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
Stalagmites hurt entities which fall on top of them more than normal fall damage.
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, and break apart on impact, hurting 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 (lava in the Nether), 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 redstone component that sends and receives redstone signals wirelessly.
Currently, it does not generate naturally, only available from the Creative inventory or commands such as /give, but natural generation is planned for future versions.
Senses vibrations such as block placement, footsteps, and projectiles, and emits a redstone signal.
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 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.
Does not affect the light level, only appearing 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.
Will stop glowing for a short time and swims away fast after taking damage.
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 only be generated using buffet worlds with "Dripstone Caves" selected as the source biome or using custom world. Natural generation is planned for future versions.
/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.
Whether entities take damage from freezing inside of powder snow.
playersSleepingPercentage
Controls what percentage of players must sleep to skip the night.
When set to 0 or a negative value, a single player is sufficient to skip the night, and night is skipped immediately without the falling asleep transition.
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 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 and item tag.
Contains the wool block and item tag.
Blocks in this tag will prevent sculk sensors from hearing vibrations if the block is between the sculk sensor and the vibration.
As thrown entities, items in this tag do not trigger vibrations.
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.
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]
Goats have a chance to drop this item when they ram into a block.
Holding use while holding this item plays the raid horn sound effect.
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.
This section is missing information about Did the developers say that the whole "excavation site" with tents and equipment would generate naturally? Or did they say that the player will have to set those up themselves?.
Please expand the section to include this information. Further details may exist on the talk page.
A new semi-underground structure where archeological items and ceramic shards can be found.
Likely change to the generation of alternate stone types, to make them appear in larger but less numerous deposits.[21]
Possibly seen in a screenshot tweeted by Henrik Kniberg,[22] 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.[23]
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.[24]
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.
World generation
Underground Cabin[unofficial name]
Seen in the Deep Dark biome during the Minecraft Live 2020 stream.[25]
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.[26] It is considered to change only in the overworld as stated by Jeb. [27]
As of 20w49a. World-height related values are now exposed for customized worlds, which might confirm that height limit might get removed or increased.[28]
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.
As of 20w45a, Waxed Lightly Weathered Cut Copper Stairs is the longest item name in the game(in a non-joke language, for example the LOLCAT-language has far longer words), with 41 characters.