Java Edition Deep Dark Experimental Snapshot 1

Deep Dark Experimental Snapshot 1 is the first experimental snapshot for Java Edition 1.19, released on February 17, 2022, which adds features related to Deep Dark.

Blocks

 * Reinforced Deepslate
 * A new mysterious block that can be found on ancient cities.
 * It is unobtainable in survival mode.


 * Sculk
 * Generates in the deep dark biomes.
 * Has an animated texture.
 * Drops only experience when broken without Silk Touch.
 * When wool blocks are placed on a sculk block, it will let nearby sculk sensors know, preventing that vibration from being occluded.
 * Sculk blocks grow underneath a mob corpse around a sculk catalyst.
 * If too many sculk shriekers activate, wardens may emerge from the sculk blocks.


 * Sculk Catalyst
 * Generates in the deep dark biome.
 * Spreads sculk blocks to wherever a nearby mob dies. The amount it spreads depends on the amount of experience the mob is meant to drop.
 * Even if the mob doesn't drop experience as it wasn't killed by a player, the blocks would still spread based on the amount of experience it normally drops.
 * The experience will not be dropped in these cases.
 * Drops only experience when broken without Silk Touch.
 * Emits light.
 * Emits soul particles after a mob dies and grows sculk related blocks.
 * Sculk Catalyst Bloom.gif Blooms when activated.


 * Sculk Shrieker
 * Generates in the deep dark biome.
 * Has two soul-shaped patterns in the center.
 * Has the ability to "shriek", emitting ring-like/sonic particles.
 * Is activated by a sculk sensor.
 * Gives players the Darkness effect when activated.
 * If activated too many times, a warden is summoned from the ground.
 * Sculk shriekers summon wardens only if there isn't one within 48 blocks.


 * Sculk Vein
 * Generates in the deep dark biome on the edge of sculk patches.
 * Generates in a layer on top of blocks and can be placed in all directions, like glow lichen.
 * Has an animated texture.
 * Can be waterlogged.
 * Drops nothing when broken without Silk Touch.
 * Some have parts that are transparent, allowing the player to see the block it is on top of.

Items

 * Spawn Eggs
 * Added Warden spawn egg.

Mobs

 * Warden
 * Spawns in the deep dark biome, specifically when too many sculk shriekers are activated.
 * "Emerges" from the ground when spawned by sculk shriekers.
 * Digs back into the ground when it doesn't sense any vibration after 60 seconds.
 * The first fully blind mob.
 * Has a sense of smell. It can detect and pathfind toward the general location of a player or mob through a "smelling" action.
 * Prioritizes smelling the player or mob that it is most suspicious of, rather than the one closest to it.
 * Has a sense of vibration. When sensing movement, it pathfinds toward the source of the movement.
 * It follows and attacks players, mobs, and other entities that make vibrations.
 * When it detects a vibration, the growths on its head rattle and light up, similar to the sculk sensor.
 * Seems to follow the same rules as the sculk sensor when detecting vibrations.
 * If any projectile (e.g. egg, snowball, arrow) lands near it, the warden inspects the location where the projectile landed, due to the projectile creating significant vibrations. This feature can be used in order to cause a distraction.
 * Does not detect players that are sneaking.
 * Can detect players or mobs that have the invisibility effect.
 * Becomes more suspicious of a player or mob as it detects its location more through vibrations and/or smelling. When it suspects the target enough, it identifies its exact location, which aggravates it, causing it to pathfind toward the target to attack regardless of outside distractions.
 * Burns in direct daylight.
 * It is the only mob that spawns in the deep dark biome.
 * Incredibly strong, doing damage, bringing players wearing full netherite armor from full health to  health points.
 * Currently has health points.
 * At least as fast as a walking player.
 * Seems to have knockback resistance.
 * Because of this, the warden isn't needed to receive the advancement, Monsters Hunted.
 * Warden's chest has a glowing core that appears to brighten and dim in tandem with the Darkness effect.
 * The core creates a low throbbing or "heartbeat" sound as it pulses. The sound and animation speed up rapidly as the warden gets more suspicious of or closer to attacking a player or mob.
 * 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

 * Ancient City
 * Generates within the deep dark biome.
 * Includes all of the deep dark features within it.
 * Made of deepslate and its variants, basalt blocks and its variants, planks, and wool.
 * Contains soul sand, soul fire and soul lanterns.
 * Contains candles and skeleton skulls.
 * Contains chests with unique loot, like Swift Sneak enchantment.
 * Has different levels and open spaces.


 * Deep Dark
 * New biome at the "deepest depths of the world".
 * Tends to generate under continental/mountainous areas.
 * Generates exclusively within the deepslate layer between Y=-1 and Y=-64.
 * Contains ancient cities.
 * The floor is covered in sculk.
 * Wardens can spawn there through the activation of sculk shriekers.
 * Contains all sculk-related blocks.
 * With the exception of spawners, no mobs other than wardens can spawn there, similar to mushroom fields.

Gameplay

 * Enchanting
 * Added the Swift Sneak enchantment.
 * This enchantment can be found exclusively in chests in Ancient Cities.
 * Has three levels.
 * Available only for boots.
 * Allow the player to walk faster while sneaking.
 * Cannot be combined with Soul Speed, Frost Walker, or Depth Strider.


 * Effects
 * Darkness
 * A status effect triggered by the sculk shrieker block, causing the player's camera to dim in brightness, thus limiting the vision of players.
 * Lowers the gamma down at an equivalent of “Moody” while having this effect.

General

 * Options
 * A new accessibility slider has been added in the options menu called “Darkness Effect”.
 * It controls how dark the Darkness effect gets when a Warden or Sculk Shrieker gives it to the player.
 * It not affects the fog distance.