The Wild Update



The Wild Update is the name of an upcoming major themed update set to release in 2022 for Java and Bedrock editions as version 1.19.

Blocks

 * Sculk BE1.gif


 * Generates in the mysterious new cave biome where the Warden lives, called the Deep Dark.
 * Has an animated texture.
 * May be used in redstone.


 * Sculk Catalyst.png


 * Generates in the Deep Dark cave biome.
 * Made of sculk and a bone-like material.
 * Sculk Catalyst (bloom).gif Has state.
 * May be used in redstone.
 * May have something to do with axolotls.
 * Glows, but does not emit light, similar to the glow squid or the glow item frame.
 * Will spread Sculk blocks to wherever a mob dies.


 * Sculk Vein BE1.gif


 * Generates in the Deep Dark cave biome.
 * Generates in a layer on top of blocks, similar to snow.
 * Can be placed in all directions, like glow lichen.
 * Has an animated texture.
 * Some have parts that are transparent, allowing the player to see the block it is on top of.
 * May be used in redstone as seen in this video when they talk about the sculk sensor.


 * Sculk Shrieker.gif


 * Generates in the deep dark biome.
 * Perhaps made of sculk and a bone-like material.
 * Has 2 soul-shaped patterns in the center.
 * Has the ability to 'shriek' as revealed by internal textures.
 * Will be activated by the sculk sensor.
 * If activated too many times, a Warden will spawn.


 * Mud
 * Found in swamps.
 * Can be obtained by using a water bottle on a dirt block.
 * Can be placed ontop of dripstone to form clay.
 * Mud Bricks
 * Crafted using mud.
 * A decorative block.

Items



 * Warden Spawn Egg.png Warden spawn egg.

Mobs

 * Can find dropped blocks or items for a player.
 * Picks up dropped items in loaded chunks and will be able to carry up to a stack at a time, and cannot duplicate items or take items out of chests. It will drop the items that it collects when in range of a note block.
 * Drops the items next to a playing jukebox.
 * Drops the items next to a playing jukebox.


 * Three variants of Frogs:
 * Default Frog
 * Tropical Frog
 * Snowy Frog
 * Variants depend on the temperature of the biome.
 * Variants depend on the temperature of the biome.
 * Glow in the dark
 * Are eaten by frogs
 * Are eaten by frogs


 * Grow up into frogs.
 * Can be held in buckets.
 * Frog type dependant on which temperature a tadpole grows in.
 * Frog type dependant on which temperature a tadpole grows in.




 * Will spawn in the new deep dark cave biome.
 * The first fully blind mob (bats, despite relying almost exclusively on echolocation, still have basic eyesight).
 * Will now have a sense of smell. It will detect a player if they get too close, regardless if they made any vibrations.
 * When sensing movement, it moves toward the source of the movement.
 * It follows and attacks players, mobs, and other entities that make vibrations.
 * It does not attack other Wardens.
 * When attacked, it path finds toward the player.
 * Seems to follow the same rules as the sculk sensor when detecting noise.
 * When it detects a vibration, the growths on its head rattle and light up, similar to the sculk sensor.
 * If any projectile (e.g. egg, snowball, arrow) lands near the Warden, the mob inspects the location where the projectile landed, due to the projectile creating movement and noise. This feature can be used in order to cause a distraction.
 * Does not detect players that are sneaking.
 * Can detect players that are invisible.
 * When aggravated for long enough, the warden follows the player continuously, regardless of any other distractions.
 * Will burn in direct daylight.
 * Incredibly strong, doing damage, bringing players wearing full netherite armor from full health to  health points.
 * It is the only mob that spawns in the Deep Dark.
 * Does not spawn like normal hostile mobs, but instead uses completely new spawning rules.
 * Will spawn from sculk blocks, appearing to rise out of them, when a sculk shrieker is activated a certan amount of times.
 * A mob designed to be extremely difficult, intended to be fled from.
 * Has a way to counter the strategy of building up 3 blocks to avoid attacks.
 * At least as fast as the player's walking speed.
 * Seems to have knockback resistance.
 * The warden's chest has a glowing core that appears to brighten and dim in tandem with the ambient lighting of the deep dark cave biome.
 * The core creates a low throbbing sound as it pulses. The sound and animation seem to speed up rapidly when the warden notices a player.
 * Is about 3.5 blocks tall, making it one of the tallest mobs in the game, exceeding the iron golem and enderman in height and width (the same).
 * Can be summoned by Sculk Shriekers; a Warden will rise out of the ground nearby if too many are activated.
 * Can "smell" entities meaning that it will follow entities that are very close, regardless if they make vibrations of not.

Biomes

 * Deep Dark
 * New biome at the "deepest depths of the world".
 * May not contain any water or lava aquifers.
 * May be the rarest biome out of the three cave biomes.
 * Will tend to generate under continental/mountainous areas.
 * Wardens can spawn here.
 * Contains all sculk-related blocks.
 * Generates exclusively within the deepslate layer between Y=-1 and Y=-64.
 * May contain candles.
 * Contains loot chests.
 * With the exception of spawners, no other mobs can spawn here, similar to mushroom fields.

Structures

 * Deep Dark cities
 * Found in the Deep Dark.
 * Will have chests.

Gameplay



 * While in the deep dark cave biome, the ambient lighting occasionally dims temporarily due to the Sculk Catalyst detecting vibrations.