User:Delvin4519/Biome
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— Jens Bergensten [1] |
A biome is a region in a world with distinct geographical features, flora, heights, temperatures, humidity ratings, and sky, water, grass and foliage colors. Biomes separate every generated world into different environments, such as forests, deserts and taigas.
Temperature[edit | edit source]
Biomes have a temperature value that determines if the water freezes or if it snows or rains. The required temperature values for snow and rain are less than 0.15 for snow and above 0.15 for rain. The temperature drops 0.00166666... units (1⁄600) per meter above the default sea level (Y=64), but does not change below sea level. The temperature and rainfall values of a biome are used when determining the colors of a small selection of blocks: grass, grass blocks, some leaves, vines, sugar cane. Blocks such as mossy cobblestone, mossy stone bricks and the stems of flowers are not affected by biome coloration[2]. The water color is affected by biome coloration but it's not based on temperature and instead is set by a color code, and the water color of each biomes varies between versions. In Java Edition most biomes have a default water color with the exception of swamps and oceans while in Bedrock Edition most biomes have unique water colors.
These values can be used to determine the heights that snow generates at in different biomes. For example, extreme hills mountains generate snow at Y=95, due to their highland climate, as their temperature value is 0.2, the temperature affects only the transition from rain to snowfall. All the biomes in vanilla with a temperature above 0.95 (and by extent, all the dry biomes) are hardcoded to never have precipitation at any height or temperature. For example, savannas do not experience rain or snow due to their dryness. If a biome with a temperature above 0.95 is edited to allow precipitation through a data pack or mod, it simply behaves like a normal rainy biome.
Biomes are split into 5 categories based on their temperature: snow-covered, cold, temperate/lush, dry/warm and neutral.
They are almost always separated during terrain generation to prevent biomes with huge temperature differences being placed side-by-side (such as a snowy taiga next to a desert), and to allow biomes with similar temperatures to be placed next to each other more often (such as forests and swamps).
Sky and fog[edit | edit source]
The sky colors are not directly determined by the temperature and rainfall values but instead are determined by a color code. However, the sky color that is set for each biome is mostly based on the temperature values, which means that warmer biomes have brighter skies and colder biomes have slightly purplish skies.
Generation[edit | edit source]
Minecraft biomes are generated in layer stacks. These layers generate specific aspects of Minecraft biomes, such as scale, rivers, varieties and biome categories.
Earlier stages[edit | edit source]
Biome generation is initialized as a 1 to 4096 scale of ocean, with a few spots of landmasses scattered throughout. This map is then scaled and additional landmasses shuffled around to decrease the amount of ocean, twice, to reach a scale of 1 to 1024. Additional layers that decrease the amount of ocean are repeatedly applied until the ratio of land to ocean is about 50-50. Snowy biome categories are then assigned to a few spots of land, which is then shuffled around a final time to obtain a ratio of 33% ocean and 67% landmass.
At this stage of biome generation, the final climate zones are applied as follows. Areas of dry landmasses are assigned to be a normal biome if it borders a cold or frozen landmass. Areas of snowy landmasses are assigned to the cold temperature category if it borders a normal or dry temperature zone. 1 out of every 13 landmasses is then marked as "Special", which would be used to place some of the rarer biomes in later stages of biome generation. This map is then scaled twice, until a scale of 1 to 256. An additional layer is applied to create a more jagged coastline, creating areas of large islands and lakes around the coastline. 1 out of 100 areas of oceans are assigned as mushroom biomes and areas of ocean far from the coast converted into deep ocean.
The final areas of climate areas are as follows: 31% oceanic, which consists of 22% deep ocean and 9% ocean, 0.07% mushroom, 13% dry, 22% medium, 23% cold and 6% frozen. Areas of rare biomes make up 4% of the total area.
The biome generation is then split into 3 separate stacks.
Generation of biomes and biome variants[edit | edit source]
One stack of biome generation generates the actual biomes in-game. The biome categories generate the following biomes as follows. Some biomes are weighed more and as such generate more commonly, than other biomes. Snowy biomes have an unused rare biome variant and as such generate as normal snowy biomes.
- Dry biome clusters: desert (3 times), savanna (2 times), plains
- Rare dry biome clusters: 1/3 badlands plateau, 2/3 wooded badlands plateau (0.9% of the final map)
- Medium biome clusters: forest, dark forest, birch forest, mountains, swamp, plains
- Rare medium biome clusters: jungle (1.5% of the final map)
- Cold biome clusters: forest, mountains, taiga, plains
- Rare cold biome clusters: giant tree taiga (1.6% of the final map)
- Frozen biome clusters: snowy tundra (3 times), snowy taiga
Forest and mountain biomes can generate in both cold biome clusters in addition to normal temperature clusters. Plains biomes can generate in all temperature clusters except in frozen biomes.
Bamboo jungles overwrite certain areas of jungle biomes since Village and Pillage.
This map is scaled twice until a scale of 1 to 64 in both Java and Bedrock Editions. In Legacy Console Edition, the map is not scaled at all at this stage of biome generation. To ensure a smooth transition between biomes, some biomes generate an "edge biome" as follows. These edge biomes can also generate hills and modified biome variants:
- Badlands plateau and wooded badlands plateau generate regular badlands on all edges.
- Giant tree taiga generates the regular taiga on all edges, unless there is a pre-existing snowy Taiga or taiga bordering it.
- If a desert borders a snowy tundra, a wooded mountain generates.
- If a swamp borders a jungle, a jungle edge generates. If a swamp borders a desert, snowy taiga, or snowy tundra, a plains biome generates.
Modified and hill biomes are then merged into the biome generation. Most biomes have a "hills" variant but some biomes use other biomes as their "hills" variant, which are listed below. This stage also allows islands to generate in areas of Deep Ocean:
- Dark forest -> plains
- Plains -> 1/3 wooded hills, 2/3 forest
- Snowy tundra -> snowy mountains
- Ocean -> deep ocean
- Savanna -> savanna plateau
- Deep ocean -> 1/2 plains, 1/2 forest
- Wooded badlands plateau and badlands plateau -> regular badlands
Swamps and regular badlands do not generate a hills biome variant. Oceans do not have a "modified" biome variant. While most biomes have a "modified" variant, few biomes generate a unique "modified hills" variant, such as birch forests and mountain biomes. Some other biomes use another existing biome as a "modified hills" variant. If a biome does not have a "modified hills" variant, such as swamps or snowy taigas, the regular biome variant generates instead.
Additional areas of sunflower plains are generated separately to the modified biome stage of biome generation, covering 1/57 of normal plains biome.
The map is then scaled and the coastline made more jagged, then scaled again and beaches are generated. The generation of shorelines and beaches are as follows, this also adds a few additional biome edge biomes for jungles and badlands, without biome variants:
- Beaches generate on all coastlines except the regular swamp and regular badlands biomes.
- Stone shores generates on the coastline of the standard mountains and wooded mountains biomes.
- Snowy beaches generate on the coastline of all frozen biomes.
- Mushroom shores generates on the coastline of all mushroom fields biomes.
- A regular desert generates on the edge of all badlands biomes, excluding eroded badlands. The desert border does not generate next to oceans.
This also creates unique quirks in generation, where gravelly mountains and swamp hills generate a beach biome, and swamp hills bordering a regular jungle edge, with a modified jungle edge bordering jungles.
This biome map is scaled two more times (scaled 4x) until a scale of 1 to 4. River generation is merged with the regular biomes, then ocean climate zones merged.
Generation of rivers and hills[edit | edit source]
A layer stack for river noise generation is used as a random number generator to generate areas of hills and mutated biomes, which is scaled twice before applied to the biome stage of biome generation at scale 1 to 64. Since Update Aquatic, modified biomes conform to an entire biome or can border a river. A separate layer stack to generate rivers throughout is scaled 4 times, before it is merged with the rest of the generation at scale 1 to 4.
Rivers generate across all land biomes excluding areas of oceans. Frozen rivers replace rivers in regular snowy tundras. The mushroom field shore generates in place of rivers in mushroom fields biomes.
Once the ocean temperature stack and river generation stack is merged with the biome generation stack, a final layer is applied to make the biome scale 1:1, which is the final biome generation used in Minecraft.
Java Edition oceanic temperature generation[edit | edit source]
Ocean biomes generate their climate zones separately from land biome generation, to avoid changing existing Minecraft seeds/biome generation in its entirely. Ocean climate zones are initialized at a scale of 1 to 256, then scaled 6 times, before it is merged with the rest of the biome generation.
In Java Edition, ocean climate areas are done so Warm Oceans cannot border Frozen Oceans. One must go incrementally from Warm Oceans, to Lukewarm Oceans, regular Oceans, and Cold Oceans, before reaching Frozen Oceans.
If a Frozen Ocean or Frozen Deep Ocean borders a land biome, a regular Cold Ocean generates. If a Warm Ocean generates next to a land biome, a regular Lukewarm Ocean generates. Warm Oceans overwrite Deep Oceans as Warm Deep Oceans do not generate.
Ocean climate zones are based off the 48 bit seed, unlike the rest of the land biome generation, as such, shadow seeds in Java edition contain entirely different ocean climate areas, even though common land biomes generate identically in Java Edition shadow seeds.
Other information[edit | edit source]
In Java Edition, the possible shapes of biomes can use only the first 24 bits of the 64-bit world seed, and biome shapes within a world seed can repeat beginning around 229 blocks from 0,0. Biome generation overflows at 231 blocks from 0,0. However, as biomes are generated in a zoomed out stage, before it is scaled upward, it technically means that biome generation could extend further out during earlier stages of biome generation as the integer overflow point is further out.
Even though there are 64-bit seeds on Java, there are only 263 unique noise maps for continental/ocean biome generation, because a quadratic equation is used, and quadratic equations always can be mirrored so that for every input except one to the quadratic equation, there is another that results in the same output (halving the number of truly distinct possibilities). For any seed, the other seed resulting in the same output to this equation is colloquially known as a shadow seed. In this case, land biome and general ocean biomes are exactly the same in a pair of seeds, but ocean biome temperatures, structures and hills differ in the shadow seed. A user can find a shadow seed by adding the constant -7379792620528906219 to the negative of their current world seed, to obtain the shadow seed. Shadow seeds are exclusive to Java Edition.
With Bedrock Edition using 32-bit seeds and a different world generation algorithm, there are few similarities between it and the 64-bit world generation. The positions of Mutated biomes, oceans (and islands), rare biomes (jungles, badlands, mushroom fields, giant tree taiga), as well as specific biomes in cold, temperate, or dry biome clusters, bear some geographical relationship with the equivalent positive value seed of the 64-bit generation. The biome shapes deviate significantly. The specific generation of lush biomes and ocean variants is completely different on Bedrock.
List of Overworld climates[edit | edit source]
Biome | Temperature | Rainfall | Type | Grass color |
---|---|---|---|---|
Badlands Wooded Badlands Plateau Eroded Badlands Badlands Plateau Modified Badlands Plateau Modified Wooded Badlands Plateau |
2.0 | 0.0 | Dry | Brown |
Desert Desert Hills Desert Lakes |
2.0 | 0.0 | Dry | Olive green |
Savanna | 1.2 | 0.0 | Dry | Olive green |
Shattered Savanna | 1.1 | 0.0[JE only] | Dry[JE only]
Temperate[BE only] |
Olive green[JE only]
Lush green[BE only] |
Savanna Plateau | 1.0 | 0.0 | Dry | Olive green |
Shattered Savanna Plateau | 1.0 | 0.0[JE only] | Dry[JE only]
Temperate[BE only] |
Olive green[JE only]
Lush green[BE only] |
Jungle Bamboo Jungle Jungle Hills Bamboo Jungle Hills Modified Jungle |
0.95 | 0.9 | Temperate | Lush green |
Jungle Edge Modified Jungle Edge |
0.95 | 0.8 | Temperate | Lush green |
Mushroom Fields Mushroom Fields Shore |
0.9 | 1.0 | Temperate | Lush green |
Plains Sunflower Plains Beach |
0.8 | 0.4 | Temperate | Light green |
Swamp Swamp Hills |
0.8 | 0.9 | Temperate | Brown or dark green |
Dripstone Caves | 0.8[JE only]
0.2[BE only] |
0.4[JE only] | Temperate | Light green[JE only]
Aquamarine[BE only] |
Dark Forest Dark Forest Hills |
0.7 | 0.8 | Temperate | Dark green |
Forest Flower Forest Wooded Hills |
0.7 | 0.8 | Temperate | Green |
Tall Birch Forest Tall Birch Hills |
0.6[JE only]
0.7[BE only] |
0.6 | Temperate | Turquoise green |
Birch Forest Birch Forest Hills |
0.6 | 0.6 | Temperate | Turquoise green |
Lush Caves | 0.5[JE only]
0.9[BE only] |
0.5[JE only] | Temperate | Turquoise green[JE only]
Lush green[BE only] |
River Ocean Deep Ocean Warm Ocean Deep Warm Ocean Lukewarm Ocean Deep Lukewarm Ocean Cold Ocean Deep Cold Ocean Deep Frozen Ocean |
0.5 | 0.5 | Temperate | Turquoise green |
Giant Tree Taiga
|
0.3 | 0.8 | Cold | Aquamarine |
Taiga Giant Spruce Taiga Taiga Hills Taiga Mountains Giant Spruce Taiga Hills |
0.25 | 0.8 | Cold | Aquamarine |
Mountains Wooded Mountains Gravelly Mountains Stone Shore Gravelly Mountains+ |
0.2 | 0.3 | Cold | Aquamarine |
Snowy Beach | 0.05 | 0.3 | Snowy | Dull aqua |
Snowy Tundra Ice Spikes Frozen River Frozen Ocean Snowy Mountains |
0.0 | 0.5 | Snowy | Dull aqua |
Snowy Taiga Snowy Taiga Hills Snowy Taiga Mountains | ||||
0.4 | Snowy | Dull aqua |
Biome types[edit | edit source]
In Java Edition, currently, there are 67 Overworld biomes, 5 Nether biomes, 5 End biomes, and 4 unused biomes as well as one biome that is used only for a superflat preset, with a total of 81 different biomes. In Bedrock Edition, however, there are 66 Overworld biomes, 5 Nether biomes, 1 End biome, and 5 unused, with a total of 77. Biomes can be distinguished by the grass, and leaf colors (water color also differ between biomes in the biome, along with the types of blocks present (e.g. types of trees or other plants like cacti, sand coverage in deserts)). Biomes are pseudo-randomly generated using the map seed.
Biomes are separated into 7 temperature classes. The snowy biomes have their temperature listed in purple, cold in blue, temperate in green, arid in orange, the nether in red and the end in tan. The biomes of either neutral or unknown temperature have no temperature class. Temperatures are given at sea level.
Overworld[edit | edit source]
Snowy biomes[edit | edit source]
In these biomes, it always snows instead of rains and no matter the height; all sources of water exposed to the sky quickly freeze. The foliage and grass have a dull bluish green color.
Biome Name and ID | Features | Description | Images |
---|---|---|---|
Snowy Tundra 12 |
Temperature: 0.0
Snow, Snowfall, Ice, Spruce trees, Igloos, Strays, White and some Black & White Rabbits, Polar Bears, Occasional Tall Grass, Villages, Pillager outposts |
An expansive, hilly biome with a huge amount of snow layers. Sugar cane can generate in this biome, but can become uprooted when chunks load as the water sources freeze to ice. There are few spruce trees in this biome. No animal mobs other than rabbits and polar bears are able to spawn, however, it is one of the few biomes where strays appear, a hostile mob similar to skeletons, except they shoot arrows of slowness. In Bedrock, this biome doesn't spawn monsters other than strays and skeletons, but monster spawners can still spawn monsters. Due to the biome's size and scarcity of wood and animals, initial survival becomes difficult in comparison to other biomes. This is one of two biomes where igloos naturally generate. Villages and pillager outposts may also generate here. | |
Snowy Mountains 13 |
Temperature: 0.0
Snow, Snowfall, Ice, Spruce trees, Igloos, Strays, White and some Black & White Rabbits, Polar Bears, Occasional Tall Grass, |
A mountainous version of the ice plains biome with height comparable to the mountains biome. | |
Ice Spikes 140 |
Temperature: 0.0
Packed Ice, Ice, Snow, Snowfall, Snow Blocks, Strays, White and some Black & White Rabbits, Polar Bears, Ice Spikes, Ice Patches |
A rare variation of the Snowy Tundra biome that features large spikes and glaciers of packed ice. Usually, the spikes are 10 to 20 blocks tall, but some long, thin spikes can reach over 50 blocks in height. The floor in this biome is entirely covered in snow blocks instead of grass and ice paths made of packed ice can generate on it. Like the regular snowy tundra, no animal mobs other than rabbits and polar bears are able to spawn and strays appear at night. | |
Snowy Taiga 30 |
Temperature: 0.0
Snow, Snowfall, Ice, Spruce Trees, Flowers, Wolves, White and some Black & White Rabbits, Foxes, Igloos, Villages[Bedrock Edition only], Pillager outposts, Sweet berry bushes |
Much like the regular Taiga, the "Snowy Taiga" has large expanses of spruce trees, ferns, and their taller variants, generate here commonly, although grass can still be found. It is one of the few places where wolves and foxes spawn naturally. One may also find an igloo nestled between the trees from a more or less flat terrain, making it one of two biomes where igloos naturally generate. Villages[BE only] and outposts[BE only] may also generate here. Villages use the same architecture as taiga villages but the villagers wear snowy biome outfits. |
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Snowy Taiga Hills 31 |
Temperature: 0.0
Snow, Snowfall, Ice, Spruce Trees, Flowers, Wolves, Sweet berry bushes, Foxes, White and some Black & White Rabbits |
Hilly version of the snowy taiga. |
|
Snowy Taiga Mountains 158 |
Temperature: 0.0
Spruce Trees, Snow, Snowfall, Ferns, Wolves, Sweet berry bushes, Foxes, White and some Black & White Rabbits |
The Snowy Taiga Mountains are not nearly as flat as their regular counterpart. Compared to the regular Snowy Taiga Hills, the mountains found in this biome are much steeper and more erratic. These large height differences make navigating the snowy taiga mountains biome quite dangerous. Also unlike their normal variant, igloos, villages and outposts do not generate here. |
|
Frozen River 11 |
Temperature: 0.0
Ice, Water, Sand, Clay, Seagrass, Rabbit, Polar Bear, Salmon, Drowned, Stray |
A river with a layer of ice covering its surface. It generates when a River biome enters or meets a Snowy Tundra, and no other cases. Salmon spawn underwater while rabbits and polar bears spawn on ice. At night, Drowned can spawn below the ice with Strays on the surface. No other monsters can spawn here, even underground, except in a spawner[BE only]. |
|
Snowy Beach 26 |
Temperature: 0.05
Sand, Snow, Snowfall, Ice, Buried Treasure, Shipwreck, rabbit |
Like a regular beach, one can find plenty of sand in this biome and buried treasure can be found underground in this snowy beach. However, sand is covered in a layer of snow. Snowy beaches are found when a snowy biome borders an ocean biome. No passive mobs other than rabbits spawn in this biome. |
Cold biomes[edit | edit source]
In these biomes, it begins to snow above y=90 in mountains and stone shore, above y=120 in taiga and giant spruce taiga, and above y=150 in giant tree taiga. Otherwise, it rains. Foliage and grass are turquoise green in these biomes.
Biome Name and ID | Features | Description | Images |
---|---|---|---|
Stone Shore 25 |
Temperature: 0.2 | True to its name, this stone-covered biome often appears where mountain biomes meet the ocean. Depending on the height of the nearby land, Stone Shores may generate as medium slopes or huge cliffs, its tops tall enough to be covered by snow. No passive mobs spawn here. Buried treasure can generate here. No sand blocks can generate here. |
|
Mountains 3 |
Temperature: 0.2
Oak Trees[JE only], Spruce Trees[JE only], Gravel, Flowers, Emerald Ore, Infested Stone, Llamas |
A highland biome with some mountaintops. Cliffs, peaks, valleys, waterfalls, overhangs, floating islands, caverns and many other terrain features exist here, offering outstanding views. This is one of the few biomes where llamas can spawn naturally. Snowfall also occurs above certain heights up the mountain, thus creating snow layers on the top of the mountains. Falling is a significant risk, as there are many steep ledges large enough to cause severe fall damage or even death. Mountains are the only biomes where emerald ore (underground) and silverfish (in infested stone) can be found naturally. Trees cannot generate here In Bedrock Edition and Minecraft Education |
|
Gravelly Mountains 131 |
Temperature: 0.2
Spruce Trees[JE only], Oak Trees[JE only], Gravel, Llama, Emerald ore, Infested stone, Snow |
The gravelly mountains are mostly covered in gravel with occasional patches of grass and stone blocks. Due to the low amount of grass, the population of spruce and oak trees in this biome is sparse. When generating alongside an Ocean biome, it generates sandy beaches instead of stone shores. |
|
Wooded Mountains 34 |
Temperature: 0.2
Stone, Dirt, Llama, Emerald ore, Infested stone, Spruce Trees, Oak Trees |
This biome, usually found in the middle of the regular mountains biome doesn't generate stone patches so the floor is entirely covered by grass and there are more spruce and oak trees in this biome, forming small forests with a lower tree density than the taiga biome. |
|
Gravelly Mountains+ 162 |
Temperature: 0.2
Spruce Trees, Oak Trees, Gravel, Llama, Emerald ore, Infested stone, Grass |
This biome has the same features as the regular gravelly mountains biome with the only noticeable difference being that it generates as a variant of the wooded mountains rather than the regular mountains, despite that the amount of trees that generate in this biome is no different.[3]. |
|
Taiga 5 |
Temperature: 0.25
Spruce Trees, Flowers, Fern, Wolves, Brown, salt & pepper and black rabbits, Villages, Pillager outposts, Foxes, Sweet berry bushes, |
A predominantly flat biome covered by a forest of spruce trees. Ferns, large ferns and berry bushes grow commonly on the forest floor. One can find packs of wolves here, along with small groups of foxes or rabbits. Villages may generate in this biome; the houses in these villages are built of spruce wood. Pillager outposts may also generate in this biome. | |
Taiga Hills 6 |
Temperature: 0.25
Spruce Trees, Flowers, Ferns, Sheep, Brown, salt & pepper and black rabbits, Sweet berry bushes, Foxes |
Hilly version of the snowless taiga biome. | |
Taiga Mountains 133 |
Temperature: 0.25
Spruce Trees, Flowers, Ferns, Sheep, Brown, salt & pepper and black rabbits, Sweet berry bushes, Foxes |
The Taiga Mountains biome are like the regular taiga, but these forests are overlaid onto mountainous terrain. Unlike Taiga Hills, these mountains tend to be larger then regular mountains and more difficult to climb. Perhaps owing to the rough nature of this biome, no villages nor outposts can be found here. |
|
Giant Tree Taiga 32 |
Temperature: 0.3
Spruce Trees, Podzol, Ferns, Wolves, Brown, salt & pepper and black rabbits[JE only], Foxes, Mossy Cobblestone, Mushrooms, Dirt, Coarse Dirt, Dead Bush |
The Giant Tree Taiga is a rare cold biome composed of spruce trees, much like the standard Taiga biome. However, some trees are 2×2 thick and taller than normal, akin to large jungle trees. Mossy cobblestone boulders appear frequently, mushrooms are common, and podzol can be found on the forest floor. There are also patches of coarse dirt that do not grow grass, with some dead bushes. Wolves and foxes may also spawn here, as they do in normal Taiga biomes. Rabbits may also spawn here in Java Edition. |
|
Giant Tree Taiga Hills 33 |
Temperature: 0.3
Spruce Trees, Podzol, Ferns, Wolves, Brown, salt & pepper and black rabbits[JE only], Foxes, Mossy Cobblestone, Mushrooms, Dirt, Coarse Dirt, Dead Bush |
Hilly version of the Giant Tree Taiga. | |
Giant Spruce Taiga 160 |
Temperature: 0.25
Spruce Trees, Podzol, Ferns, Grass, Foxes, Wolf, Mossy Cobblestone, Mushrooms, Dirt |
The terrain in this rare biome is almost exactly the same as in its regular counterpart. However, the most striking feature of this biome is its giant spruce trees, which are essentially a scaled-up version of regular spruce trees. One can easily differentiate this from a normal giant tree taiga by observing how the leaves almost completely cover the tree trunks, whereas in normal giant tree taigas, leaves tend to cover only the top. | |
Giant Spruce Taiga Hills 161 |
Temperature: 0.25
Spruce Trees, Podzol, Ferns, Grass, Foxes, Wolf, Mossy Cobblestone, Mushrooms, Dirt |
Hilly version of the Giant Spruce Taiga. |
Medium/Lush biomes[edit | edit source]
In these verdant biomes, it begins snowing over the 256 block height limit, meaning snow does not generate naturally. Otherwise, it rains. The foliage and grass colors vary a lot in these biomes, with rivers and birch forests having a more dull shade of green, forests have a more vibrant shade of green, plains have a lighter shade of green, jungles and mushroom fields have a very lush shade of green and swamps and dark forests have unique dark shades of green.
Biome Name and ID | Features | Description | Images |
---|---|---|---|
River 7 |
Temperature: 0.5
Water, Sand, Clay, Sugar Cane, Seagrass, Salmon, Squid, Drowned |
A biome that consists of water blocks that form an elongated, curving shape similar to a real river. Unlike real rivers, however, they have no current. Rivers cut through terrain or separate the main biomes. They attempt to join up with Ocean biomes, but sometimes loop around to the same area of ocean. Rarely, they can have no connection to an ocean, instead of forming a loop. The grass has a dull aqua tone, much like the ocean, and trace amounts of oak trees tend to generate there as well. Rivers are also a reliable source of clay. These biomes are good for fishing, but drowned can spawn at night. Mobs other than salmon, squid and drowned cannot spawn in this biome, even underground, except in a spawner. | |
Birch Forest 27 |
Temperature: 0.6 | A forest where the grass is aqua and only birch trees generate. Unlike in the regular Forest, no wolves spawn in this forest. | |
Birch Forest Hills 28 |
Temperature: 0.6 | Birch forest with hills. | |
Tall Birch Forest 155 |
Temperature: 0.6
Tall Birch Trees, Flowers, Bee nests |
Birch trees grow much taller than usual in this uncommon variant of the Birch Forest biome. Whereas normal birch trees grow up to 7 blocks tall, these trees usually are 11 blocks in height. This makes deforestation a much more difficult task, although it provides the player with far more resources. Additionally, the terrain in this biome is much rougher and taller than birch forest hills. | |
Tall Birch Hills 156 |
Temperature: 0.6
Tall Birch Trees, Flowers, Bee nests |
Variation of the birch forest hills biome, featuring very large mountains and tall birch trees. | |
Forest 4 |
Temperature: 0.7 | A small and common biome, with a lot of oak and birch trees, occasional hills and a fair amount of tall grass, mushrooms and flowers. This is one of the most preferred biomes to start out in, due to the abundance of wood. Like in taigas, wolves are found. | |
Wooded Hills 18 |
Temperature: 0.7 | A hilly version of the standard forest biome. | |
Flower Forest 132 |
Temperature: 0.7
Flowers, Trees, Brown, salt & pepper and black rabbits, Bee Nests |
This Forest variant has fewer trees, but more than makes up for it - it is almost overflowing with nearly every type of flower and tall plant in the game, several of which grow only in this biome. Therefore, this biome is optimal for harvesting and farming dyes. Wolves do not spawn in the flower forest, although rabbits spawn occasionally. | |
Dark Forest 29 |
Temperature: 0.7
Dark Oak trees, Huge Mushrooms, Mushrooms, Rose Bushes, Woodland Mansions |
This biome is mainly composed of dark oak trees, a mostly closed roof of leaves, and occasional large mushrooms. Trees in this forest are so packed together, that it's dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may spawn, making the dark forest and dark forest hills the only biomes in which woodland mansions can be found. | |
Dark Forest Hills 157 |
Temperature: 0.7
Dark Oak Trees, Huge Mushrooms, Mushrooms, Rose Bushes, Woodland Mansions |
A variant of the Dark Forest where large hills dominate the canopy. While increased light in the forest means slightly fewer mobs, the steep cliffs lining this biome still make it dangerous to navigate on foot. Woodland Mansions may still generate here on rare occasions. | |
Plains 1 |
Temperature: 0.8
Tall Grass, Grass, Flowers, Villages, Horses, Donkeys, Pillager outposts, Oak Trees, Bee Nests |
A flat and grassy biome with rolling hills and few oak trees. Lakes and villages are common. Cave openings, lava lakes and waterfalls are easily identifiable due to the flat unobstructed terrain. Farm mobs are easily found in Plains biomes; this biome and its variants are also one of the few biomes where horses spawn naturally. Pillager outposts may also be generated. | |
Sunflower Plains 129 |
Temperature: 0.8
Grass, Sunflowers, Flowers, Donkeys, Villages[BE only], Pillager Outposts[BE only], Horses, Oak Trees, Bee Nests |
Found within normal plains, this biome is the only place where sunflowers naturally generate, hence the name. They grow in abundance, making yellow dye a widely available resource. | |
Swamp 6 |
Temperature: 0.8
Swamp Huts, Oak trees, Grass, Vines, Lily Pads, Clay, Mushrooms, Slimes, Huge Mushrooms[Bedrock Edition only], Fossils, Seagrass |
A biome characterized by a mix of flat areas around sea level and shallow pools of green water with floating lily pads. Clay, sand, and dirt are commonly found at the bottom of these pools. Trees are covered with vines and can be found growing out from the water. Mushrooms and sugar canes are abundant. Swamp Huts with a black cat and a witch generate exclusively in swamps. Slimes also spawn naturally at night, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, making this an especially dangerous biome at night. Temperature varies within the biome, causing foliage and grass colors to vary.
In Bedrock Edition, huge mushrooms also spawn in this biome. Visibility is also lower when the player is underwater. |
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Swamp Hills 134 |
Temperature: 0.8
Oak Trees, Vines, Lilypads, Huge Mushrooms[BE only], Water, Swamp huts[BE only], Fossils |
This rare variant of the Swamp biome has areas where small hills rise in slopes of varying degrees, surrounded by flatter marshes. Beaches generate when this biome borders an ocean biome. In Java Edition, Swamp huts do not generate in this biome, unlike the normal Swamp. | |
Beach 16 |
Temperature: 0.8
Sand, Gravel, Water, Sugar Cane, Turtles, Buried Treasure, Shipwreck |
Generated where oceans meet other biomes, beaches are primarily composed of sand. Beaches penetrate the landscape, removing the original blocks and placing in sand blocks. These are also useful for fishing. Passive mobs other than turtles do not spawn on beaches. For the history of beaches, see the Beach page. | |
Mushroom Fields 14 |
Temperature: 0.9 | This rare biome consists of a mixture of flat landscape and steep hills and has mycelium instead of grass as its surface. However, any grass placed appears in a bright green color, even brighter than in the Jungle. Mushroom fields are most often adjacent to an ocean and are usually found isolated from other biomes, and they are typically a few hundred blocks wide. It is one of the few biomes where huge mushrooms can generate naturally, and where mushrooms can grow in full sunlight.
No mobs other than mooshrooms spawn naturally in this biome, including the usual night-time hostile mobs. This also applies to caves, mineshafts, and other dark structures, meaning exploring underground is safe. However, monster spawners still spawn mobs, wandering traders along with their llamas can spawn, raids can still spawn illagers, the player can still breed animals and spawn mobs using spawn eggs, and insomnia still attracts phantoms. |
|
Mushroom Field Shore 15 |
Temperature: 0.9
Mushrooms, Huge Mushrooms, Mycelium, Mooshrooms, Buried Treasure, Shipwreck |
Mushroom Field Shores represent the transition between mushroom fields and the ocean, forming long strips between the biomes as a "beach", hence the name. However, it does not generate if the ocean biome is a Deep Ocean. This biome also generates when a river meets a Mushroom Fields biome, similar to what Frozen Rivers do in Snowy Tundras. The terrain of this biome is much more flat and shallow than the main Mushroom Fields biome, though it contains many of the same features, such as a mycelium surface layer, huge mushrooms, and lack of hostile mobs, but shipwrecks and buried treasure can generate here. | |
Jungle 21 |
Temperature: 0.95
Jungle trees, Oak trees, Jungle Pyramids, Ferns, Melons, Flowers, Vines, Cocoa, Ocelots, Parrots, Bamboo, Pandas[BE only] |
A dense and rare temperate biome. It features ferns and large jungle trees that can reach up to 31 blocks tall with 2×2 thick trunks. Oak trees are also common though. The landscape is lush green and quite hilly, with many small lakes often nestled into deep valleys, sometimes above sea level. Leaves cover much of the forest floor—these "bush trees" have single-blocks of jungle wood for trunks, surrounded by oak or jungle leaves. When inside a jungle, the sky becomes noticeably lighter as in hot biomes. Vines are found alongside most blocks and may cover the surface of caves. Ocelots, pyramids, melons, cocoa, pandas and parrots exclusively generate in this biome. Melons generate in patches, similar to pumpkins, but are common. | |
Jungle Hills 22 |
Temperature: 0.95
Jungle trees, Oak trees, Jungle Pyramids, Ferns, Melons, Flowers, Vines, Cocoa, Ocelots, Parrots, Bamboo, Pandas[BE only] |
Hilly version of the regular Jungle. | |
Modified Jungle 149 |
Temperature: 0.95
Jungle trees, Oak trees, Ferns, Melons, Flowers, Vines, Cocoa, Ocelots, Parrots, Bamboo, Pandas[BE only] |
Much more mountainous version of the normal Jungle, with foliage so thick that the ground is barely visible. This biome is demanding of a player's survival resources. One may confuse this with the Jungle Hills, but the mountains in the Modified Jungle biome tends to be sharper and more erratic. Due to the combined height of the terrain and of the tall jungle trees, trees in this jungle frequently reach above the clouds. Extremely dense foliage and treacherous terrain make this biome difficult and dangerous to navigate, especially at night. | |
Jungle Edge 23 |
Temperature: 0.95
Jungle trees, Oak trees, Ferns, Melons, Flowers, Vines, Cocoa, Ocelots, Parrots, Bamboo, Pandas[BE only] |
This biome represents a smooth transition between jungles and other biomes. In stark contrast to the wild and overgrown vegetation of the jungle biomes, the jungle edge consists of a few small and isolated jungle trees, with patches of melons here and there. The terrain is relatively flat, with some small rises in elevation. All mobs that spawn in the Jungle, including parrots, ocelots, and pandas[Bedrock Edition only], also spawn in the Jungle Edge. | |
Modified Jungle Edge 151 |
Temperature: 0.95
Jungle trees, Oak trees, Ferns, Melons, Flowers, Vines, Cocoa, Ocelots, Parrots, Bamboo, Pandas[BE only] |
The terrain in this biome is a slightly more hilly and rugged version of the normal Jungle Edge, though some large and flat sections of it are often hard to distinguish from its standard variant. Modified Jungle Edge is the rarest biome in the overworld and usually generates only when a jungle biome meets a swamp hills biome. The result is a two-layer transition zone that includes a Modified Jungle Edge along the side of the Jungle, and a thin border of normal Jungle Edge on the side of the Swamp Hills. Jungles are already uncommon, and Swamp Hills are about 30 times rarer than regular Swamp, so it is extremely rare for them to generate bordering each other. The strict conditions that are needed for its generation also make it a small biome when it does occur, usually no longer than 150 blocks on its long side and less than that for width. This biome covers about 1/370000 of the overworld by area. | |
Bamboo Jungle 168 |
Temperature: 0.95
Jungle trees, Oak trees, Podzols, Vines, Ocelots[BE only], Jungle Pyramids[Java Edition only], Melons, Parrots, Bamboo, Pandas |
The terrain in this biome is covered by grass with some patches of podzol. Unlike the normal Jungle, bushes still generate but do not cover the floor. Additionally, large jungle trees can generate only here, along with large or balloon oak trees. The density of trees in this biome is much less compared to jungle edge, but massive amounts of bamboo shoots generate covering this biome. Jungle exclusive mobs such as ocelots and parrots can spawn in here. Panda exclusively spawn in this biome[Java Edition only] or have a much higher spawn rate than in regular jungle.[Bedrock Edition only] Jungle pyramids can also generate.[Java Edition only] | |
Bamboo Jungle Hills 169 |
Temperature: 0.95
Jungle trees, Oak trees, Podzols, Vines, Ocelots[BE only], Jungle Pyramids[Java Edition only], Melons, Parrots, Bamboo, Pandas |
Hilly version of the Bamboo Jungle. |
Hot/Dry biomes[edit | edit source]
In these biomes, it neither rains nor snows at all, but the sky still turns overcast during inclement weather. The foliage and grass is an olive tone, except badlands biomes, which have brown grass and the sky color is much brighter specially in deserts and badlands. Additionally, a snow golem spawned or brought into one of these biomes melts (takes heat damage) unless it has the Fire Resistance effect.
Biome Name and ID | Features | Description | Images |
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Savanna 35 |
Temperature: 1.2
Acacia Trees, Tall Grass, Savanna Villages, Horses, Cows, Pillager Outposts, Sheep, Llamas |
A relatively flat and dry biome with a dull-brown grass color and acacia trees scattered around the biome, though oak trees may generate now and then. Tall grass covers the landscape. Villages can generate in this biome, constructed of acacia wood, with some stained terracotta. Pillager outposts can also generate here. Both horses and llamas can naturally spawn here. |
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Savanna Plateau 36 |
Temperature: 1.2 | Savanna plateau biomes are similar to the hills biomes, but generate only within savanna. They come to rest at an elevation of about 20 to 30 blocks above sea level. | |
Shattered Savanna 163 |
Temperature: 1.2 | Unlike the flat and calm terrain of the savanna biome, the chaotic terrain of this uncommon variant is covered in gigantic mountains covered in coarse dirt and some patch of stone. The mountains in the shattered savanna biome are extremely steep, jutting out at 90-degree angles, making it almost impossible to climb. Deep Ocean-like lakes also generate here. On top of that, they dwarf the mountains biome in height - they can rise far above the clouds, and even to the world height limit, without using the Amplified world type.[Java Edition only] Massive waterfalls and lavafalls are quite common here. The unforgiving terrain means villages and outposts do not generate in this biome. Surprisingly, llamas can naturally spawn here. | |
Shattered Savanna Plateau 164 |
Temperature: 1.2 | The terrain of the Shattered Savanna Plateau biome is much less tame than its normal counterpart. It features incredibly large and steep mountains that jut out of the terrain, similar to the Shattered Savanna biome, albeit slightly smaller and gentler in comparison. |
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Desert 2 |
Temperature: 2.0
Sand, Cacti, Dead Bushes, Sandstone, Sugar Cane, Desert wells, Desert Pyramids, Desert Villages, Pillager Outposts, Gold Rabbits, Fossils, Husk |
A barren and inhospitable biome consisting mostly of sand dunes, dead bushes, and cacti. Sandstone, and sometimes fossils, are found underneath the sand. The only passive mobs that spawn naturally in deserts are gold/creamy rabbits, their coloring well-camouflaged against the sand. At night, husks usually spawn in the place of normal zombies; the lack of visual obstruction makes hostile mobs highly visible. Sugar cane can be found if the desert is next to a river biome or a lake. Desert villages, desert wells, and desert pyramids are found exclusively in this biome. Pillager outposts can also generate here. This biome sometimes appears as a thin edge around badlands biomes. |
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Desert Hills 17 |
Temperature: 2.0
Sand, Cacti, Sugar Canes, Gold Rabbits, Desert well, Fossils, Husk |
Hilly version of the desert biome. | |
Desert Lakes 130 |
Temperature: 2.0
Sand, Cacti, Water, Sugar Canes, Gold Rabbits, Desert well, Fossils, Husk |
In this biome, patches of water are more common, and the terrain is slightly more rough. Although desert wells can be found, desert pyramids, villages, and outposts do not generate in this biome. |
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Badlands 37 |
Temperature: 2.0
Dead Bushes, Terracotta, Red Sand, Cacti, Red Sandstone[JE only], Above ground mineshafts, Gold ore |
A rare biome where large mounds of terracotta and stained terracotta generate. Red sand also generates here instead of regular sand, with occasional cacti and dead bushes, and this biome is usually bordered by a desert biome. No passive mobs spawn in this biome, even if all other spawning conditions are met. Mineshafts generate at a higher altitude than normal - occasionally a player may come across a mineshaft jutting out of the Badlands. Gold ore also occurs more frequently, because blobs generate within badlands at a higher Y-level than the usual 32. The composition of this biome is useful when other sources of terracotta and gold are scarce. However, finding badlands biomes can be difficult due to their rarity. On the other hand, it offers great variety; six variations of this biome are available to explore. | |
Eroded Badlands 165 |
Temperature: 2.0
Red Sand, Cactus, Red Sandstone[JE only], Dead Bushes, Terracotta, Above ground mineshaft, Gold ore |
This rare biome generates unique terrain features that are similar to the structures in Utah's Bryce Canyon. Tall and narrow spires of colorful terracotta rise out of the floor of the canyon, which like all other badlands variants, is covered in red sand. Deserts do not generate alongside this biome. |
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Badlands Plateau 39 |
Temperature: 2.0 | Badlands plateau generate as actual biomes. in Badlands biomes, and are flattened at the top, much like real-life plateaus. One may discover the entrance to a mineshaft within the tall slopes of a Badlands Plateau. | |
Wooded Badlands Plateau 38 |
Temperature: 2.0 | One might not notice the difference between the normal badlands plateau and this variation, if it weren't for the layer of coarse dirt and the small forests of oak trees that generate atop these plateaus. The color of the grass and leaves is a dull green-brown hue, giving it a dried and dead appearance. These trees are a rare source of wood when living in the otherwise barren and lifeless badlands. |
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Modified Badlands Plateau 167 |
Temperature: 2.0 | Compared to the average Badlands Plateau, the Modified Badlands Plateau features more variable terrain and smaller plateaus, as if a larger plateau was weathered down over time. It is the second-rarest biome in the game, after the Modified Jungle Edge. | |
Modified Wooded Badlands Plateau 166 |
Temperature: 2.0 | This biome features grass and oak trees on top of plateaus, much like its counterpart. However, the plateaus that generate here are generally smaller, allowing far less foliage to generate. The terrain is more erratic, and can be compared to that of the similar Modified Badlands Plateau biome, having an old and eroded appearance. Eroded badlands generate instead of desert alongside this biome. |
Aquatic biomes[edit | edit source]
Oceans are large, open biomes made entirely of water going up to y=63, with underwater relief on the sea floor, such as small mountains and plains, usually including gravel. Oceans typically extend under 3,000 blocks in any direction; around 60% of the Overworld's surface is covered in ocean. Small islands with infrequent vegetation can be found in oceans. Passive mobs sometimes can spawn on these islands, as hostiles can. Squid spawn frequently in the water. Underwater cave entrances can be found frequently at the bottom of the ocean.
Biome Name and ID | Features | Description | Images |
---|---|---|---|
Warm Ocean 44 |
Temperature: 0.5
Dolphins |
A variant of the Ocean biome, with light teal water at the surface. Like the Lukewarm Ocean, it has a floor made of sand, and like all oceans, it is populated with seagrass. Unlike other ocean biomes, Warm Oceans allow for the generation of coral reefs and sea pickles. Kelp cannot spawn here. | |
Lukewarm Ocean 45 |
Temperature: 0.5
Dolphins, Pufferfish[JE only], Tropical fishes[JE only], Squid, Salmon[BE only] Cod, warm underwater ruins, Sand, Dirt, Clay, Drowned, Kelp, Seagrass, Shipwrecks, Magma blocks |
A variant of the Ocean biome, with light blue water at the surface. Its floor is made of sand with the occasional dirt or clay, kelp and seagrass spawn here. Unlike the Warm Ocean biome, cod and salmon[BE only] can spawn here. Coral cannot spawn here | |
Deep Lukewarm Ocean 48 |
Temperature: 0.5
Dolphins, Pufferfish[JE only], Tropical fishes[JE only], Salmon[BE only] Cod, warm underwater ruins, Sand, Dirt, Clay, Drowned, Squid, Kelp, Seagrass, Ocean monuments, Guardians, Elder guardians, shipwrecks, Magma Blocks |
Similar to the Lukewarm Ocean biome, but twice as deep. Because they are a Deep Ocean variant, they can generate ocean monuments, resulting in the spawning of guardians, elder guardians, prismarine, and sponges. | |
Ocean 0 |
Temperature: 0.5
Water, Gravel, Squid, Sand, Seagrass, Kelp, Shipwreck, Cold Underwater ruins, Cod, Salmon[BE only], Drowned, Magma block |
The basic Ocean biome. Like its colder variants, its floor is made up of gravel. Sea grass, kelp, cod and salmon[Bedrock Edition only] can spawn here. |
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Deep Ocean 24 |
Temperature: 0.5
Water, Gravel, Clay, Squid, Guardians, Elder Guardians, Ocean monuments, Shipwreck, Cold underwater ruins, Kelp, Seagrass, Cod, Salmon, Drowned, Magma Block |
A variant of the Ocean biome. In Deep Ocean biomes, the ocean can exceed 30 blocks in depth, making it twice as deep as the normal ocean. The ground is mainly covered with gravel. Ocean monuments generate in deep oceans, meaning guardian and elder guardian can spawn here. Underwater ravines often generate here, with the top layer of lava being replaced by magma blocks that create bubble columns. |
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Cold Ocean 46 |
Temperature: 0.5
Cod, Salmon, Cold underwater ruins, Gravel, Kelp, Seagrass, Dirt, Sand, shipwreck, magma blocks, squid, Drowned |
A variant of the Ocean biome, with dark blue water at the surface. Like regular Oceans and Frozen Oceans, its floor is made up of gravel, though occasional patches of dirt can be found. Salmon are able to spawn in Cold Ocean biomes. | |
Deep Cold Ocean 49 |
Temperature: 0.5
Cod, Salmon, Cold underwater ruins, Gravel, Kelp, Seagrass, Dirt, Sand, Ocean monuments, Guardians, Elder guardians, shipwrecks, Drowned, Squid |
Similar to the Cold Ocean biome, but twice as deep. Like other Deep Oceans, ocean monuments are able to generate here, which contain guardians, elder guardians, prismarine, and sponges. | |
Frozen Ocean 10 |
Temperature: 0.0
Ice, Packed Ice, Blue Ice, Water, Gravel, Clay, Squid, Sand, Cod[BE only], Drowned, Salmon, Iceberg, Shipwreck, Cold underwater ruins, Stray, Polar Bear, Rabbit |
A variant of the Ocean biome with dark indigo water at the surface. Like the Cold Ocean, it has a gravel seabed and squid swimming about. However, the water's surface is frequently broken up by patches of ice and large icebergs, consisting of packed ice and, occasionally, blue ice. Strays and polar bears can spawn here, but dolphins do not. |
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Deep Frozen Ocean 50 |
Temperature: 0.0
Salmon, cold underwater ruins, Gravel, Ice[BE only], Packed Ice, Blue Ice, Ocean monuments, Guardians, Elder guardians, iceberg, shipwreck, polar bear, stray, rabbit, cod[BE only], drowned, squid |
Like the frozen ocean biome, the only fish that spawn here are salmon and cod,[BE only] and the floor consists of gravel. The frozen deep ocean biome also contains ocean monuments and a deeper floor than normal oceans, like other deep oceans. Frequent floating icebergs with blue ice generate here. Polar bears, rabbits, and strays can also spawn here, but dolphins do not. |
Neutral biomes[edit | edit source]
Biome Name and ID | Features | Description | Images |
---|---|---|---|
The Void 127 |
Temperature: 0.5 | Can be accessed only through Buffet world selection or The Void superflat preset. In a Buffet world, the landscape consists of stone, as well as water and bedrock depending on the generator type. In The Void superflat preset, the world is empty except for a single structure: a 33×33 stone platform with a single block of cobblestone in the center. No mobs (passive or hostile) can spawn without spawn eggs, monster spawners, or commands. |
Unused biomes[edit | edit source]
These biomes don't generate in default worlds.
Biome Name and ID | Features | Description | Images |
---|---|---|---|
Mountain Edge 20 |
Temperature: 0.2
Grass, Dirt, Stone, Llamas, Emerald ore, Infested stone, Spruce trees, Oak trees, Snow |
Similar to the jungle edge biome, the Mountain Edge used to generate exclusively at the edge of Mountain biomes in order to smooth the transition between biomes. This biome has lots of trees, similar to wooded mountains. While the terrain is lower and gentler in nature, some areas may reach high enough to be covered by snow. This biome doesn't generate naturally from Java Edition 1.7.2 onward. | |
Deep Warm Ocean 47 |
Temperature: 0.5
Dolphins, Pufferfish, Tropical fishes, Warm underwater ruins, Sand, Seagrass, Ocean monuments, Guardians, Elder guardians, shipwrecks |
Similar to the Warm Ocean biome, but without coral reefs nor sea pickles, and twice as deep. Because they are a deep ocean variant, they can generate ocean monuments, resulting in the spawning of guardians, elder guardians, prismarine, and sponges. | |
Legacy Frozen Ocean[Bedrock Edition only] -116 |
Temperature: 0.0
Polar Bears, Salmon, Cod, Strays, Cold underwater ruins, Gravel, Seagrass, kelp, Snowy Rabbits, Ice, shipwrecks |
Similar to the Frozen Ocean biome, but without icebergs, it is completely flat. Because they are a Frozen Ocean variant, they can spawn polar bears and strays, but not dolphins. Unlike the regular frozen ocean, polar bears, drowned, squid, salmon, cod, rabbits, skeletons, and strays are the only mobs that spawn here. Kelp also generates here. This biome doesn't generate naturally from Pocket Edition Alpha 0.9.0 onward. when Bedrock Edition 1.4.0 introduce new frozen ocean, this biome is not removed nor replace by new frozen ocean. However the id name changed from frozen_ocean to legacy_frozen_ocean
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Dripstone Caves 174 |
Temperature: 0.8[Java Edition only] 0.2[Bedrock Edition only] | An unfinished cave biome. | |
Lush Caves 175 |
Temperature: 0.5[Java Edition only] 0.9[Bedrock Edition only] | An unfinished cave biome. |
Removed biomes[edit | edit source]
These biomes no longer generate in current versions of the game.
Biome Name and ID | Features | Description | Images |
---|---|---|---|
Tundra |
Temperature: <50% | Snowy, barren terrain with few trees. The occasional trees do exist, although rarely. Ice can be found over water. Snow is common weather in tundras. It generates when the temperature is below 50% and the rainfall is less than 20%. |
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Rainforest |
Temperature: >97% | Rainforests are wet biomes with many trees, which have a 1 in 3 chance of being big, instead of 1 in 10 like all other biomes. They generate only oak trees and have a large amount of tall grass and ferns. A biome is classified as a rainforest if the temperature is greater than 97% and the rainfall is more than 90%. This could be the biome with some of the most cliffs and hills because the world generator reduces height variation at lower rainfalls. |
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Seasonal Forest |
Temperature: >97% | Seasonal Forests spawn with a temperature of 97% or greater, and a rainfall value between 45% and 90%. They are commonly found between forest and rain forests, and near plains biomes. They are identical to forests, except they have fewer trees and can spawn only oak trees. They have a little bit of tall grass. | |
Ice Desert |
Temperature: 0.0 | An unused biome before Beta 1.8 that was in the code but never implemented into the temperature/rainfall table and thus did not actually generate. It was a biome of sand with snow on top of it and had snowfall and ice (the player can create something similar using the buffet world option and choosing the snowy beach biome). |
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Shrubland |
Temperature: >50%, <97% | A biome with few trees and no tall grass. It is identical to the savanna biome. It is one of the smallest biomes in the game. It can generate if the temperature is between 50% and 97%, and the rainfall value is below 35%. It is too small to generate a forest. |
Nether biomes[edit | edit source]
The Nether is considered a different dimension. It is a hellish place and all biomes in this dimension are dry and it is not possible to place water in these biomes, though ice can still be placed. Additionally, packed ice and blue ice never melt in the nether, as with the other non-freezing biomes.
Biome Name and ID | Features | Description | Screenshot |
---|---|---|---|
Nether Wastes 8 |
Temperature: 2.0 Netherrack, Glowstone, Soul Sand, Nether Quartz Ore, Ghasts, Blazes, Zombified Piglins, Nether Fortresses, Wither Skeletons, Lava, Magma cubes, Gravel, Magma Blocks, Bastion Remnants, Ruined Portals, Piglins,Nether Gold Ore |
This is one of the biomes used to generate the Nether. Within this biome mobs such as ghasts, packs of piglins, zombified piglins and the occasional magma cubes and endermen spawn. Certain structures, such as Nether quartz ore and glowstone blobs, and Nether fortresses generate only in the Nether. Water lakes (and other Overworld structures) can still generate if the Nether is used in a superflat preset. Beds explode when used in this biome.[verify] |
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Temperature: 2.0
Netherrack, Glowstone, Soul Sand, Stone, Water, Lava, Gravel, Nether fortresses (when generated through Buffet mode) | |||
Temperature: 2.0
Netherrack, Lava, Water, Gravel, Soul Sand, Zombified Piglin, Ghast, Magma Cube (when generated in overworld)[Bedrock Edition only] | |||
Soul Sand Valley 170 |
Temperature: 2.0
Soul Sand, Soul Soil, Soul Fire, Netherrack, Basalt in Basalt pillars, Bone Blocks in Nether fossils, Ghast, Skeleton, Endermen, Bastion Remnants, Ruined Portals |
The soul sand valley is a large grotto that is extensive and cuts through the Nether's usual terrain. Notable features of the biome are exposed nether fossils in various shapes and sizes, large amounts of lava, blue fog, large spires made of basalt, soul fire, and the occasional Nether fortress or Bastion remnant. The biome itself consists of soul sand, basalt and soul soil.
This biome is extremely dangerous to traverse due to the combination of Ghasts and Skeletons spawning here and soul sand slowing down the player's movement speed, making it easy for a player to get overwhelmed by projectile attacks. In addition, igniting soul sand or soul soil (especially since Ghast fireballs start fires near impact point) can create soul fire, which does more damage/second than regular fire if players get caught in it. It is recommended to avoid this biome unless players have sufficient equipment/strategies to navigate the terrain. The Soul Speed enchantment is especially helpful for traveling through this biome. |
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Crimson Forest 171 |
Temperature: 2.0
Crimson Nylium, Crimson Fungus, Warped Fungus, Crimson Roots, Glowstone, Weeping Vines, Huge Crimson Fungus, Nether Wart Blocks, Shroomlight, Hoglins, Piglins, Zombified Piglins, Bastion Remnants, Ruined Portals |
The Crimson Forest is a “red” crimson-themed biome, with warped and crimson fungus as well as huge crimson fungus scattered around the environment.
There are huge fungus structures that contain weeping vines hanging off them and may also have a few blocks of shroomlight. The floor of the biome is covered in crimson nylium, with crimson roots growing. Occasional patches of netherrack and red nether wart blocks are found scattered throughout the biome. In the ceiling, apart from glowstone clusters, there are sparse nether wart block stalactites with vines growing. Piglins, zombified piglins and hoglins naturally spawn in this biome. As long as players equip at least one piece of gold armor, piglins should not cause any trouble. Hoglins can also be repelled by staying close to warped fungus. However, without these countermeasures, this biome can be fairly hostile to navigate. Nevertheless, the abundance of hoglins in this biome makes it a great source of food in the Nether, and the high population of piglins makes this biome an ideal location to barter with them. |
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Warped Forest 172 |
Temperature: 2.0
Warped Nylium, Crimson Fungus, Warped Fungus, Warped Roots, Nether Sprouts, Huge Warped Fungus, Warped Wart Blocks, Shroomlight, Enderman, Bastion Remnants, Ruined Portals |
The warped forest is a dense, “cyan” warped-themed biome, with warped and crimson fungus as well as huge warped fungus scattered around.
The huge fungus structures may have a few blocks of shroomlight scattered around them. The floor of the biome is covered in warped nylium, with warped roots and nether sprouts growing. Occasional patches of raw netherrack and warped wart blocks can be found scattered throughout the biome. Apart from striders, endermen are the only mobs that spawn in this biome, making the warped forest an ideal location to collect ender pearls to access the End. This biome is also a relatively safe place to reside in the Nether, due to the fact that no hostile mobs spawn here. However, do note that other hostile mobs can still spawn from bastion remnants that generate here, as well as from Nether fortresses that have cut into a warped forest after generating in another biome. |
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Basalt Deltas 173 |
Temperature: 2.0
Basalt, blackstone, netherrack, lava, magma cubes, striders, ghasts, ruined portals |
A gray biome, the basalt deltas are said to be the remnant of ancient volcanic eruptions.
The ground consists of basalt and blackstone blocks, with small patches of netherrack and pools of lava. The shape of the terrain is chaotic and uneven, making it somewhat difficult to traverse and build on. Unlike the other biomes in the Nether, bastion remnants do not generate in basalt deltas. When this biome borders a lava ocean, clusters of basalt form near the coast. Magma cubes have a high spawn rate in this biome, making the basalt deltas the best place to farm magma cream. This biome also contains a much higher abundance of blackstone compared to other Nether biomes. |
End biomes[edit | edit source]
The End is considered a different dimension.
Biome Name and ID | Features | Description | Images |
---|---|---|---|
The End 9 |
Temperature: 0.5
End Stone, Endermen, Obsidian, End Crystals, Ender Dragon, End gateway portal, Void |
This biome is used to generate the circle of radius 1000 centered at the 0,0 coordinates in the End. The End central island is generated at the center of this circle, and it's surrounded by a complete vacuum all the way to the edge of the biome. Most of the End features are exclusive to that island, including the ender dragon, the obsidian pillars, the End crystals, the 5x5 spawn platform, the exit portal and the 20 central End gateways. Large amounts of endermen spawn in this biome. It does not rain or snow in this biome unlike the other low-temperature biomes. The outer islands in the End can be accessed using the End gateway portal after the ender dragon has been defeated. If the biome is used for a superflat world, the sky appears nearly black and an ender dragon spawns at the 0,0 coordinates in the Overworld. Only endermen spawn at night. | |
Small End Islands 40 |
Temperature: 0.5 | Generates as part of the outer islands of the End. This biome represents the empty expanse between the larger islands, populated by the smaller, circular islands. | |
End Midlands 41 |
Temperature: 0.5
End stone, Endermen, End gateway portals, End Cities, Shulkers |
Generates as part of the outer islands of the End. This biome represents the gradual slope from the hilltops of each island down to the cliffs around the edge. End cities generate here, but chorus trees do not. | |
End Highlands 42 |
Temperature: 0.5
End Stone, Endermen, Chorus Plants, End Cities, Shulkers, End gateway portals |
Generates as part of the outer islands of the End. This biome represents the hilltops of each island, and is the only biome in the End where both chorus trees and end cities generate. | |
End Barrens 43 |
Temperature: 0.5 | Generates as part of the outer islands of the End. This biome represents the outer rims of each island, with steep cliffs below the edge. Neither end cities nor chorus trees generate in this biome. |
Biome IDs[edit | edit source]
Each type of biome has its own biome ID, shown in the following table. Mountain Edge, Deep Warm Ocean, and Legacy Frozen Ocean biomes do not generate.
Name | Resource location | Numeric ID |
---|---|---|
Ocean | ocean
|
0 |
Deep Ocean | deep_ocean
|
24 |
Frozen Ocean | frozen_ocean
|
10 |
Deep Frozen Ocean | deep_frozen_ocean
|
50 |
Cold Ocean | cold_ocean
|
46 |
Deep Cold Ocean | deep_cold_ocean
|
49 |
Lukewarm Ocean | lukewarm_ocean
|
45 |
Deep Lukewarm Ocean | deep_lukewarm_ocean
|
48 |
Warm Ocean | warm_ocean
|
44 |
Deep Warm Ocean | deep_warm_ocean
|
47 |
River | river
|
7 |
Frozen River | frozen_river
|
11 |
Beach | beach
|
16 |
Stone Shore | stone_shore
|
25 |
Snowy Beach | snowy_beach
|
26 |
Forest | forest
|
4 |
Wooded Hills | wooded_hills
|
18 |
Flower Forest | flower_forest
|
132 |
Birch Forest | birch_forest
|
27 |
Birch Forest Hills | birch_forest_hills
|
28 |
Tall Birch Forest | tall_birch_forest
|
155 |
Tall Birch Hills | tall_birch_hills
|
156 |
Dark Forest | dark_forest
|
29 |
Dark Forest Hills | dark_forest_hills
|
157 |
Jungle | jungle
|
21 |
Jungle Hills | jungle_hills
|
22 |
Modified Jungle | modified_jungle
|
149 |
Jungle Edge | jungle_edge
|
23 |
Modified Jungle Edge | modified_jungle_edge
|
151 |
Bamboo Jungle | bamboo_jungle
|
168 |
Bamboo Jungle Hills | bamboo_jungle_hills
|
169 |
Taiga | taiga
|
5 |
Taiga Hills | taiga_hills
|
19 |
Taiga Mountains | taiga_mountains
|
133 |
Snowy Taiga | snowy_taiga
|
30 |
Snowy Taiga Hills | snowy_taiga_hills
|
31 |
Snowy Taiga Mountains | snowy_taiga_mountains
|
158 |
Giant Tree Taiga | giant_tree_taiga
|
32 |
Giant Tree Taiga Hills | giant_tree_taiga_hills
|
33 |
Giant Spruce Taiga | giant_spruce_taiga
|
160 |
Giant Spruce Taiga Hills | giant_spruce_taiga_hills
|
161 |
Mushroom Fields | mushroom_fields
|
14 |
Mushroom Field Shore | mushroom_field_shore
|
15 |
Swamp | swamp
|
6 |
Swamp Hills | swamp_hills
|
134 |
Savanna | savanna
|
35 |
Savanna Plateau | savanna_plateau
|
36 |
Shattered Savanna | shattered_savanna
|
163 |
Shattered Savanna Plateau | shattered_savanna_plateau
|
164 |
Plains | plains
|
1 |
Sunflower Plains | sunflower_plains
|
129 |
Desert | desert
|
2 |
Desert Hills | desert_hills
|
17 |
Desert Lakes | desert_lakes
|
130 |
Snowy Tundra | snowy_tundra
|
12 |
Snowy Mountains | snowy_mountains
|
13 |
Ice Spikes | ice_spikes
|
140 |
Mountains | mountains
|
3 |
Wooded Mountains | wooded_mountains
|
34 |
Gravelly Mountains | gravelly_mountains
|
131 |
Gravelly Mountains+ | modified_gravelly_mountains
|
162 |
Mountain Edge | mountain_edge
|
20 |
Badlands | badlands
|
37 |
Badlands Plateau | badlands_plateau
|
39 |
Modified Badlands Plateau | modified_badlands_plateau
|
167 |
Wooded Badlands Plateau | wooded_badlands_plateau
|
38 |
Modified Wooded Badlands Plateau | modified_wooded_badlands_plateau
|
166 |
Eroded Badlands | eroded_badlands
|
165 |
Dripstone Caves | dripstone_caves
|
174 |
Lush Caves | lush_caves
|
175 |
Nether Wastes | nether_wastes
|
8 |
Crimson Forest | crimson_forest
|
171 |
Warped Forest | warped_forest
|
172 |
Soul Sand Valley | soul_sand_valley
|
170 |
Basalt Deltas | basalt_deltas
|
173 |
The End | the_end
|
9 |
Small End Islands | small_end_islands
|
40 |
End Midlands | end_midlands
|
41 |
End Highlands | end_highlands
|
42 |
End Barrens | end_barrens
|
43 |
The Void | the_void
|
127 |
Name | Resource location | Numeric ID |
---|---|---|
Ocean | ocean
|
0 |
Legacy Frozen Ocean | legacy_frozen_ocean
|
47 |
Deep Ocean | deep_ocean
|
24 |
Frozen Ocean | frozen_ocean
|
10 |
Deep Frozen Ocean | deep_frozen_ocean
|
46 |
Cold Ocean | cold_ocean
|
42 |
Deep Cold Ocean | deep_cold_ocean
|
45 |
Lukewarm Ocean | lukewarm_ocean
|
41 |
Deep Lukewarm Ocean | deep_lukewarm_ocean
|
44 |
Warm Ocean | warm_ocean
|
40 |
Deep Warm Ocean | deep_warm_ocean
|
43 |
River | river
|
7 |
Frozen River | frozen_river
|
11 |
Beach | beach
|
16 |
Stone Shore | stone_beach
|
25 |
Snowy Beach | cold_beach
|
26 |
Forest | forest
|
4 |
Wooded Hills | forest_hills
|
18 |
Flower Forest | flower_forest
|
132 |
Birch Forest | birch_forest
|
27 |
Birch Forest Hills | birch_forest_hills
|
28 |
Tall Birch Forest | birch_forest_mutated
|
155 |
Tall Birch Hills | birch_forest_hills_mutated
|
156 |
Dark Forest | roofed_forest
|
29 |
Dark Forest Hills | roofed_forest_mutated
|
157 |
Jungle | jungle
|
21 |
Jungle Hills | jungle_hills
|
22 |
Modified Jungle | jungle_mutated
|
149 |
Jungle Edge | jungle_edge
|
23 |
Modified Jungle Edge | jungle_edge_mutated
|
151 |
Bamboo Jungle | bamboo_jungle
|
168 |
Bamboo Jungle Hills | bamboo_jungle_hills
|
169 |
Taiga | taiga
|
5 |
Taiga Hills | taiga_hills
|
19 |
Taiga Mountains | taiga_mutated
|
133 |
Snowy Taiga | cold_taiga
|
30 |
Snowy Taiga Hills | cold_taiga_hills
|
31 |
Snowy Taiga Mountains | cold_taiga_mutated
|
158 |
Giant Tree Taiga | mega_taiga
|
32 |
Giant Tree Taiga Hills | mega_taiga_hills
|
33 |
Giant Spruce Taiga | redwood_taiga_mutated
|
160 |
Giant Spruce Taiga Hills | redwood_taiga_hills_mutated
|
161 |
Mushroom Fields | mushroom_island
|
14 |
Mushroom Field Shore | mushroom_island_shore
|
15 |
Swamp | swampland
|
6 |
Swamp Hills | swampland_mutated
|
134 |
Savanna | savanna
|
35 |
Savanna Plateau | savanna_plateau
|
36 |
Shattered Savanna | savanna_mutated
|
163 |
Shattered Savanna Plateau | savanna_plateau_mutated
|
164 |
Plains | plains
|
1 |
Sunflower Plains | sunflower_plains
|
129 |
Desert | desert
|
2 |
Desert Hills | desert_hills
|
17 |
Desert Lakes | desert_mutated
|
130 |
Snowy Tundra | ice_plains
|
12 |
Snowy Mountains | ice_mountains
|
13 |
Ice Spikes | ice_plains_spikes
|
140 |
Mountains | extreme_hills
|
3 |
Wooded Mountains | extreme_hills_plus_trees
|
34 |
Gravelly Mountains | extreme_hills_mutated
|
131 |
Gravelly Mountains+ | extreme_hills_plus_trees_mutated
|
162 |
Mountain Edge | extreme_hills_edge
|
20 |
Badlands | mesa
|
37 |
Badlands Plateau | mesa_plateau
|
38 |
Modified Badlands Plateau | mesa_plateau_mutated
|
166 |
Wooded Badlands Plateau | mesa_plateau_stone
|
39 |
Modified Wooded Badlands Plateau | mesa_plateau_stone_mutated
|
167 |
Eroded Badlands | mesa_bryce
|
165 |
Nether Wastes | hell
|
8 |
Crimson Forest | crimson_forest
|
179 |
Warped Forest | warped_forest
|
180 |
Soul Sand Valley | soulsand_valley
|
178 |
Basalt Deltas | basalt_deltas
|
181 |
The End | the_end
|
9 |
Biome colors[edit | edit source]
Achievements[edit | edit source]
Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
---|---|---|---|---|---|---|---|
PS4 | Other | ||||||
Adventuring Time{ "anchor": "", "title": "Adventuring Time", "icon": "", "title": "Adventuring Time", "description": "Discover 17 biomes. ", "requirements": "Visit any 17 biomes. Does not have to be in a single world. ", "gamerscore": "40G ", "trophytype": "Silver ", "rewards": ""The Pickaxe" emote " } | Discover 17 biomes. | Visit any 17 biomes. Does not have to be in a single world. | 40G | Silver | |||
Sail the 7 Seas{ "anchor": "", "title": "Sail the 7 Seas", "icon": "", "title": "Sail the 7 Seas", "description": "Visit all [[ocean]] biomes ", "requirements": "Visit all ocean biomes except the deep warm ocean/legacy frozen ocean (as they are unused). ", "gamerscore": "40G ", "trophytype": "Gold ", "rewards": ""Nautical Tricorn" headwear " } | Visit all ocean biomes | Visit all ocean biomes except the deep warm ocean/legacy frozen ocean (as they are unused). | 40G | Gold | |||
Hot tourist destination{ "anchor": "", "title": "Hot tourist destination", "icon": "", "title": "Hot tourist destination", "description": "Visit all [[Nether]] biomes ", "requirements": "The achievement can be completed if one visit biomes in different worlds. ", "gamerscore": "30G ", "trophytype": "Silver ", "rewards": ""I'm on FIRE!?" outerwear " } | Visit all Nether biomes | The achievement can be completed if one visit biomes in different worlds. | 30G | Silver |
Advancements[edit | edit source]
History[edit | edit source]
Java Edition Alpha | |||||||
---|---|---|---|---|---|---|---|
v1.0.4 | Added Winter Mode. Maps now have a snowy or grassy theme randomly determined when creating the world. | ||||||
v1.2.0 | preview | Added true biomes; they were rain forest, seasonal forest, forest, shrubland, taiga, tundra, savanna, plains, swampland, desert, and frozen desert. | |||||
World saves remained unchanged, other than a change in the hue of the grass. If the player moves into ungenerated chunks, the new biomes would generate. | |||||||
Java Edition Beta | |||||||
1.6 | Added the Sky Dimension with its own biome. It could be viewed only through the use of modifications. | ||||||
1.8 | August 18, 2011 | Notch tweeted a screenshot of a revamped river biome. | |||||
September 2, 2011 | Notch teases a screenshot of the new desert biome. | ||||||
September 3, 2011 | Notch teases a screenshot of the new swamp biome. | ||||||
pre1 | Biomes got an overhaul, removing some biomes, such as the tundra and the taiga, and others replaced with nine fractal-based biomes that were a mix of the previous biomes and new biomes. See here for more details. | ||||||
Java Edition | |||||||
1.0.0 | September 14, 2011 | Notch mentions "snow biomes". | |||||
September 15, 2011 | Notch teases a screenshot of snow biomes. | ||||||
Beta 1.9 Prerelease | Re-added tundra (as ice plains). | ||||||
Added mushroom islands and frozen ocean. | |||||||
12w01a | Added hills and beaches. | ||||||
Smoothed color transitions between biomes – swampland grass, foliage and water smoothly transition into other biomes. | |||||||
1.2.1 | January 18, 2012 | Jens Bergensten tweeted a teaser screenshot of a new jungle biome. | |||||
January 19, 2012 | He tweeted another jungle screenshot, showcasing the bright green foliage. | ||||||
12w03a | Added the jungle biome. | ||||||
12w07a | The Anvil file format was introduced and it allows for biomes to be stored in the world data. In contrast, the Region file format relies on the seed to dynamically calculate biome placement. This would cause biome placement in older worlds to change when the biome generation code was changed. With the current Anvil format, the biome data is stored along with the rest of the world data, meaning it does not change after the world is generated and can be edited by third-party map-editing tools. Furthermore, "edge" biomes allow for biomes to continue to extend beyond the edge chunks of an old world. This allows for smooth transitions in world generation after the generation code changes in an update. | ||||||
1.3.1 | ? | Some sections of ice plains biomes were replaced with taiga biomes. | |||||
1.7.2 | August 2, 2013 | Jens tweeted the first image of the mesa biome. He jokingly referred to them as "disco mountains." | |||||
August 7, 2013 | Jens tweeted the first image of a mega taiga, unofficially dubbed the Redwood Forest. The name was changed following 1.7's release. | ||||||
August 9, 2013 | Jens tweeted the first image of a stone beach, which was then referred to as a "cliff" biome. | ||||||
13w36a | Mesa, mega taiga, roofed forest, birch forest, savanna, extreme hills+, deep ocean and snowless taiga biomes were added as well as variations for many of the biomes. Biomes were also separated by temperature, and snowing was added to extreme hills. | ||||||
Biomes avoid getting placed next to a biome that is too different from itself, temperature-wise. | |||||||
The frozen ocean and extreme hills edge biomes no longer generate naturally. | |||||||
Biome-hopping achievement "Adventuring Time" added, but it was broken until 1.8 making the goal of getting all achievements impossible in 1.7. | |||||||
1.8 | 14w17a | The End's biome name is now "The End" instead of "Sky". | |||||
Adventuring Time is now available without commands. Before, the 38 biomes had to be visited without visiting any other biomes, which made the achievement unavailable because the End has to be visited for its prerequisite, The End?. The "no other biomes" restriction is now lifted. | |||||||
Visiting the frozen ocean and extreme hills edge biomes, which no longer generate since 13w36a, is no longer required for Adventuring Time. | |||||||
1.9 | 15w37a | Added new biome "The Void", which is used in Superflat preset "The Void". | |||||
16w02a | A lot of M type biomes no longer generate due to MC-95612. | ||||||
16w03a | M biomes generate again, with the exception of birch forest M (which messes with a lot of other things), see MC-98995. | ||||||
1.11 | 16w43a | Birch forest M biomes generate once again. | |||||
1.13 | 18w06a | The outer islands of the End biome are now divided up into four separate biomes: The End - Floating Islands, The End - Medium island, The End - High island, and The End - Barren island. | |||||
Slightly tweaked the placements of all modified biomes. | |||||||
18w08a | Added ocean variants, including warm ocean, lukewarm ocean, cold ocean, warm deep ocean, deep lukewarm ocean, deep cold ocean, and deep frozen ocean. | ||||||
Frozen ocean now generates naturally again, for the first time since 13w36a. | |||||||
18w08b | Deep warm ocean biome no longer generates. | ||||||
18w16a | Biome names are now translatable. | ||||||
Cleaned up several biome names, mainly by adding missing spaces and changing "Biome M" for "Mutated Biome". | |||||||
18w19a | Names of several biomes are changed. The exact name changes are listed here. | ||||||
pre5 | Changed several biome IDs, mostly to comply with their names, listed here. | ||||||
1.14 | 18w43a | Added bamboo jungles. | |||||
1.15 | 19w36a | Biome information now stores Y-coordinates, allowing biomes to be changed based on height. However, this is not yet implemented. | |||||
September 28, 2019 | Nether biomes were shown at Minecon Live 2019. | ||||||
1.16 | 20w06a | Implemented vertical biomes in the Nether. | |||||
Added soul sand valleys, crimson forests, and warped forests. | |||||||
"Nether" biome has been renamed to "Nether Wastes". | |||||||
Added the /locatebiome command that shows the coordinates of the nearest biomes. | |||||||
20w15a | Added the basalt deltas. | ||||||
20w19a | Tweaked biome distribution in the Nether. | ||||||
1.16.2 | 20w28a | Experimental Support for Custom Biomes was added. | |||||
October 3, 2020 | Cave biomes and new mountains were shown at Minecraft Live 2020. | ||||||
1.17 | 20w46a | Biome-specific sky colors now blend more smoothly. | |||||
20w49a | Added the dripstone caves biome. Currently only accessible using the buffet world options at the time. | ||||||
21w10a | Added the lush caves biome. Currently only accessible using the buffet world options at the time. | ||||||
Pocket Edition Alpha | |||||||
v0.1.0 | Added biomes, these 5 biomes include: snowy tundra, snowy taiga, plains, forest, and desert, from Java Edition Alpha v1.2.0. | ||||||
v0.1.3 | Cacti now generates in deserts. | ||||||
v0.8.0 | build 2 | The color of the sky now changes slightly depending on the biome. | |||||
v0.9.0 | build 1 | All biomes as of Java Edition 1.7.2 have been added. These include: Jungles, mesa, roofed forests, savannas, extreme hills, mushroom islands, flower forest, mega taiga, mega spruce taiga, swampland, deep ocean, and legacy frozen ocean (unused). | |||||
Worlds created before this version have had all biomes in them converted into plains. | |||||||
v0.9.5 | Added bryce mesa, extreme hills+, and jungle M. | ||||||
v0.10.0 | build 1 | Mesa biomes have gold at every elevation and can generate mineshafts on the surface. | |||||
Water in swamps is tinted dark gray. | |||||||
Huge mushrooms generate in swamps. | |||||||
v0.11.0 | build 1 | Added birch forest M, birch forest hills M, extreme hills M, and extreme hills+ M. | |||||
build 8 | Changed the default biome. | ||||||
build 10 | Increased the amount of gravel on extreme hills M biome. | ||||||
v0.12.1 | build 1 | Added the Nether biome. | |||||
build 10 | Leaves coloring shaders are now used only when the color for a biome actually changes. | ||||||
v0.16.0 | ? | The biomes can now be viewed on maps based on the grass color. | |||||
Pocket Edition | |||||||
1.0.0 | alpha 0.17.0.1 | Added End biome. | |||||
Bedrock Edition | |||||||
1.2.0 | beta 1.2.0.2 | Added snow covers to extreme hills. | |||||
1.4.0 | beta 1.2.14.2 | Added Warm Ocean, Lukewarm Ocean, Cold Ocean, and their deep variant, including new frozen ocean and frozen deep ocean. | |||||
Old Frozen Ocean id changed to legacy_frozen_ocean to avoid conflict with new frozen ocean names. | |||||||
1.9.0 | beta 1.9.0.0 | Added Bamboo Jungle and Bamboo Jungle Hills biome. | |||||
1.16.0 | beta 1.16.0.51 | Added soul sand valleys, crimson forests, and warped forests. | |||||
1.16.0 | beta 1.16.0.57 | Added basalt deltas. | |||||
1.16.220 | beta 1.16.220.50 | Added lofty peaks, snow capped peaks, snowy slopes, mountain grove and mountain meadow. | |||||
release | New mountain biomes have been made inaccessible in the full release. | ||||||
1.17.0 | beta 1.17.0.50 | Added dripstone caves and lush caves behind experimental gameplay toggle. | |||||
Legacy Console Edition | |||||||
Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
TU1 | Added true biomes; they were rain forest, seasonal forest, forest, shrubland, taiga, tundra, savanna, plains, swampland, desert. | ||||||
TU5 | CU1 | 1.00 | 1.00 | 1.00 | Patch 1 | 1.0.1 | Added swampland, ice plains, extreme hills and ocean biomes. |
Removed rain forest, seasonal forest, savanna, shrubland and taiga. | |||||||
TU7 | Re-added tundra (as ice plains) and added Mushroom Islands. | ||||||
TU9 | Re-added beaches and snow in taigas, added hills. | ||||||
Smoothed color transitions between biomes – swampland grass, foliage and water smoothly transition into other biomes. | |||||||
TU12 | Added jungle biome. | ||||||
TU14 | 1.04 | Hills in forests and deserts are taller. | |||||
TU19 | CU7 | 1.12 | 1.12 | 1.12 | Water lakes no longer generate in deserts. | ||
TU31 | CU19 | 1.22 | 1.22 | 1.22 | Patch 3 | Added mesa, mega taiga, roofed forest, birch forest, forest, savanna, extreme hills+, deep ocean, snowless taiga and 20 technical biomes. | |
Changed generation of marsh-like areas in swamp and extreme hills biomes. | |||||||
TU69 | 1.76 | 1.76 | 1.76 | Patch 38 | Added warm, lukewarm and cold oceans, as well as deep ocean variants for lukewarm, cold and frozen oceans. Frozen oceans now generate naturally again. | ||
1.91 | Added bamboo jungles. |
Tint[edit | edit source]
Biome grass and foliage colors are selected from two 256×256 colormap images: grass.png and foliage.png. Both colormaps, shown to the right, can be found in assets\minecraft\textures\colormap
. The grass.png colormap sets the colors for the grass block top and sides (along with other types of grass, such as grass, ferns, double tall grass, etc.). Meanwhile, the foliage.png colormap sets the colors for tree leaves (with the exception of spruce and birch).
-
grass.png
-
grass.png with all used pixels with respective temperature and downfall values.
-
foliage.png
-
foliage.png with all used pixels with respective temperature and downfall values.
Biome colormaps use a triangular gradient by default. However, only the colors in the lower-left half of the image are used, even though the upper-right side of foliage.png is colored. Furthermore, as shown in the template image to the left, a select few pixels are considered when the colormap is read by the game, and are determined by the code below.
The adjusted temperature and adjusted rainfall values (recognized as AdjTemp and AdjRainfall in the code, respectively) are used when determining the biome color to select from the colormap. Treating the bottom-right corner of the colormap as Temperature=0.0
and Rainfall=0.0
, the adjusted temperature increases to 1.0 along the X-axis, and the adjusted rainfall increases to 1.0 along the Y-axis. The values used to retrieve the colors are computed as follows:
AdjTemp=clamp( Temperature, 0.0, 1.0 )
AdjRainfall=clamp( Rainfall, 0.0, 1.0 ) * AdjTemp
"clamp" limits the range of the temperature and rainfall to 0.0-1.0. The clamped rainfall value is then multiplied by the 0.0-1.0 adjusted temperature value, bringing its value to be inside the lower left triangle. Some biomes' ranges are shown in the template above; the multiplication makes all the line segments point toward the lower right corner.
At borders between or among biomes, the colors of the block and its eight neighbors are computed and the average is used for the final block color.
The exact temperature and rainfall values for biomes can be found in various projects, e.g. this biome code.
Several other biome colors are set into the game and currently require external tools in order to be changed. This includes blocks such as birch and spruce leaves and water (which have a hard-coded overlay set onto them), and other features such as the sky and fog.
Biome tints are also visible on maps.[Bedrock Edition only][4]
Hard-coded colors[edit | edit source]
Certain biome colors are hard-coded, which means they are locked into the Minecraft code and are not retrievable from any texture file. Thus, they cannot be modified without the use of mods.
Swamp color[edit | edit source]
Swamp temperature, which starts at 0.8, is not affected by altitude. Rather, a Perlin noise function is used to gradually vary the temperature of the swamp. When this temperature goes below −0.1, a lush green color is used (
#4C763C); otherwise it is set to a sickly brown (
#6A7039).
Dark forest color[edit | edit source]
The dark forest biomes' grass color is retrieved normally, using the color
#FEFEFE, then averaged with a dark green color (
#28340A) to produce the final color.
Badlands color[edit | edit source]
All badlands biomes' grass and foliage have hard-coded colors, which are two tan colors (
#90814D and
#9E814D respectively). These are not modifiable by grass.png and foliage.png, and are unaffected by temperature.
Other colors[edit | edit source]
Several other biome colors are set into the game and currently require external tools in order to be changed. This includes blocks such as birch and spruce leaves and water (which have a hard-coded overlay set onto them), and other features such as the sky and fog.[more information needed]
Issues[edit | edit source]
Issues relating to "Delvin4519/Biome" are maintained on the bug tracker. Issues should be reported and viewed there.
Additional context[edit | edit source]
- Custom biome
- Overworld
- Structures
- Terrain features
- Weather
- Large Biomes
- Amplified
- Biome/Before Beta 1.8
Trivia[edit | edit source]
- The term biome is analogous to its scientific usage: in real life, a biome is climatically and geographically defined by distinctive communities of plants, animals and soil organisms supported by similar climatic conditions. They are often referred to as ecosystems.[5][6]
- Most biomes in the Overworld are based on real world counterparts. Dark forests or swamps parallel real world biomes except for the addition of giant mushrooms, which don't exist in reality. Biomes in the nether and the end don't exist either.
- It is possible for biomes to be a single block in size.[7]
Gallery[edit | edit source]
Videos[edit | edit source]
A visualization of how biomes are generated by Minecraft:
Graphs and templates[edit | edit source]
-
This is the biome colors template for Java Edition 1.7.2
-
Biome colors template for Java Edition 1.7 and 1.8.
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The biomes graph from Notch, prior to beta 1.8, with new biomes added. Notice the chicken scratch handwriting, as Notch was working quick to try to get the biomes update out.
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The old biomes graph with linear axes.
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A .png from the Minecraft files that determines the color of the water at certain temperatures and rainfalls.
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The color of the sky in different biome temperatures.
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A biome map tweeted by Notch.
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The five general shades of green for grass blocks and leaves, clockwise from top right: aquamarine (cold, oceanic and birch forest), brown (for badlands, which is a rare dry biome), olive (dry), green (temperate), and blue-grey (snowy).
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Jungle terrain without any trees. A modified jungle can be seen to the left.
Scenery[edit | edit source]
1.13.0-1.17.1 terrain[edit | edit source]
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Jungle and Badlands biome generated next to each other.
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A river biome in Java Edition 1.16, with visible seagrass in it.
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Village reaching into 3 biomes (Jungle, Desert and Plains).
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A dark forest that is cut off by water.
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A swamp and dark forest connecting.
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An eroded badlands on a beach.
1.7.2-1.12.2 terrain[edit | edit source]
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A rare biome transition of a colder biome touching a warmer biome.(e.g. badlands and ice spikes.)
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A cave in a badlands biome.
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A river runs through a flower forest, a sunflower plains, a jungle, and a jungle edge biome.
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A badlands biome as seen from the ground.
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A river that splits off into two rivers.
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Two mountains variants. On the left is a normal mountains biome. On the right is wooded mountains.
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Comparison of giant tree taiga and giant spruce taiga biomes. Note how the giant spruce trees are much thicker.
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The sun setting in a giant tree taiga.
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A desert sunrise.
1.7 snapshots[edit | edit source]
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When 1.7 update was released, old worlds were completely rewritten.
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This is the first picture provided of the badlands biome (then called mesa).
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Mesa plateau biome, prior to the addition of red sand. Note the F variant in the background.
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Mesa (bryce) biome, prior to the addition of red sand.
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Mesa plateau M. Note that red sand had not yet been added.
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A savanna biome, prior to 13w43a. Note the jungle logs on the acacia trees.
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The first image of a giant tree taiga, as tweeted by Jeb.
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The same image, brightened.
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The first image of a stone shore (then called cliff) biome, provided by Jeb.
1.2.1-1.6.4 terrain[edit | edit source]
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A jungle sunset.
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A strange formation found in an Extreme Hills biome.
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A desert with a jungle right beside it.
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A rare occurrence of a mushroom biome touching the mainland.
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A picture of a jungle taken at dawn.
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Jeb's second jungle teaser screenshot.
Beta 1.8-1.1 terrain[edit | edit source]
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Large mountains with overhangs and caves.
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A mountainous mushroom island.
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A large cold taiga biome, with a beach off to the side.
Alpha 1.2.0-Beta 1.7.3 terrain[edit | edit source]
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The Nether biome before beta 1.8.
Strange Biomes[edit | edit source]
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A small area of a jungle with desert biome coloring data.
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A swamp spawned in the middle of an ocean, causing miscolored water and lily pads without any actual swampland.
Bedrock Edition[edit | edit source]
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Swampland in Bedrock Edition, with some huge mushrooms
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A mesa and jungle biome generated together in Bedrock Edition. Note the exposed mineshaft in the lower right.
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A section of a mushroom island that is a different biome.
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A relatively large island.
References[edit | edit source]
- ↑ https://www.mojang.com/2013/08/minecraft-world-generator-update
- ↑ MC-128784 in the bug tracker
- ↑ MC-188096 — Gravelly Mountains+ is no different than Gravelly Mountains
- ↑ MC-130658
- ↑ "Biome" on Wikipedia
- ↑ "biome" on Dictionary.com
- ↑ MC-69731 – "Random 1 block biome generating?" resolved as "Won't Fix"
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