Bedrock Edition 1.17.0

1.17.0, the first release of the Caves & Cliffs update, is an upcoming major update to set to release on June 8, 2021. It was first announced during Minecraft Live 2020 on October 3, 2020. This update adds amethyst geodes along with amethyst blocks and items, copper ore and its derived forms, deepslate and its variants, and the goat, glow squid and axolotl mobs. The development versions of 1.16.200, 1.16.210, and 1.16.220 contain some of the Caves & Cliffs features through experimental gameplay; however, they are not included in the full release of those versions.

Blocks

 * Amethyst Bud
 * Grows from budding amethyst, which is found in amethyst geodes.
 * Starts out tiny, but grows into medium after a while, large after even more time, and eventually becomes an amethyst cluster.
 * Unlike crops, each growth stage is a separate block instead of a block state.
 * Drops only when mined with a Silk Touch pickaxe.
 * There is a total of 3 variants (stages).


 * Amethyst Cluster
 * The final, mature stage of the amethyst bud, which grows from budding amethyst in amethyst geodes.
 * Drops amethyst shards if broken, in an amount affected by Fortune, but can also be picked up with Silk Touch.
 * Breaking by hand, piston, or other means drops only 2 amethyst shards; mining with a pickaxe drops 4.
 * Emits a light level of 5.


 * Azalea
 * Bush-like blocks that can be planted on dirt and grass blocks.
 * Has variants with either no blossoms or pink blossoms.
 * Both variants can grow from moss blocks when bone meal is used on them.
 * The variant with pink blossoms is seen as small flowers by the game (for example, bees can pollinate them).


 * Azalea Leaves
 * Has variants with either no blossoms or pink blossoms.
 * Yield azalea and sticks on decay.
 * The variant with pink blossoms is counted as small flowers by the game (for example, bees can pollinate them).


 * Block of Amethyst
 * A decorative block found in amethyst geodes.
 * Unlike the Budding Amethyst, the Block of Amethyst can be obtained when mined.
 * Can also be crafted with 4 amethyst shards.


 * Block of Copper
 * Can be crafted with 9 copper ingots, and can also be crafted back into 9 copper ingots.
 * Oxidizes and changes texture to a turquoise-green over time.
 * Can be stopped from oxidizing by combining it with a honeycomb to create a Waxed Block of Copper.
 * Honeycomb can also be, or applied with a dispenser to wax them.
 * Yellow particles are formed when waxing the block.
 * Axes can be to scrape off wax and oxidation (one stage at a time).
 * White particles are formed when scraping off wax from the block.
 * Lightning may clean oxidation, reverting the oxidation process by one or several stages.
 * Chances of cleaning and number of reverted stages are higher the closer to the struck block.
 * Can be crafted into cut copper.
 * There are 7 variants in total.


 * Block of Raw Metal
 * Raw copper, raw gold and raw iron can be crafted into the respective block of raw metal.


 * Budding Amethyst
 * Generates amethyst buds/clusters on any side that is exposed either to air or a water source block.
 * Cannot be obtained when mined, even with Silk Touch, and does not drop anything.
 * Breaks immediately if pushed by a piston or sticky piston.
 * Cannot be pulled by sticky pistons.
 * Generates in amethyst geodes.


 * Calcite
 * An off-white stone that generates in geodes, between smooth basalt and amethyst.


 * Cave Vines
 * A natural light source, with a light level of 14.
 * Drop glow berries.
 * Growth can be sped up using bone meal.
 * Berries can be harvested from the vine.
 * Grow from glow berries when placed on the underside of a block.


 * Cobbled Deepslate
 * Drops from deepslate when mined with a pickaxe without Silk Touch.
 * Can be used interchangeably with cobblestone and blackstone in crafting recipes of basic tools, furnaces and brewing stands.
 * Can be crafted into respective stairs, slabs and walls, Polished Deepslate, Chiseled Deepslate, Deepslate Bricks and Deepslate Tiles, which can be used to craft their respective stairs, slabs, and walls (excluding Chiseled Deepslate).
 * Deepslate Bricks and Deepslate Tiles can also be smelted onto their cracked variants.
 * Can now be smelted back into deepslate.


 * Copper Ore
 * Generates randomly underground in small blobs.
 * Copper ore generates uniformly between levels 0 and 64.
 * Drops raw copper when mined.
 * Can be smelted into a copper ingot.


 * Cut Copper
 * Can be made into stair and slab variants.
 * Oxidizes and changes texture over time.
 * Can be stopped from oxidizing by combining it with a honeycomb to create Waxed Cut Copper.
 * There are 7 variants in total.


 * Cut Copper Slab
 * Oxidizes and changes texture over time.
 * Can be stopped from oxidizing by combining it with a honeycomb to create a Waxed Cut Copper Slab.
 * There are 7 variants in total.


 * Cut Copper Stairs
 * Oxidizes and changes texture over time.
 * Can be stopped from oxidizing by combining it with a honeycomb to create Waxed Cut Copper Stairs.
 * There are 7 variants in total.


 * Deepslate
 * A dark-gray stone that generates in blobs between heights 0 and 16.
 * Has a hardness value greater than that of stone but can be mined with any pickaxe.
 * Drops cobbled deepslate when mined.
 * Can be obtained only with a Silk Touch pickaxe.
 * There are 19 variants in total, including
 * Cobbled Deepslate Slab
 * Cobbled Deepslate Stairs
 * Cobbled Deepslate Wall
 * Polished Deepslate
 * Polished Deepslate Slab
 * Polished Deepslate Stairs
 * Polished Deepslate Wall
 * Deepslate Bricks
 * Deepslate Brick Slab
 * Deepslate Brick Stairs
 * Deepslate Brick Wall
 * Deepslate Tiles
 * Deepslate Tile Slab
 * Deepslate Tile Stairs
 * Deepslate Tile Wall
 * Chiseled Deepslate


 * Deepslate Ore
 * Added deepslate variants of all ores, including iron, gold, copper, coal, diamond, redstone, emerald, and lapis lazuli.
 * Deepslate ore variants for copper, emerald and coal ore do not generate by default; they have been added for use only by creators of maps and addons.
 * Takes twice as long to mine as normal ores.
 * Has the texture of deepslate replacing the normal stone texture.
 * Takes place of ores that generate in deepslate.
 * Can be used in blasting and smelting recipes like normal ores.


 * Dripleaf
 * Allows an entity to stay on it for 1.5 seconds (30 ticks) before the entity falls through it.
 * The tilt happens in 3 stages: Unstable, Partial, and Full.
 * All the stages are solid except the Full stage, which is when the player falls through.
 * When nobody is standing on it, it is set to none stage.
 * The tilt can also be triggered by hitting the plant with a projectile.
 * The tilt can be prevented by powering it with redstone, but hitting it with a projectile still causes it to tilt.
 * Comes in two sizes: small and big. Small can be applied bone meal to grow into big.
 * Small dripleaf can be obtained only with shears (otherwise breaks) and can be planted on clay or moss blocks, or underwater on clay and dirt blocks.
 * Big dripleaf can be obtained with any tool or by hand and can be planted on grass, dirt, and moss blocks.


 * Dripstone Block
 * A decoration block.
 * Appears to be made of the same materials as stalactites and stalagmites but as a full cube.
 * Dripstone clusters can be found rarely in regular caves.
 * Can be crafted from 4 pointed dripstone.


 * Glow Item Frame
 * Placeable entities that appear to glow.
 * Do not affect the light level, but appear as if lit up themselves.
 * Items placed inside also glow.
 * Crafted using an item frame and a glow ink sac.
 * Includes application to maps.


 * Glow Lichen
 * A naturally occurring light source found rarely in caves, growing on any face of a block.
 * Has a light level of 7.
 * Obtained with shears, otherwise breaks.
 * Does not spread naturally, although bone meal can be used to spread it horizontally (or vertically if on the side of a block).
 * It spreads to adjacent spaces, up to 4.
 * Can be waterlogged.
 * Unlike vines, it does not pop off when underwater, and is not climbable.


 * Hanging Roots
 * Decorative blocks that can be placed only on the underside of a block.
 * Obtained with shears, otherwise breaks.
 * Can be obtained using a hoe on rooted dirt turning it into normal dirt.


 * Infested Deepslate
 * An infested variant of deepslate.
 * Spawn a silverfish when mined.


 * Lightning Rod
 * Can be crafted with 3 copper ingots.
 * Lightning strikes within a 64-block radius get redirected to the lightning rod.
 * Gives off a redstone signal with a strength of 15 if hit by lightning.
 * Can be activated directly by throwing a trident with Channeling at it during a thunderstorm.


 * Moss Block
 * An opaque block with a grass-like texture on all sides.
 * Can be fertilized with bone meal to grow grass, tall grass, moss carpets, and both types of azaleas on it and in its vicinity.
 * Can be fertilized with bone meal to grow over (expand) across stone surfaces, but not grass surfaces.
 * Can be combined with cobblestone or stone bricks to make the mossy versions of those blocks.
 * Vines can still be used, in addition to moss blocks.


 * Moss Carpet
 * Same texture as the moss block, but one pixel thick.
 * Can be crafted with moss blocks, or be obtained by applying bone meal to them.


 * Pointed Dripstone
 * Can be either placed on a ceiling to create a stalactite or on top of a block to create a stalagmite.
 * Can be combined to form longer stalactites and stalagmites.
 * Thrown tridents break pointed dripstone. They also break when pushed directly or with a block by a piston.
 * Stalagmites break if not attached to something below.
 * Stalagmites hurt entities that fall on top of them more than normal fall damage.
 * Damage is relative to height: For example, jumping on a stalagmite deals of damage, and falling from 3 blocks deals  of damage.
 * Stalactites can fall or break if unsupported, and break apart on impact, hurting entities they fall on.
 * Damage is relative to height: For example, one falling from 2 blocks deals of damage, and one falling from 3 blocks deal  of damage.
 * They drip water or lava into cauldrons if a source block is placed above the stalactite, and gradually fill the cauldron. Water drips even without any water above the block (as does lava in the Nether) but this effect alone does not fill the cauldron.


 * Powder Snow
 * A variant of snow, entities that walk over it sink into it.
 * Leather boots can be worn to prevent entities from sinking into powder snow blocks.
 * Players can still crouch to descend with leather boots. Wearing leather boots also allows powder snow to be "climbed", like water or scaffolding. They also prevent fall damage when landing on powder snow.
 * Leather Horse Armor also protects horses from freeze damage.
 * When inside a powder snow block, a frosty vignette appears around the player's screen and any entity (with the exception of strays, polar bears, and snow golems) inside starts freezing and taking damage after a short time.
 * Wearing any piece of leather armor stops the freeze effect.
 * Can be collected and placed with a bucket.
 * Entities on fire melt powder snow when colliding.


 * Rooted Dirt
 * A dirt-like decorative block with roots on its texture.
 * Similar to coarse dirt, neither mycelium nor grass spread to it.
 * Using bone meal on any side grows hanging roots underneath.


 * Sculk Sensor
 * A redstone component that sends and receives redstone signals wirelessly.
 * Currently, it does not generate naturally, available only from the Creative inventory or commands such as, but natural generation is planned for future versions.
 * Senses vibrations such as block placement, footsteps, and projectiles, and emits a redstone signal.
 * Vibration JE1 BE1.gif Emits particles when it senses a vibration nearby.
 * A comparator connected to it emits different signal strengths based on what caused the signal.
 * Does not detect ambient weather such as rain.


 * Smooth Basalt
 * A basalt variant that composes the outer layer of amethyst geodes.
 * Can be obtained by smelting basalt.


 * Spore Blossom
 * Can be placed only on the underside of a block.
 * Sends green particles downward when opened.
 * Particles appear in the air around the block.


 * Tinted Glass
 * A black variant of glass that is transparent to players, but does not let light through.
 * Can be crafted with 4 amethyst shards and a glass block.
 * Stained glass cannot be used to craft tinted glass.
 * Drops itself if mined without Silk Touch or even by hand, unlike glass.


 * Tuff
 * A deep grayish stone that generates in blobs between levels 0 and 16.

Items

 * Amethyst Shard
 * Obtained from breaking amethyst clusters.
 * The amount dropped can be increased with the Fortune enchantment.
 * Can be used to craft tinted glass, blocks of amethyst, and spyglasses.


 * Bucket of Axolotl
 * Obtained by using a water bucket on an axolotl, similar to fish.
 * Can be used to carry around and empty out axolotls, also similarly to fish.


 * Copper Ingot
 * Obtained by smelting raw copper or copper ore.
 * Used to craft copper blocks, lightning rods, and spyglasses.


 * Glow Berries
 * Can be eaten, restoring.
 * Grow on cave vines.
 * Once harvested, the vines lose their Glow Berry texture.
 * Used to breed foxes.


 * Glow Ink Sac
 * Dropped by glow squids when killed.
 * Can be used to craft glow item frames.
 * Can be used to make text glow on signs.


 * Goat Horn
 * Dropped by a goat if it rams into a block.
 * When used for a short period of time, it makes a sound identical to the horn heard during raids.


 * Powder Snow Bucket
 * Obtained by using a bucket on powder snow.
 * Can be used to place a powder snow block wherever it is used, or can be used to fill cauldrons with powder snow.


 * Raw Copper
 * Drops from copper ore when mined with a stone pickaxe or higher without Silk Touch.
 * Can be smelted into copper ingots.


 * Raw Gold
 * Drops from gold ore when mined with a iron pickaxe or higher without Silk Touch.
 * Can be smelted into gold ingots.
 * Piglins attempt to pick up raw gold.


 * Raw Iron
 * Drops from iron ore when mined with a stone pickaxe or higher without Silk Touch.
 * Can be smelted into iron ingots.


 * Spawn Eggs
 * Added Axolotl spawn egg.
 * Added Goat spawn egg.
 * Added Glow Squid spawn egg.


 * Spyglass
 * Crafted with 2 copper ingots and an amethyst shard.
 * When used, it zooms in on wherever the player is looking but limits their view to a square.
 * The scope texture is a glass square with a copper border.
 * The overlay that limits the view can be removed with a resource pack.
 * There is a unique animation for using the spyglass, which is visible in a third-person perspective or by another player.

Mobs

 * Axolotl
 * Can spawn in underground water sources.
 * The first amphibian added to Minecraft.
 * Dry out and start taking damage after 5 minutes of being out of water.
 * Can be caught using a water bucket, like fish.
 * Can be bred using buckets of tropical fish.
 * Come in five different colors (leucistic, yellow, brown, white, and blue, with blue being the rarest).
 * Blue axolotls are very rare, with a $1/1200$ chance of spawning.
 * Plays dead when damaged on water, receiving Regeneration I.
 * This regeneration ability is likely based on how real axolotls can regrow lost limbs.
 * Attacks drowned, guardians, elder guardians, squids, glow squids and fish, dealing damage.
 * They have a two-minute cooldown after hunting non-hostile targets such as fish and squids.
 * They prioritise attacking hostile mobs over passive ones.
 * If a player kills a mob an axolotl is in combat with, the player gets a Regeneration I effect and is rid of Mining Fatigue, if they had it.


 * Goat
 * Spawns in mountain biomes.
 * Currently a place holder until the new mountains are added.
 * Can jump higher than other mobs to avoid obstacles, at around 5 blocks tall.
 * Takes reduced fall damage.
 * Avoids powder snow by jumping over it.
 * Can be bred with wheat to produce a baby goat.
 * A bucket can be used on them to get milk.
 * Drops one goat horn when ramming into a block. Goat horns do not regrow.
 * They have a 2% chance of spawning as a screaming goat, which are more hostile and make different noises.


 * Glow Squid
 * Originates from the mob of the same name in Minecraft Earth.
 * Underwater mob that behaves like a regular squid.
 * Can spawn in underground water sources.
 * Is attacked by axolotls without provocation.
 * Drops glow ink sacs when killed.
 * Does not affect the light level, but appears as if lit up. Glows in the same way that magma cube cores, vexes, blazes and the eyes of spiders, drowned, and endermen do.
 * Stops glowing for a short time and swims away quickly after taking damage.

World generation

 * Amethyst Geodes
 * A new feature found uncommonly underground (can rarely appear exposed to the surface close to sea level).
 * Contains blocks of amethyst and budding amethyst blocks, which are encased in a shell of calcite and smooth basalt.
 * Also generates with a small nearby air pocket nearby that may open into the geode.
 * Most commonly generates at lower levels (y = 6 to y = 47)
 * Overrides standard caves and ravines, but is overridden by abandoned mineshafts.

Command format

 * Gamerules
 * Whether entities take damage from freezing inside of powder snow.
 * Whether entities take damage from freezing inside of powder snow.

Gameplay

 * Death messages
 * Added 3 new death messages:
 * " froze to death"
 * " was skewered by a falling stalactite"
 * " was impaled on a stalagmite"

General

 * GameTest framework
 * Added  class.
 * Added  method.
 * Updated the GameTest Framework interface:
 * – throws an Error if an entity matching the given identifier does not exist in the test region
 * – prints the given text to the chat
 * – throws an Error if the given entity is not present in the given block location
 * Removed  – replaced by component function setTamed(showParticles : bool)
 * Entity
 * – returns an array of supported components
 * – returns the component matching the given identifier
 * – returns true if the given component exists on the entity and is supported
 * – returns the name of the entity (e.g. "Horse")
 * Components for color, health, leashable, and tamemount were added
 * – kills the entity
 * World
 * – registers an event listener for entity events Supported Events:
 * – fires when an entity is created
 * – fires when an entity definition event is triggered
 * Renamed to
 * The default value for the tag parameter is now.
 * GameTest
 * – asserts that the given condition is true for all entities of the given type at the given location
 * – spawns an item at the given location
 * – asserts that the block at the given location is waterlogged
 * – asserts the redstone power level at the given location
 * Added Commands.run
 * New Effect APIs on the Entity Type
 * – gets the effect's amplifier level
 * – gets the effect's remaining duration
 * – adds an effect to the Entity
 * – gets an effect from the Entity
 * Updated constructor to ItemStack
 * Updated ItemType
 * – world coordinate
 * – gets the item's name
 * Added new enumerations: Minecraft.Effects & Minecraft.Items

Blocks

 * Blackstone, gilded blackstone, and stair, slab and wall variants
 * Slightly changed the texture.


 * Cauldrons
 * Can now be filled with powder snow.
 * Powder snow cauldrons are formed when cauldrons are under the sky during snowfall.
 * Can also be filled with powder snow by using a powder snow bucket on it.


 * Composter
 * Some items are now compostable:
 * 30% chance: non-flowering azalea leaves, glow berries, moss carpet, small dripleaf, hanging roots.
 * 50% chance: flowering azalea leaves, glow lichen.
 * 65% chance: spore blossoms, non-flowering azalea, moss blocks, big dripleaf.
 * 85% chance: flowering azalea.


 * Dispenser
 * Can now place powder snow using a powder snow bucket.
 * Also can remove it using a bucket.
 * Can be used to wax copper blocks with Honeycomb.


 * Ores
 * Texture changes (all overworld ores except diamond) had the shape of the "ore pattern" in the stone changed to make them visually distinct for colorblind players:
 * {| class="wikitable" data-description="Natural Blocks"

! Name ! Old texture ! New texture ! Deepslate texture
 * Coal Ore
 * Coal Ore JE2 BE2.png
 * Coal Ore JE5 BE4.png
 * Deepslate_Coal_Ore_JE1_BE2.png
 * Diamond Ore
 * Diamond Ore JE3 BE3.png
 * Diamond Ore JE5 BE5.png
 * Deepslate Diamond Ore JE2.png
 * Emerald Ore
 * Emerald Ore JE3 BE2.png
 * Emerald Ore JE4 BE3.png
 * Deepslate Emerald Ore JE1.png
 * Gold Ore
 * Gold Ore JE3 BE2.png
 * Gold Ore JE7 BE4.png
 * Deepslate Gold Ore JE2.png
 * Iron Ore
 * Iron Ore JE3.png
 * Iron Ore JE6 BE4.png
 * Deepslate Iron Ore JE2.png
 * Lapis Lazuli Ore
 * Lapis Lazuli Ore JE2 BE2.png
 * Lapis Lazuli Ore JE4 BE4.png
 * Deepslate Lapis Lazuli Ore JE3 BE2.png
 * Redstone Ore
 * Redstone Ore JE2 BE2.png
 * Redstone Ore JE4 BE3.png
 * Deepslate Redstone Ore JE2.png
 * }
 * Deepslate Lapis Lazuli Ore JE3 BE2.png
 * Redstone Ore
 * Redstone Ore JE2 BE2.png
 * Redstone Ore JE4 BE3.png
 * Deepslate Redstone Ore JE2.png
 * }
 * }


 * Signs
 * Changed the textures of oak signs to reflect new textures in the Texture Update.
 * Can now be tinted with glow ink sacs to make the text glow.
 * Glowing signs do not affect the light level, but appear as if the text itself is illuminated.
 * Regular ink sacs can be used to remove the glowing effect.


 * Smoker
 * Changed the top texture of the smoker to fix a stray pixel in the bottom left corner.


 * Stonecutter
 * Can be used to craft the different copper block variants.


 * Structure Block
 * Added placement animation options in Load Mode, similar to the functionality.
 * There are three animation mode options: None, Place by Layer, and Place by Block.
 * These animations can be adjusted by time in seconds.

Items

 * Clock
 * The texture has been changed from Clock JE2 BE2.gif to Clock JE3.gif


 * Compass
 * The texture has been changed from Compass JE2 BE1.gif to Compass JE3.gif


 * Jungle Doors
 * Changed the texture of the jungle door item to reflect the block texture in the Texture Update.


 * Sugar Cane
 * Changed the texture of the sugar cane item to better reflect biome tinting.

Mobs

 * Drowned
 * Now have a chance of dropping a copper ingot instead of a gold ingot.


 * Foxes
 * Eat glow berries.


 * Guardian and Elder Guardian
 * Removed some stray pixels from the texture file.


 * Snow Golems and Striders
 * Are now damaged by splash and lingering water bottles.


 * Skeletons
 * Begin the process of turning into strays when they are inside powder snow.


 * Villagers
 * Mason villagers can now sell 4 dripstone blocks for an emerald.


 * Wandering Traders
 * Added the following trades to the wandering trader:
 * Will sell 2 small dripleafs for an emerald.
 * Will sell 2 pointed dripstones for an emerald.
 * Will sell 2 rooted dirt for an emerald.
 * Will sell 2 moss blocks for an emerald.

Non-mob entities

 * Paintings
 * Changed the back texture to reflect the texture of the planks in the Texture Update.

World generation

 * 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.
 * Glow berries can be found in mineshaft chest minecarts.


 * Shipwrecks
 * Moss blocks can be found in chests.

Gameplay

 * Chat
 * Added a warning message when attempting to place blocks at the minimum height limit.


 * Snowfall
 * During snowfall, cauldrons under the sky now slowly fills with powder snow.

General

 * Controls
 * Added mouse and keyboard support for Android devices.
 * Only supports Android Oreo and higher.


 * Particles
 * Added 11 new particle types:, , , , , , , , , , and


 * User Interface
 * Updated the appearance of the loading screen.

Fixes

 * General
 * First person eating animation is now centered in the frame
 * First person main hand blocking animation now plays properly
 * First person main hand and off-hand shields are now symmetrical
 * Fixed an issue where patterns in the loom with different resolutions than Vanilla assets would not display correctly
 * Fixed a bug where the screen reader did not read the focused button on some screens
 * Fixed a bug where English screen reader pronounced "A button" as "a button", now saying "Button A" instead
 * Trident in Players' and Mobs' hands are now correctly positioned in all perspective modes
 * Trident raising animation modified for first person to more closely match the previous version
 * Water Buckets can now be used to pick up fish
 * Fixed a bug where if the view bobbing setting was disabled, the player's hand would still bob.
 * Zombie Villagers properly shake while being cured.
 * Fixed player spawning in unsafe locations when entering a random world for the first time.
 * Fixed a crash that could occur during gameplay.
 * Fixed a crash that occurred when curing a Zombie Villager in another dimension if the player had not travelled back to the Overworld since entering the World.
 * Fixed a crash that occurred when generating jungle biomes when the Caves and Cliffs experimental toggle was enabled.
 * Fixed invite icon remaining on start screen after signing out of Microsoft account.
 * Players can once again host multiplayer games and send invites over mobile/cellular data.


 * Accessibility
 * Fixed a bug where Text-to-speech read the wrong text when displaying toasts.


 * Commands
 * Fixed an issue where command is listed in the middle of both  commands.
 * Fixed an issue where the command crashes/freezes the game completely.
 * The command is now prohibited in legacy worlds and affected worlds will reset their altered spawn positions to the original position.
 * Fixed issue where Minecart with Command Block was not affected by the 'CommandBlocksEnabled' gamerule.


 * Gameplay
 * Underwater visibility has been improved
 * Renamed Structure Blocks will no longer have the incorrect data mode on creation.
 * Fixed an issue with certain blocks which could cause them to grow too quickly when ticked.
 * Player who receives negative damage will not generate absorption heart
 * When a Player using the touch interface presses and holds the crafting output window, they can rapidly craft items up to one stack


 * Graphical
 * Charged creeper aura is rendered correctly in most cases now
 * Ray tracing specific textures will be allocated/deallocated when toggling ray tracing on/off.
 * Cubemap no longer blinks when loading the game, loading into a world or leaving a world.
 * Fixed Strider, Hoglin, Zoglin, Piglin, Piglin Brute Spawn Eggs turning red when quick-moved inside any Inventory in RenderDragon builds.
 * Fixed enchantment glint shape of Charged Bow and Crossbow icons in RenderDragon builds.
 * Chemistry items icons no longer disappear after suspend/resume in Education Edition worlds.
 * Fixed issue with underwater fog being the same for all biomes and view distance not increasing over time.
 * Underwater view distance is increased in Rivers and land biomes to be more like Minecraft Java when “Caves and Cliffs” experiment toggle is enabled.
 * Fixed a crash on Windows 10 that can occur in ray tracing mode due to a stale pointer reference
 * Fixed various cases when ray tracing textures would not be reloaded (resolution switching, upscaling mode switching, ray tracing on/off toggling)
 * Fixed Enchanted Bow's textures being too dark
 * 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.


 * Items
 * Switching between some items (bow, trident, crossbow, shield) in your main hand will no longer skip animation.
 * Using an axe on Wood blocks turns them into Stripped Wood blocks.
 * Fixed items playing “attack” and “using” animations at the same time on touch input.
 * Boats now break when they collide with a Cactus from the side.
 * Changed the position of bow to match previous versions.
 * Crossbows in players' and mobs' hands are now rendered correctly in all perspective modes.
 * Fixed animation issue causing an off-hand held shield to appear to re-equip whenever the player changes their main-hand item.
 * Cauldrons that have been emptied after containing potion are now correctly filled with water when it rains.
 * Fixed issue where Fireworks of all colors could be crafted from any other color of Firework Charges.
 * Picking up part of a stack no longer picks up the entire stack and drops the excess


 * Mobs
 * Rabbits can now raid carrot crops.
 * Animals can no longer be fed infinitely until they are bred.
 * Striders shake properly when out of lava again.
 * Blazes and Endermen once again receive damage from splash water bottles.
 * Mobs and entities once again make a sound when entering water.
 * Bees no longer gather nectar from Sweet Berry Bushes
 * Bees can once again enter Beehives and Bee Nests


 * Vanilla Parity
 * Critical hit particles now generate around a mob instead of under it.
 * Falling blocks now break when landing on Shulkers.


 * Technical
 * Several enums in ActorDataIDs were added by mistake, and are now being removed.
 * Catmull-Rom animations will no longer glitch if the time for a keyframe matches its value.
 * All functions run using the command now run from the origin they are supposed to, instead of from the server.
 * Replaced "Whitelist" language use to "AllowList". Dedicated server command "whitelist" changed to "allowlist". Dedicated server "whitelist.json" file changed to "allowlist.json" file. JSON format remains the same.
 * Fixed so that it is available to use when a data-driven mob is rendering in the UI ( returns true when the mob is rendering in the UI, such as in the inventory window).
 * Fixed issue with Simburbia world where standing next to a windows shutter block would obscure the view with the "update" texture
 * Fixed a crash that occurred when using the '/stopsound' command to stop the elytra.loop sound
 * Fixed a merge bug when loading json definitions for Vanilla mobs
 * Fixed a bug with the summonable property of overridden vanilla mobs pre JSON version 1.8.0, which caused Bees to not be summonable
 * The "has_equipment" filter will now properly evaluate custom entity spawn eggs
 * The "ImpactDamageSubcomponent" will again only prevent damage from being dealt to fire immune mobs if the 'catchFire' field is true and the projectile is on fire


 * User Interface
 * Fixed an issue where cancelling joining a world while generating it caused the user to get stuck in the progress screen
 * Fixed controller cursor sensitivity scaling.
 * Fixed a bug preventing users from reassigning key 'E' in "Keyboard & Mouse" settings.
 * Tweaked background color of settings screens.


 * Character Creator
 * Fixed a crash that could occur when switching between owned and non-owned Character Creator items.
 * Fixed an issue with Character Creator items not applying properly to characters.


 * Player Animations
 * Fixed Players showing the Bow holding animation after respawning when killed by another Player
 * Fixed issue where certain items (Bow, Crossbow, Trident, shield in main hand) wouldn't bob with View Bobbing turned on


 * Multiplayer
 * The command works properly if cheats and command blocks are disabled, and it no longer uses target selectors.


 * Scoreboards
 * Fixed a crash that sometimes happened when an entity with a scoreboard value was removed from the level.


 * Android
 * Added mouse and keyboard support for Android devices that support it (Oreo and newer)
 * Certain Android devices no longer fail to perform multilingual input
 * Crosshair placement is no longer offset on certain Android devices
 * The game will no longer fail to properly shutdown on certain Android devices
 * Fixed resolution issues on certain Android devices
 * Fixed networking issues on certain Android devices
 * Going underwater on certain Android devices no longer makes the screen go pitch-black
 * Structure blocks can now be exported on Android
 * Android should once again see invite notifications and achievement toasts.


 * Stability and Performance
 * Added content warnings for invalid map item parent id caused by the outdated Marketplace world templates.


 * Dedicated Server
 * The dedicated server log will now list all Experiments enabled in a world when loading it.

Trivia

 * 1.16.230 was originally going to be its own release, but 1.16.230 was instead merged with 1.17.0 and skipped.
 * 1.16.230 is the third skipped version of Bedrock Edition, after 1.3 and 1.15 being skipped.