Bedrock Edition 1.18.0

1.18.0, the release of Caves & Cliffs: Part II, is an upcoming major update to set to release in November or December 2021. It was first announced alongside the release of the Java Edition 1.17 snapshot 21w15a when Mojang Studios stated the Caves & Cliffs update would be split in two. Features from 1.18.0 are being developed alongside through Experimental Gameplay. This is the third major update for Bedrock Edition that is split into several updates since Village & Pillage in 2019.

Items

 * Music Disc
 * Added a new music disc from Lena Raine titled "otherside".
 * Can be found on rare occasions in stronghold corridor chests, or much more rarely in dungeon chests.
 * Has a blue and green color to the ring area of the disc.

World generation

 * Caves
 * Completely overhauled.
 * Now stretch down to Y=-59.
 * The caves now generate in 2 layers of different stone bases depending on the depth.
 * The layer above Y=0 is made up of regular stone.
 * Stone transitions to deepslate from Y=0 to Y=-7.
 * Deepslate completely replaces stone from Y=-8 to bedrock.
 * Certain types of ores and structures still generate in the deepslate layer, as well as tuff.
 * Dirt, gravel, diorite, granite and andesite do not generate in this layer.
 * Biomes such as the dripstone caves and lush caves now generate in the underground.
 * Contain aquifers, bodies of water with different heights, independent of sea level (Y=63).
 * Aquifers below Y=0 sometimes generate with lava instead of water.
 * Improved old caves to blend in with the new generations of caves better
 * New noise caves, coming in 3 forms, "cheese", "spaghetti", and "noodle".
 * Cheese caves have large stone towers stretching from the bottom of the cave to the top, and are often large enough to allow safe elytra flight.
 * Spaghetti caves are long, thin caves that have small aquifers and are more similar to original caves.
 * Noodle caves are thinner, squigglier, and more claustrophobic variants of spaghetti caves.


 * Mountains
 * Come in 6 sub-biomes:
 * Meadow
 * A flat but elevated biome that looks like a flowery and colder plains, with an aqua grass color and dark blue water color.
 * Generates in plateaus and the lowest layers of some mountains, usually near plains and other temperate biomes.
 * Contains grass, tall grass, dandelions, azure bluets, cornflowers, poppies, daisies and alliums
 * Birch and oak trees can rarely appear in this biome, and always have bee nests.
 * Only rabbits, donkeys, and sheep spawn in this biome.
 * Plains villages and pillager outposts can generate in this biome
 * Grove
 * Reminiscent of a snowy taiga with a surface of snow blocks and powder snow, instead of grass blocks.
 * Generates in the slopes of a snowy mountain when next to forested biomes.
 * Rabbits, wolves, foxes, sheep, pigs, chickens and cows spawn in this biome.
 * Pillager outposts can generate in this biome
 * Snowy Slopes
 * Generates in the slopes of a mountain when next to plains and snowy tundras
 * Covered in snow, snow block and powder snow.
 * Only rabbits and goats spawn in this biome.
 * Igloos and pillager outposts can generate in this biome
 * Jagged Peaks
 * One of three biomes that generate in the mountain peaks.
 * Covered in snow, snow blocks and stone.
 * Tends to generate in sharp and jagged peaks in areas with snowy, cold, and temperate biomes.
 * Only goats spawn in this biome.
 * Pillager outposts can generate in this biome
 * Frozen Peaks
 * Covered in snow, snow blocks, ice, and packed ice.
 * Tends to generate in smoother and smaller peaks in areas with snowy, cold, and temperate biomes.
 * Only goats spawn in this biome.
 * Stony Peaks
 * Covered in stone, gravel, and strips of calcite.
 * Tends to generate in any peak surrounded by warm biomes such as jungles and savannas, to avoid temperature clashes.
 * Pillager outposts can generate in this biome


 * Ore veins
 * Long and rare ore formations.
 * Copper ore veins mixed with granite and blocks of raw copper generate above Y=0.
 * Iron ore veins mixed with tuff and blocks of raw iron generate below Y=0.

General

 * Music
 * Added new music to the Overworld (when playing in survival mode), distributed to the new biomes, and to the main menu.
 * By Lena Raine: "Stand Tall", "Left to Bloom", "One More Day", "Wending", "Infinite Amethyst" and "Ancestry":
 * "Stand Tall" plays in the snowy slopes, jagged peaks, frozen peaks and stony peaks biomes, as well as the menu screen.
 * "Left to Bloom" plays in the meadow and lush caves biomes, as well as the menu screen.
 * "One More Day" plays in the meadow, snowy slopes and lush caves biomes, as well as the menu screen.
 * "Wending" plays in the grove, jagged peaks, stony peaks and dripstone caves biomes, as well as the menu screen.
 * "Infinite Amethyst" plays in the grove and dripstone caves biomes, as well as the menu screen.
 * By Kumi Tanioka ( 谷岡 久美 ): "Floating Dream", "Comforting Memories" and "An Ordinary Day":
 * "Floating Dream" plays in the jagged peaks and lush caves biomes.
 * "Comforting Memories" plays in the grove biome.
 * "An Ordinary Day" plays in the snowy slopes, dripstone caves and lush caves biomes.

Blocks

 * Copper Ore
 * Now drop 2-5 Raw Copper when mining instead of 2-3.


 * Magma Blocks
 * Slightly increased the frequency of underwater magma.


 * Stonecutter
 * Block of Copper can be converted to 4 Cut Copper using stonecutter.

Mobs

 * Axolotls
 * Now only spawn in water above clay blocks in lush caves.


 * Cod, Salmon, Pufferfish, Tropical Fish, Squid, and Dolphins
 * Now only spawn in water from Y=50 to Y=64.
 * Additionally, tropical fishes now also spawn in lush caves at any height.


 * Glow Squids
 * Now only spawn in water blocks under Y=30.


 * Goat
 * Now spawn only in snowy slopes, jagged peaks, and frozen peaks biomes.


 * General
 * Hostile mobs spawn only in areas where the light level is equal to 0. This change affects block-light and not sky-light.

World generation

 * Amethyst Geodes
 * Now only generate up to Y=30.


 * Badlands
 * Now can generate in mountain peaks.
 * Red sand generates a bit higher.


 * Beaches
 * Beaches are generally wider.
 * In some places there is a chance where no beaches generate at all, to provide some variation.


 * Biomes
 * Since the terrain height is no longer controlled by biomes, the following sub-biomes no longer generate naturally and will become unused in the game:
 * {| class="wikitable collapsible collapsed"

! Unused biomes
 * }
 * As a result of this change:
 * All deserts are now eligible for village and desert pyramid generation.
 * All taigas are now eligible for village and outpost generation.
 * All swamps are now eligible for swamp hut generation.
 * All snowy taigas are now eligible for igloo generation.
 * }
 * As a result of this change:
 * All deserts are now eligible for village and desert pyramid generation.
 * All taigas are now eligible for village and outpost generation.
 * All swamps are now eligible for swamp hut generation.
 * All snowy taigas are now eligible for igloo generation.
 * }
 * As a result of this change:
 * All deserts are now eligible for village and desert pyramid generation.
 * All taigas are now eligible for village and outpost generation.
 * All swamps are now eligible for swamp hut generation.
 * All snowy taigas are now eligible for igloo generation.
 * }
 * As a result of this change:
 * All deserts are now eligible for village and desert pyramid generation.
 * All taigas are now eligible for village and outpost generation.
 * All swamps are now eligible for swamp hut generation.
 * All snowy taigas are now eligible for igloo generation.
 * }
 * As a result of this change:
 * All deserts are now eligible for village and desert pyramid generation.
 * All taigas are now eligible for village and outpost generation.
 * All swamps are now eligible for swamp hut generation.
 * All snowy taigas are now eligible for igloo generation.
 * }
 * As a result of this change:
 * All deserts are now eligible for village and desert pyramid generation.
 * All taigas are now eligible for village and outpost generation.
 * All swamps are now eligible for swamp hut generation.
 * All snowy taigas are now eligible for igloo generation.
 * }
 * As a result of this change:
 * All deserts are now eligible for village and desert pyramid generation.
 * All taigas are now eligible for village and outpost generation.
 * All swamps are now eligible for swamp hut generation.
 * All snowy taigas are now eligible for igloo generation.
 * }
 * As a result of this change:
 * All deserts are now eligible for village and desert pyramid generation.
 * All taigas are now eligible for village and outpost generation.
 * All swamps are now eligible for swamp hut generation.
 * All snowy taigas are now eligible for igloo generation.
 * }
 * As a result of this change:
 * All deserts are now eligible for village and desert pyramid generation.
 * All taigas are now eligible for village and outpost generation.
 * All swamps are now eligible for swamp hut generation.
 * All snowy taigas are now eligible for igloo generation.
 * All swamps are now eligible for swamp hut generation.
 * All snowy taigas are now eligible for igloo generation.


 * Deep Warm Ocean
 * Now generates naturally.


 * Dripstone Caves
 * Now generate naturally underground and inside hills or mountains.
 * Drowned and zombies can spawn in aquifers inside dripstone caves.


 * Dungeons
 * Increased the amount of dungeons, especially below Y=0.


 * Lush Caves
 * Now generate naturally underground and inside hills or mountains.
 * Azalea trees now generate above lush caves.


 * Mineshafts
 * Mineshaft pieces no longer generate if they were fully floating in the air.
 * Corridors now generate with wooden logs as pillars for support, or chains and oak fences as hanging support if needed.
 * Cobwebs no longer generate floating without an adjacent block.


 * Ore distribution
 * Changed ore generation of all ores making them have a spread value like lapis lazuli ore. Some still retain a linear generation alongside a spread generation.
 * Coal ore attempts to generate twice: once, evenly between an altitude of Y=136 and Y=256; and as a spread, peaking at an altitude of Y=96 and generating between an altitude of Y=0 and Y=192.
 * Copper ore generates between Y=-16 and Y=112, generating the most at Y=48 and like all other ores, uses spread. It peaks at Y=48. Bigger blobs of copper ore generate in dripstone caves.
 * Iron ore attempts to generate three times: once as a spread peaking at an altitude of Y=256, generating above Y=80; another as a spread peaking at Y=16 and generating with a minimum height of Y=-24 and a maximum height of Y=57, and a smaller one spreading evenly between the altitudes of Y=-64 and Y=-32.
 * Gold ore generates between the altitudes of Y=-64 and Y=32, peaking at Y=-16. Also, extra gold generates below Y=-48. The extra gold that generates in the badlands biome was left untouched.
 * Lapis lazuli ore attempts to generate twice: once, as a spread between the altitudes of Y=32 and Y=-32, peaking at an altitude of 0; and evenly between the altitudes of Y=64 and Y=-64, generating buried like ancient debris.
 * Redstone ore attempts to generate twice: once, evenly between an altitude of Y=15 and Y=-64; and as a spread, peaking at an altitude of -64 and generating below an altitude of Y=-32.
 * Diamond ore now generate as a spread, generating below Y=16 and peaking at altitudes near y=-64.
 * Emerald ore generates above Y=-16 as a spread, peaking at Y=256 and decreasing in quantity as the altitude decreases.


 * Pillager outposts
 * Now generate in all the new mountain biomes.


 * Overworld
 * Now uses the multi-noise biome source type.


 * Stony Shore
 * Now generate with strips of gravel.
 * Can generate alongside any biome instead of just extreme hills.


 * Villages
 * Now slightly more spread out.
 * Now generate in meadows.


 * General
 * 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.
 * For example, forests and deserts could form up on a hill without needing a special biome just for that purpose.
 * This additionally allows for smoother transitions between biomes.
 * Terrain is now smoother and more extreme.
 * Existing chunks now generate new terrain below the bedrock layer, with the old bedrock layer replaced with deepslate.

Gameplay

 * Patrols
 * Vindicators can no longer spawn in patrols.


 * Raids
 * Changed raid boss bar colour from pink to red.
 * Raid mobs now despawn after a raid ends if the players move too far away


 * Status effects
 * Hero of the Village effect now applies to all players who helped kill a raider once a raid is defeated, and the effect remains on the players, even if they travel outside the village.

General

 * Clouds
 * Raised cloud level from 128 to 192.


 * Height limit
 * Has been increased to 384 blocks, expanding 64 blocks up and 64 blocks down, with 319 being the limit upward and -64 being the limit downward.


 * Menu screen
 * Main menu background is changed to reflect Caves & Cliffs: Part II update.

Fixes

 * Stability and Performance
 * Players are no longer disconnected if server and client have different Runtime Block IDs.
 * Optimized the time it takes to place vines in the Overworld.
 * Fixed several crashes that could occur during gameplay.
 * Fixed crash when loading certain LevelChunks.
 * Optimized the generation of ores in the world.
 * Fixed a crash that could occur when going through portals with tamed pets.
 * Fixed a soft lock that could sometimes occur when attempting to generate a world from a bad template.


 * Accessibility
 * Added missing screen reader on the "Controller lost connection" prompt.


 * Commands
 * Order of function calls triggered by '/execute' inside a function are now consistent.


 * Gameplay
 * Corrected Portal locations when the Portal was moved but the location was not updated.
 * Breaking a block below fire no longer creates an invisible fire block when the 'doFireTick' gamerule is disabled.
 * Fixed Structure Void block forcing player to spawn above ground if they left in a cave filled with those blocks.
 * Fixed bug where players could create an x-ray vision effect when inside a block below y=0.
 * New random number generator used for overworld generation.
 * Fire Charge is not consumed anymore when used on lit Candles, Candle Cakes, Campfires, activated Nether Portals, or on other blocks that are already on fire


 * General
 * Players with higher than recommended render distance settings are now prompted to change it to the recommended value.
 * Render distance default and max settings have been updated for better performance.
 * A prompt now warns players that they are returned to the main menu if they sign-in while in-game.
 * Added caching support for subchunk requests and fixed issues with holes in the terrain.
 * Fixed a rendering error that could occur when attempting to render a Vanilla mob in a base game version prior to the version that mob was introduced through JSON files.
 * Most content errors and warnings now display only once per world.


 * Graphical
 * The Carved Pumpkin enchantment glint now covers only the item instead of the entire slot.
 * Fixed a bug that could occur on older worlds where looking up in a Minecart would display the inside of the Minecart, blocking the player's view.
 * Updated item rendering so enchanted items are no longer be invisible in the Nether.
 * Fixed a visual glitch where taking a plant from a Flower Pot would result in the plant still being rendered.


 * Marketplace
 * Store update prompt no longer appears for no internet connection or session start failure.


 * Mobs
 * Mobs can now path over Trapdoors.
 * Mobs no longer walk through Campfires.
 * Axolotls now animate correctly when airborne.
 * Sweet Berry Bushes now damage mobs.
 * Mobs no longer try to path through Sweet Berry Bushes.
 * The riding position of Llamas no longer shifts after being tamed.
 * Fixed an issue preventing Tropical Fish from spawning in Lukewarm Oceans.


 * User Interface
 * Structure Block can now be saved and loaded within current dimension height limits.
 * Fixed an issue where searching for non-existent content brought up the incorrect "1 result" message.
 * Fixed overlapping text on offerings occurring in 4:3 resolution screens.
 * Fixed Java Edition parity while lying in bed in multiplayer game. A message shows how many players are lying in bed while waiting for all players to fall asleep.
 * Provide better visual feedback and hints for different render distance settings.
 * Renamed some occurrences of "level" in the user interface to the more accurate "world".
 * When a value for a stepped slider does not correspond to a step it will display at the closest step.
 * Replaced the missing "Always Day" option in world settings.


 * Vanilla Parity
 * Raid mobs now despawn after a raid ends if the player moves too far away.
 * Raid boss bar color changed to red from purple.
 * Vindicators no longer naturally spawn in Illager Patrols.
 * Shield blocking animation now plays smoothly.
 * Raid boss bars now decrease whenever a raider takes damage.


 * Villages
 * Hero of the Village effect now applies to all players who helped kill a raider once a raid is defeated, and the effect remains on the players, even if they travel outside the village.
 * Villagers will keep following their schedules in worlds that have been ticking for a very long time, and when game time is negative.


 * Actors
 * Lightning bolts do not have a shadow anymore.


 * Blocks
 * Snow Grass Block and all types of Snow blocks now use similar colors.
 * Campfires no longer drop only one Charcoal when broken by a Piston or an explosion, instead dropping two units as expected.
 * Light blocks will now survive a TNT or Creeper explosion.


 * Bone Meal
 * Nether Sprouts once again generate when using Bone Meal on Warped Nylium.


 * Player
 * Fixed player hitbox not resetting after gliding with Elytra.
 * Fixed player flight with Elytra being cancelled when hitting a wall and taking damage.


 * Items
 * Ender Pearls no longer generate as Glow Sticks in Woodland Mansion chests.


 * Particles
 * Water drips now trigger splash effects.


 * Feature Placement
 * Glow Lichen no longer generates at the bottom of the ocean
 * Glow Lichen no longer generate above ground in Bedrock
 * Village buildings now carve less terrain around them when placed
 * Added feature placement distribution triangle", and changed all features that used "gaussian" distribution to now use "triangle"

World generation

 * Blobs


 * Copper ore will generate in a different fashion - the blob generation was a temporary solution.


 * Fossils


 * The fossils in the deepest part of the underground generate with Deepslate Diamond Ore instead of Coal Ore.


 * Strongholds


 * Try to generate fully encased in stone, or deepslate at low y-levels.

Unconfirmed features

 * Lush caves overview concept art.jpg Blossom


 * Can close.


 * Azalea Log


 * Between Java Edition snapshots 21w05a and 21w10a, many blocks (flowers, leaves, grass, ferns, sweet berry bushes, small dripleaves) had a block tag called "azalea_log_replaceable", possibly implying the existence of azalea logs.