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] Some features for 1.18 were initially implemented during 1.17's development cycle, before getting postponed and relegated to 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.
- Biomes such as the dripstone caves and lush caves now generate in the 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.
- Improved old caves to blend in with the new generations of caves better
- New noise caves, coming in 3 forms, "cheese", "spaghetti", and "noodle".
- Cheese caves have large stone towers stretching from the bottom of the cave to the top, and are often large enough to allow safe elytra flight.
- 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
- A flat but elevated biome that looks like a flowery and colder plains, with an aqua grass color and dark blue water color.
- Generates in plateaus and the lowest layers of some mountains, usually near plains and other temperate biomes.
- Contains grass, tall grass, dandelions, azure bluets, cornflowers, poppies, daisies and alliums
- Birch and oak trees can rarely appear in this biome, and always have bee nests.
- Only rabbits, donkeys, and sheep spawn in this biome.
- Plains villages and pillager outposts can generate in this biome
- Grove
- Reminiscent of a snowy taiga with a surface of snow blocks and powder snow, instead of grass blocks.
- Generates in the slopes of a snowy mountain when next to forested biomes.
- Rabbits, wolves, foxes, sheep, pigs, chickens and cows spawn in this biome.
- Pillager outposts can generate in this biome
- Snowy Slopes
- Generates in the slopes of a mountain when next to plains and snowy tundras
- Covered in snow, snow block and powder snow.
- Only rabbits and goats spawn in this biome.
- Igloos and pillager outposts can generate in this biome
- Jagged Peaks
- One of three biomes that generate in the mountain peaks.
- Covered in snow, snow blocks and stone.
- Tends to generate in sharp and jagged peaks in areas with snowy, cold, and temperate biomes.
- Only goats spawn in this biome.
- Pillager outposts can generate in this biome
- Frozen Peaks
- Covered in snow, snow blocks, ice, and packed ice.
- Tends to generate in smoother and smaller peaks in areas with snowy, cold, and temperate biomes.
- Only goats spawn in this biome.
- Stony Peaks
- Meadow
- Long and rare ore formations.
- Copper ore veins mixed with granite and blocks of raw copper generate above Y=0.
- Iron ore veins mixed with tuff and blocks of raw iron generate below Y=0.
Gameplay
- “Caves & Cliffs” for falling from the top to the bottom of the Overworld.
- “Feels like home” for riding a strider on lava for 50 blocks in the Overworld.
- “Star Trader” for trading with a villager at the build height limit.
- “Sound of Music” for playing music with a jukebox in a meadow biome.
General
/jfr- When enabled, begins profiling with Java FlightRecorder, as well as the following custom events:
- minecraft.ServerTickTime: Sampling event exposing average server tick times in intervals of a second
- minecraft.ChunkGeneration: Time taken to generate individual chunk stages
- minecraft.PacketRead / minecraft.PacketSent: Network traffic
- minecraft.WorldLoadFinishedEvent: Initial world loading duration
- The profiling can be stopped in-game by using
/jfr stop.
- When enabled, begins profiling with Java FlightRecorder, as well as the following custom events:
- Added three new lines: Multinoise, biome builder, 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.
- Continentalness goes up as you go more inland. In areas with low continentalness values, oceans may generate.
- Erosion determines how flat or mountainous terrain is. Higher values result in flatter areas, lower values result in mountainous areas.
- Temperature and humidity have no impact on the terrain itself, and only determine biome placement.
- Weirdness indirectly drives the PV (peaks and valleys) noise and determines which biome variant gets placed.
- Terrain lists values related to terrain generation.[more information needed]
- Font
- Added
illageralt, the rune-like font from Minecraft Dungeons.- Currently only usable via commands
- Added the
typefield, which is mandatory.- Written into
BlockEntityTag.idto ensure that the tag can be migrated correctly between versions
- Written into
- Added new loot table function
set_potion, to setPotiontag on any item.- Has following parameters:
id: Potion ID
- Has following parameters:
- Can now disable lightning flashes, which prevents lightning from making the sky flash. Lightning bolts themselves will still appear.
- The device the game outputs audio to can now be chosen in-game.
- Added "Priority updates" to video settings.
- Determines as to which chunk sections are updated synchronously in a single frame.
- Three options:
- nearby, which corresponds to how chunk sections were updated before 21w37a, and by player and none, which reduce stuttering when placing or removing blocks.
- However, the latter two options may cause rare visual delays in world updates. These options also appear to be improperly capitalized.[6]
- Determines as to which chunk sections are updated synchronously in a single frame.
- Added "Simulation Distance" video setting, a new slider.
- Entities will not be updated outside of simulation distance.
- Allows higher render distance with less CPU load.
- Added
simulation-distance.
- 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.
- Telemetry
- Readded, previously a part of game known as "snooper" until 18w20c.
- Only implemented in world load event now.
- Sent data when loading singleplayer world or connecting to multiplayer server.
- Contains following information:
- Launcher identifier
- User identitifer (XUID)
- Client session ID (changes on restart)
- World session ID (changes per world load, to be reused for later events)
- Game version
- Operating system name and version
- Java runtime version
- If client or server is modded (same information as on crash logs)
- Server type (single player, Realms or other)
- Game mode
- Cannot be disabled,[7]
Changes
Blocks
- Now emits a light level of 7.
- Now stop growing if shears are used on the tip.
- This action changes the
ageblock state of the tip to 25.
- This action changes the
- Have been re-added to the Creative mode inventory.
- Reverted change allowing plants to be placed on snow blocks.
- This reversion results in the lack of vegetation in the grove biome.
Items
- Have been re-added to the Creative mode inventory.
- Can once again be crafted.
Mobs
The specific instructions are: Render of Dinnerbone animals being fed from MC-231721, as all animals except the sheep seem to have been fixed.
- Now only spawn in lush caves.
- Now has its own mob cap.
- Evoker, Pillager, Vindicator, and Ravager
- Will no longer attack baby villagers.
- Now only spawn in snowy slopes, stony peaks, 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.
- 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 generate naturally underground and inside hills or mountains.
- Drowned can spawn in aquifers inside dripstone caves.
- Zombies don’t spawn in dripstone 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.
- Now generate with strips of gravel
- Can generate alongside any biome instead of just extreme hills.
- Now can generate in mountain peaks.
- Red sand generates a bit higher.
- General
- Terrain generation is now independent from biomes, with biomes adapting to whatever terrain they happen to generate throughout.
- Terrain is now smoother and more extreme.
- Some biomes have been renamed:
Old name New name Tall birch forest Old growth birch forest Giant tree taiga Old growth pine taiga Giant spruce taiga Old growth spruce taiga Snowy tundra Snowy plains Jungle edge Sparse jungle Stone shore Stony shore Extreme hills Windswept hills Wooded mountains Windswept forest Gravelly hills Windswept gravelly hills Shattered savanna Windswept savanna Wooded badlands plateau Wooded badlands
- Wooded hills, birch forest hills, tall birch hills, taiga hills, taiga mountains, gravelly mountains+, mountain edge, 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 have been removed from the code and merged with their default biome variants.
- 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.
- All taigas are now eligible for village and outpost generation.
- All swamps are now eligible for swamp hut generation.
- All snowy taigas are now eligible for igloo generation.
- 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:
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.
- Buried treasure chests can now contain water breathing potions.
- Chunk’s
Level.Sections[].BlockStates&Level.Sections[].Palettehave moved to a container structure inLevel.Sections[].block_states. - Chunk’s
Level.Biomesare now paletted and live in a similar container structure inLevel.Sections[].biomes. - Chunk’s
Level.CarvingMasks[]is nowlong[]instead ofbyte[].
- Raised cloud level from 128 to 192.
- Data pack version number has been increased to 8.
- Redesigned how effects look in the inventory screen.
- Can display while recipe book is showing.
- The list of effects are now shown to the right of the player's inventory, instead of the left side.
- When the inventory effects list is visible, it will be hidden from the game view to reduce screen clutter.
- There’s now two modes of seeing the effect list: compact and classic:
- Classic is the pre-existing list of effects, one after another.
- Compact is a single icon for each effect, suitable for small screen estate.
- The game will automatically switch between the two looks to suit the available screen estate.
- The Sneak and Sprint, and Auto-jump options have been moved to the Controls tab.
- Render distance now causes chunks to load in a cylinder shape around the player instead of a square.
- Changed default brightness to 50.
- The splash "[this splash text has been delayed until part 2]" has been changed to "[this splash text is now available]".
- No longer reduced to walking when touching the wall at low angles.
- Renamed the
lava_pool_replaceablesblock tag tolava_pool_stone_cannot_replace.
- Removed the Large Biomes and Amplified world types.
- Performance
- Now, various background tasks including world generation are executed on a background thread pool.
- The size of the thread pool equals
Amount of available CPU threads - 1.- Maximum amount of threads is 255, instead of 7. This limit can be overridden by Java system property
max.bg.threads.
- Maximum amount of threads is 255, instead of 7. This limit can be overridden by Java system property
- The size of the thread pool equals
- Resource pack version number is now 8, as the following has been changed:
- inventory.png now contains an extra sprite for a thin-layout version of the effect list in the inventory.
- Removed length limits for scoreboards, score holders and team names.
server.jarnow bundles individual libraries instead of merging all the files into single archive.- This change is meant to solve certain problems related to Java modules.
- On startup,
server.jarwill unpack libraries into a directory configured bybundlerRepoDir(default: working directory).- To run different main class than server, use
bundlerMainClassproperty.
- To run different main class than server, use
Fixes
- 72 issues fixed
- From released versions before 1.18
- MC-7200 – Cave/tunnel generation may cut tunnels a bit too soon.
- 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-44055 – Game fails to switch the audio output from one device to another after the game has started (from title screen).
- MC-54545 – Client render distance doesn't adjust to server render distance if they are different, causing faulty chunk loading.
- MC-65628 – Desert pyramids generate underground when using amplified or custom terrain.
- MC-72831 – Water lakes can generate in deserts.
- MC-85975 – Slimes don't spawn in the swamp hills biome.
- MC-101917 – Andesite, diorite and granite won't generate above a height of about 80.
- MC-116359 – Status effects aren't displayed in inventory when recipe book is open.
- 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-132175 – Beaches generate along swamp hills when bordering an ocean.
- MC-132306 – Snowy grass without snow near lakes in snowy biome.
- MC-138801 – The interactions between a biome and another biome and its variants are inconsistent.
- MC-140151 – Modified jungle edge biomes only generate when a jungle borders a swamp hills biome.
- MC-140690 – Giant spruce taiga hills have no difference with giant spruce taiga.
- MC-145376 – Bamboo can generate underground when generating in non-bamboo jungles.
- MC-149822 – Bottom border on status effect displays in the inventory is missing.
- 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-167277 – Swamp hills don't naturally generate seagrass.
- MC-169532 – As of 18w06a, the sand, clay and gravel blocks no longer generate around small lakes.
- MC-175929 – Ice spikes get cut off below height limit on AMPLIFIED worlds.
- MC-182362 – Score callbacks with a too long name break callback chain.
- MC-183184 – Sprinting stops as soon as you touch another block.
- MC-186042 – Plains biome is always generated when a swamp borders a desert, snowy tundra or snowy taiga.
- MC-188096 – Gravelly mountains+ is no different than gravelly mountains.
- MC-190363 – Some biomes generate as "Single biome" worlds in "Floating islands" world type.
- MC-193348 – Status effect bars shift the player's inventory in Creative mode.
- MC-196723 – If the player gets an effect in Creative mode while their inventory is open and not having an effect before, they won’t see the effect in their inventory until they close and open their inventory.
- MC-197688 – Mountain edge never generates.
- MC-202376 – Rabbits, instead of spawning on snow blocks, spawn on snow layers.
- MC-208601 – Axolotls do not avoid danger when pathfinding.
- MC-212113 – Glow lichen can spawn underwater whilst not in a cave.
- MC-213779 – FPS dramatically decreases when looking up in world with large height.
- MC-214335 – Flower forest is much steeper than regular forest.
- MC-214783 – Oceans generate with stone floors.
- MC-214797 – Pointed dripstone can generate floating at transitions between local water levels.
- MC-214799 – Aquifiers sometimes create air pockets.
- MC-214864 – Hard edges when new caves generate near surface.
- MC-214894 – Bamboo generates in caves under jungles.
- MC-214959 – Sugar cane generates in caves.
- MC-215296 – Mineshafts often don't generate in floating island worlds.
- MC-215876 – Dirt can generate below Y=0 from mineshafts.
- MC-216784 – Ruined portals don't generate below Y=0.
- MC-216952 – Some chunks interrupting with cave systems filled with blocks.
- MC-216967 – Kelp and seagrass can generate in aquifers.
- MC-217465 – Unnatural shape looking like a chunk border but appears to be completely unrelated to chunk borders.
- MC-217509 – Inefficient generation of aquifers, noise caves and ore veins.
- MC-217906 – Large amounts of axolotls cause performance issues.
- MC-218167 – Chatting causes lag to occur.
- MC-219774 – Magma blocks spawn everywhere underwater in 21w10a.
- MC-219946 – Weird flat sections of terrain.
- MC-221777 – Horses, donkeys, mules, llamas, and trader llamas do not follow players holding food.
- MC-221815 – Flat roofs in underwater caves.
- MC-221917 – Dripstone, pointed dripstone, and cave magma generate in oceans.
- MC-222051 – Iron ore generation was not increased in 21w13a.
- MC-222379 – Magma can spawn under air in underwater caves.
- MC-223044 – Floating water can generate in ravines.
- MC-223051 – Dripstone can generate in surface lakes.
- MC-223148 – New extended height message goes behind the scrolling bar.
- MC-225781 – The noise cave lava level and the cave carver lava level generate 1 block apart.
- MC-225842 – Flowers can generate on large plants near lakes.
- MC-225858 – Seeds and flowers appear in ponds.
- MC-227064 – Floating grass can still generate above water lakes.
- MC-227244 – Ore blocks from ore veins float in underwater magma ravines.
- MC-229365 – Large amounts of goats cause performance issues.
- MC-230343 – Parity issue: Enchanting tables do not emit a light level of 7.
- MC-231863 – Game crashes when trying to access the Realms settings.
- MC-233050 –
#lava_pool_stone_replaceablestag name is misleading.
Planned additions
- An option for existing chunks to have new terrain generate below the bedrock layer, with the old bedrock layer replaced with deepslate[8]
Blocks
This image shows the sculk blocks in the Redstone tab in creative mode, implying that the other sculk blocks also have redstone uses.
- Generates in the mysterious new cave biome where the Warden lives, called the Deep Dark.
- Has an animated texture.
- May be used in redstone.[9]
Sculk Catalyst[10]
- Generates in the Deep Dark cave biome.
- Made of sculk and a bone-like material.[11]
Has bloomstate.- May be used in redstone.[9]
- May have something to do with axolotls.[12]
- Glows, but does not emit light, similar to the glow squid or the glow item frame.
Sculk Vein[13]
- 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.[9]
Sculk Shrieker[10]
- 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
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 3]
- 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.[15]
- 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 3]
- Will burn in direct daylight. [16]
- 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.[17]
- Does not spawn like normal hostile mobs, but instead uses completely new spawning rules. [18]
- A mob designed to be extremely difficult, intended to be fled from.[19]
- Has a way to counter the strategy of building up 3 blocks to avoid attacks.[20]
- 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 4][21]
Biomes
- Deep Dark
- New biome at the "deepest depths of the world".
- May not contain any water or lava aquifers.[22]
- May be the rarest biome out of the three cave biomes.[23]
- May go deep underneath very continental/mountainous areas and stretch all the way to -64.[24]
- Wardens can spawn here.
- Contains sculk blocks and sculk sensors.
- Contains deepslate.
- Generates exclusively within the deepslate layer between Y=-1 and Y=-64.[25]
- May contain candles.
- May contain loot chests.[26]
- With the exception of spawners, no other mobs can spawn here, similar to mushroom fields.[17]
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.[27]
Planned changes
World generation
- Likely change to the generation of alternate stone types, to make them appear in larger but less numerous deposits.[28]
- Possibly seen in a screenshot tweeted by Henrik Kniberg,[29] 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.
The new ore distribution compared to the old distribution.
- 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.[30]
- Terrain is now smoother and more extreme.
Unconfirmed features
Blocks
- Generates in the Deep Dark biome.
- Has a different top texture than the Sculk Block and Sculk Catalyst.[31]
Has state with unknown name.- May not make it into the final release.[32]
Spore Blossom
Concept art showing how the spore blossom may open and close
- Can close.
- Between Java Edition snapshots 21w05a and 21w10a, many blocks (flowers, leaves, grass, ferns, sweet berry bushes, small dripleaves) had a block tag called "azalea_log_replaceable", possibly implying the existence of azalea logs.
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 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
- ↑ MC-236615
- ↑ MC-237493
- ↑ https://youtu.be/tJ6lV_ob23Q?t=12m15s
- ↑ 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
