Experimental Gameplay

Experimental Gameplay (also known in-game as Experiments) is a game option exclusive to. When enabled, it allows players to test some unfinished or work-in-progress features that would eventually be released in future updates.

Toggling
Experimental Gameplay is found in the world options when creating or editing a world. Turning the option on does not disable achievements, however it can't be disabled after the world is created. Enabling it on an already existing world adds an "Experimental" tag right next to the game mode name in the world menu. Once the experimental world is created, it cannot be turned off again.

Warnings
The point of Experimental Gameplay is for the player to look at some not-quite-finished features, which could crash, break, or stop working at any point in future updates. When the player attempts to load the experimental world, it will show a warning message before loading it. Attempting to disable experimental gameplay toggle via external tools could also crash and break the world.

Features
There are 7 different toggles of Experimental Gameplay. These are:


 * "Caves and Cliffs"
 * Enables work-in-progress Caves & Cliffs features.
 * "Holiday Creator Features"
 * Enables add-ons features added on the holiday update and some further updates that include the creation of custom blocks and items, MoLang enhancements and the method.
 * "Creation of Custom Biomes"
 * Enables custom biomes by using add-ons.
 * "Additional Modding Capabilities"
 * Enables the old scripting features.
 * "Upcoming Creator Features"
 * Used for Volume Driven Fog and entity properties and permutations.
 * "Enable GameTest Framework"
 * Enables GameTest Framework automation tool feature.
 * "Experimental Molang Features"
 * Enables experimental Molang features.

As of, the following features are behind the "Caves and Cliffs" toggle in Experimental Gameplay:


 * Blocks
 * Sculk Sensor


 * Items
 * Goat Horn


 * Mobs
 * Hostile mobs do not spawn in areas with a block light level above 0.


 * World Generation
 * Terrain in the Overworld uses multi-noise biome source type.
 * Terrain generation is now independent from biomes, with biomes adapting to whatever terrain they happen to generate throughout.
 * This allows for natural variation in the terrain of any individual biome, both in terms of shape and elevation.
 * This additionally allows for smoother transitions between biomes.
 * Sub-biomes, especially hills, are now removed as the result.
 * New cave generation
 * Consists of the noise caves such as "spaghetti", "cheese", and "noodle" caves, and water and lava aquifers.
 * New ore distribution
 * New Mountains biomes.
 * Consists of: Lofty Peaks, Snow Capped Peaks, Snowy Slopes, Mountain Grove, and Mountain Meadow.
 * Increased height limit to 384 blocks, with a maximum height of Y=319 and a minimum height of Y=-64.
 * Naturally generated Lush Caves and Dripstone Caves.
 * New Mineshaft generation with chains and logs support.
 * Ore veins.

As of, the following features are also behind the "Caves and Cliffs" toggle in Experimental Gameplay:


 * World Generation
 * The cavern now generates in 2 layers of different stone bases depending on the depth.
 * Cavern layer above Y=0 is made up of regular stone.
 * Stone transitions to deepslate from Y=0 to Y=-7.
 * Deepslate now completely replaces stone from Y=-8 to bedrock.
 * Another type of mountains biome called Stony Peaks.


 * General
 * Raised cloud level from 128 to 192.