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| edition = Java
 
| edition = Java
 
| image = Caves & Cliffs.png
 
| image = Caves & Cliffs.png
| type = 1.18 40apk
 
 
| date = Late 2021
 
| date = Late 2021
| parent = 1.18 40apk
 
 
| planned = true
 
| planned = true
 
| prevparent = 1.17
 
| prevparent = 1.17

Revision as of 06:59, 14 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

Caves
  • Completely overhauled.
  • Now stretch down to Y=-59.
  • The caves now generate in 2 layers of different stone bases depending on the depth.
    • The 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.
  • 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.
      • Very large, often large enough to fly with an elytra.
      • Abundant with springs, 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.
Mountains
Ore veins

Technical

Debug screen
  • 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

Tags
  • 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

Sculk Sensor
  • Have been re-added to the Creative Mode inventory.

Items

Bundle
  • Have been re-added to the Creative Mode inventory.
  • Can once again be crafted.

Mobs

Axolotls
Goat
General

World generation

Overworld
  • Now uses the multi-noise biome source type.
Lush Caves and Dripstone Caves
  • Now generate naturally underground and inside hills or mountains.
Deep Warm Ocean
  • Now generates naturally.
Beaches
  • Beaches are generally wider.
    • In some places there is a chance where no beaches generate at all, to provide some variation.
Extreme Hills
  • 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]
    • 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.

General

Height limit
  • 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.
Clouds
  • Raised cloud level from 128 to 192.

Removals

World generation

Sub-biomes
World types

Planned additions

Blocks

Sculk in redstone

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 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.[10]
Sculk Catalyst Sculk Catalyst[11]
Sculk Vein BE1 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 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

Goat Horn
  • 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&Golem

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

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.
  • 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.
1

The new ore distribution compared to the old distribution.

Blobs
  • Copper ore will generate in a different fashion - the blob generation was a temporary solution.
Fossils
  • The fossils in the deepest part of the underground generate with Deepslate Diamond Ore instead of Coal Ore.
Strongholds
General
  • Terrain generation is now independent from biomes, with biomes adapting to whatever terrain they happen to generate throughout.[31]
    • 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.

Planned fixes

23 issues fixed
From released versions before 1.18
  • MC-29274 – Withers will not pursue players in survival mode unless attacked.
  • 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-129266 – Jagged ocean transitions and slower biome generation.
  • MC-159025 – Drowned do not spawn in warm ocean biomes.
  • MC-160710 – Chat messages written while sleeping are deleted after waking up.
  • 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

Sculk Jaw (pre-release)Sculk Jaw
  • Generates in the Deep Dark biome.
  • Has a different top texture than the Sculk Block and Sculk Catalyst.[32]
  • Sculk Jaw 2 (pre-release) Has state with unknown name.
  • May not make it into the final release.[33]
Lush caves overview concept art

Concept art showing how the spore blossom may open and close

Spore Blossom
  • Can close.
Azalea Log

World generation

Underground Cabin[unofficial name]

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

  1. The Warden does not attack other entities but it does follow the vibrations that they make.
  2. Height of the Warden is based from the image found on Twitter.

References

  1. "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"
  2. "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
  3. "A Caves & Cliffs announcement" – Minecraft.net, April 14, 2021
  4. "Minecraft Snapshot 21w15a" – Minecraft.net, April 14, 2021
  5. Caves & Cliffs Prototype Data Pack for Minecraft Java Edition
  6. "Minecraft Snapshot 21w16a" – Minecraft.net, April 21, 2021
  7. "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
  8. "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
  9. "Minecraft 1.18 experimental snapshot" – Henrik Kniberg on YouTube, July 13, 2021
  10. a b c "Caves, Cliffs & Other Updates: How We Make Minecraft - Episode 5" – Minecraft on YouTube, November 27, 2020
  11. a b "New skulk textures and UI file for "darkness effect""@NetherNinja on X, August 25, 2021
  12. "That is actually a bone-like material, not End Stone :)"@kingbdogz on X, November 13, 2020
  13. "My day: experimenting with Axolotls and Sculk Catalysts... for reasons. How's your day going?"@kingbdogz on X, August 4, 2021
  14. "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
  15. "Feeling kinda short myself..."@kingbdogz on X, October 6, 2020
  16. "Wardens will still be able to detect entities that are invisible :)"@kingbdogz on X, October 26, 2020
  17. "3. Nope, but in the current design it will burn in sunlight."@kingbdogz on X, May 21, 2021
  18. 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
  19. "They will not spawn like normal hostile mobs - not like anything that's in the game so far."@kingbdogz on X, June 17, 2021
  20. "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
  21. "It absolutely has some tricks up its sleeves to counter that particular strategy :)"@kingbdogz on X, October 26, 2020
  22. "Looking kinda short there, Iron Golem."@kingbdogz on X, October 6, 2020
  23. "We're aiming to have no aquifers/lava in the Deep Dark"@kingbdogz on X, September 2, 2021
  24. "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
  25. "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
  26. "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
  27. "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
  28. "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
  29. "Lol been prototyping that today actually! Thx for the pic though very useful."@henrikkniberg on X, October 8, 2020
  30. "Sometimes weird things happen when messing around with world generation. The villagers up there look mighty confused :) #devbloopers"@henrikkniberg on X, October 22, 2020
  31. "Minecraft 1.18 experimental snapshot" – Henrik Kniberg on YouTube, June 13, 2021
  32. "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
  33. "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
  34. "Minecraft Live 2020: Full Show @ 42:16" – October 3, 2020 on YouTube