. Being able to build completely unrestricted in any dimension is absolutely fantastic. Factorio is limited to 2D and Satisfactory is simply limited by being a 3D/semi-realistic game (I don't think I have seen a 3D game capable of allowing as much variety in building as there is in Minecraft).
Nah I wasn't referring to technical players there - after all, you still build. More extrinsically motivated players.
I feel like they had a lot of generation update, but not a lot of actual variatiy outside of the generation. There should be way more biomes on the caves outside of dripstone and lush. Whay about an ice cave, or a glowing mushroom cave? What about an underground jungle village with elf like creatures? So much potential. I feel like they only scratched the surface with a cave update
Still sad copper golem didn't win
15:26 since amethyst is musical it could be used as part of a bamboo windchimes recipe or something
oh hey, now it's used for allay duping
think the update was great but your tier idea for copper would be a very needed change. Early game is way too short
I really love the copper pipes idea
How you don't work at Mojang is beyond me. You're so insanely creative; it would be such a treat to have your ideas realised.
Ideas are easy to have. It's the execution that matters. Plus, a lot of these ideas came from other people, some of whom I credited.
@@MinecraftIdeasAcademy Exactly. These “you should work for mojang” comments just put me off a little. Yes, your ideas are cool, but like, really?
@@MinecraftIdeasAcademy Anyone can’t have ideas. Execution is the easier part. Ideas require creativity; execution just requires coding skill.
Execution requires a lot more stuff, like designing exactly how it will work, balancing, iteration, taking in community feedback, etc
@@UraniumFractal ? Uhm, no? Ideas are far easier than execution. I may have the concept for a biome, but when executing it, it needs to go through texturing, coding, renditions, iterations, redesigning, etc. Execution is far more important and is far more work than the simple conceptualization of a feature.
You mentioned Jeb having a book, and somehow this completely passed me by. Do you have a link to where it can be bought?
Fantastic video as always, keep up the amazing content!
That's only Mojang employee exclusive thing sadly however they did revealed some of the design principles from the book in the 2020 livestream.
I've also talked about them before in my vanilla style mod video
We only know of two pages if I remember correctly. One block at a time and no unpreventable disasters.
@@BigMastah79 Also poisonous potatoes should NEVER EVER have a use
The problem with a technical use for copper is that it cannot be efficiently farmed. If there were pipes, then any contraptions using them are inherently limited to a small scale. Iron farms and redstone farms are essential to large scale technical builds. Copper would have limited use or ignored.
Copper can be farmed from drowned actually
Copper drops from drowned with 11% drop rate, meaning using a drowned farm or implementing a drowning module to a zombie farm can easily get you decent quantities of it
That cave you showed off at the end is absolutely mindblowingly big.
A friend found it for me 😁
@@MinecraftIdeasAcademy Thanks for showing it! I've seen some whoppers of caves, but that cave is far beyond anything I thought possible in Minecraft!
seed: 6949566040941877248
/tp @s 780 160 -70 160 35
If you want to see it for yourself
@@MinecraftIdeasAcademy Thanks!
I’m not sure if the negative caves have more ores than the positive caves so I hardly go down there because it takes forever to mine deepslate
It depends on what you're wanting to mine
Diamonds do spawn most abundantly at y -58.