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.
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. Will also break when pushed directly or with a block by a piston.
Stalagmites break if not attached to something below, and hurt entities which fall on top of them.
Damage is relative to height: For example, jumping on a stalagmite deals 2 of damage, and falling from 3 blocks deals 8 of damage.
Stalactites can fall or break if unsupported (unlike sand or gravel, they break apart on impact), and hurt entities they fall on.
Damage is relative to height: For example, one falling from 2 blocks deals 2 of damage, and one falling from 3 blocks deal 4 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, but does not fill the cauldron.
A variant of snow, Entities that walk over it will 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 will stop the freeze effect.
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 generate naturally in normal worlds, and can only be generated using buffet worlds with "Dripstone Caves" selected as the source biome.
/item <target> copy <source> [<modifier>] – copies item for source to target(s), optionally applying modifier
Possible sources and targets: entity <selector> <slot> or block <x> <y> <z> <slot>
For example, /item block ~ ~ ~ container.0 copy entity @s enderchest.0 will copy first item from player's enderchest to first slot of container player is currently standing on.
Rolls, set_damage, and possibly other parameters now require "type:uniform" (or other valid values for "type") when using min-max for numbers. set_count has had the same requirement for a few versions.
New condition: value_check
Checks range of value.
Parameters:
value – see "New value providers" section (currently combination of random generators and score)
range – min/max range
New functions:
set_enchantments
Modifies enchantments on item.
Parameters:
enchantments – map of enchantment id to level value (can be score or random number)
add – if true, change will be relative to current level. If false, level will be replaced with current value (default behavior)
set_banner_pattern
Sets tags needed for banner patterns. Parameters:
patterns - list of pattern objects:
pattern - name of pattern (square_bottom_left, bricks, etc.)
color - name of color (light_gray, etc.)
append - if true, new elements will be appended to existing ones instead of replacing
If the player puts a candle on a cake, and keeps clicking the candle on the cake, the candle will be duplicated.
Blocks in this tag are considered candle cakes and can be lit, if they have the lit block states set to false.
Added the candles block and item tags.
Contains all 17 types of candles.
Blocks in this tag are considered candles and can be lit, if they have the lit, and waterlogged block states and both are false.
Cakes use this tag to determine if a candle item can be placed on it or not.
Added the cauldrons block tag.
Contains cauldrons, water cauldrons, lava cauldrons and powder snow cauldrons.
This tag is used in certain pathfinding processes.
Added the crystal_sound_blocks block tag.
Contains amethyst blocks and budding amethyst.
Blocks in this tag play play the "amethyst block chime" sound repeatedly for a short amount of time after being stepped on, gradually decreasing in volume.
Added the dripstone_replaceable_blocks block tag.
Contains the base_stone_overworld block tag and dirt.
Used in dripstone generation to determine what dripstone can replace and what pointed dripstone can generate on.
Added the freeze_immune_wearables item tag.
Contains leather boots, leather pants, leather tunic, and leather cap.
Having an item in this tag in an armor slot prevents players from freezing.
Added new game_events tag type.
Added the ignored_by_piglin_babies item tag.
Contains leather.
Baby piglins do not attempt to pick up items in this tag. Adult piglins are unaffected. Baby piglins still follow the other rules adult piglins follow.
If an item is in this tag while simultaneously being recognized as a wanted item by piglins, this tag takes precedence.
Added the ignore_vibrations_stepping_carefully game event tag.
Contains the step, falling, and shooting projectile events.
Game events in this tag will be ignored by sculk sensors if the source entity is sneaking.
Added the inside_step_sound_block block tag.
Contains snow and powder snow.
Blocks in this tag will create snow stepping noises while the player walks in them.
Added the occludes_vibration_signals block tag.
Contains the wool block tag.
Blocks in this tag will prevent sculk sensors from hearing vibrations if the block is between the sculk sensor and the vibration.
Added the piglin_food item tag.
Contains raw and cooked porkchop.
Piglins can eat items in this tag.
Eating refers to the piglin seeking out and picking up an item without appearing in its inventory, thus vanishing.
Added the powder_snow_walkable_mobs entity tag.
Contains rabbits, endermites, and silverfish.
Entities in this tag can walk on top of powder snow.
Added the vibrations game event tag.
Contains every game event.
Game events in this tag will trigger sculk sensors.
If a shulker is hit by another shulker's projectile, it now has a chance of spawning a new shulker. Shulkers are more likely to spawn new shulkers when there are fewer shulkers nearby.
Loot table values inside random number generators can now be nested.
Changed condition: score
entity parameter has now been replaced with target. It can either contain value from old entity field (like this) or be an score holder name in form {"name": "..."}.
Changed function: set_damage
This function now has add parameter. If true, change will be relative to current damage. If false, damage will be replaced with current value (default behavior)
Changed function: set_count
This function now has add parameter. If true, change will be relative to current item count. If false, item count will be replaced with current value (default behavior)
Changed function: copy_nbt
source parameter can now be set to {"storage": <namespaced id>}, to access command storage.
A dedicated server can enforce custom resource packs by setting require-resource-pack in 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 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.
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.
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.
Has the same texture as the skulk block, even though part of the skulk chute is made of bones.[7]
Can be found around the dark deep cave biome walls.
Can be found in large groups.
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.[8]
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 item.minecraft.axolotl_bucket.
Brush
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:
This may imply a connection to copper, as both the variant and normal brushes have corresponding colors to the blocks shown.
Ceramic Shards
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.
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.
Likely change to the generation of alternate stone types, to make them appear in larger but less numerous deposits.[23]
Possibly seen in a screenshot tweeted by Henrik Kniberg,[24] in which Diorite appears to generate in a long and flat horizontal strip, rather than a small unevenly shaped patch.
Gameplay
Archaeology
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.
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.[25]
Vibrations
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.[26]
Planned changes
Local water levels forming an underground lake shown during Minecraft Live 2020.
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).
Used to block a sculk sensor's ability to sense vibrations.
Unconfirmed features
These features are not confirmed for 1.17, but were mentioned or showcased by developers during the development of 1.17. Main article: Mentioned features.
Structures
Underground Cabin[unofficial name]
Seen in the Deep Dark biome during the Minecraft Live 2020 stream.[27]
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.
As of 20w49a. World-height related values are now exposed for customized worlds, which might confirm that height limit might get removed or increased.[29]
Similarly, this is also the first Java Edition update to add a real-world metal into the game since Classic 0.0.14a in 2009, which brought both iron and gold.