Caves & Cliffs

Caves & Cliffs is an upcoming major themed update set to release in mid-2021 as Java Edition 1.17 and Bedrock Edition 1.17.0. It was announced in Minecraft Live 2020 and includes new features for caves, mountains, and new mobs.

This update's development on started with snapshot 20w45a, which was released on November 4, 2020.

This update's development on started with beta 1.16.200.52, which was released on October 28, 2020, although most of the features are behind experimental gameplay toggle until 1.17.0 and were not included in the full 1.16.200 release.

Blocks

 * Amethyst Buds and Amethyst Cluster
 * Grow on any side of budding amethyst blocks over time.
 * Emit a small amount of light.
 * Can be placed on any solid block in any direction.
 * Requires at least an iron pickaxe to mine, otherwise will drop nothing.
 * Breaking a fully developed amethyst cluster with a non-Silk Touch pickaxe drops 4 amethyst shards.
 * These can be crafted into spyglasses and tinted glass.
 * Using Silk Touch on an amethyst bud or cluster will drop the block as an item.


 * Azalea
 * Has variants with either no blossoms or pink blossoms called flowering azalea.


 * Azalea Leaves
 * Part of a new tree, marking the location of a lush cave.
 * Has variants with either no blossoms or pink blossoms called flowering azalea leaves.


 * Big Dripleaf
 * A plant that can be used for platforming.
 * If a player or a mob stands on top of the plant for two seconds (40 ticks), the player or mob will fall through the plant.
 * Can be placed on any solid block.
 * Will still tilt, even if the player is sneaking.
 * If hit by a projectile (such as snowballs, arrows, etc.), it will tilt over.
 * If it is powered by a redstone block, it will not tilt, unless hit by a projectile.
 * Can be bonemealed to grow taller.


 * Block of Amethyst
 * Can be crafted with four amethyst shards.
 * Naturally generates in amethyst geode structures.
 * Makes a sparkling sound when placed or walked on.


 * Budding Amethyst
 * When it receives a random tick, it has a 20% chance to generate or grow an amethyst bud on one of its sides.
 * Relatively rare, generates only in amethyst geode structures.
 * Not obtainable, even with Silk Touch.


 * Calcite
 * Spawns between smooth basalt and blocks of amethyst, much like real-life geodes.
 * Visually similar to diorite, but with a smoother texture.
 * Found underground surrounding the outsides of amethyst geode formations.


 * Candles and Candle Cakes
 * A light source, has light level of 3.
 * Up to four can be placed in a single block, similar to sea pickles. If 1 more candle is placed in a block, it increases the light level by 3, making a max light level of 12.
 * Can be lit with a flint and steel, fire charge, an arrow fired from a flame-enchanted bow, or a fire charge shot by a dispenser if it hits the candle.
 * Emits fire particles when lit.
 * The player can left click it to snuff it.
 * Can only be placed if there is a solid surface below.
 * Can still float if the block below them is broken.
 * Have variants for uncolored and all 16 colors.
 * Uncolored candle is crafted with 1 string and 1 honeycomb.
 * Colored candle is crafted using one of the 16 dyes and one uncolored candle.
 * Right-clicking a candle on an uneaten cake makes a "birthday cake", which can have 1 candle placed on it.
 * If the cake is eaten, the candle will pop off.


 * Cauldron
 * Can now be filled with lava $$, which was previously a exclusive.
 * Striders are not affected by lava cauldrons.
 * Can now be filled from the snowfall in mountains creating powder snow, which can be collected using buckets.


 * Cave Vines
 * Grow on the bottom side of a block.
 * Can be planted using glow berries.
 * Produce edible glow berries which are a light source.
 * Glow berries on the body of the plant produces a higher light level compared to the tip (bottom-most) of the plant.
 * Bonemealing a cave vine will produce glow berries (similar to sweet berry bushes) instead of growing the vine itself, unlike other vines.
 * Can be extended downwards using glow berries, and also have an age mechanic, similar to kelp.


 * Cobbled Deepslate


 * Is slightly tougher to mine than normal stone.
 * Mining deepslate drops cobbled deepslate, similar to stone dropping cobblestone.
 * Can be crafted into the following blocks:
 * Deepslate Slab
 * Deepslate Stairs
 * 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


 * Copper Block and variants
 * Copper blocks are used for crafting and storage.
 * Made with four copper ingots.
 * The stonecutter can be used to craft the different copper block variants.
 * Only cut copper can be used to make stairs and slabs.
 * Made with four copper blocks.
 * Cannot be turned back into regular copper blocks or copper ingots.
 * Develops a patina of pale green copper carbonate over multiple stages, which might be sped up by weather such as rain.
 * Honeycombs can be used to make waxed copper, which does not progress beyond the patina stage it has at the time.
 * Drowned can drop copper ingots.


 * Copper Ore
 * New ore that is found underground.
 * Drops itself when broken, like other metal ores.
 * Spawns in ore veins similar to iron (current generation is not the final version).
 * Can be smelted into a copper ingot, which can be used to craft copper blocks, lightning rods, and spyglasses.
 * Does not generate below Y = 0


 * Deepslate


 * Can be found below Y = 0.
 * Generates as base stone below Y = 0, gradually replacing stone.
 * Previously known as "grimstone".
 * Has similar texture to cobbled deepslate but with a different top texture.
 * Is slightly tougher to mine than normal stone.
 * Drops cobbled deepslate when mined without the Silk Touch enchantment.
 * Silk Touch can be used to obtain the deepslate without it turning into cobbled deepslate.


 * Deepslate Ores


 * New overworld ore variants that will generate in the deepslate layer (below Y = 0).
 * Functionally similar to their normal ore variants but are twice as tough to mine.
 * Ores that generate with deepslate variants include iron, gold, lapis lazuli, diamond, and redstone.
 * Ores that do not generate in the deepslate layer do not have a deepslate variant.


 * Dripstone Block
 * Spawn in Dripstone Caves.
 * Purely decorative block.
 * Can be crafted from four pointed dripstone.


 * Glow Lichen
 * A decorative block.
 * Can be water-logged.
 * Looks similar to vines.
 * Emits a light level of 7.
 * Spreads to a random nearby block in a cross formation when bonemealed.
 * This block was hinted at by Henrik Kniberg, who explained that the glowing ores at Minecraft Live 2020 were prototypes for this.


 * Hanging Roots
 * Seen in the distance of a lush caves biome behind a spore blossom.
 * A decorative block.


 * Lightning Rod
 * Crafted with 3 copper ingots.
 * Redirects nearby lightning strikes to the top of the rod, which can prevent flammable structures from catching fire during thunderstorms.
 * Emits a redstone signal when struck by lightning, with the exception of when it gets struck by lightning from a channeling trident in a thunderstorm, in which it emits nothing.
 * Can be oriented in different directions.


 * Moss Block
 * An opaque block that appears grassy on all sides.
 * Can be bonemealed to grow grass, tall grass, moss carpets and both types of azaleas on it and in its vicinity.
 * Can also be bonemealed to grow over (expand) which will convert stone surfaces, sand, dirt, etc. but not grass surfaces. May still generate moss carpets on non-convertible blocks including grass blocks.
 * Breaks when pushed by a piston.


 * Moss Carpet
 * Same texture as the moss block, but one pixel thick. Basically the moss version of a carpet.
 * Can occupy the same block with grass.


 * Pointed Dripstone
 * Comes in two forms, stalactites and stalagmites.
 * Stalactites hang from the ceiling and will drip water or lava, based on what was above them. The stalactites will still drip water naturally without a source block above it, but it does not fill the cauldron.
 * Placing a cauldron under a stalactite will slowly fill the cauldron with water or lava depending on the source block above them (enables renewable lava).
 * If the block on which a stalactite hangs is broken, the stalactite will fall, and this will damage players and mobs.
 * Stalagmites are found on the floor of the cave and deal damage if landed on.
 * The damage inflicted of pointed dripstone is directly proportional to the height from which the stalactite or player/mob falls from.


 * Powder Snow
 * Similar to snow, but entities fall through it, similar to the effect of cobwebs, but faster.
 * If the player does not have any leather armor equipped and they walk or fall in, they will start to freeze and take damage.
 * Freezing lowers the player's FOV (field of view), turns the health bar blue, and puts a frosty vignette on their screen.
 * Any leather armor prevents freezing.
 * Wearing leather boots will allow the player to walk on top of powder snow and make it function like scaffolding.
 * Most mobs can also take freezing damage.
 * Certain mobs have unique properties with powder snow.
 * Skeletons will convert into strays after staying inside of powder snow for too long.
 * Goats will avoid and jump across powder snow.
 * Foxes, rabbits, endermites, and silverfish can walk on top of powder snow.
 * Shulkers and vexes remain unaffected by powder snow.
 * "Snowier snow" was announced to be part of the Mountains biome in the biome vote at MINECON Live 2019, a joke teaser for powder snow.


 * Rooted Dirt
 * Part of the Azalea plant.
 * Resembles a dirt block, but with the roots of the Azalea tree intertwined.
 * Planned to lead to the Lush Caves biome.


 * Sculk Sensor
 * Generates in the deep dark cave biome.
 * Can be used for wireless redstone.
 * Senses vibrations created by things such as block placement, footsteps, and projectiles, including fishing rods.
 * Wool can occlude its ability to sense. This can be placed between or completely around the source of the input.
 * Cannot detect players sneaking.
 * Can be used with a piston to create a wireless redstone clock.
 * Emits particles ( Particle of the Vibration.gif ) and light when it senses a vibration nearby, except when waterlogged.
 * Are not affected by ambient weather such as rain, nor other sculk sensors and/or the warden.


 * Small Dripleaf
 * Appears highly varied in models.
 * Can only be placed in water or on clay, which counts as a 'moist' block.
 * Can be bonemealed to turn into Big Dripleaf.
 * Can be sold by the Wandering Trader.


 * Smooth Basalt
 * Spawns as an outer covering of amethyst geodes on the outer side of calcite, similar to real-life geodes.
 * Can be obtained by smelting basalt in a furnace.


 * Spore Blossom
 * Can be placed on ceilings.
 * Sends particles downward when opened.
 * Creates ambient particle effects, similar to the nether biomes, but non-biome dependent.


 * Tinted Glass
 * A type of glass that does not allow light to pass through.
 * Crafted with a glass block in the middle and 4 amethyst shards in a cross shape.
 * Drops itself when broken, even without Silk Touch, unlike glass.


 * Tuff
 * Spawns occasionally in the deepslate layer (below Y = 0).

Items

 * Amethyst Shard
 * Drops from amethyst clusters.
 * Used to make spyglasses and tinted glass.


 * Bucket of Axolotl
 * Obtained by using a water bucket on an axolotl, similar to fish.


 * Bundle
 * Can contain one cumulative stack of any variety of item types.
 * Stack sizes are sustained. For example, a bundle containing 32 blocks with a stack size of 64 could hold only an additional 8 ender pearls, as the stack size of an ender pearl is 16; the half stack of ender pearls added to the half stack of blocks is calculated as one full stack. Unstackable items like minecarts remain unstackable.
 * Displays a blue bar, similar to a durability bar, that shows how full it is.
 * Items are added by holding the bundle within the inventory and clicking an item or vice versa.
 * Tooltip shows icons of contained items.
 * Items drop to inventory when right clicked.
 * Are crafted with rabbit hide and string.


 * Copper Ingot
 * Created by smelting copper ore.
 * Can be used to craft copper blocks, lightning rods, and spyglasses.


 * Glow Berries
 * Grow from cave vines.
 * Can be eaten.
 * Used as a light source.
 * Loved by foxes as much as sweet berries.
 * Foxes can pick glow berries from the vine similar to sweet berry bushes.


 * Glow Ink Sac
 * Drops from Glow Squid.
 * Used to make Glow Item Frames and glowing signs.


 * Goat Horn
 * Goats have a chance to drop this item when they ram into a block.
 * Holding while holding this item plays the raid horn sound effect.


 * Powder Snow Bucket
 * Using a bucket on powder snow creates a powder snow bucket.
 * Powder snow buckets can be used to place powder snow.
 * Powder snow buckets can also be filled from cauldrons filled with powder snow.


 * Spawn Eggs
 * Spawn eggs for the new mobs are added.
 * Axolotl Spawn Egg JE1.png The axolotl spawn egg, currently available $$.
 * Glow Squid Spawn Egg JE1.png The glow squid spawn egg.
 * Goat Spawn Egg BE2.png The goat spawn egg, currently available $$.


 * Spyglass
 * Crafted from an amethyst shard and 2 copper ingots.
 * When while held, it allows the player to see far away objects through a small square.
 * By pressing F1 you will be able to zoom in your whole screen; avoiding the border that is normally presented when using.
 * Switching to third person view while using the spyglass shows the player holding up the spyglass to where the eyes would be.

Mobs

 * Axolotl
 * Based on the Mexican salamander with the same name in real life.
 * Planned to be found in bodies of water within lush caves biomes.
 * The first amphibian added to Minecraft.
 * Can be caught in a bucket like fish.
 * Comes in four common varieties, lucy (pink), wild (brown), gold, and cyan, and a rare blue variety, which has a $1/1200$ (~0.08334%) chance of spawning.
 * Plays dead when damaged, receiving Regeneration.
 * This regeneration ability is likely based on how real axolotls can regrow lost limbs.
 * Attacks fish and squid, and attacks drowned and guardians (doesn't include Elder Guardians) if tempted with tropical fish by a player.


 * Glow Squid
 * Originates from Minecraft Earth.
 * Glows in the same way that magma cube cores, vexes, blazes and the eyes of spiders, drowned, and endermen do.
 * Drops Glow Ink Sacs, used to make Glow Item Frames.
 * Spawns in the deep oceans and underwater caves.
 * Was decided on based on a mob vote between it, the Moobloom from Minecraft Earth, and the Iceologer from the Minecraft Dungeons DLC Creeping Winter.


 * Goat
 * Spawns in mountain biomes.
 * Can jump high to avoid obstacles, about 5 blocks tall.
 * Attacks nearby mobs by charging and knocking them a considerable distance.
 * Takes reduced fall damage.
 * Avoids powder snow by jumping over it.
 * Can be bred with wheat, which produces a baby goat.
 * Drops one goat horn when ramming into a block. Goat horns do not regrow.

Non-mob entites

 * Glow Item Frames
 * A variant of the Item Frame that is made using a Glow Ink Sac.
 * Appears to glow but does not give any actual light.

World generation

 * Amethyst Geodes
 * A tiny underground cave-like feature.
 * Contains smooth basalt, calcite, blocks of amethyst, budding amethyst, and the amethyst clusters they generate.
 * An amethyst geode that generates underwater will cause water block textures to appear in openings. Placing or breaking a block next to the water blocks causes them to start flowing into the geode.
 * Twinkle-like sounds can be heard near amethyst crystals, which used placeholder sounds when it was showcased, and not the final version.


 * Caves
 * Completely overhauled.
 * Now stretch down to Y = -59.
 * 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 will now completely take place of stone from Y = -8 to bedrock.
 * Certain types of ores and structures will still generate in the deepslate layer, as well as tuff.
 * Dirt, diorite, granite and andesite will not generate in this layer.
 * Biomes inside of caves introduced such as dripstone caves.
 * Contain aquifers, bodies of water with different heights, independent of sea level (Y=63).
 * Improved old caves to blend in with the new generations of caves better.
 * New carver called crack carver, which appears as a fissure on the ground, like ravines but narrower and can go very deep.
 * New noise caves, coming in 2 forms, cheese and spaghetti.
 * The original caves still exist, mixing with the noise caves.
 * Cheese caves have large stone towers stretching from the bottom of the cave to the top.
 * Very large, large enough to fly with an elytra.
 * Abundant with aquifers and ores.
 * Spaghetti caves are long, thin caves which only have small aquifers and are more similar to original caves.


 * Mineshafts
 * For support, if in the air, can generate with log pillars below or chains on fence posts above.


 * Strongholds
 * Try to generate fully encased in stone at low y-levels.

Biomes

 * Dripstone Caves
 * Contains pointed dripstone and dripstone blocks.

Gameplay

 * An action can cause vibrations in the air, which can be picked up by sculk sensors and wardens.
 * Can be caused by player and mob movements, blocks being placed or broken, containers opening, projectiles being fired and landing, blocks like pistons moving, buttons, levers and pressure plates activating, and blocks activating. Vibrations are not caused by ambient weather such as rain or snow.
 * Can be caused by player and mob movements, blocks being placed or broken, containers opening, projectiles being fired and landing, blocks like pistons moving, buttons, levers and pressure plates activating, and blocks activating. Vibrations are not caused by ambient weather such as rain or snow.

General

 * Height limit
 * Has been increased to 384 blocks, expanding 64 blocks up and 64 blocks down, with 320 being the limit upwards and -64 being the limit downwards.

Planned additions
''Please note that the names of many features are currently placeholders. They may be marked with the template .''

Blocks

 * Uses the texture of clay.
 * Ceramic Shards can be incorporated into an unfired pot.
 * Can be fired by lighting fire under the pot.
 * Pot can fit up to 8 Ceramic Shards.
 * Pot can fit up to 8 Ceramic Shards.


 * Uses the texture of terracotta.
 * Created by firing a clay pot.
 * Upon firing, any placed Ceramic Shards become permanently incorporated on to the clay pot.
 * Upon firing, any placed Ceramic Shards become permanently incorporated on to the clay pot.


 * Generates in the mysterious new cave biome, referred to as the "deep dark" temporarily.
 * Has an animated texture.
 * May be used in redstone.
 * May be used in redstone.


 * Generates in the deep dark biome.
 * Has a different top texture than the Sculk Block and Sculk Chute.
 * May be used in redstone.


 * Generates in the deep dark caves.
 * Made of sculk and a bone-like material.
 * May be used in redstone.
 * Glows but does not emit light, similar to the glow squid or the glow item frame.
 * Glows but does not emit light, similar to the glow squid or the glow item frame.


 * 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.
 * 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.
 * May be used in redstone as seen in this video when they talk about the sculk sensor.


 * Processing rubble
 * A technical block associated with archaeology.
 * At least comes in dirt and gravel variants.
 * Created upon using a brush on what appears to be normal dirt or gravel.
 * Has 16 layers.

Items

 * Used to sweep debris away from archaeological items.
 * Sweeps debris off archaeological items one layer at a time. If interrupted, the block it was being used on simply disappears, and does not yield custom block heights.
 * Also comes in a blue-green variant.
 * Also comes in a blue-green variant.


 * Obtained with a brush at archeological sites.
 * Come in different colors and different designs, each depicting a different picture, such as an ender dragon, a cow, Alex, a skeleton, a tree and a vindicator.
 * Can be placed/customized on clay pots.
 * Currently using placeholder art, according to Jasper Boerstra.
 * Currently using placeholder art, according to Jasper Boerstra.


 * Warden Spawn Egg.png The Warden spawn egg is visually confirmed but not yet implemented.
 * Warden Spawn Egg.png The Warden spawn egg is visually confirmed but not yet implemented.

Mobs

 * Spawns in the new deep dark biome.
 * The first fully blind mob (bats, despite relying almost exclusively on echolocation, still have basic eyesight).
 * 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.
 * Incredibly strong, doing damage, bringing players wearing full netherite armor from full health to  health points.
 * A mob designed to be extremely difficult and 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).

World generation

 * biome
 * New biome at the "deepest depths of the world".
 * Wardens can spawn here.
 * Contains sculk blocks and sculk sensors.
 * Contains deepslate.
 * Likely generates within the deepslate layer between -1 Y and -64 Y.
 * May contain candles.


 * Generate below azalea trees.
 * Can be reached by following azalea roots underground.
 * Contains tall grass, glow berries, dripleaf plants, spore blossoms, moss blocks, moss carpets, clay blocks, hanging roots, rooted dirt, and azalea variants.
 * Can spawn axolotls.
 * Can spawn axolotls.


 * Seems to be possibly a large tunnel-like cave generation.
 * Not much is known about this cave variation yet, but it was confirmed on Twitter by Henrik Kniberg.
 * Possibly contain "catacomb" style branching cave sections.
 * Possibly contain "catacomb" style branching cave sections.


 * More extreme and smooth terrain.
 * Likely change to the generation of alternate stone types, to make them appear in larger but less numerous deposits.
 * Possibly seen in a screenshot tweeted by Henrik Kniberg, in which diorite appears to generate in a long and flat horizontal strip, rather than a small unevenly shaped patch.
 * Ore generation will see further rebalancing and will influence the surrounding stone
 * Ore generation will see further rebalancing and will influence the surrounding stone

Gameplay

 * The player can find items and blocks in gravel and dirt inside the dig site structure by using the brush.
 * Possible items shown in the preview footage include:
 * Ceramic shards of varying color that depict different images.
 * Diamond blocks and emerald blocks are probably not a part of this list and serve as a placeholder for something else.
 * Diamond blocks and emerald blocks are probably not a part of this list and serve as a placeholder for something else.


 * While in the deep dark cave biome, the ambient lighting occasionally dims temporarily, limiting the player's visibility. This serves as a warning that the warden is nearby.
 * While in the deep dark cave biome, the ambient lighting occasionally dims temporarily, limiting the player's visibility. This serves as a warning that the warden is nearby.

World generation

 * Height dependent generation.
 * Revamped, featuring some new small spruce trees on the slopes and ice or packed ice above the peaks.
 * Contain goats, snow blocks, and powder snow.


 * Mineral veins


 * Some stone appears a little different and when that stone is mined, more of the ore should be found behind it.


 * Other Stones


 * Diorite or calcite and what appears to be tuff spawn in layers of stone in straight lines instead of splotches.

Structures

 * Underground Cabin


 * Seen in the Deep Dark biome during the Minecraft Live 2020 stream.
 * Consists of a chamber with a cobblestone floor and stripped log support beams, containing 3 barrels, a blast furnace, and a large chest, with cobwebs and candles in and around it.
 * May possibly not be a generated structure, but instead a construction built for the purpose of the Warden showcase.

Excavation Site [unofficial name]


 * Seen during the Minecraft Live 2020 stream.
 * Consists of wool tents and a large pit containing rubble.
 * May not be a generated structure but there was mention in the video.

Trivia

 * Swedish painter was one of the main inspirations behind the design and idea of the lush caves biome, specifically Bauer's 'Oskuldens Vandring' (Innocent's Journey) painting.
 * This is the first update to add a new ore to the Overworld since emerald ore was added in  for  and  for, in 2012 and 2014 respectively.
 * This is the first update to add a real-world metal into the game since Classic 0.0.14a in 2009 for, which brought both iron and gold, and in 2012 for , which brought iron.
 * Although the axolotl is the first amphibian mob implemented into Minecraft, it was not the first announced one, since frogs were announced during the MINECON Live 2019 biome vote.
 * Despite ores being shown to emit light during the reveal of this update, this was later confirmed to be just for demonstration purposes, to give a much clearer vision for viewers, and not for the final version.
 * It was confirmed to be a placeholder for new, biome-specific light sources.
 * The name "Sculk" is derived from the word "skulk", meaning "keep out of sight, typically with a sinister or cowardly motive".
 * Mojang Studios employees explored real caves to research for the update. This helped give inspiration and ideas for the update, including for the mesh caves.
 * Henrik Kniberg also recalled memories of past visits to caves around the world.
 * Tinted Glass is the name of Stained Glass in the April Fools' joke Minecraft 2.0.
 * During  snapshots, Waxed Lightly Weathered Cut Copper Stairs was longest item name in the game, with 41 characters between, and.
 * The art style of the concept art for Caves & Cliffs was inspired by the concept art of Diamonds and Lemons, the Adventure Time episode featuring a Minecraft crossover.

Caves
Screenshots of the Caves & Cliffs Update from Minecraft Live 2020 and other sources: