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 in mid-2021. It was first announced during Minecraft Live 2020 on October 3, 2020.

The development versions of 1.16.200 and 1.16.210 contain some of the Caves & Cliffs features through experimental gameplay, however they are not included in the full release of those versions.

Blocks

 * Copper Block
 * Can be crafted with 4 copper ingots, and can also be crafted back into 4 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 Copper Block.
 * Can be crafted into cut copper.


 * Copper Ore
 * Generates randomly underground in small veins, but this has been confirmed to be a placeholder.
 * Has the same rarity as iron.
 * Generating starts at the same minimum level(s) as iron.
 * Can be smelted into a copper ingot.
 * Spawns in up to 5 blocks together.


 * 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.


 * 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.


 * 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.


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


 * Lightning Rod
 * Can be crafted with 3 copper ingots.
 * Lightning strikes within a 32-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, though this does not produce a redstone signal.
 * Gives a light level of 1.


 * 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, which also breaks 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 (lava in the Nether), but 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.
 * When inside a powder snow block, a frosty vignette appears around the player's screen and any entity 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.


 * 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.
 * Particle of the Vibration.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.
 * Wool blocks between the sensor and the cause of the sound prevent the sensor from detecting the sound.

Items

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


 * 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.


 * 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.


 * Spawn eggs
 * Added goat spawn eggs.
 * Added glow squid spawn eggs.

Mobs

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


 * Glow Squid
 * Originates from the mob with the same name from Minecraft Earth.
 * Underwater mob that behaves like a regular squid.
 * Does not naturally spawn yet.
 * Drops glow ink sacs when killed.
 * Does not affect the light level, appearing only as if lit up itself. 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 fast after taking damage.

Gameplay

 * Death messages
 * Added 1 new death message:
 * " froze to death".

Blocks

 * Dispensers
 * Can now wax copper blocks.

Items

 * Ink Sacs
 * Can be used to revert glowing text on signs to normal.


 * Dye
 * Can be used to change the color of text on signs.

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

Blocks

 * Amethyst Bud
 * Grows from budding amethyst, which is found in amethyst geodes.
 * Starts out small, 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.


 * 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.
 * Emits a light level of 5.


 * Azalea
 * Has variants with either no blossoms or pink blossoms.
 * Bush-like blocks which can be planted on dirt and grass blocks.
 * Both azaleas can grow from moss blocks when bone meal is used on them.


 * Azalea Leaves
 * Has variants with either no blossoms or pink blossoms.
 * Yield azalea and sticks on decay.


 * Block of Amethyst
 * A 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.


 * 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 tuff and amethyst.


 * Candle
 * Crafted with honeycomb and string.
 * Comes with 16 dyed types and a yellowish non-dyed type.
 * Can be lit by any item that produces fire.
 * Up to 4 can be placed in a single block, similar to sea pickles, for a maximum light level of 12.
 * Only candles of the same color can be placed on the same block.
 * Only one can be placed on an uneaten cake and lit.
 * If any of the cake is consumed, the candle pops off.
 * Can be placed underwater, but cannot be lit.


 * Cave Vines
 * A natural light source, with a light level of 10 or 14 (depending on whether it's head or body).
 * Drop glow berries.
 * Growth can be sped up using bone meal.
 * Berries can be harvested by with the vine.
 * Grow from glow berries when placed on the underside of a block.
 * Unlike regular vines, they cannot be climbed.


 * 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.


 * Dripleaf
 * Allows an entity to stay on it for 1.5 seconds (30 ticks), before the entity will fall through it.
 * The tilt happens in 3 stages: Unstable, Partial, and Full. These can be seen in the F3 debug menu.
 * 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 tilts.
 * Comes in two sizes: Small and Big. Small can be applied bone meal to grow into Big.
 * Small dripleaf can only be obtained with shears (otherwise breaks), and can only be planted on clay, or underwater on clay and dirt blocks.
 * Big dripleaf can be obtained with any tool or by hand, and can be planted on grass and dirt blocks.


 * Dripstone Block
 * A decoration block.
 * Appears to be made of the same materials as stalactites and stalagmites but as a full cube.
 * Generates only in the Dripstone caves biome, which is currently available only through single biome, caves, or floating islands world types.
 * Can be crafted from 4 pointed dripstone.


 * Grimstone
 * A dark gray stone found between Y = -1 to Y = -64 of the world.
 * Will have a gradual transition from stone to grimstone as the Y-level reaches 0.
 * Takes over fully underground starting from Y=-8.
 * Has a hardness value greater than that of stone but can be mined with any pickaxe.
 * Can be crafted into Polished Grimstone, Grimstone Bricks, Grimstone Tiles, and Chiseled Grimstone.
 * Grimstone and its variants (except Chiseled Grimstone) can also be crafted into walls, slabs, and stairs.
 * Can be used interchangeably with cobblestone and blackstone in crafting recipes of basic tools, furnaces and brewing stands.


 * Hanging Roots
 * Decorative blocks that can only be placed on the underside of a block.
 * Obtained with shears, otherwise breaks.


 * Moss Block
 * An opaque block with a grass-like texture 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 be bonemealed to grow over (expand) across stone surfaces, but not grass surfaces.
 * Breaks when pushed by a piston.


 * Moss Carpet
 * Same texture as the moss block, but one pixel thick.
 * Crafted with moss blocks.


 * Rooted Dirt
 * Decorative blocks.
 * A dirt-like block with roots on its texture.
 * Similar to coarse dirt, neither mycelium nor grass spread to it.


 * 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.


 * Unidentified Sculk Block.png




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


 * Sculk Something.png
 * 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.


 * Sculk Veins.png


 * 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.


 * 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.


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


 * 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 grayish stone that composes the outer layer of amethyst geodes.
 * Texture may be subject to change.

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 a spyglass.


 * 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


 * 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.


 * Bundle
 * Crafted with 2 string and 6 rabbit hide.
 * Used to store other items (except shulker boxes) inside of it.
 * Can hold only one stack of items, but can hold different types of items inside the stack.
 * Items with smaller stacks, such as ender pearls, take up more room in a bundle, and non-stackable items take up the whole bundle.
 * The bundle's contents can be opened by pressing while holding it, throwing out its entire content into the world. When destroyed as an entity, it drops the items it currently has as well.
 * Right-clicking a bundle in the inventory empties one item from the bundle.
 * Even though bundles are not stackable, bundles can be nested.
 * Can hold up to 16 bundles.
 * Only empty bundles can be placed in other bundles without using commands.
 * Has a GUI when hovering over it.
 * Shows contained items in its GUI's inventory slots when hovering over it, as well as fullness as a number.
 * Note: Bundles can hold any amount of any item if added using commands.


 * 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.


 * Glow Berries
 * Can be eaten, restoring.
 * Grow on cave vines.


 * 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.


 * 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 or by pressing.
 * There is a unique animation for using the spyglass, which is visible in third person perspective or by another player.

Mobs

 * Axolotl
 * The first amphibian added to Minecraft.
 * Will 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 tropical fish or buckets of tropical fish.
 * Come in five different colors (leucistic, yellow, brown, white, and purple/pink, and a rare blue Axolotl).
 * Blue axolotls are very rare, with a $1/1200$ chance of spawning.
 * Plays dead when damaged, receiving Regeneration I.
 * This regeneration ability is likely based on how real axolotls can regrow lost limbs.
 * Attacks drowned, guardians, squids, glow squids and fish, damage not yet official.
 * Are always hostile to fish and squid, and hostile to drowned and guardians only when "tempted" by a player holding tropical fish.






 * 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

 * Caves
 * Added new noise caves, which come in two types: "cheese" and "spaghetti" caves.
 * Added flooded aquifer caves.
 * The old "carver" cave generation still generates, combining with the new caves.


 * Cheese caves
 * Often form caverns of various sizes.
 * Utilize noise generators for generation.
 * Can form cave entrances when they intersect with land.


 * Spaghetti caves
 * Long, narrow caves.
 * Utilize noise generators for generation.
 * Can form cave entrances when they intersect with land.


 * Aquifers
 * Used to generate bodies of water in new caves.
 * Currently only used below Y=31, meaning any noise caves between Y=31 and Y=63 are flooded with water. This will be fixed in a later snapshot.
 * Magma blocks may generate at the bottom of these new water bodies, creating downward bubble columns.
 * Replaces the old underwater cave carvers/canyons.
 * Fish spawn in aquifers if it is under an ocean or river.


 * 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 tuff.
 * Also generates with a small air pocket nearby which may open into the geode.
 * Generally generates at or below sea level (y = 63).
 * Most commonly generates at lower levels (y = 0 to y = 40)
 * Overrides standard caves and ravines, but is overridden by abandoned mineshafts.
 * Currently has a high generation rate, presumably for testing purposes which was also done with ruined portals before.


 * Dripstone Caves
 * A new underground biome, consisting of a massive cave biome containing vast quantities of stalactites and stalagmites.
 * Made up of primarily dripstone blocks and stone, with large clusters of dripstone blocks hanging from the ceiling, pointed dripstone on the floor and ceiling and many pools of water.
 * Does not yet generate naturally in normal worlds, and can be generated only using buffet worlds with "Dripstone Caves" selected as the source biome or using custom world. Natural generation is planned for future versions.


 * biome
 * New biome at the "deepest depths of the world".
 * Wardens can spawn here.
 * Contains sculk blocks and sculk sensors.
 * Contains grimstone.
 * Likely generates within the grimstone 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.

Trivia

 * This is the first Bedrock Edition update to add a new ore to the overworld since emerald ore was added.
 * Similarly, this is also the first Bedrock Edition update to add a real-world metal into the game since iron and gold ore was added.