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|216967|Kelp & seagrass can generate in aquifers. |
|216967|Kelp & seagrass can generate in aquifers. |
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|219774|Magma blocks spawn everywhere underwater in 21w10a. |
|219774|Magma blocks spawn everywhere underwater in 21w10a. |
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+ | |221777|Horses, donkeys, mules, llamas, and trader llamas do not follow players holding food. |
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|223051|Dripstone can generate in surface lakes. |
|223051|Dripstone can generate in surface lakes. |
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|223148|Extended height message goes behind the scrolling bar. |
|223148|Extended height message goes behind the scrolling bar. |
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|230343|Parity issue: Enchanting tables do not emit a light level of 7. |
|230343|Parity issue: Enchanting tables do not emit a light level of 7. |
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|231863|Game crashes when trying to access the Realms settings. |
|231863|Game crashes when trying to access the Realms settings. |
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+ | |231721|Dinnerbone animals do not look at food correctly. |
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Revision as of 10:06, 7 September 2021
This page documents a major update currently being worked on.
Therefore, not all official feature names or items are mentioned.
1.18,[1][2] the second release of Caves & Cliffs, is an upcoming major update to Java Edition set to release in late 2021.[3] It was first announced alongside the release of 1.17 snapshot 21w15a when Mojang stated that the Caves & Cliffs update would be split in two.[4] Features from 1.18 were developed alongside 1.17, previewed in official data packs used with a corresponding 1.17 snapshot.[5]
Additions
World generation
- Completely overhauled.
- Now stretch down to Y=-59.
- The caves now generate in 2 layers of different stone bases depending on the depth.
- Dripstone Caves and Lush Caves now generate naturally underground.
- 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.[6]
- Improved old caves to blend in with the new generations of caves better.[7]
- New noise caves, coming in 3 forms, "cheese", "spaghetti" and "noodle".
- The original caves still exist with their generation slightly tweaked to better blend in with noise caves.
- Cheese caves have large stone towers stretching from the bottom of the cave to the top.
- 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.
- Come in 6 sub-biomes:
- Meadow
- The lowest layer of a mountain that look like a flowery and colder plains, with an aqua grass color and dark blue water color.
- Contains grass, tall grass, dandelions, azure bluets, cornflowers poppies, daisies, alliums, and dead bushes.
- Unlike the Bedrock Edition, it does not contain sweet berry bushes.
- Only rabbits, donkeys and sheep spawn in this biome.
- The lowest layer of a mountain that look like a flowery and colder plains, with an aqua grass color and dark blue water color.
- Grove
- Reminiscent of a snowy taiga with snow blocks instead of grass blocks.
- The second lowest layer of a mountain.
- Covered in snow, snow blocks, powder snow and is filled with spruce trees.
- Rabbits, wolves, foxes, sheep, pigs, chickens and cows spawn in this biome.
- Snowy Slopes
- Lofty Peaks
- The highest layer of a mountain which will only generate if the mountain is high enough.
- Tends to generate sharp peaks.
- Generates when surrounded by medium biomes such as plains, forests, birch forests and dark forests.
- Covered in snow, snow blocks and stone.
- Only goats spawn in this biome.
- Snow Capped Peaks
- The highest layer of a mountain which will only generate if the mountain is high enough.
- Unlikely to generate sharp peaks.
- Generates when surrounded by colder biomes such as taigas, giant tree taigas and snowy tundras.
- Covered in snow, snow blocks, ice, and packed ice.
- Only goats spawn in this biome.
- Stony Peaks
- Meadow
- Long and rare ore formations.
- Copper ore veins mixed with granite and raw copper block generate above Y=0.
- Iron ore veins mixed with tuff and raw iron block generate below Y=0.
Technical
- Added two new lines: Multinoise and Terrain.
- Only appear if the dimension where the player is uses the multi-noise biome source type.
- Multinoise lists the parameters used at the player's position in order to place a biome. C is continentalness, E is erosion, T is temperature, H is humidity and W is weirdness.
- Terrain lists values related to terrain generation.[more information needed]
General
- Spawners now have a new CustomeSpawnRules tag, which lets players override the spawn rules of the spawned mob.
- In the tag, players can specify BlockLightLimit, which indicates the highest block-light the spawners will spawn mobs at.
Changes
Blocks
- Have been re-added to the Creative Mode inventory.
Items
- Have been re-added to the Creative Mode inventory.
- Can once again be crafted.
Mobs
- Now only spawn in lush caves.
- Now only spawn in snowy slopes, stony slopes, lofty peaks, and snow capped peaks biomes.
- General
- Hostile mobs will only spawn in areas where the light level is equal 0.
- This change only affects block-light and not sky-light.[8]
- Zombie, skeleton, spider, and cave spider spawners now spawn mobs up to block-light level 11.[more information needed]
World generation
- Now uses the multi-noise biome source type.
- Now generate naturally underground and inside hills or mountains.
- Azalea trees now generate above lush caves.
- Now generates naturally.
- Beaches are generally wider.
- In some places there is a chance where no beaches generate at all, to provide some variation.
- Renamed mountains back to extreme hills, and gravelly mountains to gravelly hills.
- General
- Terrain generation is now independent from biomes, with biomes adapting to whatever terrain they happen to generate throughout.[9]
- Terrain is now smoother and more extreme.
General
- Has been increased to 384 blocks, expanding 64 blocks up and 64 blocks down, with 319 being the limit upward and -64 being the limit downward.
- Raised cloud level from 128 to 192.
Removals
World generation
- Sub-biomes
- Wooded hills, birch forest hills, tall birch hills, taiga hills, taiga mountains, gravelly mountains+, desert hills, desert lakes, shattered savanna plateau, swamp hills, dark forest hills, snowy mountains, snowy taiga hills, snowy taiga mountains, modified jungle, jungle hills, bamboo jungle hills, modified jungle edge, giant tree taiga hills, giant spruce taiga hills, badlands plateau, modified badlands plateau, modified wooded badlands plateau, and mushroom field shore biomes no longer generate naturally.
- As a result:
- Water lakes are now incapable of generating in any desert biome.
- All deserts are now eligible for village and desert pyramid generation.[more information needed]
- All taigas are now eligible for village and outpost generation.
- All swamps are now eligible for swamp hut generation.
- All dark forests are now eligible for plains clearing generation.[verify][more information needed]
- Shipwrecks and buried treasure can no longer generate within the bounds of mushroom islands.
- Whether any of the biomes listed will be re-added is currently unknown.
- As a result:
- Removed the Large Biomes and Amplified world types.
Planned additions
Blocks
- Generates in the mysterious new cave biome where the Warden lives, called the Deep Dark.
- Has an animated texture.
- May be used in redstone.[10]
- Sculk Catalyst[11]
- Generates in the Deep Dark cave biome.
- Made of sculk and a bone-like material.[12]
- Has
bloom
state. - May be used in redstone.[10]
- May have something to do with axolotls.[13]
- Glows, but does not emit light, similar to the glow squid or the glow item frame.
- Sculk Vein[14]
- 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.[10]
- Sculk Shrieker[11]
- 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
- Dropped by a goat if it rams into a block.
- When used for a short period of time, it makes a sound identical to the horn heard during raids.
- Spawn Eggs
Mobs
- Warden
- Will spawn 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.[16]
- When aggravated for long enough, the warden follows the player continuously, regardless of any other distractions.
- It follows and attacks players, mobs, and other entities that make vibrations.[note 1]
- Will burn in direct daylight. [17]
- Incredibly strong, doing 30 × 15 damage, bringing players wearing full netherite armor from full health to 7 health points.
- It is the only mob that spawns in the Deep Dark.[18]
- Does not spawn like normal hostile mobs, but instead uses completely new spawning rules. [19]
- A mob designed to be extremely difficult, intended to be fled from.[20]
- Has a way to counter the strategy of building up 3 blocks to avoid attacks.[21]
- 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][22]
Biomes
- Deep Dark
- New biome at the "deepest depths of the world".
- May not contain any water or lava aquifers.[23]
- May be the rarest biome out of the three cave biomes.[24]
- May go deep underneath very continental/mountainous areas and stretch all the way to -64.[25]
- Wardens can spawn here.
- Contains sculk blocks and sculk sensors.
- Contains deepslate.
- Generates exclusively within the deepslate layer between Y=-1 and Y=-64.[26]
- May contain candles.
- May contain loot chests.[27]
- With the exception of spawners, no other mobs can spawn here, similar to mushroom fields.[18]
Gameplay
- Darkness effect[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.[28]
Planned changes
World generation
- Likely change to the generation of alternate stone types, to make them appear in larger but less numerous deposits.[29]
- Possibly seen in a screenshot tweeted by Henrik Kniberg,[30] in which diorite appears to generate in a long and flat horizontal strip, rather than a small unevenly shaped patch.
- Ore generation has further rebalancing to add strategy to mining.
- This is also largely through the addition of ore veins, which influence surrounding stone.
- Copper ore will generate in a different fashion - the blob generation was a temporary solution.
- The fossils in the deepest part of the underground generate with Deepslate Diamond Ore instead of Coal Ore.
- General
- Terrain generation is now independent from biomes, with biomes adapting to whatever terrain they happen to generate throughout.[31]
- Terrain is now smoother and more extreme.
Planned fixes
- 20 issues fixed
- From released versions before 1.18
- MC-30560 – River through Eroded Badlands biome generates floating rock formations at water surface.
- MC-54545 – Client render distance doesn't adjust to server render distance if they are different, causing faulty chunk loading.
- MC-123277 – Too long scoreboard objectives and team names are not detected when commands are parsed.
- MC-159025 – Drowned do not spawn in warm ocean biomes.
- MC-166423 – Splash water bottles don't damage endermen.
- MC-182362 – Score callbacks with a too long name break callback chain.
- MC-202376 – Rabbits, instead of spawning on snow blocks, spawn on snow layers.
- MC-208601 – Axolotls do not avoid danger when pathfinding.
- MC-213779 – FPS drops when looking up in a tall world (4064 blocks).
- MC-214783 – Oceans generate with stone floors.
- MC-215876 – Dirt can generate below y=0 from mineshafts.
- MC-216967 – Kelp & seagrass can generate in aquifers.
- MC-219774 – Magma blocks spawn everywhere underwater in 21w10a.
- MC-221777 – Horses, donkeys, mules, llamas, and trader llamas do not follow players holding food.
- MC-223051 – Dripstone can generate in surface lakes.
- MC-223148 – Extended height message goes behind the scrolling bar.
- MC-226184 – Axolotls pathfinding to water can sometimes fall in wide holes.
- MC-230343 – Parity issue: Enchanting tables do not emit a light level of 7.
- MC-231721 – Dinnerbone animals do not look at food correctly.
- MC-231863 – Game crashes when trying to access the Realms settings.
Unconfirmed features
Blocks
- Generates in the Deep Dark biome.
- Has a different top texture than the Sculk Block and Sculk Catalyst.[32]
- Has state with unknown name.
- May not make it into the final release.[33]
- Can close.
- Between Java Edition snapshots 21w05a and 21w10a, many blocks (flowers, leaves, grass, ferns, sweet berry bushes, small dripleafs) had a block tag called "azalea_log_replaceable", possibly implying the existence of azalea logs.
World generation
- Underground Cabin[unofficial name]
- Seen in the Deep Dark biome during the Minecraft Live 2020 stream.[34]
- 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.
Trivia
- This is the first major update for Java Edition that is split into two updates since Adventure Update in 2011.
- This is also the first major update that starts with experimental snapshots, instead of regular snapshots.
Notes
References
- ↑ "Minecraft: Caves & Cliffs Update FAQ" – Minecraft Help Center, April 17, 2021. "the first (1.17) this summer, and the second (1.18) around the holiday season"
- ↑ "I've seen some confusion around 1.17 and 1.18, thinking that it's weird that Part 2 is considered 1.18. As a general note, remember that versions are just a way to keep track of changes in a game, and Part 2 will be considered 1.18 because it is a major version change from 1.17." – @kingbdogz on X, April 25, 2021
- ↑ "A Caves & Cliffs announcement" – Minecraft.net, April 14, 2021
- ↑ "Minecraft Snapshot 21w15a" – Minecraft.net, April 14, 2021
- ↑ Caves & Cliffs Prototype Data Pack for Minecraft Java Edition
- ↑ "Minecraft Snapshot 21w16a" – Minecraft.net, April 21, 2021
- ↑ "Oh forgot to mention in the changelog* we also added some more variation to the old cave carvers (width, height, floor cutoff, etc). Just to make them blend in a bit better with the noise caves instead of being instantly recognizable." – @henrikkniberg on X, February 25, 2021
- ↑ "Some more information about: "Monsters will only spawn in complete darkness" * This means that generic monster spawning is now only in complete darkness. (Mobs that have special rules like slimes or phantoms are unaffected by this) * This only affects block-light, not sky-light" – @_Ulraf_ on X, July 13, 2021
- ↑ "Minecraft 1.18 experimental snapshot" – Henrik Kniberg on YouTube, July 13, 2021
- ↑ a b c "Caves, Cliffs & Other Updates: How We Make Minecraft - Episode 5" – Minecraft on YouTube, November 27, 2020
- ↑ a b "New skulk textures and UI file for "darkness effect"" – @NetherNinja on X, August 25, 2021
- ↑ "That is actually a bone-like material, not End Stone :)" – @kingbdogz on X, November 13, 2020
- ↑ "My day: experimenting with Axolotls and Sculk Catalysts... for reasons. How's your day going?" – @kingbdogz on X, August 4, 2021
- ↑ "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 X, February 18, 2021
- ↑ "Feeling kinda short myself..." – @kingbdogz on X, October 6, 2020
- ↑ "Wardens will still be able to detect entities that are invisible :)" – @kingbdogz on X, October 26, 2020
- ↑ "3. Nope, but in the current design it will burn in sunlight." – @kingbdogz on X, May 21, 2021
- ↑ a b "1) Deep Dark is the name for now, but like anything names can change. I like it though. 2) Deep Dark is one of the only Overworld biomes where only one type of enemy can spawn: Wardens. So no Zombies, Creepers, etc. 3) That is a mystery for you players to reveal in-game." – @kingbdogz on X, June 17, 2021
- ↑ "They will not spawn like normal hostile mobs - not like anything that's in the game so far." – @kingbdogz on X, June 17, 2021
- ↑ "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 X, October 3, 2020
- ↑ "It absolutely has some tricks up its sleeves to counter that particular strategy :)" – @kingbdogz on X, October 26, 2020
- ↑ "Looking kinda short there, Iron Golem." – @kingbdogz on X, October 6, 2020
- ↑ "We're aiming to have no aquifers/lava in the Deep Dark" – @kingbdogz on X, September 2, 2021
- ↑ "It will likely be the most rare biome out of the 3, but not impossible to find either. And when you find it, it should be a big area." – @kingbdogz on X, September 2, 2021
- ↑ "Getting the Deep Dark biome distribution right has been tricky. Generally we're looking to get it deep underneath very continental/mountainous areas, and it will stretch all the way to -64. Looking forward to see how it feels." – @kingbdogz on X, September 2, 2021
- ↑ "Also, to clarify, the Deep Dark won't take up all of below y 0. Other biomes like Lush Caves and Dripstone Caves will be able to generate there too, it's just that Deep Dark can only be found below y 0. Grimstone is its natural stone ;)" – @kingbdogz on X, February 17, 2021
- ↑ "The point is to have special loot in the chests. We don't want players encouraged to kill the Warden." – @kingbdogz on X, February 16, 2021
- ↑ "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 X, October 4, 2020
- ↑ "Lol been prototyping that today actually! Thx for the pic though very useful." – @henrikkniberg on X, October 8, 2020
- ↑ "Sometimes weird things happen when messing around with world generation. The villagers up there look mighty confused :) #devbloopers" – @henrikkniberg on X, October 22, 2020
- ↑ "Minecraft 1.18 experimental snapshot" – Henrik Kniberg on YouTube, June 13, 2021
- ↑ "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 X, October 13, 2020
- ↑ "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 X, August 29, 2021
- ↑ "Minecraft Live 2020: Full Show @ 42:16" – October 3, 2020 on YouTube