Java Edition 1.17

1.17, 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.

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.


 * 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 crystals on any of its sides (if next to a water source block or air, and if the side is not against another block), in a given time.
 * 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, but cannot be lit, underwater.


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


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


 * Cut Copper Slab
 * Oxidises 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
 * Oxidises and changes texture over time.
 * Can be stopped from oxidizing by combining it with a honeycomb to create Waxed Cut Copper Stairs.


 * Lightning Rod
 * Can be crafted with 3 copper ingots.
 * Nearby 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.


 * Powder Snow
 * A variant of snow, entities that walk into it will sink in 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 leather armor is intended to slow the freeze effect, and a full set of leather armor is intended to stop the freeze effect. However, this feature was not implemented properly and currently doesn't work.
 * Can be collected and placed with a bucket.


 * Tinted Glass
 * A black variant of glass that does not let light pass 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.

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.


 * Bundle
 * Crafted with 2 string and 6 rabbit hide.
 * Used to store other items (except shulker boxes) inside of it.
 * Can only hold a stack of items, but is able to hold different types of items inside of it.
 * 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.
 * 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.
 * Note: Bundles can hold any amount of any item if added using commands.


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


 * 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.


 * 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.

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 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.

Command format

 * Modifies the inventory of a block or entity.
 * This command has three forms:
 * - same as old
 * - modifies item (without copying).
 * {{cd|/item copy  number in   from 6 to 7.
 * Changed the resource pack version number from 6 to 7, as the following have been changed:
 * Drowned texture mirroring has changed.
 * Slots for the game mode selector are now 26 pixels instead of 25.
 * Data pack version is also changed to 7.
 * Data pack version is also changed to 7.


 * Dedicated servers
 * A dedicated server can enforce custom resource packs by setting {{cd|require-resource-pack}} in {{cd|server.properties}}. When this option is used, players will be prompted for a response and will be disconnected if they decline the required pack.


 * Entity storage
 * Entities have been extracted from main (terrain) chunks and are now stored in separate {{cd|entities}} directory (similar to POI storage). Those new files are still region files with NBT.


 * Libraries
 * The game now uses javabridge 1.1.23 instead of 1.0.22.


 * Menu screen
 * Buttons tied to a set of values can now be scrolled through.
 * Clicking {{key|Shift}} on a menu button changes it to the previous value.
 * The debug mode can now be accessed by clicking {{key|Alt}} instead of {{key|Shift}} on the world type button.


 * Translation strings
 * The "World Type" string no longer contains a colon (":"). The colon is still visible in-game, however.
 * Changed "Use VSync" to "VSync".
 * Removed the unused string for enabling VBOs, "Use VBOs".
 * Added strings, "Mode", "Type", "Triggering", and "Track output". These are read out by the narrator for buttons in the command block UI.

Blocks

 * Restoring clay pots.png


 * Seems to use the texture of clay block.
 * 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.


 * painted clay pot.png


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


 * Azalea Leaves.png Blooming Azalea Leaves.png


 * Part of a new tree, marking the location of the lush cave.
 * Has variants with either no blossoms, pink blossoms, or purple blossoms.


 * Baby azalea tree.png Baby blooming azalea tree.png Azalea Sapling


 * Has variants with either no blossoms, pink blossoms, or purple blossoms


 * Azalea Roots.png


 * Part of the Azalea tree.
 * Resembles a dirt block, but with the roots of the Azalea tree intertwined.
 * Probably is the source of all the life in lush caves.
 * May be a new variant of the dirt block.


 * Roots bloody roots.png


 * Seen in the distance of a lush caves biome behind a spore blossom.
 * Can also be seen hanging beneath the dirt variant that spawns below the Azalea tree and on the ceiling in the axolotl clip, possibly just a decorative feature of this block.


 * New Vine.png New Vine 2.png


 * Light source.
 * Grows edible glow berries.


 * Spore Blossom.png


 * Can be placed on ceilings.
 * Sends particles downward when opened.
 * This item can be found in the lush caves.


 * Dripleaf Plant.png


 * A plant that can be used for platforming.
 * If the player stands on top of the plant for 2 seconds (40 ticks), the player falls through the plant.
 * Can be placed on a grass block.


 * Baby dripleaf plants.png Small Dripleaf Plant


 * Appear highly varied in models.


 * Unidentified foliage object.png Moss Block


 * An opaque block that appears grassy on all sides.
 * Can be found in lush caves.


 * Foliage carpet.png Moss Blanket


 * Same texture as the moss block, but one pixel thick.


 * Sculk Block.png


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


 * Unidentified Sculk Block.png


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


 * Sculk Something.png


 * Generates in the deep dark caves.
 * While this block's use and function is currently unknown, it is speculated that this block is the source of the other sculk blocks due to the block always appearing in the middle of each sculk growth. This could possibly mean that the other sculk blocks grow out from the sculk chute, however this is just speculation.


 * Sculk Growth.png


 * Generates in the deep dark cave biome.
 * Generates in a layer on top of blocks, similar to snow.
 * Some have parts that are transparent, allowing the player to see the block it is on top of.


 * Sculk Sensor.gif


 * Generates in the deep dark cave biome.
 * Can be used for wireless redstone.
 * Senses block placement, footsteps, and projectiles.
 * Wool can occlude its ability to sense. This can be placed between or completely around the source of the input.
 * Can be used with a piston to create a wireless redstone clock.
 * Particle of the Vibration.gif Emits particles when it senses a vibration nearby.
 * Are not affected by ambient weather such as rain, as well as other sculk sensors and the warden.


 * Unnamed Stone.png Darkstone/Deepstone


 * Can be found around the dark deep cave biome walls.
 * Can be found in large groups.


 * Unknown speleothem block.png


 * Appears to be made of the same materials as stalactites and stalagmites but as a full cube.
 * Found in dripstone caves.


 * Stalagmites.png


 * Can be found on the floor of the new dripstone caves.
 * Deals damage when landed on.


 * Stalactites.png


 * Can be found on the ceiling of the new dripstone caves.
 * Can fall, but unlike sand or gravel, breaks apart on impact.
 * Drips water, which can fill cauldrons placed under it.


 * Unspecified underground light sources


 * A video by Henrik Kniberg explicitly states that the temporary showcased feature of ore blocks emitting light was intended as a placeholder for underground light sources, potentially hinting at further new cave light sources.

Items

 * Goat Horn.png Goat Horn


 * This feature is currently available in beta development versions of Bedrock Edition 1.16.200.
 * 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.


 * Axolotl Bucket JE1.png
 * Obtained by using a water bucket on an axolotl, similar to fish.
 * Had no name in the Minecraft Live 2020 demo, showing its translation string.


 * Brush.png


 * Used to sweep away debris 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: Brush 2.png
 * This may imply a connection to copper, as both the variant and normal brushes have corresponding colors to the blocks shown.


 * Blue Ceramic Shard.png Orange Ceramic Shard.png Ceramic Shard 1.png Ceramic Shard 2.png Ceramic Shard 3.png Ceramic Shard 4.png


 * 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.




 * Can be eaten.
 * Used as a light source.




 * Spawn eggs for the new mobs are added.
 * Warden Spawn Egg.png The Warden spawn egg is visually confirmed but not yet implemented.
 * Goat Spawn Egg BE1.png The Goat spawn egg is present in the Bedrock Edition beta.

Mobs

 * Axolotl (albino).png Axolotl (brown).png Axolotl (green).png


 * Based on the Mexican salamander with the same name in real life.
 * Found in bodies of water within lush caves biomes.
 * The first amphibian added to Minecraft.
 * Can be caught in a bucket like fish.
 * Can be tamed by capturing it in a bucket.
 * Come in different colors (leucistic, yellow, green, brown, and purple/pink).
 * Plays dead when damaged, receiving Regeneration. Appears to turn invisible or teleport after this, although the latter may be just a bug or a glitch.
 * This regeneration ability is likely based on how real axolotls can regrow lost limbs.
 * Attacks drowned, guardians, elder guardians and fish, damage not yet official.
 * Sometimes can give Regeneration to the player who tamed it.


 * Glow Squid.png


 * Originates from Minecraft Earth.
 * Glows in the same way that magma cube cores, vexes, blazes and the eyes of spiders, drowned, and endermen do.
 * Spawns in deep ocean biome.
 * Likely to spawn in flooded caves as well.
 * 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. Failing mobs are less likely to be added but still have a chance to be implemented in the future.


 * Goat.png Goat


 * This feature is currently available in beta development versions of Bedrock Edition 1.16.200.
 * 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, and produces 3-8 babies at once.
 * Has a chance to drop a goat horn when ramming into a block.


 * Warden.png




 * Spawns in the new deep dark biome.
 * It is the first blind mob.
 * When sensing movement, it moves toward the source of the movement.
 * 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, like a snowball or an arrow, lands near the Warden, it causes the mob to head to the location of where the projectile landed, due to the projectile itself creating movement and noise, therefore distracting the warden.
 * Does not detect players that are sneaking.
 * Can detect players that are invisible.
 * Can detect players using elytra.
 * When aggravated for long enough, the warden follows the player continuously, regardless of any other distractions.
 * Attacks any mob that makes vibrations, not just players.
 * Can detect ringing bells.
 * Can detect players eating.
 * Incredibly strong, doing damage, bringing players wearing full netherite armor from full health to  health points.
 * Has at least health points, although it is estimated to have up to, putting it on par with the iron golem and ravager.
 * 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 use the energy of vibrations to move faster.
 * 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 3.2 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

 * Archaeological excavation


 * A new semi-underground structure where archeological items and ceramic shards can be found.


 * biome


 * New biome at the "deepest depths of the world".
 * Wardens can spawn here.
 * May contains candles.
 * Contains sculk blocks, and the new Skulk Sensor Blocks, a new block that responds to vibrations.
 * Contains a new Unnamed Block.




 * A massive cave biome containing vast quantities of stalactites and stalagmites.




 * Generate below azalea trees.
 * Contains tall grass, glow berries, dripleaf plants, spore blossoms, moss blocks, moss blankets, clay blocks, azalea roots, and azalea saplings.
 * Can spawn axolotls.




 * Seems to be possibly a large tunnel-like cave.
 * Not much is known about this biome yet, but it was confirmed on Twitter by Henrik Kniberg.


 * 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.

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.




 * 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.




 * An action can cause vibrations in the air, which can be picked up by sculk sensors and wardens
 * Can be caused by walking (but bats?), block placing, block breaking, doors or trapdoors opening, chests of any kind opening, pistons activating, and projectiles such as snowballs, eggs, or arrows landing. This does not include ambient weather such as rain or snow

World generation

 * Caves


 * Complete generation overhaul.
 * Many variations on cave types and cave design.
 * Biomes within caves introduced.




 * A new underground water level generation aspect has been introduced, which allows for certain areas of a world to generate with a specified water level different from that of another area (such as sea level).
 * Caves & Cliffs Mountains largersize.png.]]Allows for the generation of larger underground lakes and connections to oceans.
 * Allows for the generation of many underground waterfalls.
 * Allows for underwater entrances.




 * Height dependent generation.
 * Revamped, featuring some new small spruce trees on the slopes and ice or packed ice above the peaks.
 * Contain snow blocks, goats, and a new form of snow called powder snow, which is said to be "snowier than snow".


 * Ore veins


 * To be revamped, possibly to balance the generation of copper.
 * Some stone appears a little different and when that stone is mined, more of the ore should be found behind it.


 * Other Stones


 * Granite, Diorite, and Andesite spawn in layers of rock in straight lines instead of splotches.  Example-of-other-stone-generation.png

Blocks

 * Wool


 * Used to block a sculk sensor's ability to sense vibrations.

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.

General

 * Height limit
 * May be increased.

Trivia

 * 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.
 * As of 20w45a, Waxed Lightly Weathered Cut Copper Stairs is the longest item name in the game, with 41 characters.