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Wooden Pickaxe JE3 BE3.png
This page documents a major update currently being worked on. 
Therefore, not all official feature names or items are mentioned.
v1.18.0
Caves & Cliffs logo 2.png
Edition

Bedrock Edition

Official name

Caves & Cliffs: Part II

Planned release date

Late 2021

Other instances
of 1.18

1.18.0,[1] the second release of Caves & Cliffs, is an upcoming major update to Bedrock Edition set to release in late 2021.[2] It was first announced alongside the release of the Java Edition 1.17 snapshot 21w15a when Mojang stated the Caves & Cliffs update would be split in two.[3] Features from 1.18.0 are being developed alongside 1.17.0 through experimental gameplay. The development versions of 1.16.220 and 1.17.0 contain some of the 1.18.0 features, also through experimental gameplay; however, they are not included in the full release of those versions until 1.17.10.[4][5]

Planned additions[]

Blocks[]

This image shows the sculk blocks in the Redstone tab in creative mode, implying that the other sculk blocks also have redstone uses.

Sculk BE1.png Sculk (Block)
  • Generates in the mysterious new cave biome where the Warden lives, called the Deep Dark.
  • Has an animated texture.
  • May be used in redstone.[6]
Sculk Catalyst BE1.png Sculk Catalyst[7]
  • Generates in the Deep Dark cave biome.
  • Made of sculk and a bone-like material.[8]
  • Has the ability to 'bloom' as revealed by internal textures.
  • May be used in redstone.[9]
  • May have something to do with axolotls.[10]
  • Glows, but does not emit light, similar to the glow squid or the glow item frame.
Sculk Vein BE1.png Sculk Vein[11]
  • 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.[12]
Sculk Shrieker BE1.gif Sculk Shrieker[7]
  • 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.

Items[]

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 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 use 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.
Spawn Eggs

Mobs[]

A picture of the Warden and Iron Golem standing side by side

Warden
  • Spawns in the new deep dark cave 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.[note 1]
      • 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.[14]
    • When aggravated for long enough, the warden follows the player continuously, regardless of any other distractions.
  • Incredibly strong, doing 30♥ × 15 damage, bringing players wearing full netherite or diamond armor from full health to 14♥ × 7 health points.
  • A mob designed to be extremely difficult and fled from.[15]
  • Has a way to counter the strategy of building up 3 blocks to avoid attacks.[16]
  • 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).[note 2][17]

World generation[]

Mountains
Caves
  • Completely overhauled.
  • 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 now completely replaces stone from Y=-8 to bedrock.
      • Certain types of ores and structures still generate in the deepslate layer, as well as tuff.
      • Dirt, diorite, granite and andesite do 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).
    • Aquifers below Y=0 sometimes generate with lava instead of water.[18]
  • Improved old caves to blend in with the new generations of caves better.[19]
  • New noise caves, coming in 3 forms, cheese, spaghetti and noodle.
    • 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, often large enough to fly with an elytra.
      • Abundant with aquifers and ores.
    • Spaghetti caves are long, thin caves that have small aquifers and are more similar to original caves.
    • Noodle caves are thinner, squigglier and more claustrophobic variants of spaghetti caves.
Ore veins
  • Large, rare, snake-like ore formations.
  • Copper ore veins mixed with granite generate above Y=0.
  • Iron ore veins mixed with tuff generate below Y=0.

Biomes[]

Deep Dark biome
  • New biome at the "deepest depths of the world".
  • Only Wardens can spawn here.
  • Contains sculk blocks and sculk sensors.
  • Contains deepslate.
    • Likely generates exclusively within the deepslate layer between Y=-1 and Y=-64.
  • May contain candles.
  • Contains chests.[20]
Dripstone Caves

A dripstone caves biome.

Lush Caves

A lush caves biome.

Mountains
  • Come in 6 sub-biomes:
    • Mountain Meadow
    • Mountain Grove
    • Snowy Slopes
      • The second highest layer of a mountain.
      • Covered in snow, snow blocks, powder snow and ice.
      • Goats spawn only in this biome.
    • Lofty Peaks
      • The highest layer of a mountain, generating only if the mountain is high enough.
      • Generates if the surrounding biomes are too warm for snow capped peaks.
      • Covered in snow and ice.
    • Snow Capped Peaks
      • The highest layer of a mountain, generating only if the mountain is high enough.
      • Generates if the surrounding biomes are too cold for lofty peaks.
      • Covered in snow, snow blocks, powder snow, ice and packed ice.
    • Stony Peaks
      • The highest layer of a mountain, generating only if the mountain is tall enough.
      • Generates when surrounding biomes are to warm for lofty peaks
      • Made entirely out of stone and gravel

Gameplay[]

Darkness[unofficial name]
  • 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.[21]

General[]

The unique textures of all the ores in Caves & Cliffs.

Terrain

An example of how some stones may generate in Stony Peaks and Stone Shores.

  • Terrain generation is now independent from biomes, with biomes adapting to whatever terrain they happen to generate throughout.[22]
    • This allows for natural variation in the terrain of any individual biome, both in terms of shape and elevation.
      • For example, forests and deserts could form up on a hill without needing a special biome just for that purpose.
    • This additionally allows for smoother transitions between biomes.
  • Terrain is now smoother and more extreme.
  • In Stone Shore and Stony Peaks, Diorite, Granite, Calcite, Andesite, and Gravel might of spawn in layers (strips) instead of splotches.
Height limit
  • Height limit extends from Y=-64 up to Y=320, available outside experimental gameplay toggle.
Fossils
  • The fossils in the deepest part of the underground generate with Deepslate Diamond Ore instead of Coal Ore.
Strongholds

Planned changes[]

  • Ore generation further rebalanced, and influences the surrounding stone.

Blocks[]

Sculk Sensor
  • Now generates in the mysterious new cave biome, referred to as the "deep dark"
  • Available outside experimental gameplay toggle.

Items[]

Goat Horn
  • Available outside experimental gameplay toggle.

Blocks[]

Sculk Jaw (pre-release).png Sculk Jaw
  • Generates in the Deep Dark biome.
  • Has a different top texture than the Sculk Block and Sculk Catalyst.[23]
  • Sculk Jaw 2 (pre-release).png Has state with unknown name.
  • May not make it into the final release.[24]
  • Change their texture when the player steps on it.

Concept art showing how the spore blossom may open and close

Spore Blossom
  • Can close.
Azalea Log

Structures[]

Underground Cabin[unofficial name]

Trivia[]

  • This is the third major update for Bedrock Edition that is split into several updates since Village & Pillage in 2019.

Notes[]

  1. The warden does not attack other entities but it does follow the vibrations that they make. (For example it follows a snowball but it breaks upon impact to a block rendering it non-attackable by the Warden.
  2. Height of the Warden is based from the image found on twitter.

References[]

  1. "Minecraft: Caves & Cliffs Update FAQ" – Minecraft Help, April 17, 2021. "the first (1.17) this summer, and the second (1.18) around the holiday season"
  2. "A Caves & Cliffs announcement" – Minecraft.net, April 14, 2021
  3. "Minecraft Snapshot 21w15a" – Minecraft.net, April 14, 2021
  4. "My understanding is that Experimental Features only exist in Beta releases."@MattGartzke on Twitter
  5. "Goats are still in the latest beta, they just can't be accessed from a full version, only betas."@MattGartzke on Twitter
  6. "Caves, Cliffs & Other Updates: How We Make Minecraft - Episode 5"– Minecraft on YouTube, November 27, 2020
  7. a b "New skulk textures and UI file for "darkness effect""@NetherNinja on Twitter, August 25, 2021
  8. "That is actually a bone-like material, not End Stone :)"@kingbdogz on Twitter, November 13, 2020
  9. "Caves, Cliffs & Other Updates: How We Make Minecraft - Episode 5"– November 27, 2020 on YouTube
  10. "My day: experimenting with Axolotls and Sculk Catalysts... for reasons. How's your day going?"@kingbdogz on Twitter, August 4, 2021
  11. "This is really cool, but won't be necessary because Sculk Veins (on the edge of growths) can be placed in all directions like Glow Lichen. That means you can find veins on top of anything, including Grimstone Bricks, which is a better approach than a specific block type."@kingbdogz on Twitter, February 18, 2021
  12. "Caves, Cliffs & Other Updates: How We Make Minecraft - Episode 5"– November 27, 2020 on YouTube
  13. "Feeling kinda short myself..."@kingbdogz on Twitter, October 6, 2020
  14. "Wardens will still be able to detect entities that are invisible :)"@kingbdogz on Twitter, October 26, 2020
  15. "I'd actually consider it something entirely new. The Warden is a force of nature, not a boss. When a tornado is barreling toward you, you don't try to kill it - you run away! The Warden is exactly the same."@kingbdogz on Twitter, October 3, 2020
  16. "It absolutely has some tricks up its sleeves to counter that particular strategy :)"@kingbdogz on Twitter, October 26, 2020
  17. "Looking kinda short there, Iron Golem."@kingbdogz on Twitter, October 6, 2020
  18. "Minecraft Snapshot 21w16a" – Minecraft.net, April 21, 2021
  19. "Oh forgot to mention in the changelog* we also added some more variation to the old cave carvers (width, heigh, floor cutoff, etc). Just to make them blend in a bit better with the noise caves instead of being instantly recognizable."@henrikkniberg on Twitter, February 25, 2021
  20. "The point is to have special loot in the chests. We don't want players encouraged to kill the Warden."@kingbdogz on Twitter, February 16, 2021
  21. "The mechanical purpose is to warn you that the Warden is nearby. You should get ready if you start to see pure darkness like that..."@kingbdogz on Twitter, October 4, 2020
  22. "Minecraft 1.18 experimental snapshot"– Henrik Kniberg on YouTube, June 13, 2021
  23. "While not related, Sculk name was inspired by Jeb's process with naming the Shulkers - he liked the word "Lurker", but changed it around a bit to feel new. Sculk is one letter changed of Skulk, meaning "keep out of sight, typically with a sinister or cowardly motive""@kingbdogz on Twitter, October 13, 2020
  24. "Sculk Trap (which is actually called Sculk Jaw) is unlikely to make it into the game, wasn't very happy with its design. Sculk Shrieker is a completely different block"@kingbdogz on Twitter, August 29, 2021
  25. "Minecraft Live 2020: Full Show @ 42:16"– October 3, 2020 on YouTube
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