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[SOURCE: https://minecraft.wiki/w/Effect#Trivia] | [TOKENS: 1003] |
Effect An effect (also known as a mob effect or status effect) is a condition that affects an entity, either negatively, positively, or neutrally. Effects can be inflicted in various ways throughout the game, including consuming potions and some food items, being in the range of active beacons and conduits, and being attacked by or close to certain mobs. The /effect command allows players to inflict effects upon themselves and other entities. Contents Behavior Entities inflicted by an effect experience various changes for a duration of time. For most effects, higher levels increase the strength of the effect. As long as the effect is active, effect-dependent particles emanate from the position of the inflicted entity. Effects provided by beacons and conduits emit semitransparent particles. In Java Edition, a player can open their inventory to see any current effects afflicted upon them, as well as the levels and duration of each. In Bedrock Edition, effects are displayed in a separate screen, which can be opened by pressing Z on a keyboard, pressing /// on a controller, or tapping the effect icon when using touch controls. Any number of different effects (including opposing effects such as Strength and Weakness) can be simultaneously active on an entity. However, it is not possible to apply the same effect multiple times, even if they are of different levels. When applying an effect already active on the player, higher levels overwrite lower levels, and higher durations overwrite lower durations of the same level. In Java Edition, when a stronger version of an effect is applied to an entity (excluding the player) that already has a weaker version of the same effect, the weaker effect remains but is hidden. If the weaker effect has a longer duration, the weaker effect will return after the more potent one expires. In Bedrock Edition, when a stronger effect overrides a weaker effect, the weaker effect is deleted and does not return. A player can remove all of their effects by either drinking a milk bucket, dying, or being saved from death by a totem of undying. Additionally, Poison can also be removed by drinking a honey bottle. Any damage dealt by effects is classified as magic damage and completely bypasses armor, making it effective at harming highly armored targets; however, the Protection enchantment still reduces the damage taken from effects. List of effects In Java Edition, positive effects have blue text in potion information and are displayed on the upper row of effects in the HUD, while negative effects have red potion text and are displayed in the bottom row. Neutral effects have the blue potion text and are listed with the negative effects in the bottom row in the heads up display. If the effect is a beacon effect, then it also has a blue outline. In Bedrock Edition, negative effect names in potion and tipped arrow tooltips are shown in red; positive and neutral effect names in these contexts, and all effect names in the "Mob effects" screen, are shown in white. Each effect has an associated color, used to represent it in particles, potions, and tipped arrows. If a potion or tipped arrow stores multiple effects (such as potion/arrow of the Turtle Master, or a custom potion created via commands in Java Edition), the colors of each effect are blended together. Entities affected by multiple effects, however, emit particles for each active effect separately, without blending the colors. A status effect's potency is how strong or effective it is. Some effects do not get stronger as its potency increases, but most do. It is not possible to apply the same effect multiple times, even if they are of different levels. When applying an effect already active on the player, higher levels overwrite lower levels, and higher durations overwrite lower durations of the same level. In Java Edition, when a stronger version of an effect is applied to an entity that already has a weaker version of the same effect, the weaker effect remains, but is hidden. The weaker effect returns after the stronger effect expires, if the weaker effect has a longer duration. In Bedrock Edition, when a stronger effect overrides a weaker effect, the weaker effect is deleted and does not return. Effects that scale with potency Immunity Effects can only be applied to living entities. Witches have natural resistance against damage from effects, taking 85% less damage from effects in Java Edition and 95% less in Bedrock Edition. Additionally, certain entities are completely immune to some or all effects: Achievements Advancements The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement. History These effects exist only in 15w14a: These effects exist only in 23w13a_or_b: These effects exist only in 24w14potato: These effects exist only in 25w14craftmine: Issues Issues relating to "Effect" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Snowy_Beach] | [TOKENS: 348] |
Snowy Beach Buried TreasureShipwreck WaterSnowIceSandSandstoneGravelDirtClay Climate 0.05 0.3 Yes 0.125-0.25 Colors #83B593 #64A278 #917958 #3D57D6[JE only] #1463A5[BE only] A snowy beach or cold beach is a snowy variant of the beach biome that replaces it in snowy regions. Contents Description A snowy beach often generates around snowy plains, snowy taigas, or any of their variants. Because taiga biomes have the ability to generate in the same temperature as snowy plains, ice spikes, and snowy taigas, snowy beaches can sometimes generate next to taiga biomes, resulting in incorrect, weird, albeit intentional terrain generation. Snowy beaches are the same to regular beaches terrain-wise, being made mostly of sand, though their landscape is covered entirely in snow layers. The water surrounding snowy beaches freezes into ice due to the cold temperatures and these beaches often lead to frozen oceans. Turtles cannot spawn here, but in Bedrock Edition rabbits can. Shipwrecks and buried treasure may still generate in this beach variant. With Vibrant Visuals, snowy beaches use default environmental settings with a strong cold color grading, making the biome appear icy blue. Mobs Snowy beaches have the same mob spawning chances as stony shores in Java Edition. The following mobs naturally spawn here: Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Snowy Beach" or "Cold Beach" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Brewing?action=edit§ion=2] | [TOKENS: 223] |
Editing Brewing (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. This page is a member of 3 hidden categories: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Effect#Mojang_screenshots] | [TOKENS: 1003] |
Effect An effect (also known as a mob effect or status effect) is a condition that affects an entity, either negatively, positively, or neutrally. Effects can be inflicted in various ways throughout the game, including consuming potions and some food items, being in the range of active beacons and conduits, and being attacked by or close to certain mobs. The /effect command allows players to inflict effects upon themselves and other entities. Contents Behavior Entities inflicted by an effect experience various changes for a duration of time. For most effects, higher levels increase the strength of the effect. As long as the effect is active, effect-dependent particles emanate from the position of the inflicted entity. Effects provided by beacons and conduits emit semitransparent particles. In Java Edition, a player can open their inventory to see any current effects afflicted upon them, as well as the levels and duration of each. In Bedrock Edition, effects are displayed in a separate screen, which can be opened by pressing Z on a keyboard, pressing /// on a controller, or tapping the effect icon when using touch controls. Any number of different effects (including opposing effects such as Strength and Weakness) can be simultaneously active on an entity. However, it is not possible to apply the same effect multiple times, even if they are of different levels. When applying an effect already active on the player, higher levels overwrite lower levels, and higher durations overwrite lower durations of the same level. In Java Edition, when a stronger version of an effect is applied to an entity (excluding the player) that already has a weaker version of the same effect, the weaker effect remains but is hidden. If the weaker effect has a longer duration, the weaker effect will return after the more potent one expires. In Bedrock Edition, when a stronger effect overrides a weaker effect, the weaker effect is deleted and does not return. A player can remove all of their effects by either drinking a milk bucket, dying, or being saved from death by a totem of undying. Additionally, Poison can also be removed by drinking a honey bottle. Any damage dealt by effects is classified as magic damage and completely bypasses armor, making it effective at harming highly armored targets; however, the Protection enchantment still reduces the damage taken from effects. List of effects In Java Edition, positive effects have blue text in potion information and are displayed on the upper row of effects in the HUD, while negative effects have red potion text and are displayed in the bottom row. Neutral effects have the blue potion text and are listed with the negative effects in the bottom row in the heads up display. If the effect is a beacon effect, then it also has a blue outline. In Bedrock Edition, negative effect names in potion and tipped arrow tooltips are shown in red; positive and neutral effect names in these contexts, and all effect names in the "Mob effects" screen, are shown in white. Each effect has an associated color, used to represent it in particles, potions, and tipped arrows. If a potion or tipped arrow stores multiple effects (such as potion/arrow of the Turtle Master, or a custom potion created via commands in Java Edition), the colors of each effect are blended together. Entities affected by multiple effects, however, emit particles for each active effect separately, without blending the colors. A status effect's potency is how strong or effective it is. Some effects do not get stronger as its potency increases, but most do. It is not possible to apply the same effect multiple times, even if they are of different levels. When applying an effect already active on the player, higher levels overwrite lower levels, and higher durations overwrite lower durations of the same level. In Java Edition, when a stronger version of an effect is applied to an entity that already has a weaker version of the same effect, the weaker effect remains, but is hidden. The weaker effect returns after the stronger effect expires, if the weaker effect has a longer duration. In Bedrock Edition, when a stronger effect overrides a weaker effect, the weaker effect is deleted and does not return. Effects that scale with potency Immunity Effects can only be applied to living entities. Witches have natural resistance against damage from effects, taking 85% less damage from effects in Java Edition and 95% less in Bedrock Edition. Additionally, certain entities are completely immune to some or all effects: Achievements Advancements The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement. History These effects exist only in 15w14a: These effects exist only in 23w13a_or_b: These effects exist only in 24w14potato: These effects exist only in 25w14craftmine: Issues Issues relating to "Effect" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Effect#See_also] | [TOKENS: 1003] |
Effect An effect (also known as a mob effect or status effect) is a condition that affects an entity, either negatively, positively, or neutrally. Effects can be inflicted in various ways throughout the game, including consuming potions and some food items, being in the range of active beacons and conduits, and being attacked by or close to certain mobs. The /effect command allows players to inflict effects upon themselves and other entities. Contents Behavior Entities inflicted by an effect experience various changes for a duration of time. For most effects, higher levels increase the strength of the effect. As long as the effect is active, effect-dependent particles emanate from the position of the inflicted entity. Effects provided by beacons and conduits emit semitransparent particles. In Java Edition, a player can open their inventory to see any current effects afflicted upon them, as well as the levels and duration of each. In Bedrock Edition, effects are displayed in a separate screen, which can be opened by pressing Z on a keyboard, pressing /// on a controller, or tapping the effect icon when using touch controls. Any number of different effects (including opposing effects such as Strength and Weakness) can be simultaneously active on an entity. However, it is not possible to apply the same effect multiple times, even if they are of different levels. When applying an effect already active on the player, higher levels overwrite lower levels, and higher durations overwrite lower durations of the same level. In Java Edition, when a stronger version of an effect is applied to an entity (excluding the player) that already has a weaker version of the same effect, the weaker effect remains but is hidden. If the weaker effect has a longer duration, the weaker effect will return after the more potent one expires. In Bedrock Edition, when a stronger effect overrides a weaker effect, the weaker effect is deleted and does not return. A player can remove all of their effects by either drinking a milk bucket, dying, or being saved from death by a totem of undying. Additionally, Poison can also be removed by drinking a honey bottle. Any damage dealt by effects is classified as magic damage and completely bypasses armor, making it effective at harming highly armored targets; however, the Protection enchantment still reduces the damage taken from effects. List of effects In Java Edition, positive effects have blue text in potion information and are displayed on the upper row of effects in the HUD, while negative effects have red potion text and are displayed in the bottom row. Neutral effects have the blue potion text and are listed with the negative effects in the bottom row in the heads up display. If the effect is a beacon effect, then it also has a blue outline. In Bedrock Edition, negative effect names in potion and tipped arrow tooltips are shown in red; positive and neutral effect names in these contexts, and all effect names in the "Mob effects" screen, are shown in white. Each effect has an associated color, used to represent it in particles, potions, and tipped arrows. If a potion or tipped arrow stores multiple effects (such as potion/arrow of the Turtle Master, or a custom potion created via commands in Java Edition), the colors of each effect are blended together. Entities affected by multiple effects, however, emit particles for each active effect separately, without blending the colors. A status effect's potency is how strong or effective it is. Some effects do not get stronger as its potency increases, but most do. It is not possible to apply the same effect multiple times, even if they are of different levels. When applying an effect already active on the player, higher levels overwrite lower levels, and higher durations overwrite lower durations of the same level. In Java Edition, when a stronger version of an effect is applied to an entity that already has a weaker version of the same effect, the weaker effect remains, but is hidden. The weaker effect returns after the stronger effect expires, if the weaker effect has a longer duration. In Bedrock Edition, when a stronger effect overrides a weaker effect, the weaker effect is deleted and does not return. Effects that scale with potency Immunity Effects can only be applied to living entities. Witches have natural resistance against damage from effects, taking 85% less damage from effects in Java Edition and 95% less in Bedrock Edition. Additionally, certain entities are completely immune to some or all effects: Achievements Advancements The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement. History These effects exist only in 15w14a: These effects exist only in 23w13a_or_b: These effects exist only in 24w14potato: These effects exist only in 25w14craftmine: Issues Issues relating to "Effect" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Mob#References] | [TOKENS: 1402] |
Mob A mob (short for mobile, mobile entity, or mobile object) is an AI-driven game entity. All mobs can be attacked or hurt (from falling, attacked by a player or another mob, falling into the void, hit by an arrow, etc. with the exception of natural creakings), and have some form of voluntary movement. Different types of mobs often have unique AI and loot. Contents Spawning Mobs spawn in various ways. Most mobs spawn naturally, depending on the light level, biome, and their surroundings. For example, most animals are found in bright areas on the surface, while hostile monsters are commonly found in the dark (whether it's a cave, monster room, mansion, or at night). Animals usually spawn upon chunk generation, while hostile monsters spawn and despawn in a certain radius around the player. Some mobs, including passive and neutral animals, and even hoglins, have the ability to be bred by the player, creating offspring. Villagers cannot be directly bred by the player, instead randomly breeding depending on the time of day and the number of beds, which allows players to manipulate their likelihood of breeding. Most mobs never spawn on transparent blocks, in water (except aquatic creatures), in lava (except for striders), on bedrock, or on blocks less than a full block tall (such as slabs placed on the bottom half). The exception is monster spawners, from which monsters can spawn naturally on any block including air. Some mobs (like the snow golem and the wither) require that the player "construct" them before being able to spawn. The iron golem can spawn naturally and can also be constructed. The ender dragon can be respawned with four end crystals. A rare occurrence of spawning are the jockey mobs, which is a mob riding another mob. Players can also spawn mobs easily by using spawn eggs in Creative mode or the /summon command. Many mobs despawn (cease to exist) after a certain amount of time if far enough from the player. In Java Edition, most passive mobs do not despawn, while most monsters do. In Bedrock Edition, almost all mobs despawn. Mobs can be prevented from despawning if they are named with a name tag, and in Java Edition[verify], also in a boat. Behavior Mobs are affected by the environment in the same ways as the player; they are subject to physics, and they can be hurt by the same things that harm the player (catching on fire, falling, drowning, attacks from weapons, the /kill command, etc.). Some mobs may be resistant or immune to certain hazards, such as some Nether mobs, which are immune to fire. All aquatic mobs except dolphins are immune to drowning. Mobs can ride minecarts and other mobs can climb up ladders. When mobs are killed, they turn to smoke particles and drop items that may be useful resources. Each type of mob in Minecraft has a certain AI (artificial intelligence) system with different behaviors and mechanics. Mobs ordinarily wander around at random if there is a player within 32 blocks and usually avoid walking off blocks high enough to cause falling damage. Many mobs have an advanced path-finding system that allows them to navigate through obstacles to get to a desired object or destination. Passive mobs flee in random directions after being hurt, while hostile mobs face and chase/attack the player as soon as the player comes close. Neutral mobs remain neutral until a player or mob provokes it (usually by attacking), at which point the neutral mob becomes hostile toward and attacks the entity that hit it. Most mobs are aware of players within (a Euclidian distance) 16 blocks of them, but some can see farther. Conversely, most mobs can be heard by players up to 16 blocks away. Mobs are harmless to players in Creative mode. Most mobs cannot see through most solid blocks, including semi-transparent blocks such as ice, glass, tall grass, or glass panes. In Java Edition, all mobs (except for wardens) try to avoid walking over rails unless pushed onto the rails by other mobs. Using specific name tags on mobs can result in unusual behavior or rendering. See Name Tag § Easter eggs for details. List of mobs Mobs are listed and classified by their nature from the player's perspective. For more details on a particular mob, click on them to view their individual page. Passive mobs are harmless mobs that do not attempt to attack players, even when provoked or attacked, though some of them may attack other mobs. Most of them are animals and can be bred or tamed. Hostile-adjacent: These mobs, although passive, are considered monsters and are involved in mechanics pertaining to hostile mobs. They spawn as hostile mobs with no direct damage capabilities, with their riders controlling their pathfinding. Neutral mobs are sometimes passive and sometimes hostile toward the player. These mobs usually require provocation from the player in one way or another to attack or become hostile, while some can be naturally hostile and have a way to be pacified. Hostile mobs are dangerous, aggressive monsters that always attack the player within their respective detection ranges. Monsters in general, whether passive or neutral, are involved in mechanics pertaining to hostile mobs regardless of behavior. Boss mobs are special hostile mobs that are tougher and more dangerous than other mobs. They do not spawn randomly and are confronted intentionally. All boss mobs have a bossbar featuring their name and health. Boss mobs provide unique challenges and equivalent rewards, such as XP or useful items. These passive mobs are designed primarily for Adventure maps and add-on creating, rather than regular gameplay. They are used in Minecraft Education for coding, education, or interactive learning. Both are only accessible with commands in Bedrock Edition. These mobs cannot spawn without the use of /summon or spawn eggs. Old villagers and old zombie villagers cannot be spawned at all. These entities are grouped within the "living entities" category in the game code. In Bedrock Edition, they are all under the mob class in the entity format. Mannequins and cameras are creative-only entities. Removed mobs are mobs that no longer exist in current versions of the game. Mobs that were added as April Fools' Day jokes in Java Edition, and cannot be found in the normal version. These mobs, although similar to their non-joke counterparts, are their own mobs. Mobs that were announced by Mojang as potential additions to the game, but either got scrapped or shelved indefinitely. Mobs that were briefly mentioned by Mojang Studios on social media and other platforms. Classification Knockback resistance Some non-boss mobs resist a certain percentage of knockback from attacks. Damage dealt by mobs Achievements Advancements Videos History Issues Issues relating to "Mob" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Witch] | [TOKENS: 1311] |
Witch Java Edition Bedrock Edition Java Edition Bedrock Edition 26HP × 13 Hostile Monster Splash Potion of Harming: Damage varies by proximity, Maximum: 6HP Splash Potion of Poison: The duration of the effect varies by proximity, Maximum: 1HP per 1.25 sec Poison for max. 45 sec (HP × 18) In Java Edition: Height: 1.95 blocksWidth: 0.6 blocksIn Bedrock Edition: Height: 1.9 blocksWidth: 0.6 blocks 0.25 Light level of 0 Swamp Hut When lightning strikes near a villager. Raids Witches are hostile mobs that use potions in combat, using various splash potions for offense and drinkable potions for defense. Contents Spawning A witch may spawn in the Overworld above opaque blocks at a light level of 0 in all biomes except for mushroom fields and deep dark. In Bedrock Edition, witches also do not spawn in rivers, frozen rivers, and snowy plains. Witches always spawn individually. Witches are the only mobs that can spawn in the small area around a swamp hut. Swamp biomes feature swamp huts, which spawn a witch and a black cat inside during world generation, and both never despawn. After world generation, only witches can spawn in the hut, provided that the entire hut is inside a swamp biome. In Java Edition, only witches spawn in the 7×7×9 volume that is the hut, which is the size of the roof and one block over the porch, from one level below the floor of the hut to two blocks above the roof. In Bedrock Edition, the hut has a hardcoded spawn spot on which witches spawn: the spawn spot is the same for every hut. Some witches always spawn as part of raids starting from wave 4 in Bedrock Edition or wave 3 or 4 in Java Edition depending on the world difficulty. A villager transforms into a witch when lightning strikes within four blocks from it. A witch transformed from a villager does not despawn naturally and cannot be changed back into a villager. This witch attacks the player with its potions even if the player traded with it before. Drops Java Edition: Bedrock Edition: A witch has an 8.5% chance of dropping a potion, if it is killed while drinking it and kill credit is given to a player or tamed wolf. The chance is increased by 1% for every level of Looting. The following potions can be drank by a witch and can therefore be dropped: 5XP experience is dropped when kill credit is given to a player or tamed wolf. Behavior A witch is occasionally surrounded by purple morning star-shaped particles. Every second, there is a 1.5% chance for 10 to 44 ornamental particles to appear above its head, representing shining stars named “witch” in Java Edition or “witchspell” in Bedrock Edition. In Java Edition, any witch is given the Glowing status effect for three seconds when the bell block is rung within 32 blocks of it, regardless of whether it participates in raids or not. A witch is neither an illager nor a villager, although it resembles one. A witch cannot use housing or the equipment in their swamp huts, and cannot open doors. Witches don't attack villagers and wandering traders when participating in raids, although their potions can hit one by accident. Witches that participate in a raid seek out illagers and ravagers to throw splash potions of Regeneration with a duration of 45 seconds near them or Instant Health if they have a low health of 4HP points or less. The poison, instant damage, evoker fangs, warden's sonic boom, and Thorns Enchantment magical sources are 85% less effective against witches in Java Edition and 95% less effective in Bedrock Edition A witch pursues the player within 16 blocks and uses potions of the first level in combat, throwing splash potions offensively and drinking potions defensively. These potions are the same as ones obtainable through brewing, with the same duration. A witch has an infinite stock of potions, even when transformed from a villager or not having had any potions equipped in their inventory. Each potion chosen by the witch depends on the circumstance and is thrown within ten blocks and in a three-second interval. A witch can choose to equip and drink a potion each game tick (1⁄20 second) if it is not already drinking a potion. Drinking the potion takes 1.6 seconds and slows down its moving speed a little. The witch does not attack during this time. Witches still can be killed through suffocation, cacti, or wither roses, but due to their frequent use of potions of Healing, this requires constant damage output for 40–50 seconds. Additionally, witches cannot drown or die from fire unless they already are at low health. Witches usually die in lava, even at full health, when drinking a potion of Healing first instead of potion of Fire Resistance. When in a raid, if all the villagers in a village die or all the village beds are destroyed, witches jump and play unique sound effects in commemoration to their victory. In Bedrock Edition, witches attack iron golems and snow golems or any mob that attacks it, including other witches and illagers, throwing harmful splash potions. In Java Edition, witches drink a beneficial potion, often an instant-health healing potion, when they are attacked by evoker fangs, illager mobs or harming potions from other witches and join an illager patrol if sufficiently near to the pillager, vindicator, evoker and illusioner patrol captain mobs. Even though witches do not attack villagers or wandering traders during raids, the witches that join a patrol are hostile toward villagers, wandering traders and iron golems in the patrol sight. With Vibrant Visuals, the green "lamp" in the witch's hat is emissive similar to spider and enderman eyes. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Witches have entity data associated with them that contains various properties. Java Edition: Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: History Issues Issues relating to "Witch" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Command_Block_UI_BE.png] | [TOKENS: 91] |
File:Command Block UI BE.png Summary The interface of a command block in Bedrock Edition which is used for commands. This is a file pertaining to Minecraft. In-game screnshot No information available. Please correct this! See below. Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following page uses this file (also see what links to it): Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Effect?section=1&veaction=edit] | [TOKENS: 1003] |
Effect An effect (also known as a mob effect or status effect) is a condition that affects an entity, either negatively, positively, or neutrally. Effects can be inflicted in various ways throughout the game, including consuming potions and some food items, being in the range of active beacons and conduits, and being attacked by or close to certain mobs. The /effect command allows players to inflict effects upon themselves and other entities. Contents Behavior Entities inflicted by an effect experience various changes for a duration of time. For most effects, higher levels increase the strength of the effect. As long as the effect is active, effect-dependent particles emanate from the position of the inflicted entity. Effects provided by beacons and conduits emit semitransparent particles. In Java Edition, a player can open their inventory to see any current effects afflicted upon them, as well as the levels and duration of each. In Bedrock Edition, effects are displayed in a separate screen, which can be opened by pressing Z on a keyboard, pressing /// on a controller, or tapping the effect icon when using touch controls. Any number of different effects (including opposing effects such as Strength and Weakness) can be simultaneously active on an entity. However, it is not possible to apply the same effect multiple times, even if they are of different levels. When applying an effect already active on the player, higher levels overwrite lower levels, and higher durations overwrite lower durations of the same level. In Java Edition, when a stronger version of an effect is applied to an entity (excluding the player) that already has a weaker version of the same effect, the weaker effect remains but is hidden. If the weaker effect has a longer duration, the weaker effect will return after the more potent one expires. In Bedrock Edition, when a stronger effect overrides a weaker effect, the weaker effect is deleted and does not return. A player can remove all of their effects by either drinking a milk bucket, dying, or being saved from death by a totem of undying. Additionally, Poison can also be removed by drinking a honey bottle. Any damage dealt by effects is classified as magic damage and completely bypasses armor, making it effective at harming highly armored targets; however, the Protection enchantment still reduces the damage taken from effects. List of effects In Java Edition, positive effects have blue text in potion information and are displayed on the upper row of effects in the HUD, while negative effects have red potion text and are displayed in the bottom row. Neutral effects have the blue potion text and are listed with the negative effects in the bottom row in the heads up display. If the effect is a beacon effect, then it also has a blue outline. In Bedrock Edition, negative effect names in potion and tipped arrow tooltips are shown in red; positive and neutral effect names in these contexts, and all effect names in the "Mob effects" screen, are shown in white. Each effect has an associated color, used to represent it in particles, potions, and tipped arrows. If a potion or tipped arrow stores multiple effects (such as potion/arrow of the Turtle Master, or a custom potion created via commands in Java Edition), the colors of each effect are blended together. Entities affected by multiple effects, however, emit particles for each active effect separately, without blending the colors. A status effect's potency is how strong or effective it is. Some effects do not get stronger as its potency increases, but most do. It is not possible to apply the same effect multiple times, even if they are of different levels. When applying an effect already active on the player, higher levels overwrite lower levels, and higher durations overwrite lower durations of the same level. In Java Edition, when a stronger version of an effect is applied to an entity that already has a weaker version of the same effect, the weaker effect remains, but is hidden. The weaker effect returns after the stronger effect expires, if the weaker effect has a longer duration. In Bedrock Edition, when a stronger effect overrides a weaker effect, the weaker effect is deleted and does not return. Effects that scale with potency Immunity Effects can only be applied to living entities. Witches have natural resistance against damage from effects, taking 85% less damage from effects in Java Edition and 95% less in Bedrock Edition. Additionally, certain entities are completely immune to some or all effects: Achievements Advancements The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement. History These effects exist only in 15w14a: These effects exist only in 23w13a_or_b: These effects exist only in 24w14potato: These effects exist only in 25w14craftmine: Issues Issues relating to "Effect" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Chest_loot] | [TOKENS: 503] |
Generated loot Generated loot is a common way of finding naturally generated items. Generated loot occurs in naturally spawning structures, when a chest or another container is randomly generated to contain items from that structure’s loot table. Contents Locations The following locations only generate chests containing loot: The following locations generate loot in other blocks or entities: Structures appearing in April Fools updates that generate loot: Behavior The loot in naturally-generated containers is not determined upon the container's generation. The contents generate when a player interacts with the containers by opening it, placing a hopper under it, inserting an item using a hopper, or destroying it. (Trial spawners and vaults work differently; for their mechanics, see the respective pages). This also means that if a loot container is generated in an older version of the game but has never been interacted with, it can still generate with new loot if it's opened for the first time in a newer version. There are different kinds of loot tables, for example a desert temple or a stronghold. There can also be different loot tables for a certain structure, such as those in bastion remnants and shipwrecks. Commands In Java Edition 1.12 and below, the /setblock command can be used to place a chest. The command /setblock ~ ~ ~ minecraft:chest 2 replace {LootTable:"chests/simple_dungeon"} sets the chest to a dungeon chest. For a minecart chest, use /summon chest_minecart ~ ~ ~ {LootTable:"chests/simple_dungeon"} instead. In Java Edition 1.13 and above, the syntax has changed to e.g. /setblock ~ ~ ~ chest{LootTable:"chests/simple_dungeon"} replace Such artificial chest is random every time player places one, no matter the location. That is a difference between normal natural chests and artificial loot tables chests. One can set the seed of the loot table using LootTableSeed, by default it is the world seed. In Bedrock Edition, the /loot command can be used to give loot, spawn loot or place loot in a container. The command /loot give @s loot "chests/simple_dungeon" can be used to give yourself loot in your inventory You can use /loot replace block ~ ~ ~ slot.container 0 loot "chests/simple_dungeon" to place loot inside a container if you input the right coordinates of the container. History Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Biome#Transition] | [TOKENS: 9830] |
Biome A biome is a region in a world with distinct geographical features, plants, mobs, temperatures, humidity levels, colors, and more. Biomes separate every generated world into different environments, such as forests, deserts, and oceans. The biome of a location is determined during world generation rather than by the current environment, even if all blocks in a large area are altered to imitate the terrain of other biomes. In Java Edition, the /fillbiome command can be used to change the biome in a selected area. Existing biomes can be located with the /locate biome command. Contents List of biomes In Java Edition, there are 65 different biome types: 54 for the Overworld, 5 for the Nether, and 5 for the End, plus one used only for a superflat preset. In Bedrock Edition, there are 87 biome types: 54 for the Overworld, 5 for the Nether, 1 for the End, and 27 unused. On this page, for convenience of description and reading, the biomes in Overworld are divided into 8 categories, which are not official. These biomes are used for the generation of oceans and mushroom fields. They 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, dirt, and sand. Squid and fish spawn frequently in the water, and dolphins spawn in non-frozen oceans. The basic ocean biome. Like its colder variants, its floor is largely made up of gravel, covered with kelp and seagrass. However, small patches of dirt, sand and clay can also appear. Cod and salmon[BE only] can spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. 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 guardians, elder guardians, prismarine and sponges can spawn here. 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, but without kelp. Pufferfish and tropical fish spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Unlike other ocean biomes, warm oceans allow for the generation of coral reefs and sea pickles. It is the only ocean biome that does not have a deep equivalent, but the terrain in this biome can reach the same depth as deep oceans. A variant of the ocean biome, with light blue water at the surface. Its floor is made of sand with an occasional patch of dirt or clay. Kelp and seagrass generates here. Unlike the warm ocean biome, cod and salmon[BE only] can spawn here, together with pufferfish[JE only] and tropical fish. Dolphins, squid, and nautiluses may also spawn here and drowned and rarely zombie nautiluses can spawn at night or during thunderstorms. Coral reefs cannot generate here. 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. 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. Kelp and seagrass generates here. Salmon, cod and nautiluses can spawn in cold ocean biomes alongside squid and dolphins[BE only]. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Similar to the cold ocean biome, but twice as deep. Like other deep oceans, ocean monuments can generate here, which contain guardians, elder guardians, prismarine and sponges. 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 blue ice, and occasionally topped with snow blocks and snow[BE only]. Strays, drowned, rarely zombie nautiluses, living nautiluses, polar bears, and rabbits[BE only] can spawn here, but dolphins can't. Salmon and cod[BE only] may also spawn here. Like the frozen ocean biome, the only fish that spawn here are salmon and cod[BE only], squid and nautiluses may also spawn here, 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, strays, drowned, rarely zombie nautiluses and rabbits[BE only] can also spawn here, but dolphins can't. This rare biome consists of a mostly flat island and has mycelium instead of grass as its surface. Mushroom fields are always adjacent to a deep ocean and are always 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, bats[JE only], and glow squid 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, but villages don't spawn here. the player can still breed animals and spawn mobs using spawn eggs and insomnia still attracts phantoms[JE only]. Highland biomes are biomes with a higher Y-level. Rugged terrain and snow-covered peaks appear above the snow line. One of the three biomes that generate in the peaks of a mountain. This biome is found in taller and more jagged and pointy peaks that often pass the clouds and can peak at Y=256. It is covered by a single layer of snow blocks with stone underneath often exposing ores such as coal, iron and emerald. Just like the snowy slopes, stone cliffs can generate in some sides of the mountain. Goats spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms[BE only]. The frozen peaks are covered by snow blocks and packed ice with occasional small blobs of ice. Goats can spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms[BE only]. This biome usually generates in smoother and less jagged mountains compared to the jagged peaks biome. The stony peaks are a warmer variation of peak biomes that generates in warmer regions to avoid temperature clashes. It is mainly covered by stone with large strips of calcite and exposed ores. No passive mobs spawn here and there's no snow in this biome. The meadow is an elevated grassy biome found in plateaus near mountain ranges. It is filled with patches of flowers and turquoise-green short grass and tall grass. All small flowers generate except blue orchids, tulips, lilies of the valley or wither roses. Rarely, a lone oak or birch tree can generate and always has a bee nest. Both pillager outposts and plains villages can generate in this biome. Sheep, donkeys and rabbits are the only passive mobs that spawn in this biome. Cherry groves are grasslands with a lot of short grass, tall grass and, instead of the traditional dandelion and poppy flowers, the ground is covered with pink petals. The main environmental feature of the cherry grove are cherry trees identified by their striking pink color. The cherry trees may generate densely enough to create a cover of leaves. Sheep, pigs and rabbits are the only passive mobs that spawn in this biome. The grove creates a forest of spruce trees beneath the mountain peaks when near a forested biome. It is quite reminiscent of the snowy taiga, but the surface is covered with snow blocks and powder snow instead of grass blocks. Rabbits, wolves and foxes can spawn in this biome. The snowy slopes generate beneath the mountain peaks and are covered with multiple layers of snow blocks and powder snow, with some sides also having stone cliffs. Goats spawn in this biome alongside rabbits and polar bears[BE only]. Strays may also spawn here at night and during thunderstorms[BE only]. This is the only mountain biome where igloos can generate, making it one of the three biomes where igloos naturally generate. A highland biome with some steep hilltops and an occasional oak or spruce tree[JE only]. The terrain is usually flat, but sometimes hilly and shattered. This is one of the few biomes where llamas can spawn naturally. Snowfall also occurs above certain heights, rarely creating snow layers on the top of the hills. Windswept hills are one of six biomes where emerald ore and infested stone can be found naturally. Cold animal variants may also spawn here. The windswept gravelly hills are mostly covered in gravel with occasional patches of grass and stone blocks. This is one of the few biomes where llamas can spawn naturally. Due to the low amount of grass, the population of spruce and oak trees in this biome is sparse. Cold animal variants may also spawn here. This biome is found when windswept hills are located next to forested biomes. This is one of the few biomes where llamas can spawn naturally. It does not generate stone patches, so the floor is entirely covered by grass. There are more spruce and oak trees in this biome, forming small forests with a lower tree density than other forest biomes. Cold animal variants may also spawn here. Woodland biomes are rich in plants with a variety of trees, flowers and grasses. A common biome with many oak and birch trees and a fair amount of short grass, mushrooms and flowers. The ground beneath the trees is covered with leaf litter. Wolves can spawn in this biome. This forest variant has fewer trees but contains nearly every type of flower and tall plant in the game. Wolves do not spawn in the flower forest, although rabbits spawn occasionally. Bee nests have a higher chance to generate in this biome. A biome covered by a forest of spruce trees. Ferns, large ferns and sweet berry bushes grow commonly on the forest floor. One can find packs of wolves here, along with small groups of foxes, rabbits or cold animal variants. Villages may generate in this biome; the houses in these villages are built with spruce wood. Pillager outposts may also generate in this biome. This is one of the few biomes where trail ruins can generate. A biome composed of spruce trees (despite it being called a pine taiga, since there is no pine in the game), 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, foxes and cold animal variants can spawn here, as they do in normal taiga biomes. Rabbits may also spawn here[JE only]. At first glance, this biome may look almost exactly the same as its pine tree 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 an old growth pine taiga by observing how the leaves almost completely cover the tree trunks, whereas in pine ones, leaves tend to cover only the top. Like the old growth pine taiga, wolves, foxes and cold animal variants spawn here, and trail ruins can also generate. Rabbits may also spawn here[JE only]. Similar to the standard taiga, except much of the biome is covered in snow. Ferns and large ferns generate here commonly, however sweet berry bushes generate more rarely than in the regular taiga. Wolves, foxes, rabbits and cold animal variants can spawn here. One may also find an igloo nestled between the trees, making it one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here[BE only]. Villages use the same architecture as taiga villages, but the villagers wear snowy biome outfits. A forest that is solely made of birch trees. The grass is aqua in color, and unlike the regular forest, no wolves spawn in this biome. Wildflowers are very common in birch forests. 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 can grow up to 13 blocks in height. This makes deforestation a much more difficult task, although it provides the player with far more resources. This is one of the few biomes where trail ruins can generate. This biome is mainly composed of dark oak trees, which create a mostly closed roof of leaves. Oak trees, birch trees, and huge mushrooms can also be found occasionally, and the ground is covered with leaf litter. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate. The pale garden is a rarer variation of the dark forest biome. It is, in fact, the rarest biome. The dark oak trees are replaced with pale oak trees, with lots of pale hanging moss hanging from the trees. Patches of pale moss blocks and pale moss carpets cover much of the ground, and patches of eyeblossoms dot the landscape. The sky, foliage, and water in this biome are gray and desaturated, and no music plays inside the biome. Some of the pale oak trees may have a creaking heart hidden within them, which spawns a creaking at night. No passive mobs spawn in this biome. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate, making the pale garden one of only two biomes where it can be found. A dense forested biome that includes many different plants and features. Jungle trees and mega jungle trees are common, with the mega trees having 2x2 thick trunks and possibly growing up to 31 blocks in height. Fancy oak trees are also common, and jungle bushes often cover much of the forest floor. Ferns and large ferns are found commonly, and vines are found growing on most types of blocks, especially on jungle trees. Additionally, cocoa can also grow on the sides of jungle trees. Melons can generate here in patches, similar to pumpkins, although they are much more common. Single shoots of bamboo can be found scattered throughout the biome. The foliage in the jungle is a bright, lush green color. Jungle pyramids and trail ruins can generate, and ocelots, parrots, pandas and warm animal variants can spawn in this biome. In contrast to the wild and overgrown vegetation of the jungle biome, the sparse jungle consists of jungle trees, fancy oak trees, and jungle bushes that are spaced out and isolated, creating a much more open environment. The terrain of this biome is often flat, but there may be some small rises in elevation. Parrots, ocelots, and pandas can still spawn in the sparse jungle[Bedrock Edition only]. Wolves can also spawn in this biome along with warm animal variants. In this biome, large areas of the landscape are covered with massive amounts of bamboo. Patches of podzol can be found underneath the densely packed bamboo. Additionally, mega jungle trees, fancy oak trees, and jungle bushes can also generate here. Pandas have a much higher chance to spawn here than the other jungle biomes, making this the best place to find them. Ocelots[BE only], parrots and warm animal variants are also able to spawn, and jungle pyramids can generate here[JE only]. Wetland biomes are rivers, swamps and beaches. They have a large amount of water resources. Rivers separate other biomes; beaches generate as a transition between the ocean and land. A biome that consists of water blocks that form an elongated, curving shape similar to a real river. 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 forming a loop, or ending in a swamp or far inland. The grass has a dull aqua tone, much like the ocean, and trace amounts of oak trees, bushes, and firefly bushes 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 and during thunderstorms. In Bedrock Edition, mobs other than salmon, squid and drowned cannot spawn in this biome, even underground, except from a monster spawner. A river with a layer of ice covering its surface. It generates when a river goes through snowy biomes. Salmon spawn underwater while rabbits[BE only] and polar bears[BE only] spawn on the surface. At night and during thunderstorms, drowned can spawn below the ice with strays[BE only] on the surface. In Bedrock Edition, no hostile mobs other then strays and skeletons can spawn here, even underground, except from a monster spawner. 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, firefly bushes, dead bushes, and sugar canes are abundant, and blue orchids grow exclusively here. Frogs of the temperate variant can spawn here as well. Swamp huts with a black cat and a witch generate exclusively in swamps. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or during thunderstorms. 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 than other biomes when the player is underwater. A biome characterized by a dense foliage, featuring plenty of mangrove trees of varying heights. The floor is mainly composed of mud blocks with occasional grass patches. The grass has the same color as in the normal swamp but leaves and vines have a unique light green tint and the water is teal rather than gray. Warm frogs often spawn in this biome. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or thunderstorms. Visibility is also lower than other biomes when the player is underwater. 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. Buried treasure can be found under few blocks of sand, and an occasional shipwreck can also generate here. Passive mobs other than turtles do not spawn on beaches. 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 a frozen ocean biome. No passive mobs other than rabbits[BE only] spawn in this biome. This stone-covered biome generates at shores with low erosion values, usually close to mountains. Depending on the height of the nearby land, stony shores may generate as medium slopes or huge cliffs, its tops tall enough to be covered by snow even when near warmer biomes. No passive mobs spawn here. Buried treasure can generate here[BE only]. Strips of gravel can sometimes be found here. These biomes have a wide view on usually flat terrain, but can also generate on large hills or cliffs. Trees spawn less here and water sources are plentiful. They also have a higher number of passive mob spawns. A flat and grassy biome with rolling hills and few oak trees. Villages are common. Cave openings, lava lakes and waterfalls are easily identifiable due to the flat unobstructed terrain. Passive mobs are easily found in plains biomes; this biome is also one of the few biomes where horses and donkeys spawn naturally, while hostile zombie horses will spawn during the nighttime. Pillager outposts may also be generated. A fairly uncommon variation of the plains, this biome is the only place where sunflowers naturally generate. In Bedrock Edition, villages and pillager outposts may also generate here. An expansive biome with a huge amount of snow. 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 can spawn; however, it is one of the few biomes where strays and zombie horses appear. In Bedrock Edition, this biome does not spawn monsters other than strays and skeletons, but monster spawners can still spawn monsters. This is one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here. A rare variation of the snowy plains 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 patches made of packed ice can generate on it. Like the regular snowy plains, no animal mobs other than rabbits and polar bears can spawn and strays appear at night or during thunderstorms. In these biomes, it neither rains nor snows. The surface is covered with sparse vegetation. A barren biome consisting mostly of sand dunes, dead bushes, dry grass, and cacti. Sandstone and sometimes fossils are found underneath the sand. The only passive mobs that spawn naturally in deserts are gold/creamy rabbits and camels. At night and during thunderstorms, husks, parched, and camel husks usually spawn in the place of normal zombies and skeletons. Sugar cane can be found if the desert is next to a river biome. Desert villages, desert wells and desert pyramids are found exclusively in this biome. Pillager outposts can also generate here. A relatively flat and dry biome with a dull-brown grass color and acacia trees scattered around the biome, though oak trees may generate occasionally. 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. Horses, armadillos and warm animal variants can naturally spawn here, while hostile zombie horses will spawn during the nighttime. Llamas may also spawn here[BE only]. This biome generates when a normal savanna biome spawns at high altitudes and near mountains. It is mostly indistinguishable from the standard savanna, with the main differences being the fact that llamas and wolves can spawn, and villages and pillager outposts cannot generate. In contrast to the mostly flat and calm terrain of the savanna biome, this uncommon variant generates chaotic terrain, with gigantic mountains covered in coarse dirt and some patches of stone. The mountains in the windswept savanna are extremely steep, sometimes jutting out at 90-degree angles, making it almost impossible to climb. On top of that, they can reach heights comparable to the mountain peak biomes, sometimes rising above the clouds. Massive waterfalls and lavafalls are quite common, and ocean-like lakes can also generate. Unlike the regular savanna, villages and pillager outposts do not generate in this biome. Horses, armadillos and warm animal variants can still spawn in the windswept savanna, as well as hostile zombie horses during the nighttime. Llamas may also spawn here[BE only]. An uncommon biome where large mounds of terracotta and stained terracotta generate. Red sand also generates here instead of regular sand, with occasional cacti, dead bushes, and dry grass. This biome is usually found alongside desert biomes and it can generate in mountainous terrain. Armadillos are the only mobs that can be found here. 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 additional veins can generate within badlands up to Y=256. The composition of this biome is useful when other sources of terracotta and gold are scarce. The wooded badlands has layers of coarse dirt and grass blocks, and forests of oak trees with leaf litter that generate at higher altitudes in humid areas. The lower parts don't generate the oak forests, exposing terracotta and red sand to the sky. 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 badlands. Armadillos can spawn here during the day, and wolves and warm animal variants can spawn on the wooded plateaus. This rare variant 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. Armadillos are the only passive mobs that can be found here. These biomes generate inside caves in the Overworld. They're mostly found underground but can sometimes leak out of cave entrances. A dimly lit cave biome that generates deep underground mostly within the deepslate layer. It is largely sculk blocks 1 block thick upon all surfaces, with frequent sculk sensors and occasional sculk shriekers, the latter of which can directly summon a warden. Large structures known as ancient cities can generate here, containing chests with unique loot. No mobs aside from wardens spawn here, except from a monster spawner. These are caves filled with dripstone blocks and pointed dripstone both hanging as stalactites and growing from the ground as stalagmites and small water wells of 1×1 in the ground. Large dripstone clusters structures generate occasionally inside these caves. Copper ore blobs found in this biome are much bigger compared to other biomes. Drowned and rarely zombie nautiluses can spawn in aquifers. Lush caves are often found underground below azalea trees. These caves are covered by moss blocks, moss carpets, short grass and azalea bushes on the floors. On the ceiling, vines and cave vines with glow berries grow down and light up the caves, and spore blossoms grow from the ceiling and spore particles. There are also shallow lakes with clay where dripleaf plants grow out of them and axolotls spawn, making this the only biome where they can spawn. Tropical fish can also spawn inside the aquifers in a lush cave. Can be accessed only through Single Biome world selection or The Void superflat preset. In a single biome 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 completely 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) aside from phantoms and pillager patrols can spawn without spawn eggs, monster spawners or commands. It does not rain in this biome. The Nether is considered a different dimension. All biomes in this dimension are hot and dry, and it is not possible to place water; ice can still be placed, though it does not turn into water upon melting. Lava oceans are generated as a feature and are therefore not considered a separate biome. The Nether wastes is the most common biome in the Nether. The terrain mainly consists of netherrack, with glowstone clusters growing and lava leaking from the ceiling and gravel and soul sand lining its shores. Most of the Nether’s mobs can spawn here, including ghasts, zombified piglins, magma cubes, striders, piglins, and the occasional enderman. The soul sand valley mainly consists of soul sand, basalt and soul soil. 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. Ghasts and skeletons are common in this biome while endermen are rare. Striders can spawn here as well. This is the only place to find dried ghasts naturally. The crimson forest consists of many huge crimson fungi, which act as the "trees" of this biome. The huge fungi often generate with weeping vines hanging from them, and shroomlights which light up the landscape. The floor is mostly covered with crimson nylium, with occasional patches of bare netherrack or Nether wart blocks. Crimson roots, crimson fungus, and occasionally warped fungus grow on the ground. Small patches of Nether wart blocks and weeping vines can also be found growing on the ceiling. Hoglins, piglins, zombified piglins, and striders can spawn in this biome. The warped forest consists of many huge warped fungi, which act as the "trees" of this biome. The huge fungi often generate with shroomlights, which light up the landscape. Twisting vines grow throughout the biome in patches. The floor is mostly covered with warped nylium, with occasional patches of bare netherrack or warped wart blocks. Warped roots, warped fungus, Nether sprouts, and occasionally crimson fungus grow on the ground. Endermen and striders are the only mobs that spawn in this biome. The biome emits out a magenta-purple fog upon entry. A gray biome, the basalt deltas are said to be the remnant of ancient volcanic eruptions.[citation needed] 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. Fog is colored light-gray and particles of dust can be seen falling from the ceiling upon entry. 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. Ghasts and striders can spawn in this biome as well. The End is considered a different dimension. The terrain consists of end stone islands of varying sizes, floating in the void. They use five different biomes in Java Edition, or all use the End in Bedrock Edition, with no terrain differences. 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 5×5 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 End gateways after the ender dragon has been defeated. In Bedrock Edition, this biome is instead the biggest, as it is used to generate the whole dimension. 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. 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. Large amounts of endermen spawn in this biome. 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. Large amounts of endermen spawn in this biome. 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. Large amounts of endermen spawn in this biome. 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. Large amounts of endermen spawn in this biome. These biomes have been completely removed from the game in Java Edition. In Bedrock Edition, they still exist in the code, but do not generate and can only be found in old worlds. Most biomes were removed from the generator because the terrain was the only difference with their regular biome variant. This biome doesn't generate naturally from Pocket Edition Alpha 0.9.0 onward. When Bedrock Edition 1.4.0 introduced the new frozen ocean, this biome was not removed or replaced by the new frozen ocean, although the id name changed from frozen_ocean to legacy_frozen_ocean. This biome doesn't generate naturally from Pocket Edition v0.9.0 alpha and Java Edition 1.7.2 onward. The deep warm ocean did not naturally generate in any non-snapshot or non-beta version. Most hills were gentle rolling slopes on which the usual biome terrain generated, with some sharper cliffs here and there. Snowy mountains had a lower chance of spawning passive mobs during world generation than other biomes (7% versus 10%). Swamp hills and dark forest hills generated as 'modified' biomes instead of hills biomes, making them slightly rarer but also bigger in size. Tall birch hills generated as 'modified hills' biomes, which made them even rarer than modified biomes. Tall birch hills had much more mountainous terrain than most hills biomes. In Bedrock Edition, this biome did generate as a much hillier version of the giant spruce taiga, even more mountainous than regular hills biomes. However, the giant spruce taiga hills used the same trees as the giant tree taiga hills (with leaves only at the top), making this biome very similar to the giant tree taiga hills. With the new terrain generation in Caves & Cliffs: Part II, the regular badlands biome also featured these plateaus and this biome became redundant. In Bedrock Edition, the grass and foliage color was lush green (the same color as in mushroom fields), making it easily distinguishable from the regular shattered savanna. Because the terrain was the only difference with the regular mushroom fields biome, this biome became redundant after Caves & Cliffs: Part II. In Bedrock Edition, the regular gravelly mountains did not have any trees, but this biome did, making it slightly different. Because almost no grass blocks were generated between the gravel, trees did rarely generate. These biomes no longer exist in current versions of the game. Snow, grass blocks, ice Grass block, short grass, ferns, oak trees, birch trees Grass block, short grass, oak trees Sand, snow, ice Grass block, oak trees, birch trees These biomes can appear only in April Fools snapshots of the game. This "biome" includes all the other non-custom dimensions biomes. All mobs, blocks, particles and structures in 20w13b (vanilla) can generate in this biome. A dimension can have multiple of these randomly generated biomes. Tint All biomes use a set of colors for various environmental aspects such as the sky, water, fog, and some blocks. In Bedrock Edition, biomes specify their colors in the client_biome JSON files in the vanilla resource packs. Some biomes specify their colors directly, while others use colormaps or separate JSON files which can also control other environmental effects. In Bedrock Edition, all biome colors for blocks are also visible on maps. Biome grass and foliage colors are selected from three 256×256 colormap images: grass.png, foliage.png, and dry_foliage under assets/minecraft/textures/colormap[JE only] or textures/colormap[BE only] in the vanilla resource pack. The grass.png colormap sets the colors for grass block, short grass, tall grass, ferns, large ferns, ferns in flower pots, sugar canes, bushes and stems of pink petals and wildflowers. Meanwhile, the foliage.png colormap sets the colors for vines and tree leaves of oak, jungle, acacia, dark oak and mangrove. The dry_foliage.png colormap sets the colors for leaf litter. Only the colors in the lower-left halfs of the images are used, even though the upper-right side of foliage.png and dry_foliage.png is colored. The adjusted temperature and adjusted downfall values (recognized as AdjTemp and AdjDownfall in the following, respectively) are used when determining the biome color to select from the colormap. They are computed as follows: AdjTemp = clamp( Temperature, 0.0, 1.0 ) AdjDownfall = clamp( Downfall, 0.0, 1.0 ) * AdjTemp. "clamp" limits the range of the temperature and downfall to 0.0—1.0. The clamped downfall value is then multiplied by the adjusted temperature value, bringing its value to be inside the lower left triangle. Treating the bottom-right corner of the colormap as AdjTemp = 0.0 and AdjDownfall = 0.0, the adjusted temperature increases to 1.0 along the X-axis, and the adjusted downfall increases to 1.0 along the Y-axis. In the following cases, the plants are not tinted exactly according to the colormap. In Java Edition, several of them are specified in biome Jsons in vanilla data pack. Swamps In swamps and mangrove swamps, the grass color is based on a noise on XZ plane. When the value of this noise is less than -0.1, it uses the color #4c763c. Otherwise using #6a7039. The foliage color is #6a7039 in swamps and #8db127 in mangrove swamps, which are not affected by the colormap. The dry foliage color in swamps and mangrove swamps is #7b5334, which also ignores the colormap. In Bedrock Edition, all swamp biomes use colormaps to determine these colors, similar to regular colormaps described above. Dark forest In dark forests, the grass color is the result of the bitwise AND between the color in the colormap and #fefefe, and then averaging with #28340a. In vanilla, that is #507a32. Badlands In badlands, wooded badlands and eroded badlands, the grass color is #90814d and the foliage color and dry foliage color is #9e814d. They are not affected by the colormap. Cherry grove The color for grass and foliage in cherry groves is always #b6db61, which is not affected by the colormap. Pale garden In the pale garden, the grass color is #778272, the foliage color is #878d76, and the dry foliage color is #a0a69c They are not affected by the colormap. Other leaves The color for spruce leaves is #619961 and the color for birch leaves is #80a755. Both are not affected by the biome, but determined by colormaps in Bedrock Edition. The color of the daytime sky in Overworld changes according to the basic temperature value of the biome. The basic temperature is first modified as T = clamp( Temperature / 3 , -1.0, 1.0 ). Then the triple (0.62222224-0.05T, 0.5+0.1T, 1) is the sky color. The color of the sky in the pale garden biome is #b9b9b9, which is unaffected by the above formula. See § List of biome climates below for all sky colors. The colors and surface opacity of water are defined in the vanilla data pack[JE only] or client biome JSON files in vanilla resource packs.[BE only] Some biomes in Java Edition, or most biomes in Bedrock Edition have unique water colors. Swamps and warm oceans in Bedrock Edition have unique water surface opacities, 65% and 55% respectively. The color and density of water and sky fog is different for most biomes, defined by separate JSON files for each biome in Bedrock Edition. The underwater fog color is #050533 with a few exceptions in Java Edition, or the same as the water surface color with some exceptions in Bedrock Edition. The sky fog color is #c0d8ff[JE only] or #abd2ff[BE only] in all Overworld biomes, except pale gardens which use #817770. Nether biomes and the End have unique fog colors. Vibrant Visuals ignores default colors for the sky, water, and fog, and adds new effects for each biome or a set of biome. Which environmental settings are used is determined by the biome JSON file, and all environmental settings are stored in separate directories in resource packs. In vanilla, the following effects are affected by the biome: Water colors are not visible with Vibrant Visuals, but all regular fog colors still apply asides from the volumetric fog. When plants or water are at the borders between or among biomes, the color is affected by the biome of the surrounding blocks at the same Y-level. The range of the block involved in the calculation is determined by the biome blend radius in options. Takes the plant color or water color of the biomes within a square centered on this block and with the side length being the biome blend radius, and calculates their average value to get the final color for this block. The sky color[JE only] and the fog color use the color processed by Gaussian blur from colors of the biomes at each block in the range of 5×5×5 centered on the block the camera is in. Climate A biome has three climate attributes: temperature, downfall and precipitation. Each biome has a base temperature value (see § List of biome climates), but the actual temperature value at each location in the biome is also affected by the height of the location. Locations with Y≤80 use the base temperature as actual temperature. At Y=81, the actual temperature value randomly fluctuates up and down by -0.00875 — +0.01125 from the base temperature based on a noise on the XZ plane, and at Y≥81 the actual temperature decreases by 0.00125 (1⁄800) every block up. In frozen oceans and deep frozen oceans, it is also affected by a noise value on the XZ plane. In some regions according to the noise, the base temperature value is always regarded as 0.2. The actual temperature values for these regions are also calculated on this basis. This is detectable in frozen oceans, as its base temperature is low enough to freeze or snow, so that only these regions do not freeze or snow at sea level. The temperature affects at which height snowfall can occur, the sky and block colors, and whether sponges dry in the air.[BE only] The downfall value is a number between 0.0 and 1.0 (see § List of biome climates). When the downfall value is greater than 0.85, the biome is marked as humid, which is related only to the random extinction of fire and block colors. This value doesn't affect the weather. The precipitation value can be "true" or "false". If the precipitation of the biome is false, no rain or snow occurs. Otherwise, a location is rainable when its temperature value is equal or greater than 0.15, and snowable otherwise. So, if the base temperature is less than 0.15, it's snowable at any Y level. Even if equal or greater than 0.15, it will still snow above a certain Y level, which are listed below: Snowy Plains Ice Spikes Grove Frozen Peaks Jagged Peaks Snowy Slopes Snowy Taiga Snowy Beach Some regions of Frozen Ocean The exact minimum height for snowfall is randomized per block, with a margin of 8 blocks. In Bedrock Edition, this is a transition layer where both snow and rain particles are visible at the same time. This transition also appears when moving horizontally between snowy and rainy biomes, and the particle density decreases when moving to a dry biome. In Bedrock Edition, the amount of snow layers generated on the surface is based on the snow accumulation value of the biome. The snow height is randomly selected per block between a minimum and maximum value, with 0.0 being no snow and 1.0 being the full height of one block. During snowfall, snow can stack infinitely on top of generated snow, unlike in Java Edition where this is controlled by a snow accumulation game rule. #9c754d[BE only] Generation Biome IDs Each type of biome has its own Resource Location, shown in the following tables. Before 1.13 biomes used to have a numerical ID. These can be seen in this page: Biome/IDs before 1.13 In versions after 1.13 biomes use a numerical ID which is determined by the alphabetical ordering of their resource locations.[verify] This information is however only used by the game internals and is not included below. Each type of biome has its own Resource Location / IDs, shown in the following tables. Achievements Advancements History Issues Issues relating to "Biome" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Biome#Climate] | [TOKENS: 9830] |
Biome A biome is a region in a world with distinct geographical features, plants, mobs, temperatures, humidity levels, colors, and more. Biomes separate every generated world into different environments, such as forests, deserts, and oceans. The biome of a location is determined during world generation rather than by the current environment, even if all blocks in a large area are altered to imitate the terrain of other biomes. In Java Edition, the /fillbiome command can be used to change the biome in a selected area. Existing biomes can be located with the /locate biome command. Contents List of biomes In Java Edition, there are 65 different biome types: 54 for the Overworld, 5 for the Nether, and 5 for the End, plus one used only for a superflat preset. In Bedrock Edition, there are 87 biome types: 54 for the Overworld, 5 for the Nether, 1 for the End, and 27 unused. On this page, for convenience of description and reading, the biomes in Overworld are divided into 8 categories, which are not official. These biomes are used for the generation of oceans and mushroom fields. They 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, dirt, and sand. Squid and fish spawn frequently in the water, and dolphins spawn in non-frozen oceans. The basic ocean biome. Like its colder variants, its floor is largely made up of gravel, covered with kelp and seagrass. However, small patches of dirt, sand and clay can also appear. Cod and salmon[BE only] can spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. 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 guardians, elder guardians, prismarine and sponges can spawn here. 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, but without kelp. Pufferfish and tropical fish spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Unlike other ocean biomes, warm oceans allow for the generation of coral reefs and sea pickles. It is the only ocean biome that does not have a deep equivalent, but the terrain in this biome can reach the same depth as deep oceans. A variant of the ocean biome, with light blue water at the surface. Its floor is made of sand with an occasional patch of dirt or clay. Kelp and seagrass generates here. Unlike the warm ocean biome, cod and salmon[BE only] can spawn here, together with pufferfish[JE only] and tropical fish. Dolphins, squid, and nautiluses may also spawn here and drowned and rarely zombie nautiluses can spawn at night or during thunderstorms. Coral reefs cannot generate here. 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. 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. Kelp and seagrass generates here. Salmon, cod and nautiluses can spawn in cold ocean biomes alongside squid and dolphins[BE only]. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Similar to the cold ocean biome, but twice as deep. Like other deep oceans, ocean monuments can generate here, which contain guardians, elder guardians, prismarine and sponges. 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 blue ice, and occasionally topped with snow blocks and snow[BE only]. Strays, drowned, rarely zombie nautiluses, living nautiluses, polar bears, and rabbits[BE only] can spawn here, but dolphins can't. Salmon and cod[BE only] may also spawn here. Like the frozen ocean biome, the only fish that spawn here are salmon and cod[BE only], squid and nautiluses may also spawn here, 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, strays, drowned, rarely zombie nautiluses and rabbits[BE only] can also spawn here, but dolphins can't. This rare biome consists of a mostly flat island and has mycelium instead of grass as its surface. Mushroom fields are always adjacent to a deep ocean and are always 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, bats[JE only], and glow squid 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, but villages don't spawn here. the player can still breed animals and spawn mobs using spawn eggs and insomnia still attracts phantoms[JE only]. Highland biomes are biomes with a higher Y-level. Rugged terrain and snow-covered peaks appear above the snow line. One of the three biomes that generate in the peaks of a mountain. This biome is found in taller and more jagged and pointy peaks that often pass the clouds and can peak at Y=256. It is covered by a single layer of snow blocks with stone underneath often exposing ores such as coal, iron and emerald. Just like the snowy slopes, stone cliffs can generate in some sides of the mountain. Goats spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms[BE only]. The frozen peaks are covered by snow blocks and packed ice with occasional small blobs of ice. Goats can spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms[BE only]. This biome usually generates in smoother and less jagged mountains compared to the jagged peaks biome. The stony peaks are a warmer variation of peak biomes that generates in warmer regions to avoid temperature clashes. It is mainly covered by stone with large strips of calcite and exposed ores. No passive mobs spawn here and there's no snow in this biome. The meadow is an elevated grassy biome found in plateaus near mountain ranges. It is filled with patches of flowers and turquoise-green short grass and tall grass. All small flowers generate except blue orchids, tulips, lilies of the valley or wither roses. Rarely, a lone oak or birch tree can generate and always has a bee nest. Both pillager outposts and plains villages can generate in this biome. Sheep, donkeys and rabbits are the only passive mobs that spawn in this biome. Cherry groves are grasslands with a lot of short grass, tall grass and, instead of the traditional dandelion and poppy flowers, the ground is covered with pink petals. The main environmental feature of the cherry grove are cherry trees identified by their striking pink color. The cherry trees may generate densely enough to create a cover of leaves. Sheep, pigs and rabbits are the only passive mobs that spawn in this biome. The grove creates a forest of spruce trees beneath the mountain peaks when near a forested biome. It is quite reminiscent of the snowy taiga, but the surface is covered with snow blocks and powder snow instead of grass blocks. Rabbits, wolves and foxes can spawn in this biome. The snowy slopes generate beneath the mountain peaks and are covered with multiple layers of snow blocks and powder snow, with some sides also having stone cliffs. Goats spawn in this biome alongside rabbits and polar bears[BE only]. Strays may also spawn here at night and during thunderstorms[BE only]. This is the only mountain biome where igloos can generate, making it one of the three biomes where igloos naturally generate. A highland biome with some steep hilltops and an occasional oak or spruce tree[JE only]. The terrain is usually flat, but sometimes hilly and shattered. This is one of the few biomes where llamas can spawn naturally. Snowfall also occurs above certain heights, rarely creating snow layers on the top of the hills. Windswept hills are one of six biomes where emerald ore and infested stone can be found naturally. Cold animal variants may also spawn here. The windswept gravelly hills are mostly covered in gravel with occasional patches of grass and stone blocks. This is one of the few biomes where llamas can spawn naturally. Due to the low amount of grass, the population of spruce and oak trees in this biome is sparse. Cold animal variants may also spawn here. This biome is found when windswept hills are located next to forested biomes. This is one of the few biomes where llamas can spawn naturally. It does not generate stone patches, so the floor is entirely covered by grass. There are more spruce and oak trees in this biome, forming small forests with a lower tree density than other forest biomes. Cold animal variants may also spawn here. Woodland biomes are rich in plants with a variety of trees, flowers and grasses. A common biome with many oak and birch trees and a fair amount of short grass, mushrooms and flowers. The ground beneath the trees is covered with leaf litter. Wolves can spawn in this biome. This forest variant has fewer trees but contains nearly every type of flower and tall plant in the game. Wolves do not spawn in the flower forest, although rabbits spawn occasionally. Bee nests have a higher chance to generate in this biome. A biome covered by a forest of spruce trees. Ferns, large ferns and sweet berry bushes grow commonly on the forest floor. One can find packs of wolves here, along with small groups of foxes, rabbits or cold animal variants. Villages may generate in this biome; the houses in these villages are built with spruce wood. Pillager outposts may also generate in this biome. This is one of the few biomes where trail ruins can generate. A biome composed of spruce trees (despite it being called a pine taiga, since there is no pine in the game), 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, foxes and cold animal variants can spawn here, as they do in normal taiga biomes. Rabbits may also spawn here[JE only]. At first glance, this biome may look almost exactly the same as its pine tree 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 an old growth pine taiga by observing how the leaves almost completely cover the tree trunks, whereas in pine ones, leaves tend to cover only the top. Like the old growth pine taiga, wolves, foxes and cold animal variants spawn here, and trail ruins can also generate. Rabbits may also spawn here[JE only]. Similar to the standard taiga, except much of the biome is covered in snow. Ferns and large ferns generate here commonly, however sweet berry bushes generate more rarely than in the regular taiga. Wolves, foxes, rabbits and cold animal variants can spawn here. One may also find an igloo nestled between the trees, making it one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here[BE only]. Villages use the same architecture as taiga villages, but the villagers wear snowy biome outfits. A forest that is solely made of birch trees. The grass is aqua in color, and unlike the regular forest, no wolves spawn in this biome. Wildflowers are very common in birch forests. 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 can grow up to 13 blocks in height. This makes deforestation a much more difficult task, although it provides the player with far more resources. This is one of the few biomes where trail ruins can generate. This biome is mainly composed of dark oak trees, which create a mostly closed roof of leaves. Oak trees, birch trees, and huge mushrooms can also be found occasionally, and the ground is covered with leaf litter. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate. The pale garden is a rarer variation of the dark forest biome. It is, in fact, the rarest biome. The dark oak trees are replaced with pale oak trees, with lots of pale hanging moss hanging from the trees. Patches of pale moss blocks and pale moss carpets cover much of the ground, and patches of eyeblossoms dot the landscape. The sky, foliage, and water in this biome are gray and desaturated, and no music plays inside the biome. Some of the pale oak trees may have a creaking heart hidden within them, which spawns a creaking at night. No passive mobs spawn in this biome. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate, making the pale garden one of only two biomes where it can be found. A dense forested biome that includes many different plants and features. Jungle trees and mega jungle trees are common, with the mega trees having 2x2 thick trunks and possibly growing up to 31 blocks in height. Fancy oak trees are also common, and jungle bushes often cover much of the forest floor. Ferns and large ferns are found commonly, and vines are found growing on most types of blocks, especially on jungle trees. Additionally, cocoa can also grow on the sides of jungle trees. Melons can generate here in patches, similar to pumpkins, although they are much more common. Single shoots of bamboo can be found scattered throughout the biome. The foliage in the jungle is a bright, lush green color. Jungle pyramids and trail ruins can generate, and ocelots, parrots, pandas and warm animal variants can spawn in this biome. In contrast to the wild and overgrown vegetation of the jungle biome, the sparse jungle consists of jungle trees, fancy oak trees, and jungle bushes that are spaced out and isolated, creating a much more open environment. The terrain of this biome is often flat, but there may be some small rises in elevation. Parrots, ocelots, and pandas can still spawn in the sparse jungle[Bedrock Edition only]. Wolves can also spawn in this biome along with warm animal variants. In this biome, large areas of the landscape are covered with massive amounts of bamboo. Patches of podzol can be found underneath the densely packed bamboo. Additionally, mega jungle trees, fancy oak trees, and jungle bushes can also generate here. Pandas have a much higher chance to spawn here than the other jungle biomes, making this the best place to find them. Ocelots[BE only], parrots and warm animal variants are also able to spawn, and jungle pyramids can generate here[JE only]. Wetland biomes are rivers, swamps and beaches. They have a large amount of water resources. Rivers separate other biomes; beaches generate as a transition between the ocean and land. A biome that consists of water blocks that form an elongated, curving shape similar to a real river. 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 forming a loop, or ending in a swamp or far inland. The grass has a dull aqua tone, much like the ocean, and trace amounts of oak trees, bushes, and firefly bushes 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 and during thunderstorms. In Bedrock Edition, mobs other than salmon, squid and drowned cannot spawn in this biome, even underground, except from a monster spawner. A river with a layer of ice covering its surface. It generates when a river goes through snowy biomes. Salmon spawn underwater while rabbits[BE only] and polar bears[BE only] spawn on the surface. At night and during thunderstorms, drowned can spawn below the ice with strays[BE only] on the surface. In Bedrock Edition, no hostile mobs other then strays and skeletons can spawn here, even underground, except from a monster spawner. 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, firefly bushes, dead bushes, and sugar canes are abundant, and blue orchids grow exclusively here. Frogs of the temperate variant can spawn here as well. Swamp huts with a black cat and a witch generate exclusively in swamps. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or during thunderstorms. 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 than other biomes when the player is underwater. A biome characterized by a dense foliage, featuring plenty of mangrove trees of varying heights. The floor is mainly composed of mud blocks with occasional grass patches. The grass has the same color as in the normal swamp but leaves and vines have a unique light green tint and the water is teal rather than gray. Warm frogs often spawn in this biome. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or thunderstorms. Visibility is also lower than other biomes when the player is underwater. 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. Buried treasure can be found under few blocks of sand, and an occasional shipwreck can also generate here. Passive mobs other than turtles do not spawn on beaches. 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 a frozen ocean biome. No passive mobs other than rabbits[BE only] spawn in this biome. This stone-covered biome generates at shores with low erosion values, usually close to mountains. Depending on the height of the nearby land, stony shores may generate as medium slopes or huge cliffs, its tops tall enough to be covered by snow even when near warmer biomes. No passive mobs spawn here. Buried treasure can generate here[BE only]. Strips of gravel can sometimes be found here. These biomes have a wide view on usually flat terrain, but can also generate on large hills or cliffs. Trees spawn less here and water sources are plentiful. They also have a higher number of passive mob spawns. A flat and grassy biome with rolling hills and few oak trees. Villages are common. Cave openings, lava lakes and waterfalls are easily identifiable due to the flat unobstructed terrain. Passive mobs are easily found in plains biomes; this biome is also one of the few biomes where horses and donkeys spawn naturally, while hostile zombie horses will spawn during the nighttime. Pillager outposts may also be generated. A fairly uncommon variation of the plains, this biome is the only place where sunflowers naturally generate. In Bedrock Edition, villages and pillager outposts may also generate here. An expansive biome with a huge amount of snow. 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 can spawn; however, it is one of the few biomes where strays and zombie horses appear. In Bedrock Edition, this biome does not spawn monsters other than strays and skeletons, but monster spawners can still spawn monsters. This is one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here. A rare variation of the snowy plains 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 patches made of packed ice can generate on it. Like the regular snowy plains, no animal mobs other than rabbits and polar bears can spawn and strays appear at night or during thunderstorms. In these biomes, it neither rains nor snows. The surface is covered with sparse vegetation. A barren biome consisting mostly of sand dunes, dead bushes, dry grass, and cacti. Sandstone and sometimes fossils are found underneath the sand. The only passive mobs that spawn naturally in deserts are gold/creamy rabbits and camels. At night and during thunderstorms, husks, parched, and camel husks usually spawn in the place of normal zombies and skeletons. Sugar cane can be found if the desert is next to a river biome. Desert villages, desert wells and desert pyramids are found exclusively in this biome. Pillager outposts can also generate here. A relatively flat and dry biome with a dull-brown grass color and acacia trees scattered around the biome, though oak trees may generate occasionally. 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. Horses, armadillos and warm animal variants can naturally spawn here, while hostile zombie horses will spawn during the nighttime. Llamas may also spawn here[BE only]. This biome generates when a normal savanna biome spawns at high altitudes and near mountains. It is mostly indistinguishable from the standard savanna, with the main differences being the fact that llamas and wolves can spawn, and villages and pillager outposts cannot generate. In contrast to the mostly flat and calm terrain of the savanna biome, this uncommon variant generates chaotic terrain, with gigantic mountains covered in coarse dirt and some patches of stone. The mountains in the windswept savanna are extremely steep, sometimes jutting out at 90-degree angles, making it almost impossible to climb. On top of that, they can reach heights comparable to the mountain peak biomes, sometimes rising above the clouds. Massive waterfalls and lavafalls are quite common, and ocean-like lakes can also generate. Unlike the regular savanna, villages and pillager outposts do not generate in this biome. Horses, armadillos and warm animal variants can still spawn in the windswept savanna, as well as hostile zombie horses during the nighttime. Llamas may also spawn here[BE only]. An uncommon biome where large mounds of terracotta and stained terracotta generate. Red sand also generates here instead of regular sand, with occasional cacti, dead bushes, and dry grass. This biome is usually found alongside desert biomes and it can generate in mountainous terrain. Armadillos are the only mobs that can be found here. 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 additional veins can generate within badlands up to Y=256. The composition of this biome is useful when other sources of terracotta and gold are scarce. The wooded badlands has layers of coarse dirt and grass blocks, and forests of oak trees with leaf litter that generate at higher altitudes in humid areas. The lower parts don't generate the oak forests, exposing terracotta and red sand to the sky. 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 badlands. Armadillos can spawn here during the day, and wolves and warm animal variants can spawn on the wooded plateaus. This rare variant 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. Armadillos are the only passive mobs that can be found here. These biomes generate inside caves in the Overworld. They're mostly found underground but can sometimes leak out of cave entrances. A dimly lit cave biome that generates deep underground mostly within the deepslate layer. It is largely sculk blocks 1 block thick upon all surfaces, with frequent sculk sensors and occasional sculk shriekers, the latter of which can directly summon a warden. Large structures known as ancient cities can generate here, containing chests with unique loot. No mobs aside from wardens spawn here, except from a monster spawner. These are caves filled with dripstone blocks and pointed dripstone both hanging as stalactites and growing from the ground as stalagmites and small water wells of 1×1 in the ground. Large dripstone clusters structures generate occasionally inside these caves. Copper ore blobs found in this biome are much bigger compared to other biomes. Drowned and rarely zombie nautiluses can spawn in aquifers. Lush caves are often found underground below azalea trees. These caves are covered by moss blocks, moss carpets, short grass and azalea bushes on the floors. On the ceiling, vines and cave vines with glow berries grow down and light up the caves, and spore blossoms grow from the ceiling and spore particles. There are also shallow lakes with clay where dripleaf plants grow out of them and axolotls spawn, making this the only biome where they can spawn. Tropical fish can also spawn inside the aquifers in a lush cave. Can be accessed only through Single Biome world selection or The Void superflat preset. In a single biome 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 completely 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) aside from phantoms and pillager patrols can spawn without spawn eggs, monster spawners or commands. It does not rain in this biome. The Nether is considered a different dimension. All biomes in this dimension are hot and dry, and it is not possible to place water; ice can still be placed, though it does not turn into water upon melting. Lava oceans are generated as a feature and are therefore not considered a separate biome. The Nether wastes is the most common biome in the Nether. The terrain mainly consists of netherrack, with glowstone clusters growing and lava leaking from the ceiling and gravel and soul sand lining its shores. Most of the Nether’s mobs can spawn here, including ghasts, zombified piglins, magma cubes, striders, piglins, and the occasional enderman. The soul sand valley mainly consists of soul sand, basalt and soul soil. 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. Ghasts and skeletons are common in this biome while endermen are rare. Striders can spawn here as well. This is the only place to find dried ghasts naturally. The crimson forest consists of many huge crimson fungi, which act as the "trees" of this biome. The huge fungi often generate with weeping vines hanging from them, and shroomlights which light up the landscape. The floor is mostly covered with crimson nylium, with occasional patches of bare netherrack or Nether wart blocks. Crimson roots, crimson fungus, and occasionally warped fungus grow on the ground. Small patches of Nether wart blocks and weeping vines can also be found growing on the ceiling. Hoglins, piglins, zombified piglins, and striders can spawn in this biome. The warped forest consists of many huge warped fungi, which act as the "trees" of this biome. The huge fungi often generate with shroomlights, which light up the landscape. Twisting vines grow throughout the biome in patches. The floor is mostly covered with warped nylium, with occasional patches of bare netherrack or warped wart blocks. Warped roots, warped fungus, Nether sprouts, and occasionally crimson fungus grow on the ground. Endermen and striders are the only mobs that spawn in this biome. The biome emits out a magenta-purple fog upon entry. A gray biome, the basalt deltas are said to be the remnant of ancient volcanic eruptions.[citation needed] 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. Fog is colored light-gray and particles of dust can be seen falling from the ceiling upon entry. 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. Ghasts and striders can spawn in this biome as well. The End is considered a different dimension. The terrain consists of end stone islands of varying sizes, floating in the void. They use five different biomes in Java Edition, or all use the End in Bedrock Edition, with no terrain differences. 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 5×5 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 End gateways after the ender dragon has been defeated. In Bedrock Edition, this biome is instead the biggest, as it is used to generate the whole dimension. 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. 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. Large amounts of endermen spawn in this biome. 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. Large amounts of endermen spawn in this biome. 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. Large amounts of endermen spawn in this biome. 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. Large amounts of endermen spawn in this biome. These biomes have been completely removed from the game in Java Edition. In Bedrock Edition, they still exist in the code, but do not generate and can only be found in old worlds. Most biomes were removed from the generator because the terrain was the only difference with their regular biome variant. This biome doesn't generate naturally from Pocket Edition Alpha 0.9.0 onward. When Bedrock Edition 1.4.0 introduced the new frozen ocean, this biome was not removed or replaced by the new frozen ocean, although the id name changed from frozen_ocean to legacy_frozen_ocean. This biome doesn't generate naturally from Pocket Edition v0.9.0 alpha and Java Edition 1.7.2 onward. The deep warm ocean did not naturally generate in any non-snapshot or non-beta version. Most hills were gentle rolling slopes on which the usual biome terrain generated, with some sharper cliffs here and there. Snowy mountains had a lower chance of spawning passive mobs during world generation than other biomes (7% versus 10%). Swamp hills and dark forest hills generated as 'modified' biomes instead of hills biomes, making them slightly rarer but also bigger in size. Tall birch hills generated as 'modified hills' biomes, which made them even rarer than modified biomes. Tall birch hills had much more mountainous terrain than most hills biomes. In Bedrock Edition, this biome did generate as a much hillier version of the giant spruce taiga, even more mountainous than regular hills biomes. However, the giant spruce taiga hills used the same trees as the giant tree taiga hills (with leaves only at the top), making this biome very similar to the giant tree taiga hills. With the new terrain generation in Caves & Cliffs: Part II, the regular badlands biome also featured these plateaus and this biome became redundant. In Bedrock Edition, the grass and foliage color was lush green (the same color as in mushroom fields), making it easily distinguishable from the regular shattered savanna. Because the terrain was the only difference with the regular mushroom fields biome, this biome became redundant after Caves & Cliffs: Part II. In Bedrock Edition, the regular gravelly mountains did not have any trees, but this biome did, making it slightly different. Because almost no grass blocks were generated between the gravel, trees did rarely generate. These biomes no longer exist in current versions of the game. Snow, grass blocks, ice Grass block, short grass, ferns, oak trees, birch trees Grass block, short grass, oak trees Sand, snow, ice Grass block, oak trees, birch trees These biomes can appear only in April Fools snapshots of the game. This "biome" includes all the other non-custom dimensions biomes. All mobs, blocks, particles and structures in 20w13b (vanilla) can generate in this biome. A dimension can have multiple of these randomly generated biomes. Tint All biomes use a set of colors for various environmental aspects such as the sky, water, fog, and some blocks. In Bedrock Edition, biomes specify their colors in the client_biome JSON files in the vanilla resource packs. Some biomes specify their colors directly, while others use colormaps or separate JSON files which can also control other environmental effects. In Bedrock Edition, all biome colors for blocks are also visible on maps. Biome grass and foliage colors are selected from three 256×256 colormap images: grass.png, foliage.png, and dry_foliage under assets/minecraft/textures/colormap[JE only] or textures/colormap[BE only] in the vanilla resource pack. The grass.png colormap sets the colors for grass block, short grass, tall grass, ferns, large ferns, ferns in flower pots, sugar canes, bushes and stems of pink petals and wildflowers. Meanwhile, the foliage.png colormap sets the colors for vines and tree leaves of oak, jungle, acacia, dark oak and mangrove. The dry_foliage.png colormap sets the colors for leaf litter. Only the colors in the lower-left halfs of the images are used, even though the upper-right side of foliage.png and dry_foliage.png is colored. The adjusted temperature and adjusted downfall values (recognized as AdjTemp and AdjDownfall in the following, respectively) are used when determining the biome color to select from the colormap. They are computed as follows: AdjTemp = clamp( Temperature, 0.0, 1.0 ) AdjDownfall = clamp( Downfall, 0.0, 1.0 ) * AdjTemp. "clamp" limits the range of the temperature and downfall to 0.0—1.0. The clamped downfall value is then multiplied by the adjusted temperature value, bringing its value to be inside the lower left triangle. Treating the bottom-right corner of the colormap as AdjTemp = 0.0 and AdjDownfall = 0.0, the adjusted temperature increases to 1.0 along the X-axis, and the adjusted downfall increases to 1.0 along the Y-axis. In the following cases, the plants are not tinted exactly according to the colormap. In Java Edition, several of them are specified in biome Jsons in vanilla data pack. Swamps In swamps and mangrove swamps, the grass color is based on a noise on XZ plane. When the value of this noise is less than -0.1, it uses the color #4c763c. Otherwise using #6a7039. The foliage color is #6a7039 in swamps and #8db127 in mangrove swamps, which are not affected by the colormap. The dry foliage color in swamps and mangrove swamps is #7b5334, which also ignores the colormap. In Bedrock Edition, all swamp biomes use colormaps to determine these colors, similar to regular colormaps described above. Dark forest In dark forests, the grass color is the result of the bitwise AND between the color in the colormap and #fefefe, and then averaging with #28340a. In vanilla, that is #507a32. Badlands In badlands, wooded badlands and eroded badlands, the grass color is #90814d and the foliage color and dry foliage color is #9e814d. They are not affected by the colormap. Cherry grove The color for grass and foliage in cherry groves is always #b6db61, which is not affected by the colormap. Pale garden In the pale garden, the grass color is #778272, the foliage color is #878d76, and the dry foliage color is #a0a69c They are not affected by the colormap. Other leaves The color for spruce leaves is #619961 and the color for birch leaves is #80a755. Both are not affected by the biome, but determined by colormaps in Bedrock Edition. The color of the daytime sky in Overworld changes according to the basic temperature value of the biome. The basic temperature is first modified as T = clamp( Temperature / 3 , -1.0, 1.0 ). Then the triple (0.62222224-0.05T, 0.5+0.1T, 1) is the sky color. The color of the sky in the pale garden biome is #b9b9b9, which is unaffected by the above formula. See § List of biome climates below for all sky colors. The colors and surface opacity of water are defined in the vanilla data pack[JE only] or client biome JSON files in vanilla resource packs.[BE only] Some biomes in Java Edition, or most biomes in Bedrock Edition have unique water colors. Swamps and warm oceans in Bedrock Edition have unique water surface opacities, 65% and 55% respectively. The color and density of water and sky fog is different for most biomes, defined by separate JSON files for each biome in Bedrock Edition. The underwater fog color is #050533 with a few exceptions in Java Edition, or the same as the water surface color with some exceptions in Bedrock Edition. The sky fog color is #c0d8ff[JE only] or #abd2ff[BE only] in all Overworld biomes, except pale gardens which use #817770. Nether biomes and the End have unique fog colors. Vibrant Visuals ignores default colors for the sky, water, and fog, and adds new effects for each biome or a set of biome. Which environmental settings are used is determined by the biome JSON file, and all environmental settings are stored in separate directories in resource packs. In vanilla, the following effects are affected by the biome: Water colors are not visible with Vibrant Visuals, but all regular fog colors still apply asides from the volumetric fog. When plants or water are at the borders between or among biomes, the color is affected by the biome of the surrounding blocks at the same Y-level. The range of the block involved in the calculation is determined by the biome blend radius in options. Takes the plant color or water color of the biomes within a square centered on this block and with the side length being the biome blend radius, and calculates their average value to get the final color for this block. The sky color[JE only] and the fog color use the color processed by Gaussian blur from colors of the biomes at each block in the range of 5×5×5 centered on the block the camera is in. Climate A biome has three climate attributes: temperature, downfall and precipitation. Each biome has a base temperature value (see § List of biome climates), but the actual temperature value at each location in the biome is also affected by the height of the location. Locations with Y≤80 use the base temperature as actual temperature. At Y=81, the actual temperature value randomly fluctuates up and down by -0.00875 — +0.01125 from the base temperature based on a noise on the XZ plane, and at Y≥81 the actual temperature decreases by 0.00125 (1⁄800) every block up. In frozen oceans and deep frozen oceans, it is also affected by a noise value on the XZ plane. In some regions according to the noise, the base temperature value is always regarded as 0.2. The actual temperature values for these regions are also calculated on this basis. This is detectable in frozen oceans, as its base temperature is low enough to freeze or snow, so that only these regions do not freeze or snow at sea level. The temperature affects at which height snowfall can occur, the sky and block colors, and whether sponges dry in the air.[BE only] The downfall value is a number between 0.0 and 1.0 (see § List of biome climates). When the downfall value is greater than 0.85, the biome is marked as humid, which is related only to the random extinction of fire and block colors. This value doesn't affect the weather. The precipitation value can be "true" or "false". If the precipitation of the biome is false, no rain or snow occurs. Otherwise, a location is rainable when its temperature value is equal or greater than 0.15, and snowable otherwise. So, if the base temperature is less than 0.15, it's snowable at any Y level. Even if equal or greater than 0.15, it will still snow above a certain Y level, which are listed below: Snowy Plains Ice Spikes Grove Frozen Peaks Jagged Peaks Snowy Slopes Snowy Taiga Snowy Beach Some regions of Frozen Ocean The exact minimum height for snowfall is randomized per block, with a margin of 8 blocks. In Bedrock Edition, this is a transition layer where both snow and rain particles are visible at the same time. This transition also appears when moving horizontally between snowy and rainy biomes, and the particle density decreases when moving to a dry biome. In Bedrock Edition, the amount of snow layers generated on the surface is based on the snow accumulation value of the biome. The snow height is randomly selected per block between a minimum and maximum value, with 0.0 being no snow and 1.0 being the full height of one block. During snowfall, snow can stack infinitely on top of generated snow, unlike in Java Edition where this is controlled by a snow accumulation game rule. #9c754d[BE only] Generation Biome IDs Each type of biome has its own Resource Location, shown in the following tables. Before 1.13 biomes used to have a numerical ID. These can be seen in this page: Biome/IDs before 1.13 In versions after 1.13 biomes use a numerical ID which is determined by the alphabetical ordering of their resource locations.[verify] This information is however only used by the game internals and is not included below. Each type of biome has its own Resource Location / IDs, shown in the following tables. Achievements Advancements History Issues Issues relating to "Biome" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Biome#Downfall] | [TOKENS: 9830] |
Biome A biome is a region in a world with distinct geographical features, plants, mobs, temperatures, humidity levels, colors, and more. Biomes separate every generated world into different environments, such as forests, deserts, and oceans. The biome of a location is determined during world generation rather than by the current environment, even if all blocks in a large area are altered to imitate the terrain of other biomes. In Java Edition, the /fillbiome command can be used to change the biome in a selected area. Existing biomes can be located with the /locate biome command. Contents List of biomes In Java Edition, there are 65 different biome types: 54 for the Overworld, 5 for the Nether, and 5 for the End, plus one used only for a superflat preset. In Bedrock Edition, there are 87 biome types: 54 for the Overworld, 5 for the Nether, 1 for the End, and 27 unused. On this page, for convenience of description and reading, the biomes in Overworld are divided into 8 categories, which are not official. These biomes are used for the generation of oceans and mushroom fields. They 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, dirt, and sand. Squid and fish spawn frequently in the water, and dolphins spawn in non-frozen oceans. The basic ocean biome. Like its colder variants, its floor is largely made up of gravel, covered with kelp and seagrass. However, small patches of dirt, sand and clay can also appear. Cod and salmon[BE only] can spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. 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 guardians, elder guardians, prismarine and sponges can spawn here. 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, but without kelp. Pufferfish and tropical fish spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Unlike other ocean biomes, warm oceans allow for the generation of coral reefs and sea pickles. It is the only ocean biome that does not have a deep equivalent, but the terrain in this biome can reach the same depth as deep oceans. A variant of the ocean biome, with light blue water at the surface. Its floor is made of sand with an occasional patch of dirt or clay. Kelp and seagrass generates here. Unlike the warm ocean biome, cod and salmon[BE only] can spawn here, together with pufferfish[JE only] and tropical fish. Dolphins, squid, and nautiluses may also spawn here and drowned and rarely zombie nautiluses can spawn at night or during thunderstorms. Coral reefs cannot generate here. 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. 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. Kelp and seagrass generates here. Salmon, cod and nautiluses can spawn in cold ocean biomes alongside squid and dolphins[BE only]. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Similar to the cold ocean biome, but twice as deep. Like other deep oceans, ocean monuments can generate here, which contain guardians, elder guardians, prismarine and sponges. 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 blue ice, and occasionally topped with snow blocks and snow[BE only]. Strays, drowned, rarely zombie nautiluses, living nautiluses, polar bears, and rabbits[BE only] can spawn here, but dolphins can't. Salmon and cod[BE only] may also spawn here. Like the frozen ocean biome, the only fish that spawn here are salmon and cod[BE only], squid and nautiluses may also spawn here, 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, strays, drowned, rarely zombie nautiluses and rabbits[BE only] can also spawn here, but dolphins can't. This rare biome consists of a mostly flat island and has mycelium instead of grass as its surface. Mushroom fields are always adjacent to a deep ocean and are always 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, bats[JE only], and glow squid 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, but villages don't spawn here. the player can still breed animals and spawn mobs using spawn eggs and insomnia still attracts phantoms[JE only]. Highland biomes are biomes with a higher Y-level. Rugged terrain and snow-covered peaks appear above the snow line. One of the three biomes that generate in the peaks of a mountain. This biome is found in taller and more jagged and pointy peaks that often pass the clouds and can peak at Y=256. It is covered by a single layer of snow blocks with stone underneath often exposing ores such as coal, iron and emerald. Just like the snowy slopes, stone cliffs can generate in some sides of the mountain. Goats spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms[BE only]. The frozen peaks are covered by snow blocks and packed ice with occasional small blobs of ice. Goats can spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms[BE only]. This biome usually generates in smoother and less jagged mountains compared to the jagged peaks biome. The stony peaks are a warmer variation of peak biomes that generates in warmer regions to avoid temperature clashes. It is mainly covered by stone with large strips of calcite and exposed ores. No passive mobs spawn here and there's no snow in this biome. The meadow is an elevated grassy biome found in plateaus near mountain ranges. It is filled with patches of flowers and turquoise-green short grass and tall grass. All small flowers generate except blue orchids, tulips, lilies of the valley or wither roses. Rarely, a lone oak or birch tree can generate and always has a bee nest. Both pillager outposts and plains villages can generate in this biome. Sheep, donkeys and rabbits are the only passive mobs that spawn in this biome. Cherry groves are grasslands with a lot of short grass, tall grass and, instead of the traditional dandelion and poppy flowers, the ground is covered with pink petals. The main environmental feature of the cherry grove are cherry trees identified by their striking pink color. The cherry trees may generate densely enough to create a cover of leaves. Sheep, pigs and rabbits are the only passive mobs that spawn in this biome. The grove creates a forest of spruce trees beneath the mountain peaks when near a forested biome. It is quite reminiscent of the snowy taiga, but the surface is covered with snow blocks and powder snow instead of grass blocks. Rabbits, wolves and foxes can spawn in this biome. The snowy slopes generate beneath the mountain peaks and are covered with multiple layers of snow blocks and powder snow, with some sides also having stone cliffs. Goats spawn in this biome alongside rabbits and polar bears[BE only]. Strays may also spawn here at night and during thunderstorms[BE only]. This is the only mountain biome where igloos can generate, making it one of the three biomes where igloos naturally generate. A highland biome with some steep hilltops and an occasional oak or spruce tree[JE only]. The terrain is usually flat, but sometimes hilly and shattered. This is one of the few biomes where llamas can spawn naturally. Snowfall also occurs above certain heights, rarely creating snow layers on the top of the hills. Windswept hills are one of six biomes where emerald ore and infested stone can be found naturally. Cold animal variants may also spawn here. The windswept gravelly hills are mostly covered in gravel with occasional patches of grass and stone blocks. This is one of the few biomes where llamas can spawn naturally. Due to the low amount of grass, the population of spruce and oak trees in this biome is sparse. Cold animal variants may also spawn here. This biome is found when windswept hills are located next to forested biomes. This is one of the few biomes where llamas can spawn naturally. It does not generate stone patches, so the floor is entirely covered by grass. There are more spruce and oak trees in this biome, forming small forests with a lower tree density than other forest biomes. Cold animal variants may also spawn here. Woodland biomes are rich in plants with a variety of trees, flowers and grasses. A common biome with many oak and birch trees and a fair amount of short grass, mushrooms and flowers. The ground beneath the trees is covered with leaf litter. Wolves can spawn in this biome. This forest variant has fewer trees but contains nearly every type of flower and tall plant in the game. Wolves do not spawn in the flower forest, although rabbits spawn occasionally. Bee nests have a higher chance to generate in this biome. A biome covered by a forest of spruce trees. Ferns, large ferns and sweet berry bushes grow commonly on the forest floor. One can find packs of wolves here, along with small groups of foxes, rabbits or cold animal variants. Villages may generate in this biome; the houses in these villages are built with spruce wood. Pillager outposts may also generate in this biome. This is one of the few biomes where trail ruins can generate. A biome composed of spruce trees (despite it being called a pine taiga, since there is no pine in the game), 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, foxes and cold animal variants can spawn here, as they do in normal taiga biomes. Rabbits may also spawn here[JE only]. At first glance, this biome may look almost exactly the same as its pine tree 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 an old growth pine taiga by observing how the leaves almost completely cover the tree trunks, whereas in pine ones, leaves tend to cover only the top. Like the old growth pine taiga, wolves, foxes and cold animal variants spawn here, and trail ruins can also generate. Rabbits may also spawn here[JE only]. Similar to the standard taiga, except much of the biome is covered in snow. Ferns and large ferns generate here commonly, however sweet berry bushes generate more rarely than in the regular taiga. Wolves, foxes, rabbits and cold animal variants can spawn here. One may also find an igloo nestled between the trees, making it one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here[BE only]. Villages use the same architecture as taiga villages, but the villagers wear snowy biome outfits. A forest that is solely made of birch trees. The grass is aqua in color, and unlike the regular forest, no wolves spawn in this biome. Wildflowers are very common in birch forests. 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 can grow up to 13 blocks in height. This makes deforestation a much more difficult task, although it provides the player with far more resources. This is one of the few biomes where trail ruins can generate. This biome is mainly composed of dark oak trees, which create a mostly closed roof of leaves. Oak trees, birch trees, and huge mushrooms can also be found occasionally, and the ground is covered with leaf litter. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate. The pale garden is a rarer variation of the dark forest biome. It is, in fact, the rarest biome. The dark oak trees are replaced with pale oak trees, with lots of pale hanging moss hanging from the trees. Patches of pale moss blocks and pale moss carpets cover much of the ground, and patches of eyeblossoms dot the landscape. The sky, foliage, and water in this biome are gray and desaturated, and no music plays inside the biome. Some of the pale oak trees may have a creaking heart hidden within them, which spawns a creaking at night. No passive mobs spawn in this biome. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate, making the pale garden one of only two biomes where it can be found. A dense forested biome that includes many different plants and features. Jungle trees and mega jungle trees are common, with the mega trees having 2x2 thick trunks and possibly growing up to 31 blocks in height. Fancy oak trees are also common, and jungle bushes often cover much of the forest floor. Ferns and large ferns are found commonly, and vines are found growing on most types of blocks, especially on jungle trees. Additionally, cocoa can also grow on the sides of jungle trees. Melons can generate here in patches, similar to pumpkins, although they are much more common. Single shoots of bamboo can be found scattered throughout the biome. The foliage in the jungle is a bright, lush green color. Jungle pyramids and trail ruins can generate, and ocelots, parrots, pandas and warm animal variants can spawn in this biome. In contrast to the wild and overgrown vegetation of the jungle biome, the sparse jungle consists of jungle trees, fancy oak trees, and jungle bushes that are spaced out and isolated, creating a much more open environment. The terrain of this biome is often flat, but there may be some small rises in elevation. Parrots, ocelots, and pandas can still spawn in the sparse jungle[Bedrock Edition only]. Wolves can also spawn in this biome along with warm animal variants. In this biome, large areas of the landscape are covered with massive amounts of bamboo. Patches of podzol can be found underneath the densely packed bamboo. Additionally, mega jungle trees, fancy oak trees, and jungle bushes can also generate here. Pandas have a much higher chance to spawn here than the other jungle biomes, making this the best place to find them. Ocelots[BE only], parrots and warm animal variants are also able to spawn, and jungle pyramids can generate here[JE only]. Wetland biomes are rivers, swamps and beaches. They have a large amount of water resources. Rivers separate other biomes; beaches generate as a transition between the ocean and land. A biome that consists of water blocks that form an elongated, curving shape similar to a real river. 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 forming a loop, or ending in a swamp or far inland. The grass has a dull aqua tone, much like the ocean, and trace amounts of oak trees, bushes, and firefly bushes 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 and during thunderstorms. In Bedrock Edition, mobs other than salmon, squid and drowned cannot spawn in this biome, even underground, except from a monster spawner. A river with a layer of ice covering its surface. It generates when a river goes through snowy biomes. Salmon spawn underwater while rabbits[BE only] and polar bears[BE only] spawn on the surface. At night and during thunderstorms, drowned can spawn below the ice with strays[BE only] on the surface. In Bedrock Edition, no hostile mobs other then strays and skeletons can spawn here, even underground, except from a monster spawner. 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, firefly bushes, dead bushes, and sugar canes are abundant, and blue orchids grow exclusively here. Frogs of the temperate variant can spawn here as well. Swamp huts with a black cat and a witch generate exclusively in swamps. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or during thunderstorms. 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 than other biomes when the player is underwater. A biome characterized by a dense foliage, featuring plenty of mangrove trees of varying heights. The floor is mainly composed of mud blocks with occasional grass patches. The grass has the same color as in the normal swamp but leaves and vines have a unique light green tint and the water is teal rather than gray. Warm frogs often spawn in this biome. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or thunderstorms. Visibility is also lower than other biomes when the player is underwater. 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. Buried treasure can be found under few blocks of sand, and an occasional shipwreck can also generate here. Passive mobs other than turtles do not spawn on beaches. 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 a frozen ocean biome. No passive mobs other than rabbits[BE only] spawn in this biome. This stone-covered biome generates at shores with low erosion values, usually close to mountains. Depending on the height of the nearby land, stony shores may generate as medium slopes or huge cliffs, its tops tall enough to be covered by snow even when near warmer biomes. No passive mobs spawn here. Buried treasure can generate here[BE only]. Strips of gravel can sometimes be found here. These biomes have a wide view on usually flat terrain, but can also generate on large hills or cliffs. Trees spawn less here and water sources are plentiful. They also have a higher number of passive mob spawns. A flat and grassy biome with rolling hills and few oak trees. Villages are common. Cave openings, lava lakes and waterfalls are easily identifiable due to the flat unobstructed terrain. Passive mobs are easily found in plains biomes; this biome is also one of the few biomes where horses and donkeys spawn naturally, while hostile zombie horses will spawn during the nighttime. Pillager outposts may also be generated. A fairly uncommon variation of the plains, this biome is the only place where sunflowers naturally generate. In Bedrock Edition, villages and pillager outposts may also generate here. An expansive biome with a huge amount of snow. 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 can spawn; however, it is one of the few biomes where strays and zombie horses appear. In Bedrock Edition, this biome does not spawn monsters other than strays and skeletons, but monster spawners can still spawn monsters. This is one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here. A rare variation of the snowy plains 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 patches made of packed ice can generate on it. Like the regular snowy plains, no animal mobs other than rabbits and polar bears can spawn and strays appear at night or during thunderstorms. In these biomes, it neither rains nor snows. The surface is covered with sparse vegetation. A barren biome consisting mostly of sand dunes, dead bushes, dry grass, and cacti. Sandstone and sometimes fossils are found underneath the sand. The only passive mobs that spawn naturally in deserts are gold/creamy rabbits and camels. At night and during thunderstorms, husks, parched, and camel husks usually spawn in the place of normal zombies and skeletons. Sugar cane can be found if the desert is next to a river biome. Desert villages, desert wells and desert pyramids are found exclusively in this biome. Pillager outposts can also generate here. A relatively flat and dry biome with a dull-brown grass color and acacia trees scattered around the biome, though oak trees may generate occasionally. 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. Horses, armadillos and warm animal variants can naturally spawn here, while hostile zombie horses will spawn during the nighttime. Llamas may also spawn here[BE only]. This biome generates when a normal savanna biome spawns at high altitudes and near mountains. It is mostly indistinguishable from the standard savanna, with the main differences being the fact that llamas and wolves can spawn, and villages and pillager outposts cannot generate. In contrast to the mostly flat and calm terrain of the savanna biome, this uncommon variant generates chaotic terrain, with gigantic mountains covered in coarse dirt and some patches of stone. The mountains in the windswept savanna are extremely steep, sometimes jutting out at 90-degree angles, making it almost impossible to climb. On top of that, they can reach heights comparable to the mountain peak biomes, sometimes rising above the clouds. Massive waterfalls and lavafalls are quite common, and ocean-like lakes can also generate. Unlike the regular savanna, villages and pillager outposts do not generate in this biome. Horses, armadillos and warm animal variants can still spawn in the windswept savanna, as well as hostile zombie horses during the nighttime. Llamas may also spawn here[BE only]. An uncommon biome where large mounds of terracotta and stained terracotta generate. Red sand also generates here instead of regular sand, with occasional cacti, dead bushes, and dry grass. This biome is usually found alongside desert biomes and it can generate in mountainous terrain. Armadillos are the only mobs that can be found here. 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 additional veins can generate within badlands up to Y=256. The composition of this biome is useful when other sources of terracotta and gold are scarce. The wooded badlands has layers of coarse dirt and grass blocks, and forests of oak trees with leaf litter that generate at higher altitudes in humid areas. The lower parts don't generate the oak forests, exposing terracotta and red sand to the sky. 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 badlands. Armadillos can spawn here during the day, and wolves and warm animal variants can spawn on the wooded plateaus. This rare variant 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. Armadillos are the only passive mobs that can be found here. These biomes generate inside caves in the Overworld. They're mostly found underground but can sometimes leak out of cave entrances. A dimly lit cave biome that generates deep underground mostly within the deepslate layer. It is largely sculk blocks 1 block thick upon all surfaces, with frequent sculk sensors and occasional sculk shriekers, the latter of which can directly summon a warden. Large structures known as ancient cities can generate here, containing chests with unique loot. No mobs aside from wardens spawn here, except from a monster spawner. These are caves filled with dripstone blocks and pointed dripstone both hanging as stalactites and growing from the ground as stalagmites and small water wells of 1×1 in the ground. Large dripstone clusters structures generate occasionally inside these caves. Copper ore blobs found in this biome are much bigger compared to other biomes. Drowned and rarely zombie nautiluses can spawn in aquifers. Lush caves are often found underground below azalea trees. These caves are covered by moss blocks, moss carpets, short grass and azalea bushes on the floors. On the ceiling, vines and cave vines with glow berries grow down and light up the caves, and spore blossoms grow from the ceiling and spore particles. There are also shallow lakes with clay where dripleaf plants grow out of them and axolotls spawn, making this the only biome where they can spawn. Tropical fish can also spawn inside the aquifers in a lush cave. Can be accessed only through Single Biome world selection or The Void superflat preset. In a single biome 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 completely 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) aside from phantoms and pillager patrols can spawn without spawn eggs, monster spawners or commands. It does not rain in this biome. The Nether is considered a different dimension. All biomes in this dimension are hot and dry, and it is not possible to place water; ice can still be placed, though it does not turn into water upon melting. Lava oceans are generated as a feature and are therefore not considered a separate biome. The Nether wastes is the most common biome in the Nether. The terrain mainly consists of netherrack, with glowstone clusters growing and lava leaking from the ceiling and gravel and soul sand lining its shores. Most of the Nether’s mobs can spawn here, including ghasts, zombified piglins, magma cubes, striders, piglins, and the occasional enderman. The soul sand valley mainly consists of soul sand, basalt and soul soil. 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. Ghasts and skeletons are common in this biome while endermen are rare. Striders can spawn here as well. This is the only place to find dried ghasts naturally. The crimson forest consists of many huge crimson fungi, which act as the "trees" of this biome. The huge fungi often generate with weeping vines hanging from them, and shroomlights which light up the landscape. The floor is mostly covered with crimson nylium, with occasional patches of bare netherrack or Nether wart blocks. Crimson roots, crimson fungus, and occasionally warped fungus grow on the ground. Small patches of Nether wart blocks and weeping vines can also be found growing on the ceiling. Hoglins, piglins, zombified piglins, and striders can spawn in this biome. The warped forest consists of many huge warped fungi, which act as the "trees" of this biome. The huge fungi often generate with shroomlights, which light up the landscape. Twisting vines grow throughout the biome in patches. The floor is mostly covered with warped nylium, with occasional patches of bare netherrack or warped wart blocks. Warped roots, warped fungus, Nether sprouts, and occasionally crimson fungus grow on the ground. Endermen and striders are the only mobs that spawn in this biome. The biome emits out a magenta-purple fog upon entry. A gray biome, the basalt deltas are said to be the remnant of ancient volcanic eruptions.[citation needed] 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. Fog is colored light-gray and particles of dust can be seen falling from the ceiling upon entry. 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. Ghasts and striders can spawn in this biome as well. The End is considered a different dimension. The terrain consists of end stone islands of varying sizes, floating in the void. They use five different biomes in Java Edition, or all use the End in Bedrock Edition, with no terrain differences. 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 5×5 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 End gateways after the ender dragon has been defeated. In Bedrock Edition, this biome is instead the biggest, as it is used to generate the whole dimension. 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. 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. Large amounts of endermen spawn in this biome. 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. Large amounts of endermen spawn in this biome. 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. Large amounts of endermen spawn in this biome. 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. Large amounts of endermen spawn in this biome. These biomes have been completely removed from the game in Java Edition. In Bedrock Edition, they still exist in the code, but do not generate and can only be found in old worlds. Most biomes were removed from the generator because the terrain was the only difference with their regular biome variant. This biome doesn't generate naturally from Pocket Edition Alpha 0.9.0 onward. When Bedrock Edition 1.4.0 introduced the new frozen ocean, this biome was not removed or replaced by the new frozen ocean, although the id name changed from frozen_ocean to legacy_frozen_ocean. This biome doesn't generate naturally from Pocket Edition v0.9.0 alpha and Java Edition 1.7.2 onward. The deep warm ocean did not naturally generate in any non-snapshot or non-beta version. Most hills were gentle rolling slopes on which the usual biome terrain generated, with some sharper cliffs here and there. Snowy mountains had a lower chance of spawning passive mobs during world generation than other biomes (7% versus 10%). Swamp hills and dark forest hills generated as 'modified' biomes instead of hills biomes, making them slightly rarer but also bigger in size. Tall birch hills generated as 'modified hills' biomes, which made them even rarer than modified biomes. Tall birch hills had much more mountainous terrain than most hills biomes. In Bedrock Edition, this biome did generate as a much hillier version of the giant spruce taiga, even more mountainous than regular hills biomes. However, the giant spruce taiga hills used the same trees as the giant tree taiga hills (with leaves only at the top), making this biome very similar to the giant tree taiga hills. With the new terrain generation in Caves & Cliffs: Part II, the regular badlands biome also featured these plateaus and this biome became redundant. In Bedrock Edition, the grass and foliage color was lush green (the same color as in mushroom fields), making it easily distinguishable from the regular shattered savanna. Because the terrain was the only difference with the regular mushroom fields biome, this biome became redundant after Caves & Cliffs: Part II. In Bedrock Edition, the regular gravelly mountains did not have any trees, but this biome did, making it slightly different. Because almost no grass blocks were generated between the gravel, trees did rarely generate. These biomes no longer exist in current versions of the game. Snow, grass blocks, ice Grass block, short grass, ferns, oak trees, birch trees Grass block, short grass, oak trees Sand, snow, ice Grass block, oak trees, birch trees These biomes can appear only in April Fools snapshots of the game. This "biome" includes all the other non-custom dimensions biomes. All mobs, blocks, particles and structures in 20w13b (vanilla) can generate in this biome. A dimension can have multiple of these randomly generated biomes. Tint All biomes use a set of colors for various environmental aspects such as the sky, water, fog, and some blocks. In Bedrock Edition, biomes specify their colors in the client_biome JSON files in the vanilla resource packs. Some biomes specify their colors directly, while others use colormaps or separate JSON files which can also control other environmental effects. In Bedrock Edition, all biome colors for blocks are also visible on maps. Biome grass and foliage colors are selected from three 256×256 colormap images: grass.png, foliage.png, and dry_foliage under assets/minecraft/textures/colormap[JE only] or textures/colormap[BE only] in the vanilla resource pack. The grass.png colormap sets the colors for grass block, short grass, tall grass, ferns, large ferns, ferns in flower pots, sugar canes, bushes and stems of pink petals and wildflowers. Meanwhile, the foliage.png colormap sets the colors for vines and tree leaves of oak, jungle, acacia, dark oak and mangrove. The dry_foliage.png colormap sets the colors for leaf litter. Only the colors in the lower-left halfs of the images are used, even though the upper-right side of foliage.png and dry_foliage.png is colored. The adjusted temperature and adjusted downfall values (recognized as AdjTemp and AdjDownfall in the following, respectively) are used when determining the biome color to select from the colormap. They are computed as follows: AdjTemp = clamp( Temperature, 0.0, 1.0 ) AdjDownfall = clamp( Downfall, 0.0, 1.0 ) * AdjTemp. "clamp" limits the range of the temperature and downfall to 0.0—1.0. The clamped downfall value is then multiplied by the adjusted temperature value, bringing its value to be inside the lower left triangle. Treating the bottom-right corner of the colormap as AdjTemp = 0.0 and AdjDownfall = 0.0, the adjusted temperature increases to 1.0 along the X-axis, and the adjusted downfall increases to 1.0 along the Y-axis. In the following cases, the plants are not tinted exactly according to the colormap. In Java Edition, several of them are specified in biome Jsons in vanilla data pack. Swamps In swamps and mangrove swamps, the grass color is based on a noise on XZ plane. When the value of this noise is less than -0.1, it uses the color #4c763c. Otherwise using #6a7039. The foliage color is #6a7039 in swamps and #8db127 in mangrove swamps, which are not affected by the colormap. The dry foliage color in swamps and mangrove swamps is #7b5334, which also ignores the colormap. In Bedrock Edition, all swamp biomes use colormaps to determine these colors, similar to regular colormaps described above. Dark forest In dark forests, the grass color is the result of the bitwise AND between the color in the colormap and #fefefe, and then averaging with #28340a. In vanilla, that is #507a32. Badlands In badlands, wooded badlands and eroded badlands, the grass color is #90814d and the foliage color and dry foliage color is #9e814d. They are not affected by the colormap. Cherry grove The color for grass and foliage in cherry groves is always #b6db61, which is not affected by the colormap. Pale garden In the pale garden, the grass color is #778272, the foliage color is #878d76, and the dry foliage color is #a0a69c They are not affected by the colormap. Other leaves The color for spruce leaves is #619961 and the color for birch leaves is #80a755. Both are not affected by the biome, but determined by colormaps in Bedrock Edition. The color of the daytime sky in Overworld changes according to the basic temperature value of the biome. The basic temperature is first modified as T = clamp( Temperature / 3 , -1.0, 1.0 ). Then the triple (0.62222224-0.05T, 0.5+0.1T, 1) is the sky color. The color of the sky in the pale garden biome is #b9b9b9, which is unaffected by the above formula. See § List of biome climates below for all sky colors. The colors and surface opacity of water are defined in the vanilla data pack[JE only] or client biome JSON files in vanilla resource packs.[BE only] Some biomes in Java Edition, or most biomes in Bedrock Edition have unique water colors. Swamps and warm oceans in Bedrock Edition have unique water surface opacities, 65% and 55% respectively. The color and density of water and sky fog is different for most biomes, defined by separate JSON files for each biome in Bedrock Edition. The underwater fog color is #050533 with a few exceptions in Java Edition, or the same as the water surface color with some exceptions in Bedrock Edition. The sky fog color is #c0d8ff[JE only] or #abd2ff[BE only] in all Overworld biomes, except pale gardens which use #817770. Nether biomes and the End have unique fog colors. Vibrant Visuals ignores default colors for the sky, water, and fog, and adds new effects for each biome or a set of biome. Which environmental settings are used is determined by the biome JSON file, and all environmental settings are stored in separate directories in resource packs. In vanilla, the following effects are affected by the biome: Water colors are not visible with Vibrant Visuals, but all regular fog colors still apply asides from the volumetric fog. When plants or water are at the borders between or among biomes, the color is affected by the biome of the surrounding blocks at the same Y-level. The range of the block involved in the calculation is determined by the biome blend radius in options. Takes the plant color or water color of the biomes within a square centered on this block and with the side length being the biome blend radius, and calculates their average value to get the final color for this block. The sky color[JE only] and the fog color use the color processed by Gaussian blur from colors of the biomes at each block in the range of 5×5×5 centered on the block the camera is in. Climate A biome has three climate attributes: temperature, downfall and precipitation. Each biome has a base temperature value (see § List of biome climates), but the actual temperature value at each location in the biome is also affected by the height of the location. Locations with Y≤80 use the base temperature as actual temperature. At Y=81, the actual temperature value randomly fluctuates up and down by -0.00875 — +0.01125 from the base temperature based on a noise on the XZ plane, and at Y≥81 the actual temperature decreases by 0.00125 (1⁄800) every block up. In frozen oceans and deep frozen oceans, it is also affected by a noise value on the XZ plane. In some regions according to the noise, the base temperature value is always regarded as 0.2. The actual temperature values for these regions are also calculated on this basis. This is detectable in frozen oceans, as its base temperature is low enough to freeze or snow, so that only these regions do not freeze or snow at sea level. The temperature affects at which height snowfall can occur, the sky and block colors, and whether sponges dry in the air.[BE only] The downfall value is a number between 0.0 and 1.0 (see § List of biome climates). When the downfall value is greater than 0.85, the biome is marked as humid, which is related only to the random extinction of fire and block colors. This value doesn't affect the weather. The precipitation value can be "true" or "false". If the precipitation of the biome is false, no rain or snow occurs. Otherwise, a location is rainable when its temperature value is equal or greater than 0.15, and snowable otherwise. So, if the base temperature is less than 0.15, it's snowable at any Y level. Even if equal or greater than 0.15, it will still snow above a certain Y level, which are listed below: Snowy Plains Ice Spikes Grove Frozen Peaks Jagged Peaks Snowy Slopes Snowy Taiga Snowy Beach Some regions of Frozen Ocean The exact minimum height for snowfall is randomized per block, with a margin of 8 blocks. In Bedrock Edition, this is a transition layer where both snow and rain particles are visible at the same time. This transition also appears when moving horizontally between snowy and rainy biomes, and the particle density decreases when moving to a dry biome. In Bedrock Edition, the amount of snow layers generated on the surface is based on the snow accumulation value of the biome. The snow height is randomly selected per block between a minimum and maximum value, with 0.0 being no snow and 1.0 being the full height of one block. During snowfall, snow can stack infinitely on top of generated snow, unlike in Java Edition where this is controlled by a snow accumulation game rule. #9c754d[BE only] Generation Biome IDs Each type of biome has its own Resource Location, shown in the following tables. Before 1.13 biomes used to have a numerical ID. These can be seen in this page: Biome/IDs before 1.13 In versions after 1.13 biomes use a numerical ID which is determined by the alphabetical ordering of their resource locations.[verify] This information is however only used by the game internals and is not included below. Each type of biome has its own Resource Location / IDs, shown in the following tables. Achievements Advancements History Issues Issues relating to "Biome" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu |
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Biome A biome is a region in a world with distinct geographical features, plants, mobs, temperatures, humidity levels, colors, and more. Biomes separate every generated world into different environments, such as forests, deserts, and oceans. The biome of a location is determined during world generation rather than by the current environment, even if all blocks in a large area are altered to imitate the terrain of other biomes. In Java Edition, the /fillbiome command can be used to change the biome in a selected area. Existing biomes can be located with the /locate biome command. Contents List of biomes In Java Edition, there are 65 different biome types: 54 for the Overworld, 5 for the Nether, and 5 for the End, plus one used only for a superflat preset. In Bedrock Edition, there are 87 biome types: 54 for the Overworld, 5 for the Nether, 1 for the End, and 27 unused. On this page, for convenience of description and reading, the biomes in Overworld are divided into 8 categories, which are not official. These biomes are used for the generation of oceans and mushroom fields. They 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, dirt, and sand. Squid and fish spawn frequently in the water, and dolphins spawn in non-frozen oceans. The basic ocean biome. Like its colder variants, its floor is largely made up of gravel, covered with kelp and seagrass. However, small patches of dirt, sand and clay can also appear. Cod and salmon[BE only] can spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. 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 guardians, elder guardians, prismarine and sponges can spawn here. 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, but without kelp. Pufferfish and tropical fish spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Unlike other ocean biomes, warm oceans allow for the generation of coral reefs and sea pickles. It is the only ocean biome that does not have a deep equivalent, but the terrain in this biome can reach the same depth as deep oceans. A variant of the ocean biome, with light blue water at the surface. Its floor is made of sand with an occasional patch of dirt or clay. Kelp and seagrass generates here. Unlike the warm ocean biome, cod and salmon[BE only] can spawn here, together with pufferfish[JE only] and tropical fish. Dolphins, squid, and nautiluses may also spawn here and drowned and rarely zombie nautiluses can spawn at night or during thunderstorms. Coral reefs cannot generate here. 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. 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. Kelp and seagrass generates here. Salmon, cod and nautiluses can spawn in cold ocean biomes alongside squid and dolphins[BE only]. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Similar to the cold ocean biome, but twice as deep. Like other deep oceans, ocean monuments can generate here, which contain guardians, elder guardians, prismarine and sponges. 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 blue ice, and occasionally topped with snow blocks and snow[BE only]. Strays, drowned, rarely zombie nautiluses, living nautiluses, polar bears, and rabbits[BE only] can spawn here, but dolphins can't. Salmon and cod[BE only] may also spawn here. Like the frozen ocean biome, the only fish that spawn here are salmon and cod[BE only], squid and nautiluses may also spawn here, 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, strays, drowned, rarely zombie nautiluses and rabbits[BE only] can also spawn here, but dolphins can't. This rare biome consists of a mostly flat island and has mycelium instead of grass as its surface. Mushroom fields are always adjacent to a deep ocean and are always 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, bats[JE only], and glow squid 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, but villages don't spawn here. the player can still breed animals and spawn mobs using spawn eggs and insomnia still attracts phantoms[JE only]. Highland biomes are biomes with a higher Y-level. Rugged terrain and snow-covered peaks appear above the snow line. One of the three biomes that generate in the peaks of a mountain. This biome is found in taller and more jagged and pointy peaks that often pass the clouds and can peak at Y=256. It is covered by a single layer of snow blocks with stone underneath often exposing ores such as coal, iron and emerald. Just like the snowy slopes, stone cliffs can generate in some sides of the mountain. Goats spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms[BE only]. The frozen peaks are covered by snow blocks and packed ice with occasional small blobs of ice. Goats can spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms[BE only]. This biome usually generates in smoother and less jagged mountains compared to the jagged peaks biome. The stony peaks are a warmer variation of peak biomes that generates in warmer regions to avoid temperature clashes. It is mainly covered by stone with large strips of calcite and exposed ores. No passive mobs spawn here and there's no snow in this biome. The meadow is an elevated grassy biome found in plateaus near mountain ranges. It is filled with patches of flowers and turquoise-green short grass and tall grass. All small flowers generate except blue orchids, tulips, lilies of the valley or wither roses. Rarely, a lone oak or birch tree can generate and always has a bee nest. Both pillager outposts and plains villages can generate in this biome. Sheep, donkeys and rabbits are the only passive mobs that spawn in this biome. Cherry groves are grasslands with a lot of short grass, tall grass and, instead of the traditional dandelion and poppy flowers, the ground is covered with pink petals. The main environmental feature of the cherry grove are cherry trees identified by their striking pink color. The cherry trees may generate densely enough to create a cover of leaves. Sheep, pigs and rabbits are the only passive mobs that spawn in this biome. The grove creates a forest of spruce trees beneath the mountain peaks when near a forested biome. It is quite reminiscent of the snowy taiga, but the surface is covered with snow blocks and powder snow instead of grass blocks. Rabbits, wolves and foxes can spawn in this biome. The snowy slopes generate beneath the mountain peaks and are covered with multiple layers of snow blocks and powder snow, with some sides also having stone cliffs. Goats spawn in this biome alongside rabbits and polar bears[BE only]. Strays may also spawn here at night and during thunderstorms[BE only]. This is the only mountain biome where igloos can generate, making it one of the three biomes where igloos naturally generate. A highland biome with some steep hilltops and an occasional oak or spruce tree[JE only]. The terrain is usually flat, but sometimes hilly and shattered. This is one of the few biomes where llamas can spawn naturally. Snowfall also occurs above certain heights, rarely creating snow layers on the top of the hills. Windswept hills are one of six biomes where emerald ore and infested stone can be found naturally. Cold animal variants may also spawn here. The windswept gravelly hills are mostly covered in gravel with occasional patches of grass and stone blocks. This is one of the few biomes where llamas can spawn naturally. Due to the low amount of grass, the population of spruce and oak trees in this biome is sparse. Cold animal variants may also spawn here. This biome is found when windswept hills are located next to forested biomes. This is one of the few biomes where llamas can spawn naturally. It does not generate stone patches, so the floor is entirely covered by grass. There are more spruce and oak trees in this biome, forming small forests with a lower tree density than other forest biomes. Cold animal variants may also spawn here. Woodland biomes are rich in plants with a variety of trees, flowers and grasses. A common biome with many oak and birch trees and a fair amount of short grass, mushrooms and flowers. The ground beneath the trees is covered with leaf litter. Wolves can spawn in this biome. This forest variant has fewer trees but contains nearly every type of flower and tall plant in the game. Wolves do not spawn in the flower forest, although rabbits spawn occasionally. Bee nests have a higher chance to generate in this biome. A biome covered by a forest of spruce trees. Ferns, large ferns and sweet berry bushes grow commonly on the forest floor. One can find packs of wolves here, along with small groups of foxes, rabbits or cold animal variants. Villages may generate in this biome; the houses in these villages are built with spruce wood. Pillager outposts may also generate in this biome. This is one of the few biomes where trail ruins can generate. A biome composed of spruce trees (despite it being called a pine taiga, since there is no pine in the game), 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, foxes and cold animal variants can spawn here, as they do in normal taiga biomes. Rabbits may also spawn here[JE only]. At first glance, this biome may look almost exactly the same as its pine tree 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 an old growth pine taiga by observing how the leaves almost completely cover the tree trunks, whereas in pine ones, leaves tend to cover only the top. Like the old growth pine taiga, wolves, foxes and cold animal variants spawn here, and trail ruins can also generate. Rabbits may also spawn here[JE only]. Similar to the standard taiga, except much of the biome is covered in snow. Ferns and large ferns generate here commonly, however sweet berry bushes generate more rarely than in the regular taiga. Wolves, foxes, rabbits and cold animal variants can spawn here. One may also find an igloo nestled between the trees, making it one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here[BE only]. Villages use the same architecture as taiga villages, but the villagers wear snowy biome outfits. A forest that is solely made of birch trees. The grass is aqua in color, and unlike the regular forest, no wolves spawn in this biome. Wildflowers are very common in birch forests. 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 can grow up to 13 blocks in height. This makes deforestation a much more difficult task, although it provides the player with far more resources. This is one of the few biomes where trail ruins can generate. This biome is mainly composed of dark oak trees, which create a mostly closed roof of leaves. Oak trees, birch trees, and huge mushrooms can also be found occasionally, and the ground is covered with leaf litter. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate. The pale garden is a rarer variation of the dark forest biome. It is, in fact, the rarest biome. The dark oak trees are replaced with pale oak trees, with lots of pale hanging moss hanging from the trees. Patches of pale moss blocks and pale moss carpets cover much of the ground, and patches of eyeblossoms dot the landscape. The sky, foliage, and water in this biome are gray and desaturated, and no music plays inside the biome. Some of the pale oak trees may have a creaking heart hidden within them, which spawns a creaking at night. No passive mobs spawn in this biome. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate, making the pale garden one of only two biomes where it can be found. A dense forested biome that includes many different plants and features. Jungle trees and mega jungle trees are common, with the mega trees having 2x2 thick trunks and possibly growing up to 31 blocks in height. Fancy oak trees are also common, and jungle bushes often cover much of the forest floor. Ferns and large ferns are found commonly, and vines are found growing on most types of blocks, especially on jungle trees. Additionally, cocoa can also grow on the sides of jungle trees. Melons can generate here in patches, similar to pumpkins, although they are much more common. Single shoots of bamboo can be found scattered throughout the biome. The foliage in the jungle is a bright, lush green color. Jungle pyramids and trail ruins can generate, and ocelots, parrots, pandas and warm animal variants can spawn in this biome. In contrast to the wild and overgrown vegetation of the jungle biome, the sparse jungle consists of jungle trees, fancy oak trees, and jungle bushes that are spaced out and isolated, creating a much more open environment. The terrain of this biome is often flat, but there may be some small rises in elevation. Parrots, ocelots, and pandas can still spawn in the sparse jungle[Bedrock Edition only]. Wolves can also spawn in this biome along with warm animal variants. In this biome, large areas of the landscape are covered with massive amounts of bamboo. Patches of podzol can be found underneath the densely packed bamboo. Additionally, mega jungle trees, fancy oak trees, and jungle bushes can also generate here. Pandas have a much higher chance to spawn here than the other jungle biomes, making this the best place to find them. Ocelots[BE only], parrots and warm animal variants are also able to spawn, and jungle pyramids can generate here[JE only]. Wetland biomes are rivers, swamps and beaches. They have a large amount of water resources. Rivers separate other biomes; beaches generate as a transition between the ocean and land. A biome that consists of water blocks that form an elongated, curving shape similar to a real river. 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 forming a loop, or ending in a swamp or far inland. The grass has a dull aqua tone, much like the ocean, and trace amounts of oak trees, bushes, and firefly bushes 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 and during thunderstorms. In Bedrock Edition, mobs other than salmon, squid and drowned cannot spawn in this biome, even underground, except from a monster spawner. A river with a layer of ice covering its surface. It generates when a river goes through snowy biomes. Salmon spawn underwater while rabbits[BE only] and polar bears[BE only] spawn on the surface. At night and during thunderstorms, drowned can spawn below the ice with strays[BE only] on the surface. In Bedrock Edition, no hostile mobs other then strays and skeletons can spawn here, even underground, except from a monster spawner. 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, firefly bushes, dead bushes, and sugar canes are abundant, and blue orchids grow exclusively here. Frogs of the temperate variant can spawn here as well. Swamp huts with a black cat and a witch generate exclusively in swamps. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or during thunderstorms. 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 than other biomes when the player is underwater. A biome characterized by a dense foliage, featuring plenty of mangrove trees of varying heights. The floor is mainly composed of mud blocks with occasional grass patches. The grass has the same color as in the normal swamp but leaves and vines have a unique light green tint and the water is teal rather than gray. Warm frogs often spawn in this biome. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or thunderstorms. Visibility is also lower than other biomes when the player is underwater. 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. Buried treasure can be found under few blocks of sand, and an occasional shipwreck can also generate here. Passive mobs other than turtles do not spawn on beaches. 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 a frozen ocean biome. No passive mobs other than rabbits[BE only] spawn in this biome. This stone-covered biome generates at shores with low erosion values, usually close to mountains. Depending on the height of the nearby land, stony shores may generate as medium slopes or huge cliffs, its tops tall enough to be covered by snow even when near warmer biomes. No passive mobs spawn here. Buried treasure can generate here[BE only]. Strips of gravel can sometimes be found here. These biomes have a wide view on usually flat terrain, but can also generate on large hills or cliffs. Trees spawn less here and water sources are plentiful. They also have a higher number of passive mob spawns. A flat and grassy biome with rolling hills and few oak trees. Villages are common. Cave openings, lava lakes and waterfalls are easily identifiable due to the flat unobstructed terrain. Passive mobs are easily found in plains biomes; this biome is also one of the few biomes where horses and donkeys spawn naturally, while hostile zombie horses will spawn during the nighttime. Pillager outposts may also be generated. A fairly uncommon variation of the plains, this biome is the only place where sunflowers naturally generate. In Bedrock Edition, villages and pillager outposts may also generate here. An expansive biome with a huge amount of snow. 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 can spawn; however, it is one of the few biomes where strays and zombie horses appear. In Bedrock Edition, this biome does not spawn monsters other than strays and skeletons, but monster spawners can still spawn monsters. This is one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here. A rare variation of the snowy plains 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 patches made of packed ice can generate on it. Like the regular snowy plains, no animal mobs other than rabbits and polar bears can spawn and strays appear at night or during thunderstorms. In these biomes, it neither rains nor snows. The surface is covered with sparse vegetation. A barren biome consisting mostly of sand dunes, dead bushes, dry grass, and cacti. Sandstone and sometimes fossils are found underneath the sand. The only passive mobs that spawn naturally in deserts are gold/creamy rabbits and camels. At night and during thunderstorms, husks, parched, and camel husks usually spawn in the place of normal zombies and skeletons. Sugar cane can be found if the desert is next to a river biome. Desert villages, desert wells and desert pyramids are found exclusively in this biome. Pillager outposts can also generate here. A relatively flat and dry biome with a dull-brown grass color and acacia trees scattered around the biome, though oak trees may generate occasionally. 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. Horses, armadillos and warm animal variants can naturally spawn here, while hostile zombie horses will spawn during the nighttime. Llamas may also spawn here[BE only]. This biome generates when a normal savanna biome spawns at high altitudes and near mountains. It is mostly indistinguishable from the standard savanna, with the main differences being the fact that llamas and wolves can spawn, and villages and pillager outposts cannot generate. In contrast to the mostly flat and calm terrain of the savanna biome, this uncommon variant generates chaotic terrain, with gigantic mountains covered in coarse dirt and some patches of stone. The mountains in the windswept savanna are extremely steep, sometimes jutting out at 90-degree angles, making it almost impossible to climb. On top of that, they can reach heights comparable to the mountain peak biomes, sometimes rising above the clouds. Massive waterfalls and lavafalls are quite common, and ocean-like lakes can also generate. Unlike the regular savanna, villages and pillager outposts do not generate in this biome. Horses, armadillos and warm animal variants can still spawn in the windswept savanna, as well as hostile zombie horses during the nighttime. Llamas may also spawn here[BE only]. An uncommon biome where large mounds of terracotta and stained terracotta generate. Red sand also generates here instead of regular sand, with occasional cacti, dead bushes, and dry grass. This biome is usually found alongside desert biomes and it can generate in mountainous terrain. Armadillos are the only mobs that can be found here. 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 additional veins can generate within badlands up to Y=256. The composition of this biome is useful when other sources of terracotta and gold are scarce. The wooded badlands has layers of coarse dirt and grass blocks, and forests of oak trees with leaf litter that generate at higher altitudes in humid areas. The lower parts don't generate the oak forests, exposing terracotta and red sand to the sky. 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 badlands. Armadillos can spawn here during the day, and wolves and warm animal variants can spawn on the wooded plateaus. This rare variant 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. Armadillos are the only passive mobs that can be found here. These biomes generate inside caves in the Overworld. They're mostly found underground but can sometimes leak out of cave entrances. A dimly lit cave biome that generates deep underground mostly within the deepslate layer. It is largely sculk blocks 1 block thick upon all surfaces, with frequent sculk sensors and occasional sculk shriekers, the latter of which can directly summon a warden. Large structures known as ancient cities can generate here, containing chests with unique loot. No mobs aside from wardens spawn here, except from a monster spawner. These are caves filled with dripstone blocks and pointed dripstone both hanging as stalactites and growing from the ground as stalagmites and small water wells of 1×1 in the ground. Large dripstone clusters structures generate occasionally inside these caves. Copper ore blobs found in this biome are much bigger compared to other biomes. Drowned and rarely zombie nautiluses can spawn in aquifers. Lush caves are often found underground below azalea trees. These caves are covered by moss blocks, moss carpets, short grass and azalea bushes on the floors. On the ceiling, vines and cave vines with glow berries grow down and light up the caves, and spore blossoms grow from the ceiling and spore particles. There are also shallow lakes with clay where dripleaf plants grow out of them and axolotls spawn, making this the only biome where they can spawn. Tropical fish can also spawn inside the aquifers in a lush cave. Can be accessed only through Single Biome world selection or The Void superflat preset. In a single biome 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 completely 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) aside from phantoms and pillager patrols can spawn without spawn eggs, monster spawners or commands. It does not rain in this biome. The Nether is considered a different dimension. All biomes in this dimension are hot and dry, and it is not possible to place water; ice can still be placed, though it does not turn into water upon melting. Lava oceans are generated as a feature and are therefore not considered a separate biome. The Nether wastes is the most common biome in the Nether. The terrain mainly consists of netherrack, with glowstone clusters growing and lava leaking from the ceiling and gravel and soul sand lining its shores. Most of the Nether’s mobs can spawn here, including ghasts, zombified piglins, magma cubes, striders, piglins, and the occasional enderman. The soul sand valley mainly consists of soul sand, basalt and soul soil. 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. Ghasts and skeletons are common in this biome while endermen are rare. Striders can spawn here as well. This is the only place to find dried ghasts naturally. The crimson forest consists of many huge crimson fungi, which act as the "trees" of this biome. The huge fungi often generate with weeping vines hanging from them, and shroomlights which light up the landscape. The floor is mostly covered with crimson nylium, with occasional patches of bare netherrack or Nether wart blocks. Crimson roots, crimson fungus, and occasionally warped fungus grow on the ground. Small patches of Nether wart blocks and weeping vines can also be found growing on the ceiling. Hoglins, piglins, zombified piglins, and striders can spawn in this biome. The warped forest consists of many huge warped fungi, which act as the "trees" of this biome. The huge fungi often generate with shroomlights, which light up the landscape. Twisting vines grow throughout the biome in patches. The floor is mostly covered with warped nylium, with occasional patches of bare netherrack or warped wart blocks. Warped roots, warped fungus, Nether sprouts, and occasionally crimson fungus grow on the ground. Endermen and striders are the only mobs that spawn in this biome. The biome emits out a magenta-purple fog upon entry. A gray biome, the basalt deltas are said to be the remnant of ancient volcanic eruptions.[citation needed] 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. Fog is colored light-gray and particles of dust can be seen falling from the ceiling upon entry. 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. Ghasts and striders can spawn in this biome as well. The End is considered a different dimension. The terrain consists of end stone islands of varying sizes, floating in the void. They use five different biomes in Java Edition, or all use the End in Bedrock Edition, with no terrain differences. 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 5×5 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 End gateways after the ender dragon has been defeated. In Bedrock Edition, this biome is instead the biggest, as it is used to generate the whole dimension. 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. 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. Large amounts of endermen spawn in this biome. 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. Large amounts of endermen spawn in this biome. 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. Large amounts of endermen spawn in this biome. 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. Large amounts of endermen spawn in this biome. These biomes have been completely removed from the game in Java Edition. In Bedrock Edition, they still exist in the code, but do not generate and can only be found in old worlds. Most biomes were removed from the generator because the terrain was the only difference with their regular biome variant. This biome doesn't generate naturally from Pocket Edition Alpha 0.9.0 onward. When Bedrock Edition 1.4.0 introduced the new frozen ocean, this biome was not removed or replaced by the new frozen ocean, although the id name changed from frozen_ocean to legacy_frozen_ocean. This biome doesn't generate naturally from Pocket Edition v0.9.0 alpha and Java Edition 1.7.2 onward. The deep warm ocean did not naturally generate in any non-snapshot or non-beta version. Most hills were gentle rolling slopes on which the usual biome terrain generated, with some sharper cliffs here and there. Snowy mountains had a lower chance of spawning passive mobs during world generation than other biomes (7% versus 10%). Swamp hills and dark forest hills generated as 'modified' biomes instead of hills biomes, making them slightly rarer but also bigger in size. Tall birch hills generated as 'modified hills' biomes, which made them even rarer than modified biomes. Tall birch hills had much more mountainous terrain than most hills biomes. In Bedrock Edition, this biome did generate as a much hillier version of the giant spruce taiga, even more mountainous than regular hills biomes. However, the giant spruce taiga hills used the same trees as the giant tree taiga hills (with leaves only at the top), making this biome very similar to the giant tree taiga hills. With the new terrain generation in Caves & Cliffs: Part II, the regular badlands biome also featured these plateaus and this biome became redundant. In Bedrock Edition, the grass and foliage color was lush green (the same color as in mushroom fields), making it easily distinguishable from the regular shattered savanna. Because the terrain was the only difference with the regular mushroom fields biome, this biome became redundant after Caves & Cliffs: Part II. In Bedrock Edition, the regular gravelly mountains did not have any trees, but this biome did, making it slightly different. Because almost no grass blocks were generated between the gravel, trees did rarely generate. These biomes no longer exist in current versions of the game. Snow, grass blocks, ice Grass block, short grass, ferns, oak trees, birch trees Grass block, short grass, oak trees Sand, snow, ice Grass block, oak trees, birch trees These biomes can appear only in April Fools snapshots of the game. This "biome" includes all the other non-custom dimensions biomes. All mobs, blocks, particles and structures in 20w13b (vanilla) can generate in this biome. A dimension can have multiple of these randomly generated biomes. Tint All biomes use a set of colors for various environmental aspects such as the sky, water, fog, and some blocks. In Bedrock Edition, biomes specify their colors in the client_biome JSON files in the vanilla resource packs. Some biomes specify their colors directly, while others use colormaps or separate JSON files which can also control other environmental effects. In Bedrock Edition, all biome colors for blocks are also visible on maps. Biome grass and foliage colors are selected from three 256×256 colormap images: grass.png, foliage.png, and dry_foliage under assets/minecraft/textures/colormap[JE only] or textures/colormap[BE only] in the vanilla resource pack. The grass.png colormap sets the colors for grass block, short grass, tall grass, ferns, large ferns, ferns in flower pots, sugar canes, bushes and stems of pink petals and wildflowers. Meanwhile, the foliage.png colormap sets the colors for vines and tree leaves of oak, jungle, acacia, dark oak and mangrove. The dry_foliage.png colormap sets the colors for leaf litter. Only the colors in the lower-left halfs of the images are used, even though the upper-right side of foliage.png and dry_foliage.png is colored. The adjusted temperature and adjusted downfall values (recognized as AdjTemp and AdjDownfall in the following, respectively) are used when determining the biome color to select from the colormap. They are computed as follows: AdjTemp = clamp( Temperature, 0.0, 1.0 ) AdjDownfall = clamp( Downfall, 0.0, 1.0 ) * AdjTemp. "clamp" limits the range of the temperature and downfall to 0.0—1.0. The clamped downfall value is then multiplied by the adjusted temperature value, bringing its value to be inside the lower left triangle. Treating the bottom-right corner of the colormap as AdjTemp = 0.0 and AdjDownfall = 0.0, the adjusted temperature increases to 1.0 along the X-axis, and the adjusted downfall increases to 1.0 along the Y-axis. In the following cases, the plants are not tinted exactly according to the colormap. In Java Edition, several of them are specified in biome Jsons in vanilla data pack. Swamps In swamps and mangrove swamps, the grass color is based on a noise on XZ plane. When the value of this noise is less than -0.1, it uses the color #4c763c. Otherwise using #6a7039. The foliage color is #6a7039 in swamps and #8db127 in mangrove swamps, which are not affected by the colormap. The dry foliage color in swamps and mangrove swamps is #7b5334, which also ignores the colormap. In Bedrock Edition, all swamp biomes use colormaps to determine these colors, similar to regular colormaps described above. Dark forest In dark forests, the grass color is the result of the bitwise AND between the color in the colormap and #fefefe, and then averaging with #28340a. In vanilla, that is #507a32. Badlands In badlands, wooded badlands and eroded badlands, the grass color is #90814d and the foliage color and dry foliage color is #9e814d. They are not affected by the colormap. Cherry grove The color for grass and foliage in cherry groves is always #b6db61, which is not affected by the colormap. Pale garden In the pale garden, the grass color is #778272, the foliage color is #878d76, and the dry foliage color is #a0a69c They are not affected by the colormap. Other leaves The color for spruce leaves is #619961 and the color for birch leaves is #80a755. Both are not affected by the biome, but determined by colormaps in Bedrock Edition. The color of the daytime sky in Overworld changes according to the basic temperature value of the biome. The basic temperature is first modified as T = clamp( Temperature / 3 , -1.0, 1.0 ). Then the triple (0.62222224-0.05T, 0.5+0.1T, 1) is the sky color. The color of the sky in the pale garden biome is #b9b9b9, which is unaffected by the above formula. See § List of biome climates below for all sky colors. The colors and surface opacity of water are defined in the vanilla data pack[JE only] or client biome JSON files in vanilla resource packs.[BE only] Some biomes in Java Edition, or most biomes in Bedrock Edition have unique water colors. Swamps and warm oceans in Bedrock Edition have unique water surface opacities, 65% and 55% respectively. The color and density of water and sky fog is different for most biomes, defined by separate JSON files for each biome in Bedrock Edition. The underwater fog color is #050533 with a few exceptions in Java Edition, or the same as the water surface color with some exceptions in Bedrock Edition. The sky fog color is #c0d8ff[JE only] or #abd2ff[BE only] in all Overworld biomes, except pale gardens which use #817770. Nether biomes and the End have unique fog colors. Vibrant Visuals ignores default colors for the sky, water, and fog, and adds new effects for each biome or a set of biome. Which environmental settings are used is determined by the biome JSON file, and all environmental settings are stored in separate directories in resource packs. In vanilla, the following effects are affected by the biome: Water colors are not visible with Vibrant Visuals, but all regular fog colors still apply asides from the volumetric fog. When plants or water are at the borders between or among biomes, the color is affected by the biome of the surrounding blocks at the same Y-level. The range of the block involved in the calculation is determined by the biome blend radius in options. Takes the plant color or water color of the biomes within a square centered on this block and with the side length being the biome blend radius, and calculates their average value to get the final color for this block. The sky color[JE only] and the fog color use the color processed by Gaussian blur from colors of the biomes at each block in the range of 5×5×5 centered on the block the camera is in. Climate A biome has three climate attributes: temperature, downfall and precipitation. Each biome has a base temperature value (see § List of biome climates), but the actual temperature value at each location in the biome is also affected by the height of the location. Locations with Y≤80 use the base temperature as actual temperature. At Y=81, the actual temperature value randomly fluctuates up and down by -0.00875 — +0.01125 from the base temperature based on a noise on the XZ plane, and at Y≥81 the actual temperature decreases by 0.00125 (1⁄800) every block up. In frozen oceans and deep frozen oceans, it is also affected by a noise value on the XZ plane. In some regions according to the noise, the base temperature value is always regarded as 0.2. The actual temperature values for these regions are also calculated on this basis. This is detectable in frozen oceans, as its base temperature is low enough to freeze or snow, so that only these regions do not freeze or snow at sea level. The temperature affects at which height snowfall can occur, the sky and block colors, and whether sponges dry in the air.[BE only] The downfall value is a number between 0.0 and 1.0 (see § List of biome climates). When the downfall value is greater than 0.85, the biome is marked as humid, which is related only to the random extinction of fire and block colors. This value doesn't affect the weather. The precipitation value can be "true" or "false". If the precipitation of the biome is false, no rain or snow occurs. Otherwise, a location is rainable when its temperature value is equal or greater than 0.15, and snowable otherwise. So, if the base temperature is less than 0.15, it's snowable at any Y level. Even if equal or greater than 0.15, it will still snow above a certain Y level, which are listed below: Snowy Plains Ice Spikes Grove Frozen Peaks Jagged Peaks Snowy Slopes Snowy Taiga Snowy Beach Some regions of Frozen Ocean The exact minimum height for snowfall is randomized per block, with a margin of 8 blocks. In Bedrock Edition, this is a transition layer where both snow and rain particles are visible at the same time. This transition also appears when moving horizontally between snowy and rainy biomes, and the particle density decreases when moving to a dry biome. In Bedrock Edition, the amount of snow layers generated on the surface is based on the snow accumulation value of the biome. The snow height is randomly selected per block between a minimum and maximum value, with 0.0 being no snow and 1.0 being the full height of one block. During snowfall, snow can stack infinitely on top of generated snow, unlike in Java Edition where this is controlled by a snow accumulation game rule. #9c754d[BE only] Generation Biome IDs Each type of biome has its own Resource Location, shown in the following tables. Before 1.13 biomes used to have a numerical ID. These can be seen in this page: Biome/IDs before 1.13 In versions after 1.13 biomes use a numerical ID which is determined by the alphabetical ordering of their resource locations.[verify] This information is however only used by the game internals and is not included below. Each type of biome has its own Resource Location / IDs, shown in the following tables. Achievements Advancements History Issues Issues relating to "Biome" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Biome#Overworld_2] | [TOKENS: 9830] |
Biome A biome is a region in a world with distinct geographical features, plants, mobs, temperatures, humidity levels, colors, and more. Biomes separate every generated world into different environments, such as forests, deserts, and oceans. The biome of a location is determined during world generation rather than by the current environment, even if all blocks in a large area are altered to imitate the terrain of other biomes. In Java Edition, the /fillbiome command can be used to change the biome in a selected area. Existing biomes can be located with the /locate biome command. Contents List of biomes In Java Edition, there are 65 different biome types: 54 for the Overworld, 5 for the Nether, and 5 for the End, plus one used only for a superflat preset. In Bedrock Edition, there are 87 biome types: 54 for the Overworld, 5 for the Nether, 1 for the End, and 27 unused. On this page, for convenience of description and reading, the biomes in Overworld are divided into 8 categories, which are not official. These biomes are used for the generation of oceans and mushroom fields. They 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, dirt, and sand. Squid and fish spawn frequently in the water, and dolphins spawn in non-frozen oceans. The basic ocean biome. Like its colder variants, its floor is largely made up of gravel, covered with kelp and seagrass. However, small patches of dirt, sand and clay can also appear. Cod and salmon[BE only] can spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. 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 guardians, elder guardians, prismarine and sponges can spawn here. 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, but without kelp. Pufferfish and tropical fish spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Unlike other ocean biomes, warm oceans allow for the generation of coral reefs and sea pickles. It is the only ocean biome that does not have a deep equivalent, but the terrain in this biome can reach the same depth as deep oceans. A variant of the ocean biome, with light blue water at the surface. Its floor is made of sand with an occasional patch of dirt or clay. Kelp and seagrass generates here. Unlike the warm ocean biome, cod and salmon[BE only] can spawn here, together with pufferfish[JE only] and tropical fish. Dolphins, squid, and nautiluses may also spawn here and drowned and rarely zombie nautiluses can spawn at night or during thunderstorms. Coral reefs cannot generate here. 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. 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. Kelp and seagrass generates here. Salmon, cod and nautiluses can spawn in cold ocean biomes alongside squid and dolphins[BE only]. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Similar to the cold ocean biome, but twice as deep. Like other deep oceans, ocean monuments can generate here, which contain guardians, elder guardians, prismarine and sponges. 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 blue ice, and occasionally topped with snow blocks and snow[BE only]. Strays, drowned, rarely zombie nautiluses, living nautiluses, polar bears, and rabbits[BE only] can spawn here, but dolphins can't. Salmon and cod[BE only] may also spawn here. Like the frozen ocean biome, the only fish that spawn here are salmon and cod[BE only], squid and nautiluses may also spawn here, 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, strays, drowned, rarely zombie nautiluses and rabbits[BE only] can also spawn here, but dolphins can't. This rare biome consists of a mostly flat island and has mycelium instead of grass as its surface. Mushroom fields are always adjacent to a deep ocean and are always 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, bats[JE only], and glow squid 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, but villages don't spawn here. the player can still breed animals and spawn mobs using spawn eggs and insomnia still attracts phantoms[JE only]. Highland biomes are biomes with a higher Y-level. Rugged terrain and snow-covered peaks appear above the snow line. One of the three biomes that generate in the peaks of a mountain. This biome is found in taller and more jagged and pointy peaks that often pass the clouds and can peak at Y=256. It is covered by a single layer of snow blocks with stone underneath often exposing ores such as coal, iron and emerald. Just like the snowy slopes, stone cliffs can generate in some sides of the mountain. Goats spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms[BE only]. The frozen peaks are covered by snow blocks and packed ice with occasional small blobs of ice. Goats can spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms[BE only]. This biome usually generates in smoother and less jagged mountains compared to the jagged peaks biome. The stony peaks are a warmer variation of peak biomes that generates in warmer regions to avoid temperature clashes. It is mainly covered by stone with large strips of calcite and exposed ores. No passive mobs spawn here and there's no snow in this biome. The meadow is an elevated grassy biome found in plateaus near mountain ranges. It is filled with patches of flowers and turquoise-green short grass and tall grass. All small flowers generate except blue orchids, tulips, lilies of the valley or wither roses. Rarely, a lone oak or birch tree can generate and always has a bee nest. Both pillager outposts and plains villages can generate in this biome. Sheep, donkeys and rabbits are the only passive mobs that spawn in this biome. Cherry groves are grasslands with a lot of short grass, tall grass and, instead of the traditional dandelion and poppy flowers, the ground is covered with pink petals. The main environmental feature of the cherry grove are cherry trees identified by their striking pink color. The cherry trees may generate densely enough to create a cover of leaves. Sheep, pigs and rabbits are the only passive mobs that spawn in this biome. The grove creates a forest of spruce trees beneath the mountain peaks when near a forested biome. It is quite reminiscent of the snowy taiga, but the surface is covered with snow blocks and powder snow instead of grass blocks. Rabbits, wolves and foxes can spawn in this biome. The snowy slopes generate beneath the mountain peaks and are covered with multiple layers of snow blocks and powder snow, with some sides also having stone cliffs. Goats spawn in this biome alongside rabbits and polar bears[BE only]. Strays may also spawn here at night and during thunderstorms[BE only]. This is the only mountain biome where igloos can generate, making it one of the three biomes where igloos naturally generate. A highland biome with some steep hilltops and an occasional oak or spruce tree[JE only]. The terrain is usually flat, but sometimes hilly and shattered. This is one of the few biomes where llamas can spawn naturally. Snowfall also occurs above certain heights, rarely creating snow layers on the top of the hills. Windswept hills are one of six biomes where emerald ore and infested stone can be found naturally. Cold animal variants may also spawn here. The windswept gravelly hills are mostly covered in gravel with occasional patches of grass and stone blocks. This is one of the few biomes where llamas can spawn naturally. Due to the low amount of grass, the population of spruce and oak trees in this biome is sparse. Cold animal variants may also spawn here. This biome is found when windswept hills are located next to forested biomes. This is one of the few biomes where llamas can spawn naturally. It does not generate stone patches, so the floor is entirely covered by grass. There are more spruce and oak trees in this biome, forming small forests with a lower tree density than other forest biomes. Cold animal variants may also spawn here. Woodland biomes are rich in plants with a variety of trees, flowers and grasses. A common biome with many oak and birch trees and a fair amount of short grass, mushrooms and flowers. The ground beneath the trees is covered with leaf litter. Wolves can spawn in this biome. This forest variant has fewer trees but contains nearly every type of flower and tall plant in the game. Wolves do not spawn in the flower forest, although rabbits spawn occasionally. Bee nests have a higher chance to generate in this biome. A biome covered by a forest of spruce trees. Ferns, large ferns and sweet berry bushes grow commonly on the forest floor. One can find packs of wolves here, along with small groups of foxes, rabbits or cold animal variants. Villages may generate in this biome; the houses in these villages are built with spruce wood. Pillager outposts may also generate in this biome. This is one of the few biomes where trail ruins can generate. A biome composed of spruce trees (despite it being called a pine taiga, since there is no pine in the game), 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, foxes and cold animal variants can spawn here, as they do in normal taiga biomes. Rabbits may also spawn here[JE only]. At first glance, this biome may look almost exactly the same as its pine tree 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 an old growth pine taiga by observing how the leaves almost completely cover the tree trunks, whereas in pine ones, leaves tend to cover only the top. Like the old growth pine taiga, wolves, foxes and cold animal variants spawn here, and trail ruins can also generate. Rabbits may also spawn here[JE only]. Similar to the standard taiga, except much of the biome is covered in snow. Ferns and large ferns generate here commonly, however sweet berry bushes generate more rarely than in the regular taiga. Wolves, foxes, rabbits and cold animal variants can spawn here. One may also find an igloo nestled between the trees, making it one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here[BE only]. Villages use the same architecture as taiga villages, but the villagers wear snowy biome outfits. A forest that is solely made of birch trees. The grass is aqua in color, and unlike the regular forest, no wolves spawn in this biome. Wildflowers are very common in birch forests. 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 can grow up to 13 blocks in height. This makes deforestation a much more difficult task, although it provides the player with far more resources. This is one of the few biomes where trail ruins can generate. This biome is mainly composed of dark oak trees, which create a mostly closed roof of leaves. Oak trees, birch trees, and huge mushrooms can also be found occasionally, and the ground is covered with leaf litter. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate. The pale garden is a rarer variation of the dark forest biome. It is, in fact, the rarest biome. The dark oak trees are replaced with pale oak trees, with lots of pale hanging moss hanging from the trees. Patches of pale moss blocks and pale moss carpets cover much of the ground, and patches of eyeblossoms dot the landscape. The sky, foliage, and water in this biome are gray and desaturated, and no music plays inside the biome. Some of the pale oak trees may have a creaking heart hidden within them, which spawns a creaking at night. No passive mobs spawn in this biome. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate, making the pale garden one of only two biomes where it can be found. A dense forested biome that includes many different plants and features. Jungle trees and mega jungle trees are common, with the mega trees having 2x2 thick trunks and possibly growing up to 31 blocks in height. Fancy oak trees are also common, and jungle bushes often cover much of the forest floor. Ferns and large ferns are found commonly, and vines are found growing on most types of blocks, especially on jungle trees. Additionally, cocoa can also grow on the sides of jungle trees. Melons can generate here in patches, similar to pumpkins, although they are much more common. Single shoots of bamboo can be found scattered throughout the biome. The foliage in the jungle is a bright, lush green color. Jungle pyramids and trail ruins can generate, and ocelots, parrots, pandas and warm animal variants can spawn in this biome. In contrast to the wild and overgrown vegetation of the jungle biome, the sparse jungle consists of jungle trees, fancy oak trees, and jungle bushes that are spaced out and isolated, creating a much more open environment. The terrain of this biome is often flat, but there may be some small rises in elevation. Parrots, ocelots, and pandas can still spawn in the sparse jungle[Bedrock Edition only]. Wolves can also spawn in this biome along with warm animal variants. In this biome, large areas of the landscape are covered with massive amounts of bamboo. Patches of podzol can be found underneath the densely packed bamboo. Additionally, mega jungle trees, fancy oak trees, and jungle bushes can also generate here. Pandas have a much higher chance to spawn here than the other jungle biomes, making this the best place to find them. Ocelots[BE only], parrots and warm animal variants are also able to spawn, and jungle pyramids can generate here[JE only]. Wetland biomes are rivers, swamps and beaches. They have a large amount of water resources. Rivers separate other biomes; beaches generate as a transition between the ocean and land. A biome that consists of water blocks that form an elongated, curving shape similar to a real river. 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 forming a loop, or ending in a swamp or far inland. The grass has a dull aqua tone, much like the ocean, and trace amounts of oak trees, bushes, and firefly bushes 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 and during thunderstorms. In Bedrock Edition, mobs other than salmon, squid and drowned cannot spawn in this biome, even underground, except from a monster spawner. A river with a layer of ice covering its surface. It generates when a river goes through snowy biomes. Salmon spawn underwater while rabbits[BE only] and polar bears[BE only] spawn on the surface. At night and during thunderstorms, drowned can spawn below the ice with strays[BE only] on the surface. In Bedrock Edition, no hostile mobs other then strays and skeletons can spawn here, even underground, except from a monster spawner. 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, firefly bushes, dead bushes, and sugar canes are abundant, and blue orchids grow exclusively here. Frogs of the temperate variant can spawn here as well. Swamp huts with a black cat and a witch generate exclusively in swamps. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or during thunderstorms. 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 than other biomes when the player is underwater. A biome characterized by a dense foliage, featuring plenty of mangrove trees of varying heights. The floor is mainly composed of mud blocks with occasional grass patches. The grass has the same color as in the normal swamp but leaves and vines have a unique light green tint and the water is teal rather than gray. Warm frogs often spawn in this biome. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or thunderstorms. Visibility is also lower than other biomes when the player is underwater. 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. Buried treasure can be found under few blocks of sand, and an occasional shipwreck can also generate here. Passive mobs other than turtles do not spawn on beaches. 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 a frozen ocean biome. No passive mobs other than rabbits[BE only] spawn in this biome. This stone-covered biome generates at shores with low erosion values, usually close to mountains. Depending on the height of the nearby land, stony shores may generate as medium slopes or huge cliffs, its tops tall enough to be covered by snow even when near warmer biomes. No passive mobs spawn here. Buried treasure can generate here[BE only]. Strips of gravel can sometimes be found here. These biomes have a wide view on usually flat terrain, but can also generate on large hills or cliffs. Trees spawn less here and water sources are plentiful. They also have a higher number of passive mob spawns. A flat and grassy biome with rolling hills and few oak trees. Villages are common. Cave openings, lava lakes and waterfalls are easily identifiable due to the flat unobstructed terrain. Passive mobs are easily found in plains biomes; this biome is also one of the few biomes where horses and donkeys spawn naturally, while hostile zombie horses will spawn during the nighttime. Pillager outposts may also be generated. A fairly uncommon variation of the plains, this biome is the only place where sunflowers naturally generate. In Bedrock Edition, villages and pillager outposts may also generate here. An expansive biome with a huge amount of snow. 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 can spawn; however, it is one of the few biomes where strays and zombie horses appear. In Bedrock Edition, this biome does not spawn monsters other than strays and skeletons, but monster spawners can still spawn monsters. This is one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here. A rare variation of the snowy plains 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 patches made of packed ice can generate on it. Like the regular snowy plains, no animal mobs other than rabbits and polar bears can spawn and strays appear at night or during thunderstorms. In these biomes, it neither rains nor snows. The surface is covered with sparse vegetation. A barren biome consisting mostly of sand dunes, dead bushes, dry grass, and cacti. Sandstone and sometimes fossils are found underneath the sand. The only passive mobs that spawn naturally in deserts are gold/creamy rabbits and camels. At night and during thunderstorms, husks, parched, and camel husks usually spawn in the place of normal zombies and skeletons. Sugar cane can be found if the desert is next to a river biome. Desert villages, desert wells and desert pyramids are found exclusively in this biome. Pillager outposts can also generate here. A relatively flat and dry biome with a dull-brown grass color and acacia trees scattered around the biome, though oak trees may generate occasionally. 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. Horses, armadillos and warm animal variants can naturally spawn here, while hostile zombie horses will spawn during the nighttime. Llamas may also spawn here[BE only]. This biome generates when a normal savanna biome spawns at high altitudes and near mountains. It is mostly indistinguishable from the standard savanna, with the main differences being the fact that llamas and wolves can spawn, and villages and pillager outposts cannot generate. In contrast to the mostly flat and calm terrain of the savanna biome, this uncommon variant generates chaotic terrain, with gigantic mountains covered in coarse dirt and some patches of stone. The mountains in the windswept savanna are extremely steep, sometimes jutting out at 90-degree angles, making it almost impossible to climb. On top of that, they can reach heights comparable to the mountain peak biomes, sometimes rising above the clouds. Massive waterfalls and lavafalls are quite common, and ocean-like lakes can also generate. Unlike the regular savanna, villages and pillager outposts do not generate in this biome. Horses, armadillos and warm animal variants can still spawn in the windswept savanna, as well as hostile zombie horses during the nighttime. Llamas may also spawn here[BE only]. An uncommon biome where large mounds of terracotta and stained terracotta generate. Red sand also generates here instead of regular sand, with occasional cacti, dead bushes, and dry grass. This biome is usually found alongside desert biomes and it can generate in mountainous terrain. Armadillos are the only mobs that can be found here. 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 additional veins can generate within badlands up to Y=256. The composition of this biome is useful when other sources of terracotta and gold are scarce. The wooded badlands has layers of coarse dirt and grass blocks, and forests of oak trees with leaf litter that generate at higher altitudes in humid areas. The lower parts don't generate the oak forests, exposing terracotta and red sand to the sky. 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 badlands. Armadillos can spawn here during the day, and wolves and warm animal variants can spawn on the wooded plateaus. This rare variant 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. Armadillos are the only passive mobs that can be found here. These biomes generate inside caves in the Overworld. They're mostly found underground but can sometimes leak out of cave entrances. A dimly lit cave biome that generates deep underground mostly within the deepslate layer. It is largely sculk blocks 1 block thick upon all surfaces, with frequent sculk sensors and occasional sculk shriekers, the latter of which can directly summon a warden. Large structures known as ancient cities can generate here, containing chests with unique loot. No mobs aside from wardens spawn here, except from a monster spawner. These are caves filled with dripstone blocks and pointed dripstone both hanging as stalactites and growing from the ground as stalagmites and small water wells of 1×1 in the ground. Large dripstone clusters structures generate occasionally inside these caves. Copper ore blobs found in this biome are much bigger compared to other biomes. Drowned and rarely zombie nautiluses can spawn in aquifers. Lush caves are often found underground below azalea trees. These caves are covered by moss blocks, moss carpets, short grass and azalea bushes on the floors. On the ceiling, vines and cave vines with glow berries grow down and light up the caves, and spore blossoms grow from the ceiling and spore particles. There are also shallow lakes with clay where dripleaf plants grow out of them and axolotls spawn, making this the only biome where they can spawn. Tropical fish can also spawn inside the aquifers in a lush cave. Can be accessed only through Single Biome world selection or The Void superflat preset. In a single biome 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 completely 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) aside from phantoms and pillager patrols can spawn without spawn eggs, monster spawners or commands. It does not rain in this biome. The Nether is considered a different dimension. All biomes in this dimension are hot and dry, and it is not possible to place water; ice can still be placed, though it does not turn into water upon melting. Lava oceans are generated as a feature and are therefore not considered a separate biome. The Nether wastes is the most common biome in the Nether. The terrain mainly consists of netherrack, with glowstone clusters growing and lava leaking from the ceiling and gravel and soul sand lining its shores. Most of the Nether’s mobs can spawn here, including ghasts, zombified piglins, magma cubes, striders, piglins, and the occasional enderman. The soul sand valley mainly consists of soul sand, basalt and soul soil. 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. Ghasts and skeletons are common in this biome while endermen are rare. Striders can spawn here as well. This is the only place to find dried ghasts naturally. The crimson forest consists of many huge crimson fungi, which act as the "trees" of this biome. The huge fungi often generate with weeping vines hanging from them, and shroomlights which light up the landscape. The floor is mostly covered with crimson nylium, with occasional patches of bare netherrack or Nether wart blocks. Crimson roots, crimson fungus, and occasionally warped fungus grow on the ground. Small patches of Nether wart blocks and weeping vines can also be found growing on the ceiling. Hoglins, piglins, zombified piglins, and striders can spawn in this biome. The warped forest consists of many huge warped fungi, which act as the "trees" of this biome. The huge fungi often generate with shroomlights, which light up the landscape. Twisting vines grow throughout the biome in patches. The floor is mostly covered with warped nylium, with occasional patches of bare netherrack or warped wart blocks. Warped roots, warped fungus, Nether sprouts, and occasionally crimson fungus grow on the ground. Endermen and striders are the only mobs that spawn in this biome. The biome emits out a magenta-purple fog upon entry. A gray biome, the basalt deltas are said to be the remnant of ancient volcanic eruptions.[citation needed] 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. Fog is colored light-gray and particles of dust can be seen falling from the ceiling upon entry. 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. Ghasts and striders can spawn in this biome as well. The End is considered a different dimension. The terrain consists of end stone islands of varying sizes, floating in the void. They use five different biomes in Java Edition, or all use the End in Bedrock Edition, with no terrain differences. 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 5×5 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 End gateways after the ender dragon has been defeated. In Bedrock Edition, this biome is instead the biggest, as it is used to generate the whole dimension. 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. 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. Large amounts of endermen spawn in this biome. 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. Large amounts of endermen spawn in this biome. 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. Large amounts of endermen spawn in this biome. 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. Large amounts of endermen spawn in this biome. These biomes have been completely removed from the game in Java Edition. In Bedrock Edition, they still exist in the code, but do not generate and can only be found in old worlds. Most biomes were removed from the generator because the terrain was the only difference with their regular biome variant. This biome doesn't generate naturally from Pocket Edition Alpha 0.9.0 onward. When Bedrock Edition 1.4.0 introduced the new frozen ocean, this biome was not removed or replaced by the new frozen ocean, although the id name changed from frozen_ocean to legacy_frozen_ocean. This biome doesn't generate naturally from Pocket Edition v0.9.0 alpha and Java Edition 1.7.2 onward. The deep warm ocean did not naturally generate in any non-snapshot or non-beta version. Most hills were gentle rolling slopes on which the usual biome terrain generated, with some sharper cliffs here and there. Snowy mountains had a lower chance of spawning passive mobs during world generation than other biomes (7% versus 10%). Swamp hills and dark forest hills generated as 'modified' biomes instead of hills biomes, making them slightly rarer but also bigger in size. Tall birch hills generated as 'modified hills' biomes, which made them even rarer than modified biomes. Tall birch hills had much more mountainous terrain than most hills biomes. In Bedrock Edition, this biome did generate as a much hillier version of the giant spruce taiga, even more mountainous than regular hills biomes. However, the giant spruce taiga hills used the same trees as the giant tree taiga hills (with leaves only at the top), making this biome very similar to the giant tree taiga hills. With the new terrain generation in Caves & Cliffs: Part II, the regular badlands biome also featured these plateaus and this biome became redundant. In Bedrock Edition, the grass and foliage color was lush green (the same color as in mushroom fields), making it easily distinguishable from the regular shattered savanna. Because the terrain was the only difference with the regular mushroom fields biome, this biome became redundant after Caves & Cliffs: Part II. In Bedrock Edition, the regular gravelly mountains did not have any trees, but this biome did, making it slightly different. Because almost no grass blocks were generated between the gravel, trees did rarely generate. These biomes no longer exist in current versions of the game. Snow, grass blocks, ice Grass block, short grass, ferns, oak trees, birch trees Grass block, short grass, oak trees Sand, snow, ice Grass block, oak trees, birch trees These biomes can appear only in April Fools snapshots of the game. This "biome" includes all the other non-custom dimensions biomes. All mobs, blocks, particles and structures in 20w13b (vanilla) can generate in this biome. A dimension can have multiple of these randomly generated biomes. Tint All biomes use a set of colors for various environmental aspects such as the sky, water, fog, and some blocks. In Bedrock Edition, biomes specify their colors in the client_biome JSON files in the vanilla resource packs. Some biomes specify their colors directly, while others use colormaps or separate JSON files which can also control other environmental effects. In Bedrock Edition, all biome colors for blocks are also visible on maps. Biome grass and foliage colors are selected from three 256×256 colormap images: grass.png, foliage.png, and dry_foliage under assets/minecraft/textures/colormap[JE only] or textures/colormap[BE only] in the vanilla resource pack. The grass.png colormap sets the colors for grass block, short grass, tall grass, ferns, large ferns, ferns in flower pots, sugar canes, bushes and stems of pink petals and wildflowers. Meanwhile, the foliage.png colormap sets the colors for vines and tree leaves of oak, jungle, acacia, dark oak and mangrove. The dry_foliage.png colormap sets the colors for leaf litter. Only the colors in the lower-left halfs of the images are used, even though the upper-right side of foliage.png and dry_foliage.png is colored. The adjusted temperature and adjusted downfall values (recognized as AdjTemp and AdjDownfall in the following, respectively) are used when determining the biome color to select from the colormap. They are computed as follows: AdjTemp = clamp( Temperature, 0.0, 1.0 ) AdjDownfall = clamp( Downfall, 0.0, 1.0 ) * AdjTemp. "clamp" limits the range of the temperature and downfall to 0.0—1.0. The clamped downfall value is then multiplied by the adjusted temperature value, bringing its value to be inside the lower left triangle. Treating the bottom-right corner of the colormap as AdjTemp = 0.0 and AdjDownfall = 0.0, the adjusted temperature increases to 1.0 along the X-axis, and the adjusted downfall increases to 1.0 along the Y-axis. In the following cases, the plants are not tinted exactly according to the colormap. In Java Edition, several of them are specified in biome Jsons in vanilla data pack. Swamps In swamps and mangrove swamps, the grass color is based on a noise on XZ plane. When the value of this noise is less than -0.1, it uses the color #4c763c. Otherwise using #6a7039. The foliage color is #6a7039 in swamps and #8db127 in mangrove swamps, which are not affected by the colormap. The dry foliage color in swamps and mangrove swamps is #7b5334, which also ignores the colormap. In Bedrock Edition, all swamp biomes use colormaps to determine these colors, similar to regular colormaps described above. Dark forest In dark forests, the grass color is the result of the bitwise AND between the color in the colormap and #fefefe, and then averaging with #28340a. In vanilla, that is #507a32. Badlands In badlands, wooded badlands and eroded badlands, the grass color is #90814d and the foliage color and dry foliage color is #9e814d. They are not affected by the colormap. Cherry grove The color for grass and foliage in cherry groves is always #b6db61, which is not affected by the colormap. Pale garden In the pale garden, the grass color is #778272, the foliage color is #878d76, and the dry foliage color is #a0a69c They are not affected by the colormap. Other leaves The color for spruce leaves is #619961 and the color for birch leaves is #80a755. Both are not affected by the biome, but determined by colormaps in Bedrock Edition. The color of the daytime sky in Overworld changes according to the basic temperature value of the biome. The basic temperature is first modified as T = clamp( Temperature / 3 , -1.0, 1.0 ). Then the triple (0.62222224-0.05T, 0.5+0.1T, 1) is the sky color. The color of the sky in the pale garden biome is #b9b9b9, which is unaffected by the above formula. See § List of biome climates below for all sky colors. The colors and surface opacity of water are defined in the vanilla data pack[JE only] or client biome JSON files in vanilla resource packs.[BE only] Some biomes in Java Edition, or most biomes in Bedrock Edition have unique water colors. Swamps and warm oceans in Bedrock Edition have unique water surface opacities, 65% and 55% respectively. The color and density of water and sky fog is different for most biomes, defined by separate JSON files for each biome in Bedrock Edition. The underwater fog color is #050533 with a few exceptions in Java Edition, or the same as the water surface color with some exceptions in Bedrock Edition. The sky fog color is #c0d8ff[JE only] or #abd2ff[BE only] in all Overworld biomes, except pale gardens which use #817770. Nether biomes and the End have unique fog colors. Vibrant Visuals ignores default colors for the sky, water, and fog, and adds new effects for each biome or a set of biome. Which environmental settings are used is determined by the biome JSON file, and all environmental settings are stored in separate directories in resource packs. In vanilla, the following effects are affected by the biome: Water colors are not visible with Vibrant Visuals, but all regular fog colors still apply asides from the volumetric fog. When plants or water are at the borders between or among biomes, the color is affected by the biome of the surrounding blocks at the same Y-level. The range of the block involved in the calculation is determined by the biome blend radius in options. Takes the plant color or water color of the biomes within a square centered on this block and with the side length being the biome blend radius, and calculates their average value to get the final color for this block. The sky color[JE only] and the fog color use the color processed by Gaussian blur from colors of the biomes at each block in the range of 5×5×5 centered on the block the camera is in. Climate A biome has three climate attributes: temperature, downfall and precipitation. Each biome has a base temperature value (see § List of biome climates), but the actual temperature value at each location in the biome is also affected by the height of the location. Locations with Y≤80 use the base temperature as actual temperature. At Y=81, the actual temperature value randomly fluctuates up and down by -0.00875 — +0.01125 from the base temperature based on a noise on the XZ plane, and at Y≥81 the actual temperature decreases by 0.00125 (1⁄800) every block up. In frozen oceans and deep frozen oceans, it is also affected by a noise value on the XZ plane. In some regions according to the noise, the base temperature value is always regarded as 0.2. The actual temperature values for these regions are also calculated on this basis. This is detectable in frozen oceans, as its base temperature is low enough to freeze or snow, so that only these regions do not freeze or snow at sea level. The temperature affects at which height snowfall can occur, the sky and block colors, and whether sponges dry in the air.[BE only] The downfall value is a number between 0.0 and 1.0 (see § List of biome climates). When the downfall value is greater than 0.85, the biome is marked as humid, which is related only to the random extinction of fire and block colors. This value doesn't affect the weather. The precipitation value can be "true" or "false". If the precipitation of the biome is false, no rain or snow occurs. Otherwise, a location is rainable when its temperature value is equal or greater than 0.15, and snowable otherwise. So, if the base temperature is less than 0.15, it's snowable at any Y level. Even if equal or greater than 0.15, it will still snow above a certain Y level, which are listed below: Snowy Plains Ice Spikes Grove Frozen Peaks Jagged Peaks Snowy Slopes Snowy Taiga Snowy Beach Some regions of Frozen Ocean The exact minimum height for snowfall is randomized per block, with a margin of 8 blocks. In Bedrock Edition, this is a transition layer where both snow and rain particles are visible at the same time. This transition also appears when moving horizontally between snowy and rainy biomes, and the particle density decreases when moving to a dry biome. In Bedrock Edition, the amount of snow layers generated on the surface is based on the snow accumulation value of the biome. The snow height is randomly selected per block between a minimum and maximum value, with 0.0 being no snow and 1.0 being the full height of one block. During snowfall, snow can stack infinitely on top of generated snow, unlike in Java Edition where this is controlled by a snow accumulation game rule. #9c754d[BE only] Generation Biome IDs Each type of biome has its own Resource Location, shown in the following tables. Before 1.13 biomes used to have a numerical ID. These can be seen in this page: Biome/IDs before 1.13 In versions after 1.13 biomes use a numerical ID which is determined by the alphabetical ordering of their resource locations.[verify] This information is however only used by the game internals and is not included below. Each type of biome has its own Resource Location / IDs, shown in the following tables. Achievements Advancements History Issues Issues relating to "Biome" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Biome#The_Nether_2] | [TOKENS: 9830] |
Biome A biome is a region in a world with distinct geographical features, plants, mobs, temperatures, humidity levels, colors, and more. Biomes separate every generated world into different environments, such as forests, deserts, and oceans. The biome of a location is determined during world generation rather than by the current environment, even if all blocks in a large area are altered to imitate the terrain of other biomes. In Java Edition, the /fillbiome command can be used to change the biome in a selected area. Existing biomes can be located with the /locate biome command. Contents List of biomes In Java Edition, there are 65 different biome types: 54 for the Overworld, 5 for the Nether, and 5 for the End, plus one used only for a superflat preset. In Bedrock Edition, there are 87 biome types: 54 for the Overworld, 5 for the Nether, 1 for the End, and 27 unused. On this page, for convenience of description and reading, the biomes in Overworld are divided into 8 categories, which are not official. These biomes are used for the generation of oceans and mushroom fields. They 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, dirt, and sand. Squid and fish spawn frequently in the water, and dolphins spawn in non-frozen oceans. The basic ocean biome. Like its colder variants, its floor is largely made up of gravel, covered with kelp and seagrass. However, small patches of dirt, sand and clay can also appear. Cod and salmon[BE only] can spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. 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 guardians, elder guardians, prismarine and sponges can spawn here. 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, but without kelp. Pufferfish and tropical fish spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Unlike other ocean biomes, warm oceans allow for the generation of coral reefs and sea pickles. It is the only ocean biome that does not have a deep equivalent, but the terrain in this biome can reach the same depth as deep oceans. A variant of the ocean biome, with light blue water at the surface. Its floor is made of sand with an occasional patch of dirt or clay. Kelp and seagrass generates here. Unlike the warm ocean biome, cod and salmon[BE only] can spawn here, together with pufferfish[JE only] and tropical fish. Dolphins, squid, and nautiluses may also spawn here and drowned and rarely zombie nautiluses can spawn at night or during thunderstorms. Coral reefs cannot generate here. 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. 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. Kelp and seagrass generates here. Salmon, cod and nautiluses can spawn in cold ocean biomes alongside squid and dolphins[BE only]. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Similar to the cold ocean biome, but twice as deep. Like other deep oceans, ocean monuments can generate here, which contain guardians, elder guardians, prismarine and sponges. 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 blue ice, and occasionally topped with snow blocks and snow[BE only]. Strays, drowned, rarely zombie nautiluses, living nautiluses, polar bears, and rabbits[BE only] can spawn here, but dolphins can't. Salmon and cod[BE only] may also spawn here. Like the frozen ocean biome, the only fish that spawn here are salmon and cod[BE only], squid and nautiluses may also spawn here, 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, strays, drowned, rarely zombie nautiluses and rabbits[BE only] can also spawn here, but dolphins can't. This rare biome consists of a mostly flat island and has mycelium instead of grass as its surface. Mushroom fields are always adjacent to a deep ocean and are always 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, bats[JE only], and glow squid 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, but villages don't spawn here. the player can still breed animals and spawn mobs using spawn eggs and insomnia still attracts phantoms[JE only]. Highland biomes are biomes with a higher Y-level. Rugged terrain and snow-covered peaks appear above the snow line. One of the three biomes that generate in the peaks of a mountain. This biome is found in taller and more jagged and pointy peaks that often pass the clouds and can peak at Y=256. It is covered by a single layer of snow blocks with stone underneath often exposing ores such as coal, iron and emerald. Just like the snowy slopes, stone cliffs can generate in some sides of the mountain. Goats spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms[BE only]. The frozen peaks are covered by snow blocks and packed ice with occasional small blobs of ice. Goats can spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms[BE only]. This biome usually generates in smoother and less jagged mountains compared to the jagged peaks biome. The stony peaks are a warmer variation of peak biomes that generates in warmer regions to avoid temperature clashes. It is mainly covered by stone with large strips of calcite and exposed ores. No passive mobs spawn here and there's no snow in this biome. The meadow is an elevated grassy biome found in plateaus near mountain ranges. It is filled with patches of flowers and turquoise-green short grass and tall grass. All small flowers generate except blue orchids, tulips, lilies of the valley or wither roses. Rarely, a lone oak or birch tree can generate and always has a bee nest. Both pillager outposts and plains villages can generate in this biome. Sheep, donkeys and rabbits are the only passive mobs that spawn in this biome. Cherry groves are grasslands with a lot of short grass, tall grass and, instead of the traditional dandelion and poppy flowers, the ground is covered with pink petals. The main environmental feature of the cherry grove are cherry trees identified by their striking pink color. The cherry trees may generate densely enough to create a cover of leaves. Sheep, pigs and rabbits are the only passive mobs that spawn in this biome. The grove creates a forest of spruce trees beneath the mountain peaks when near a forested biome. It is quite reminiscent of the snowy taiga, but the surface is covered with snow blocks and powder snow instead of grass blocks. Rabbits, wolves and foxes can spawn in this biome. The snowy slopes generate beneath the mountain peaks and are covered with multiple layers of snow blocks and powder snow, with some sides also having stone cliffs. Goats spawn in this biome alongside rabbits and polar bears[BE only]. Strays may also spawn here at night and during thunderstorms[BE only]. This is the only mountain biome where igloos can generate, making it one of the three biomes where igloos naturally generate. A highland biome with some steep hilltops and an occasional oak or spruce tree[JE only]. The terrain is usually flat, but sometimes hilly and shattered. This is one of the few biomes where llamas can spawn naturally. Snowfall also occurs above certain heights, rarely creating snow layers on the top of the hills. Windswept hills are one of six biomes where emerald ore and infested stone can be found naturally. Cold animal variants may also spawn here. The windswept gravelly hills are mostly covered in gravel with occasional patches of grass and stone blocks. This is one of the few biomes where llamas can spawn naturally. Due to the low amount of grass, the population of spruce and oak trees in this biome is sparse. Cold animal variants may also spawn here. This biome is found when windswept hills are located next to forested biomes. This is one of the few biomes where llamas can spawn naturally. It does not generate stone patches, so the floor is entirely covered by grass. There are more spruce and oak trees in this biome, forming small forests with a lower tree density than other forest biomes. Cold animal variants may also spawn here. Woodland biomes are rich in plants with a variety of trees, flowers and grasses. A common biome with many oak and birch trees and a fair amount of short grass, mushrooms and flowers. The ground beneath the trees is covered with leaf litter. Wolves can spawn in this biome. This forest variant has fewer trees but contains nearly every type of flower and tall plant in the game. Wolves do not spawn in the flower forest, although rabbits spawn occasionally. Bee nests have a higher chance to generate in this biome. A biome covered by a forest of spruce trees. Ferns, large ferns and sweet berry bushes grow commonly on the forest floor. One can find packs of wolves here, along with small groups of foxes, rabbits or cold animal variants. Villages may generate in this biome; the houses in these villages are built with spruce wood. Pillager outposts may also generate in this biome. This is one of the few biomes where trail ruins can generate. A biome composed of spruce trees (despite it being called a pine taiga, since there is no pine in the game), 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, foxes and cold animal variants can spawn here, as they do in normal taiga biomes. Rabbits may also spawn here[JE only]. At first glance, this biome may look almost exactly the same as its pine tree 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 an old growth pine taiga by observing how the leaves almost completely cover the tree trunks, whereas in pine ones, leaves tend to cover only the top. Like the old growth pine taiga, wolves, foxes and cold animal variants spawn here, and trail ruins can also generate. Rabbits may also spawn here[JE only]. Similar to the standard taiga, except much of the biome is covered in snow. Ferns and large ferns generate here commonly, however sweet berry bushes generate more rarely than in the regular taiga. Wolves, foxes, rabbits and cold animal variants can spawn here. One may also find an igloo nestled between the trees, making it one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here[BE only]. Villages use the same architecture as taiga villages, but the villagers wear snowy biome outfits. A forest that is solely made of birch trees. The grass is aqua in color, and unlike the regular forest, no wolves spawn in this biome. Wildflowers are very common in birch forests. 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 can grow up to 13 blocks in height. This makes deforestation a much more difficult task, although it provides the player with far more resources. This is one of the few biomes where trail ruins can generate. This biome is mainly composed of dark oak trees, which create a mostly closed roof of leaves. Oak trees, birch trees, and huge mushrooms can also be found occasionally, and the ground is covered with leaf litter. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate. The pale garden is a rarer variation of the dark forest biome. It is, in fact, the rarest biome. The dark oak trees are replaced with pale oak trees, with lots of pale hanging moss hanging from the trees. Patches of pale moss blocks and pale moss carpets cover much of the ground, and patches of eyeblossoms dot the landscape. The sky, foliage, and water in this biome are gray and desaturated, and no music plays inside the biome. Some of the pale oak trees may have a creaking heart hidden within them, which spawns a creaking at night. No passive mobs spawn in this biome. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate, making the pale garden one of only two biomes where it can be found. A dense forested biome that includes many different plants and features. Jungle trees and mega jungle trees are common, with the mega trees having 2x2 thick trunks and possibly growing up to 31 blocks in height. Fancy oak trees are also common, and jungle bushes often cover much of the forest floor. Ferns and large ferns are found commonly, and vines are found growing on most types of blocks, especially on jungle trees. Additionally, cocoa can also grow on the sides of jungle trees. Melons can generate here in patches, similar to pumpkins, although they are much more common. Single shoots of bamboo can be found scattered throughout the biome. The foliage in the jungle is a bright, lush green color. Jungle pyramids and trail ruins can generate, and ocelots, parrots, pandas and warm animal variants can spawn in this biome. In contrast to the wild and overgrown vegetation of the jungle biome, the sparse jungle consists of jungle trees, fancy oak trees, and jungle bushes that are spaced out and isolated, creating a much more open environment. The terrain of this biome is often flat, but there may be some small rises in elevation. Parrots, ocelots, and pandas can still spawn in the sparse jungle[Bedrock Edition only]. Wolves can also spawn in this biome along with warm animal variants. In this biome, large areas of the landscape are covered with massive amounts of bamboo. Patches of podzol can be found underneath the densely packed bamboo. Additionally, mega jungle trees, fancy oak trees, and jungle bushes can also generate here. Pandas have a much higher chance to spawn here than the other jungle biomes, making this the best place to find them. Ocelots[BE only], parrots and warm animal variants are also able to spawn, and jungle pyramids can generate here[JE only]. Wetland biomes are rivers, swamps and beaches. They have a large amount of water resources. Rivers separate other biomes; beaches generate as a transition between the ocean and land. A biome that consists of water blocks that form an elongated, curving shape similar to a real river. 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 forming a loop, or ending in a swamp or far inland. The grass has a dull aqua tone, much like the ocean, and trace amounts of oak trees, bushes, and firefly bushes 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 and during thunderstorms. In Bedrock Edition, mobs other than salmon, squid and drowned cannot spawn in this biome, even underground, except from a monster spawner. A river with a layer of ice covering its surface. It generates when a river goes through snowy biomes. Salmon spawn underwater while rabbits[BE only] and polar bears[BE only] spawn on the surface. At night and during thunderstorms, drowned can spawn below the ice with strays[BE only] on the surface. In Bedrock Edition, no hostile mobs other then strays and skeletons can spawn here, even underground, except from a monster spawner. 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, firefly bushes, dead bushes, and sugar canes are abundant, and blue orchids grow exclusively here. Frogs of the temperate variant can spawn here as well. Swamp huts with a black cat and a witch generate exclusively in swamps. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or during thunderstorms. 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 than other biomes when the player is underwater. A biome characterized by a dense foliage, featuring plenty of mangrove trees of varying heights. The floor is mainly composed of mud blocks with occasional grass patches. The grass has the same color as in the normal swamp but leaves and vines have a unique light green tint and the water is teal rather than gray. Warm frogs often spawn in this biome. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or thunderstorms. Visibility is also lower than other biomes when the player is underwater. 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. Buried treasure can be found under few blocks of sand, and an occasional shipwreck can also generate here. Passive mobs other than turtles do not spawn on beaches. 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 a frozen ocean biome. No passive mobs other than rabbits[BE only] spawn in this biome. This stone-covered biome generates at shores with low erosion values, usually close to mountains. Depending on the height of the nearby land, stony shores may generate as medium slopes or huge cliffs, its tops tall enough to be covered by snow even when near warmer biomes. No passive mobs spawn here. Buried treasure can generate here[BE only]. Strips of gravel can sometimes be found here. These biomes have a wide view on usually flat terrain, but can also generate on large hills or cliffs. Trees spawn less here and water sources are plentiful. They also have a higher number of passive mob spawns. A flat and grassy biome with rolling hills and few oak trees. Villages are common. Cave openings, lava lakes and waterfalls are easily identifiable due to the flat unobstructed terrain. Passive mobs are easily found in plains biomes; this biome is also one of the few biomes where horses and donkeys spawn naturally, while hostile zombie horses will spawn during the nighttime. Pillager outposts may also be generated. A fairly uncommon variation of the plains, this biome is the only place where sunflowers naturally generate. In Bedrock Edition, villages and pillager outposts may also generate here. An expansive biome with a huge amount of snow. 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 can spawn; however, it is one of the few biomes where strays and zombie horses appear. In Bedrock Edition, this biome does not spawn monsters other than strays and skeletons, but monster spawners can still spawn monsters. This is one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here. A rare variation of the snowy plains 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 patches made of packed ice can generate on it. Like the regular snowy plains, no animal mobs other than rabbits and polar bears can spawn and strays appear at night or during thunderstorms. In these biomes, it neither rains nor snows. The surface is covered with sparse vegetation. A barren biome consisting mostly of sand dunes, dead bushes, dry grass, and cacti. Sandstone and sometimes fossils are found underneath the sand. The only passive mobs that spawn naturally in deserts are gold/creamy rabbits and camels. At night and during thunderstorms, husks, parched, and camel husks usually spawn in the place of normal zombies and skeletons. Sugar cane can be found if the desert is next to a river biome. Desert villages, desert wells and desert pyramids are found exclusively in this biome. Pillager outposts can also generate here. A relatively flat and dry biome with a dull-brown grass color and acacia trees scattered around the biome, though oak trees may generate occasionally. 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. Horses, armadillos and warm animal variants can naturally spawn here, while hostile zombie horses will spawn during the nighttime. Llamas may also spawn here[BE only]. This biome generates when a normal savanna biome spawns at high altitudes and near mountains. It is mostly indistinguishable from the standard savanna, with the main differences being the fact that llamas and wolves can spawn, and villages and pillager outposts cannot generate. In contrast to the mostly flat and calm terrain of the savanna biome, this uncommon variant generates chaotic terrain, with gigantic mountains covered in coarse dirt and some patches of stone. The mountains in the windswept savanna are extremely steep, sometimes jutting out at 90-degree angles, making it almost impossible to climb. On top of that, they can reach heights comparable to the mountain peak biomes, sometimes rising above the clouds. Massive waterfalls and lavafalls are quite common, and ocean-like lakes can also generate. Unlike the regular savanna, villages and pillager outposts do not generate in this biome. Horses, armadillos and warm animal variants can still spawn in the windswept savanna, as well as hostile zombie horses during the nighttime. Llamas may also spawn here[BE only]. An uncommon biome where large mounds of terracotta and stained terracotta generate. Red sand also generates here instead of regular sand, with occasional cacti, dead bushes, and dry grass. This biome is usually found alongside desert biomes and it can generate in mountainous terrain. Armadillos are the only mobs that can be found here. 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 additional veins can generate within badlands up to Y=256. The composition of this biome is useful when other sources of terracotta and gold are scarce. The wooded badlands has layers of coarse dirt and grass blocks, and forests of oak trees with leaf litter that generate at higher altitudes in humid areas. The lower parts don't generate the oak forests, exposing terracotta and red sand to the sky. 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 badlands. Armadillos can spawn here during the day, and wolves and warm animal variants can spawn on the wooded plateaus. This rare variant 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. Armadillos are the only passive mobs that can be found here. These biomes generate inside caves in the Overworld. They're mostly found underground but can sometimes leak out of cave entrances. A dimly lit cave biome that generates deep underground mostly within the deepslate layer. It is largely sculk blocks 1 block thick upon all surfaces, with frequent sculk sensors and occasional sculk shriekers, the latter of which can directly summon a warden. Large structures known as ancient cities can generate here, containing chests with unique loot. No mobs aside from wardens spawn here, except from a monster spawner. These are caves filled with dripstone blocks and pointed dripstone both hanging as stalactites and growing from the ground as stalagmites and small water wells of 1×1 in the ground. Large dripstone clusters structures generate occasionally inside these caves. Copper ore blobs found in this biome are much bigger compared to other biomes. Drowned and rarely zombie nautiluses can spawn in aquifers. Lush caves are often found underground below azalea trees. These caves are covered by moss blocks, moss carpets, short grass and azalea bushes on the floors. On the ceiling, vines and cave vines with glow berries grow down and light up the caves, and spore blossoms grow from the ceiling and spore particles. There are also shallow lakes with clay where dripleaf plants grow out of them and axolotls spawn, making this the only biome where they can spawn. Tropical fish can also spawn inside the aquifers in a lush cave. Can be accessed only through Single Biome world selection or The Void superflat preset. In a single biome 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 completely 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) aside from phantoms and pillager patrols can spawn without spawn eggs, monster spawners or commands. It does not rain in this biome. The Nether is considered a different dimension. All biomes in this dimension are hot and dry, and it is not possible to place water; ice can still be placed, though it does not turn into water upon melting. Lava oceans are generated as a feature and are therefore not considered a separate biome. The Nether wastes is the most common biome in the Nether. The terrain mainly consists of netherrack, with glowstone clusters growing and lava leaking from the ceiling and gravel and soul sand lining its shores. Most of the Nether’s mobs can spawn here, including ghasts, zombified piglins, magma cubes, striders, piglins, and the occasional enderman. The soul sand valley mainly consists of soul sand, basalt and soul soil. 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. Ghasts and skeletons are common in this biome while endermen are rare. Striders can spawn here as well. This is the only place to find dried ghasts naturally. The crimson forest consists of many huge crimson fungi, which act as the "trees" of this biome. The huge fungi often generate with weeping vines hanging from them, and shroomlights which light up the landscape. The floor is mostly covered with crimson nylium, with occasional patches of bare netherrack or Nether wart blocks. Crimson roots, crimson fungus, and occasionally warped fungus grow on the ground. Small patches of Nether wart blocks and weeping vines can also be found growing on the ceiling. Hoglins, piglins, zombified piglins, and striders can spawn in this biome. The warped forest consists of many huge warped fungi, which act as the "trees" of this biome. The huge fungi often generate with shroomlights, which light up the landscape. Twisting vines grow throughout the biome in patches. The floor is mostly covered with warped nylium, with occasional patches of bare netherrack or warped wart blocks. Warped roots, warped fungus, Nether sprouts, and occasionally crimson fungus grow on the ground. Endermen and striders are the only mobs that spawn in this biome. The biome emits out a magenta-purple fog upon entry. A gray biome, the basalt deltas are said to be the remnant of ancient volcanic eruptions.[citation needed] 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. Fog is colored light-gray and particles of dust can be seen falling from the ceiling upon entry. 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. Ghasts and striders can spawn in this biome as well. The End is considered a different dimension. The terrain consists of end stone islands of varying sizes, floating in the void. They use five different biomes in Java Edition, or all use the End in Bedrock Edition, with no terrain differences. 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 5×5 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 End gateways after the ender dragon has been defeated. In Bedrock Edition, this biome is instead the biggest, as it is used to generate the whole dimension. 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. 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. Large amounts of endermen spawn in this biome. 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. Large amounts of endermen spawn in this biome. 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. Large amounts of endermen spawn in this biome. 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. Large amounts of endermen spawn in this biome. These biomes have been completely removed from the game in Java Edition. In Bedrock Edition, they still exist in the code, but do not generate and can only be found in old worlds. Most biomes were removed from the generator because the terrain was the only difference with their regular biome variant. This biome doesn't generate naturally from Pocket Edition Alpha 0.9.0 onward. When Bedrock Edition 1.4.0 introduced the new frozen ocean, this biome was not removed or replaced by the new frozen ocean, although the id name changed from frozen_ocean to legacy_frozen_ocean. This biome doesn't generate naturally from Pocket Edition v0.9.0 alpha and Java Edition 1.7.2 onward. The deep warm ocean did not naturally generate in any non-snapshot or non-beta version. Most hills were gentle rolling slopes on which the usual biome terrain generated, with some sharper cliffs here and there. Snowy mountains had a lower chance of spawning passive mobs during world generation than other biomes (7% versus 10%). Swamp hills and dark forest hills generated as 'modified' biomes instead of hills biomes, making them slightly rarer but also bigger in size. Tall birch hills generated as 'modified hills' biomes, which made them even rarer than modified biomes. Tall birch hills had much more mountainous terrain than most hills biomes. In Bedrock Edition, this biome did generate as a much hillier version of the giant spruce taiga, even more mountainous than regular hills biomes. However, the giant spruce taiga hills used the same trees as the giant tree taiga hills (with leaves only at the top), making this biome very similar to the giant tree taiga hills. With the new terrain generation in Caves & Cliffs: Part II, the regular badlands biome also featured these plateaus and this biome became redundant. In Bedrock Edition, the grass and foliage color was lush green (the same color as in mushroom fields), making it easily distinguishable from the regular shattered savanna. Because the terrain was the only difference with the regular mushroom fields biome, this biome became redundant after Caves & Cliffs: Part II. In Bedrock Edition, the regular gravelly mountains did not have any trees, but this biome did, making it slightly different. Because almost no grass blocks were generated between the gravel, trees did rarely generate. These biomes no longer exist in current versions of the game. Snow, grass blocks, ice Grass block, short grass, ferns, oak trees, birch trees Grass block, short grass, oak trees Sand, snow, ice Grass block, oak trees, birch trees These biomes can appear only in April Fools snapshots of the game. This "biome" includes all the other non-custom dimensions biomes. All mobs, blocks, particles and structures in 20w13b (vanilla) can generate in this biome. A dimension can have multiple of these randomly generated biomes. Tint All biomes use a set of colors for various environmental aspects such as the sky, water, fog, and some blocks. In Bedrock Edition, biomes specify their colors in the client_biome JSON files in the vanilla resource packs. Some biomes specify their colors directly, while others use colormaps or separate JSON files which can also control other environmental effects. In Bedrock Edition, all biome colors for blocks are also visible on maps. Biome grass and foliage colors are selected from three 256×256 colormap images: grass.png, foliage.png, and dry_foliage under assets/minecraft/textures/colormap[JE only] or textures/colormap[BE only] in the vanilla resource pack. The grass.png colormap sets the colors for grass block, short grass, tall grass, ferns, large ferns, ferns in flower pots, sugar canes, bushes and stems of pink petals and wildflowers. Meanwhile, the foliage.png colormap sets the colors for vines and tree leaves of oak, jungle, acacia, dark oak and mangrove. The dry_foliage.png colormap sets the colors for leaf litter. Only the colors in the lower-left halfs of the images are used, even though the upper-right side of foliage.png and dry_foliage.png is colored. The adjusted temperature and adjusted downfall values (recognized as AdjTemp and AdjDownfall in the following, respectively) are used when determining the biome color to select from the colormap. They are computed as follows: AdjTemp = clamp( Temperature, 0.0, 1.0 ) AdjDownfall = clamp( Downfall, 0.0, 1.0 ) * AdjTemp. "clamp" limits the range of the temperature and downfall to 0.0—1.0. The clamped downfall value is then multiplied by the adjusted temperature value, bringing its value to be inside the lower left triangle. Treating the bottom-right corner of the colormap as AdjTemp = 0.0 and AdjDownfall = 0.0, the adjusted temperature increases to 1.0 along the X-axis, and the adjusted downfall increases to 1.0 along the Y-axis. In the following cases, the plants are not tinted exactly according to the colormap. In Java Edition, several of them are specified in biome Jsons in vanilla data pack. Swamps In swamps and mangrove swamps, the grass color is based on a noise on XZ plane. When the value of this noise is less than -0.1, it uses the color #4c763c. Otherwise using #6a7039. The foliage color is #6a7039 in swamps and #8db127 in mangrove swamps, which are not affected by the colormap. The dry foliage color in swamps and mangrove swamps is #7b5334, which also ignores the colormap. In Bedrock Edition, all swamp biomes use colormaps to determine these colors, similar to regular colormaps described above. Dark forest In dark forests, the grass color is the result of the bitwise AND between the color in the colormap and #fefefe, and then averaging with #28340a. In vanilla, that is #507a32. Badlands In badlands, wooded badlands and eroded badlands, the grass color is #90814d and the foliage color and dry foliage color is #9e814d. They are not affected by the colormap. Cherry grove The color for grass and foliage in cherry groves is always #b6db61, which is not affected by the colormap. Pale garden In the pale garden, the grass color is #778272, the foliage color is #878d76, and the dry foliage color is #a0a69c They are not affected by the colormap. Other leaves The color for spruce leaves is #619961 and the color for birch leaves is #80a755. Both are not affected by the biome, but determined by colormaps in Bedrock Edition. The color of the daytime sky in Overworld changes according to the basic temperature value of the biome. The basic temperature is first modified as T = clamp( Temperature / 3 , -1.0, 1.0 ). Then the triple (0.62222224-0.05T, 0.5+0.1T, 1) is the sky color. The color of the sky in the pale garden biome is #b9b9b9, which is unaffected by the above formula. See § List of biome climates below for all sky colors. The colors and surface opacity of water are defined in the vanilla data pack[JE only] or client biome JSON files in vanilla resource packs.[BE only] Some biomes in Java Edition, or most biomes in Bedrock Edition have unique water colors. Swamps and warm oceans in Bedrock Edition have unique water surface opacities, 65% and 55% respectively. The color and density of water and sky fog is different for most biomes, defined by separate JSON files for each biome in Bedrock Edition. The underwater fog color is #050533 with a few exceptions in Java Edition, or the same as the water surface color with some exceptions in Bedrock Edition. The sky fog color is #c0d8ff[JE only] or #abd2ff[BE only] in all Overworld biomes, except pale gardens which use #817770. Nether biomes and the End have unique fog colors. Vibrant Visuals ignores default colors for the sky, water, and fog, and adds new effects for each biome or a set of biome. Which environmental settings are used is determined by the biome JSON file, and all environmental settings are stored in separate directories in resource packs. In vanilla, the following effects are affected by the biome: Water colors are not visible with Vibrant Visuals, but all regular fog colors still apply asides from the volumetric fog. When plants or water are at the borders between or among biomes, the color is affected by the biome of the surrounding blocks at the same Y-level. The range of the block involved in the calculation is determined by the biome blend radius in options. Takes the plant color or water color of the biomes within a square centered on this block and with the side length being the biome blend radius, and calculates their average value to get the final color for this block. The sky color[JE only] and the fog color use the color processed by Gaussian blur from colors of the biomes at each block in the range of 5×5×5 centered on the block the camera is in. Climate A biome has three climate attributes: temperature, downfall and precipitation. Each biome has a base temperature value (see § List of biome climates), but the actual temperature value at each location in the biome is also affected by the height of the location. Locations with Y≤80 use the base temperature as actual temperature. At Y=81, the actual temperature value randomly fluctuates up and down by -0.00875 — +0.01125 from the base temperature based on a noise on the XZ plane, and at Y≥81 the actual temperature decreases by 0.00125 (1⁄800) every block up. In frozen oceans and deep frozen oceans, it is also affected by a noise value on the XZ plane. In some regions according to the noise, the base temperature value is always regarded as 0.2. The actual temperature values for these regions are also calculated on this basis. This is detectable in frozen oceans, as its base temperature is low enough to freeze or snow, so that only these regions do not freeze or snow at sea level. The temperature affects at which height snowfall can occur, the sky and block colors, and whether sponges dry in the air.[BE only] The downfall value is a number between 0.0 and 1.0 (see § List of biome climates). When the downfall value is greater than 0.85, the biome is marked as humid, which is related only to the random extinction of fire and block colors. This value doesn't affect the weather. The precipitation value can be "true" or "false". If the precipitation of the biome is false, no rain or snow occurs. Otherwise, a location is rainable when its temperature value is equal or greater than 0.15, and snowable otherwise. So, if the base temperature is less than 0.15, it's snowable at any Y level. Even if equal or greater than 0.15, it will still snow above a certain Y level, which are listed below: Snowy Plains Ice Spikes Grove Frozen Peaks Jagged Peaks Snowy Slopes Snowy Taiga Snowy Beach Some regions of Frozen Ocean The exact minimum height for snowfall is randomized per block, with a margin of 8 blocks. In Bedrock Edition, this is a transition layer where both snow and rain particles are visible at the same time. This transition also appears when moving horizontally between snowy and rainy biomes, and the particle density decreases when moving to a dry biome. In Bedrock Edition, the amount of snow layers generated on the surface is based on the snow accumulation value of the biome. The snow height is randomly selected per block between a minimum and maximum value, with 0.0 being no snow and 1.0 being the full height of one block. During snowfall, snow can stack infinitely on top of generated snow, unlike in Java Edition where this is controlled by a snow accumulation game rule. #9c754d[BE only] Generation Biome IDs Each type of biome has its own Resource Location, shown in the following tables. Before 1.13 biomes used to have a numerical ID. These can be seen in this page: Biome/IDs before 1.13 In versions after 1.13 biomes use a numerical ID which is determined by the alphabetical ordering of their resource locations.[verify] This information is however only used by the game internals and is not included below. Each type of biome has its own Resource Location / IDs, shown in the following tables. Achievements Advancements History Issues Issues relating to "Biome" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu |
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Biome A biome is a region in a world with distinct geographical features, plants, mobs, temperatures, humidity levels, colors, and more. Biomes separate every generated world into different environments, such as forests, deserts, and oceans. The biome of a location is determined during world generation rather than by the current environment, even if all blocks in a large area are altered to imitate the terrain of other biomes. In Java Edition, the /fillbiome command can be used to change the biome in a selected area. Existing biomes can be located with the /locate biome command. Contents List of biomes In Java Edition, there are 65 different biome types: 54 for the Overworld, 5 for the Nether, and 5 for the End, plus one used only for a superflat preset. In Bedrock Edition, there are 87 biome types: 54 for the Overworld, 5 for the Nether, 1 for the End, and 27 unused. On this page, for convenience of description and reading, the biomes in Overworld are divided into 8 categories, which are not official. These biomes are used for the generation of oceans and mushroom fields. They 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, dirt, and sand. Squid and fish spawn frequently in the water, and dolphins spawn in non-frozen oceans. The basic ocean biome. Like its colder variants, its floor is largely made up of gravel, covered with kelp and seagrass. However, small patches of dirt, sand and clay can also appear. Cod and salmon[BE only] can spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. 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 guardians, elder guardians, prismarine and sponges can spawn here. 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, but without kelp. Pufferfish and tropical fish spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Unlike other ocean biomes, warm oceans allow for the generation of coral reefs and sea pickles. It is the only ocean biome that does not have a deep equivalent, but the terrain in this biome can reach the same depth as deep oceans. A variant of the ocean biome, with light blue water at the surface. Its floor is made of sand with an occasional patch of dirt or clay. Kelp and seagrass generates here. Unlike the warm ocean biome, cod and salmon[BE only] can spawn here, together with pufferfish[JE only] and tropical fish. Dolphins, squid, and nautiluses may also spawn here and drowned and rarely zombie nautiluses can spawn at night or during thunderstorms. Coral reefs cannot generate here. 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. 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. Kelp and seagrass generates here. Salmon, cod and nautiluses can spawn in cold ocean biomes alongside squid and dolphins[BE only]. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Similar to the cold ocean biome, but twice as deep. Like other deep oceans, ocean monuments can generate here, which contain guardians, elder guardians, prismarine and sponges. 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 blue ice, and occasionally topped with snow blocks and snow[BE only]. Strays, drowned, rarely zombie nautiluses, living nautiluses, polar bears, and rabbits[BE only] can spawn here, but dolphins can't. Salmon and cod[BE only] may also spawn here. Like the frozen ocean biome, the only fish that spawn here are salmon and cod[BE only], squid and nautiluses may also spawn here, 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, strays, drowned, rarely zombie nautiluses and rabbits[BE only] can also spawn here, but dolphins can't. This rare biome consists of a mostly flat island and has mycelium instead of grass as its surface. Mushroom fields are always adjacent to a deep ocean and are always 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, bats[JE only], and glow squid 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, but villages don't spawn here. the player can still breed animals and spawn mobs using spawn eggs and insomnia still attracts phantoms[JE only]. Highland biomes are biomes with a higher Y-level. Rugged terrain and snow-covered peaks appear above the snow line. One of the three biomes that generate in the peaks of a mountain. This biome is found in taller and more jagged and pointy peaks that often pass the clouds and can peak at Y=256. It is covered by a single layer of snow blocks with stone underneath often exposing ores such as coal, iron and emerald. Just like the snowy slopes, stone cliffs can generate in some sides of the mountain. Goats spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms[BE only]. The frozen peaks are covered by snow blocks and packed ice with occasional small blobs of ice. Goats can spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms[BE only]. This biome usually generates in smoother and less jagged mountains compared to the jagged peaks biome. The stony peaks are a warmer variation of peak biomes that generates in warmer regions to avoid temperature clashes. It is mainly covered by stone with large strips of calcite and exposed ores. No passive mobs spawn here and there's no snow in this biome. The meadow is an elevated grassy biome found in plateaus near mountain ranges. It is filled with patches of flowers and turquoise-green short grass and tall grass. All small flowers generate except blue orchids, tulips, lilies of the valley or wither roses. Rarely, a lone oak or birch tree can generate and always has a bee nest. Both pillager outposts and plains villages can generate in this biome. Sheep, donkeys and rabbits are the only passive mobs that spawn in this biome. Cherry groves are grasslands with a lot of short grass, tall grass and, instead of the traditional dandelion and poppy flowers, the ground is covered with pink petals. The main environmental feature of the cherry grove are cherry trees identified by their striking pink color. The cherry trees may generate densely enough to create a cover of leaves. Sheep, pigs and rabbits are the only passive mobs that spawn in this biome. The grove creates a forest of spruce trees beneath the mountain peaks when near a forested biome. It is quite reminiscent of the snowy taiga, but the surface is covered with snow blocks and powder snow instead of grass blocks. Rabbits, wolves and foxes can spawn in this biome. The snowy slopes generate beneath the mountain peaks and are covered with multiple layers of snow blocks and powder snow, with some sides also having stone cliffs. Goats spawn in this biome alongside rabbits and polar bears[BE only]. Strays may also spawn here at night and during thunderstorms[BE only]. This is the only mountain biome where igloos can generate, making it one of the three biomes where igloos naturally generate. A highland biome with some steep hilltops and an occasional oak or spruce tree[JE only]. The terrain is usually flat, but sometimes hilly and shattered. This is one of the few biomes where llamas can spawn naturally. Snowfall also occurs above certain heights, rarely creating snow layers on the top of the hills. Windswept hills are one of six biomes where emerald ore and infested stone can be found naturally. Cold animal variants may also spawn here. The windswept gravelly hills are mostly covered in gravel with occasional patches of grass and stone blocks. This is one of the few biomes where llamas can spawn naturally. Due to the low amount of grass, the population of spruce and oak trees in this biome is sparse. Cold animal variants may also spawn here. This biome is found when windswept hills are located next to forested biomes. This is one of the few biomes where llamas can spawn naturally. It does not generate stone patches, so the floor is entirely covered by grass. There are more spruce and oak trees in this biome, forming small forests with a lower tree density than other forest biomes. Cold animal variants may also spawn here. Woodland biomes are rich in plants with a variety of trees, flowers and grasses. A common biome with many oak and birch trees and a fair amount of short grass, mushrooms and flowers. The ground beneath the trees is covered with leaf litter. Wolves can spawn in this biome. This forest variant has fewer trees but contains nearly every type of flower and tall plant in the game. Wolves do not spawn in the flower forest, although rabbits spawn occasionally. Bee nests have a higher chance to generate in this biome. A biome covered by a forest of spruce trees. Ferns, large ferns and sweet berry bushes grow commonly on the forest floor. One can find packs of wolves here, along with small groups of foxes, rabbits or cold animal variants. Villages may generate in this biome; the houses in these villages are built with spruce wood. Pillager outposts may also generate in this biome. This is one of the few biomes where trail ruins can generate. A biome composed of spruce trees (despite it being called a pine taiga, since there is no pine in the game), 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, foxes and cold animal variants can spawn here, as they do in normal taiga biomes. Rabbits may also spawn here[JE only]. At first glance, this biome may look almost exactly the same as its pine tree 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 an old growth pine taiga by observing how the leaves almost completely cover the tree trunks, whereas in pine ones, leaves tend to cover only the top. Like the old growth pine taiga, wolves, foxes and cold animal variants spawn here, and trail ruins can also generate. Rabbits may also spawn here[JE only]. Similar to the standard taiga, except much of the biome is covered in snow. Ferns and large ferns generate here commonly, however sweet berry bushes generate more rarely than in the regular taiga. Wolves, foxes, rabbits and cold animal variants can spawn here. One may also find an igloo nestled between the trees, making it one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here[BE only]. Villages use the same architecture as taiga villages, but the villagers wear snowy biome outfits. A forest that is solely made of birch trees. The grass is aqua in color, and unlike the regular forest, no wolves spawn in this biome. Wildflowers are very common in birch forests. 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 can grow up to 13 blocks in height. This makes deforestation a much more difficult task, although it provides the player with far more resources. This is one of the few biomes where trail ruins can generate. This biome is mainly composed of dark oak trees, which create a mostly closed roof of leaves. Oak trees, birch trees, and huge mushrooms can also be found occasionally, and the ground is covered with leaf litter. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate. The pale garden is a rarer variation of the dark forest biome. It is, in fact, the rarest biome. The dark oak trees are replaced with pale oak trees, with lots of pale hanging moss hanging from the trees. Patches of pale moss blocks and pale moss carpets cover much of the ground, and patches of eyeblossoms dot the landscape. The sky, foliage, and water in this biome are gray and desaturated, and no music plays inside the biome. Some of the pale oak trees may have a creaking heart hidden within them, which spawns a creaking at night. No passive mobs spawn in this biome. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate, making the pale garden one of only two biomes where it can be found. A dense forested biome that includes many different plants and features. Jungle trees and mega jungle trees are common, with the mega trees having 2x2 thick trunks and possibly growing up to 31 blocks in height. Fancy oak trees are also common, and jungle bushes often cover much of the forest floor. Ferns and large ferns are found commonly, and vines are found growing on most types of blocks, especially on jungle trees. Additionally, cocoa can also grow on the sides of jungle trees. Melons can generate here in patches, similar to pumpkins, although they are much more common. Single shoots of bamboo can be found scattered throughout the biome. The foliage in the jungle is a bright, lush green color. Jungle pyramids and trail ruins can generate, and ocelots, parrots, pandas and warm animal variants can spawn in this biome. In contrast to the wild and overgrown vegetation of the jungle biome, the sparse jungle consists of jungle trees, fancy oak trees, and jungle bushes that are spaced out and isolated, creating a much more open environment. The terrain of this biome is often flat, but there may be some small rises in elevation. Parrots, ocelots, and pandas can still spawn in the sparse jungle[Bedrock Edition only]. Wolves can also spawn in this biome along with warm animal variants. In this biome, large areas of the landscape are covered with massive amounts of bamboo. Patches of podzol can be found underneath the densely packed bamboo. Additionally, mega jungle trees, fancy oak trees, and jungle bushes can also generate here. Pandas have a much higher chance to spawn here than the other jungle biomes, making this the best place to find them. Ocelots[BE only], parrots and warm animal variants are also able to spawn, and jungle pyramids can generate here[JE only]. Wetland biomes are rivers, swamps and beaches. They have a large amount of water resources. Rivers separate other biomes; beaches generate as a transition between the ocean and land. A biome that consists of water blocks that form an elongated, curving shape similar to a real river. 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 forming a loop, or ending in a swamp or far inland. The grass has a dull aqua tone, much like the ocean, and trace amounts of oak trees, bushes, and firefly bushes 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 and during thunderstorms. In Bedrock Edition, mobs other than salmon, squid and drowned cannot spawn in this biome, even underground, except from a monster spawner. A river with a layer of ice covering its surface. It generates when a river goes through snowy biomes. Salmon spawn underwater while rabbits[BE only] and polar bears[BE only] spawn on the surface. At night and during thunderstorms, drowned can spawn below the ice with strays[BE only] on the surface. In Bedrock Edition, no hostile mobs other then strays and skeletons can spawn here, even underground, except from a monster spawner. 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, firefly bushes, dead bushes, and sugar canes are abundant, and blue orchids grow exclusively here. Frogs of the temperate variant can spawn here as well. Swamp huts with a black cat and a witch generate exclusively in swamps. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or during thunderstorms. 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 than other biomes when the player is underwater. A biome characterized by a dense foliage, featuring plenty of mangrove trees of varying heights. The floor is mainly composed of mud blocks with occasional grass patches. The grass has the same color as in the normal swamp but leaves and vines have a unique light green tint and the water is teal rather than gray. Warm frogs often spawn in this biome. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or thunderstorms. Visibility is also lower than other biomes when the player is underwater. 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. Buried treasure can be found under few blocks of sand, and an occasional shipwreck can also generate here. Passive mobs other than turtles do not spawn on beaches. 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 a frozen ocean biome. No passive mobs other than rabbits[BE only] spawn in this biome. This stone-covered biome generates at shores with low erosion values, usually close to mountains. Depending on the height of the nearby land, stony shores may generate as medium slopes or huge cliffs, its tops tall enough to be covered by snow even when near warmer biomes. No passive mobs spawn here. Buried treasure can generate here[BE only]. Strips of gravel can sometimes be found here. These biomes have a wide view on usually flat terrain, but can also generate on large hills or cliffs. Trees spawn less here and water sources are plentiful. They also have a higher number of passive mob spawns. A flat and grassy biome with rolling hills and few oak trees. Villages are common. Cave openings, lava lakes and waterfalls are easily identifiable due to the flat unobstructed terrain. Passive mobs are easily found in plains biomes; this biome is also one of the few biomes where horses and donkeys spawn naturally, while hostile zombie horses will spawn during the nighttime. Pillager outposts may also be generated. A fairly uncommon variation of the plains, this biome is the only place where sunflowers naturally generate. In Bedrock Edition, villages and pillager outposts may also generate here. An expansive biome with a huge amount of snow. 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 can spawn; however, it is one of the few biomes where strays and zombie horses appear. In Bedrock Edition, this biome does not spawn monsters other than strays and skeletons, but monster spawners can still spawn monsters. This is one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here. A rare variation of the snowy plains 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 patches made of packed ice can generate on it. Like the regular snowy plains, no animal mobs other than rabbits and polar bears can spawn and strays appear at night or during thunderstorms. In these biomes, it neither rains nor snows. The surface is covered with sparse vegetation. A barren biome consisting mostly of sand dunes, dead bushes, dry grass, and cacti. Sandstone and sometimes fossils are found underneath the sand. The only passive mobs that spawn naturally in deserts are gold/creamy rabbits and camels. At night and during thunderstorms, husks, parched, and camel husks usually spawn in the place of normal zombies and skeletons. Sugar cane can be found if the desert is next to a river biome. Desert villages, desert wells and desert pyramids are found exclusively in this biome. Pillager outposts can also generate here. A relatively flat and dry biome with a dull-brown grass color and acacia trees scattered around the biome, though oak trees may generate occasionally. 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. Horses, armadillos and warm animal variants can naturally spawn here, while hostile zombie horses will spawn during the nighttime. Llamas may also spawn here[BE only]. This biome generates when a normal savanna biome spawns at high altitudes and near mountains. It is mostly indistinguishable from the standard savanna, with the main differences being the fact that llamas and wolves can spawn, and villages and pillager outposts cannot generate. In contrast to the mostly flat and calm terrain of the savanna biome, this uncommon variant generates chaotic terrain, with gigantic mountains covered in coarse dirt and some patches of stone. The mountains in the windswept savanna are extremely steep, sometimes jutting out at 90-degree angles, making it almost impossible to climb. On top of that, they can reach heights comparable to the mountain peak biomes, sometimes rising above the clouds. Massive waterfalls and lavafalls are quite common, and ocean-like lakes can also generate. Unlike the regular savanna, villages and pillager outposts do not generate in this biome. Horses, armadillos and warm animal variants can still spawn in the windswept savanna, as well as hostile zombie horses during the nighttime. Llamas may also spawn here[BE only]. An uncommon biome where large mounds of terracotta and stained terracotta generate. Red sand also generates here instead of regular sand, with occasional cacti, dead bushes, and dry grass. This biome is usually found alongside desert biomes and it can generate in mountainous terrain. Armadillos are the only mobs that can be found here. 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 additional veins can generate within badlands up to Y=256. The composition of this biome is useful when other sources of terracotta and gold are scarce. The wooded badlands has layers of coarse dirt and grass blocks, and forests of oak trees with leaf litter that generate at higher altitudes in humid areas. The lower parts don't generate the oak forests, exposing terracotta and red sand to the sky. 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 badlands. Armadillos can spawn here during the day, and wolves and warm animal variants can spawn on the wooded plateaus. This rare variant 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. Armadillos are the only passive mobs that can be found here. These biomes generate inside caves in the Overworld. They're mostly found underground but can sometimes leak out of cave entrances. A dimly lit cave biome that generates deep underground mostly within the deepslate layer. It is largely sculk blocks 1 block thick upon all surfaces, with frequent sculk sensors and occasional sculk shriekers, the latter of which can directly summon a warden. Large structures known as ancient cities can generate here, containing chests with unique loot. No mobs aside from wardens spawn here, except from a monster spawner. These are caves filled with dripstone blocks and pointed dripstone both hanging as stalactites and growing from the ground as stalagmites and small water wells of 1×1 in the ground. Large dripstone clusters structures generate occasionally inside these caves. Copper ore blobs found in this biome are much bigger compared to other biomes. Drowned and rarely zombie nautiluses can spawn in aquifers. Lush caves are often found underground below azalea trees. These caves are covered by moss blocks, moss carpets, short grass and azalea bushes on the floors. On the ceiling, vines and cave vines with glow berries grow down and light up the caves, and spore blossoms grow from the ceiling and spore particles. There are also shallow lakes with clay where dripleaf plants grow out of them and axolotls spawn, making this the only biome where they can spawn. Tropical fish can also spawn inside the aquifers in a lush cave. Can be accessed only through Single Biome world selection or The Void superflat preset. In a single biome 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 completely 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) aside from phantoms and pillager patrols can spawn without spawn eggs, monster spawners or commands. It does not rain in this biome. The Nether is considered a different dimension. All biomes in this dimension are hot and dry, and it is not possible to place water; ice can still be placed, though it does not turn into water upon melting. Lava oceans are generated as a feature and are therefore not considered a separate biome. The Nether wastes is the most common biome in the Nether. The terrain mainly consists of netherrack, with glowstone clusters growing and lava leaking from the ceiling and gravel and soul sand lining its shores. Most of the Nether’s mobs can spawn here, including ghasts, zombified piglins, magma cubes, striders, piglins, and the occasional enderman. The soul sand valley mainly consists of soul sand, basalt and soul soil. 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. Ghasts and skeletons are common in this biome while endermen are rare. Striders can spawn here as well. This is the only place to find dried ghasts naturally. The crimson forest consists of many huge crimson fungi, which act as the "trees" of this biome. The huge fungi often generate with weeping vines hanging from them, and shroomlights which light up the landscape. The floor is mostly covered with crimson nylium, with occasional patches of bare netherrack or Nether wart blocks. Crimson roots, crimson fungus, and occasionally warped fungus grow on the ground. Small patches of Nether wart blocks and weeping vines can also be found growing on the ceiling. Hoglins, piglins, zombified piglins, and striders can spawn in this biome. The warped forest consists of many huge warped fungi, which act as the "trees" of this biome. The huge fungi often generate with shroomlights, which light up the landscape. Twisting vines grow throughout the biome in patches. The floor is mostly covered with warped nylium, with occasional patches of bare netherrack or warped wart blocks. Warped roots, warped fungus, Nether sprouts, and occasionally crimson fungus grow on the ground. Endermen and striders are the only mobs that spawn in this biome. The biome emits out a magenta-purple fog upon entry. A gray biome, the basalt deltas are said to be the remnant of ancient volcanic eruptions.[citation needed] 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. Fog is colored light-gray and particles of dust can be seen falling from the ceiling upon entry. 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. Ghasts and striders can spawn in this biome as well. The End is considered a different dimension. The terrain consists of end stone islands of varying sizes, floating in the void. They use five different biomes in Java Edition, or all use the End in Bedrock Edition, with no terrain differences. 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 5×5 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 End gateways after the ender dragon has been defeated. In Bedrock Edition, this biome is instead the biggest, as it is used to generate the whole dimension. 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. 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. Large amounts of endermen spawn in this biome. 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. Large amounts of endermen spawn in this biome. 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. Large amounts of endermen spawn in this biome. 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. Large amounts of endermen spawn in this biome. These biomes have been completely removed from the game in Java Edition. In Bedrock Edition, they still exist in the code, but do not generate and can only be found in old worlds. Most biomes were removed from the generator because the terrain was the only difference with their regular biome variant. This biome doesn't generate naturally from Pocket Edition Alpha 0.9.0 onward. When Bedrock Edition 1.4.0 introduced the new frozen ocean, this biome was not removed or replaced by the new frozen ocean, although the id name changed from frozen_ocean to legacy_frozen_ocean. This biome doesn't generate naturally from Pocket Edition v0.9.0 alpha and Java Edition 1.7.2 onward. The deep warm ocean did not naturally generate in any non-snapshot or non-beta version. Most hills were gentle rolling slopes on which the usual biome terrain generated, with some sharper cliffs here and there. Snowy mountains had a lower chance of spawning passive mobs during world generation than other biomes (7% versus 10%). Swamp hills and dark forest hills generated as 'modified' biomes instead of hills biomes, making them slightly rarer but also bigger in size. Tall birch hills generated as 'modified hills' biomes, which made them even rarer than modified biomes. Tall birch hills had much more mountainous terrain than most hills biomes. In Bedrock Edition, this biome did generate as a much hillier version of the giant spruce taiga, even more mountainous than regular hills biomes. However, the giant spruce taiga hills used the same trees as the giant tree taiga hills (with leaves only at the top), making this biome very similar to the giant tree taiga hills. With the new terrain generation in Caves & Cliffs: Part II, the regular badlands biome also featured these plateaus and this biome became redundant. In Bedrock Edition, the grass and foliage color was lush green (the same color as in mushroom fields), making it easily distinguishable from the regular shattered savanna. Because the terrain was the only difference with the regular mushroom fields biome, this biome became redundant after Caves & Cliffs: Part II. In Bedrock Edition, the regular gravelly mountains did not have any trees, but this biome did, making it slightly different. Because almost no grass blocks were generated between the gravel, trees did rarely generate. These biomes no longer exist in current versions of the game. Snow, grass blocks, ice Grass block, short grass, ferns, oak trees, birch trees Grass block, short grass, oak trees Sand, snow, ice Grass block, oak trees, birch trees These biomes can appear only in April Fools snapshots of the game. This "biome" includes all the other non-custom dimensions biomes. All mobs, blocks, particles and structures in 20w13b (vanilla) can generate in this biome. A dimension can have multiple of these randomly generated biomes. Tint All biomes use a set of colors for various environmental aspects such as the sky, water, fog, and some blocks. In Bedrock Edition, biomes specify their colors in the client_biome JSON files in the vanilla resource packs. Some biomes specify their colors directly, while others use colormaps or separate JSON files which can also control other environmental effects. In Bedrock Edition, all biome colors for blocks are also visible on maps. Biome grass and foliage colors are selected from three 256×256 colormap images: grass.png, foliage.png, and dry_foliage under assets/minecraft/textures/colormap[JE only] or textures/colormap[BE only] in the vanilla resource pack. The grass.png colormap sets the colors for grass block, short grass, tall grass, ferns, large ferns, ferns in flower pots, sugar canes, bushes and stems of pink petals and wildflowers. Meanwhile, the foliage.png colormap sets the colors for vines and tree leaves of oak, jungle, acacia, dark oak and mangrove. The dry_foliage.png colormap sets the colors for leaf litter. Only the colors in the lower-left halfs of the images are used, even though the upper-right side of foliage.png and dry_foliage.png is colored. The adjusted temperature and adjusted downfall values (recognized as AdjTemp and AdjDownfall in the following, respectively) are used when determining the biome color to select from the colormap. They are computed as follows: AdjTemp = clamp( Temperature, 0.0, 1.0 ) AdjDownfall = clamp( Downfall, 0.0, 1.0 ) * AdjTemp. "clamp" limits the range of the temperature and downfall to 0.0—1.0. The clamped downfall value is then multiplied by the adjusted temperature value, bringing its value to be inside the lower left triangle. Treating the bottom-right corner of the colormap as AdjTemp = 0.0 and AdjDownfall = 0.0, the adjusted temperature increases to 1.0 along the X-axis, and the adjusted downfall increases to 1.0 along the Y-axis. In the following cases, the plants are not tinted exactly according to the colormap. In Java Edition, several of them are specified in biome Jsons in vanilla data pack. Swamps In swamps and mangrove swamps, the grass color is based on a noise on XZ plane. When the value of this noise is less than -0.1, it uses the color #4c763c. Otherwise using #6a7039. The foliage color is #6a7039 in swamps and #8db127 in mangrove swamps, which are not affected by the colormap. The dry foliage color in swamps and mangrove swamps is #7b5334, which also ignores the colormap. In Bedrock Edition, all swamp biomes use colormaps to determine these colors, similar to regular colormaps described above. Dark forest In dark forests, the grass color is the result of the bitwise AND between the color in the colormap and #fefefe, and then averaging with #28340a. In vanilla, that is #507a32. Badlands In badlands, wooded badlands and eroded badlands, the grass color is #90814d and the foliage color and dry foliage color is #9e814d. They are not affected by the colormap. Cherry grove The color for grass and foliage in cherry groves is always #b6db61, which is not affected by the colormap. Pale garden In the pale garden, the grass color is #778272, the foliage color is #878d76, and the dry foliage color is #a0a69c They are not affected by the colormap. Other leaves The color for spruce leaves is #619961 and the color for birch leaves is #80a755. Both are not affected by the biome, but determined by colormaps in Bedrock Edition. The color of the daytime sky in Overworld changes according to the basic temperature value of the biome. The basic temperature is first modified as T = clamp( Temperature / 3 , -1.0, 1.0 ). Then the triple (0.62222224-0.05T, 0.5+0.1T, 1) is the sky color. The color of the sky in the pale garden biome is #b9b9b9, which is unaffected by the above formula. See § List of biome climates below for all sky colors. The colors and surface opacity of water are defined in the vanilla data pack[JE only] or client biome JSON files in vanilla resource packs.[BE only] Some biomes in Java Edition, or most biomes in Bedrock Edition have unique water colors. Swamps and warm oceans in Bedrock Edition have unique water surface opacities, 65% and 55% respectively. The color and density of water and sky fog is different for most biomes, defined by separate JSON files for each biome in Bedrock Edition. The underwater fog color is #050533 with a few exceptions in Java Edition, or the same as the water surface color with some exceptions in Bedrock Edition. The sky fog color is #c0d8ff[JE only] or #abd2ff[BE only] in all Overworld biomes, except pale gardens which use #817770. Nether biomes and the End have unique fog colors. Vibrant Visuals ignores default colors for the sky, water, and fog, and adds new effects for each biome or a set of biome. Which environmental settings are used is determined by the biome JSON file, and all environmental settings are stored in separate directories in resource packs. In vanilla, the following effects are affected by the biome: Water colors are not visible with Vibrant Visuals, but all regular fog colors still apply asides from the volumetric fog. When plants or water are at the borders between or among biomes, the color is affected by the biome of the surrounding blocks at the same Y-level. The range of the block involved in the calculation is determined by the biome blend radius in options. Takes the plant color or water color of the biomes within a square centered on this block and with the side length being the biome blend radius, and calculates their average value to get the final color for this block. The sky color[JE only] and the fog color use the color processed by Gaussian blur from colors of the biomes at each block in the range of 5×5×5 centered on the block the camera is in. Climate A biome has three climate attributes: temperature, downfall and precipitation. Each biome has a base temperature value (see § List of biome climates), but the actual temperature value at each location in the biome is also affected by the height of the location. Locations with Y≤80 use the base temperature as actual temperature. At Y=81, the actual temperature value randomly fluctuates up and down by -0.00875 — +0.01125 from the base temperature based on a noise on the XZ plane, and at Y≥81 the actual temperature decreases by 0.00125 (1⁄800) every block up. In frozen oceans and deep frozen oceans, it is also affected by a noise value on the XZ plane. In some regions according to the noise, the base temperature value is always regarded as 0.2. The actual temperature values for these regions are also calculated on this basis. This is detectable in frozen oceans, as its base temperature is low enough to freeze or snow, so that only these regions do not freeze or snow at sea level. The temperature affects at which height snowfall can occur, the sky and block colors, and whether sponges dry in the air.[BE only] The downfall value is a number between 0.0 and 1.0 (see § List of biome climates). When the downfall value is greater than 0.85, the biome is marked as humid, which is related only to the random extinction of fire and block colors. This value doesn't affect the weather. The precipitation value can be "true" or "false". If the precipitation of the biome is false, no rain or snow occurs. Otherwise, a location is rainable when its temperature value is equal or greater than 0.15, and snowable otherwise. So, if the base temperature is less than 0.15, it's snowable at any Y level. Even if equal or greater than 0.15, it will still snow above a certain Y level, which are listed below: Snowy Plains Ice Spikes Grove Frozen Peaks Jagged Peaks Snowy Slopes Snowy Taiga Snowy Beach Some regions of Frozen Ocean The exact minimum height for snowfall is randomized per block, with a margin of 8 blocks. In Bedrock Edition, this is a transition layer where both snow and rain particles are visible at the same time. This transition also appears when moving horizontally between snowy and rainy biomes, and the particle density decreases when moving to a dry biome. In Bedrock Edition, the amount of snow layers generated on the surface is based on the snow accumulation value of the biome. The snow height is randomly selected per block between a minimum and maximum value, with 0.0 being no snow and 1.0 being the full height of one block. During snowfall, snow can stack infinitely on top of generated snow, unlike in Java Edition where this is controlled by a snow accumulation game rule. #9c754d[BE only] Generation Biome IDs Each type of biome has its own Resource Location, shown in the following tables. Before 1.13 biomes used to have a numerical ID. These can be seen in this page: Biome/IDs before 1.13 In versions after 1.13 biomes use a numerical ID which is determined by the alphabetical ordering of their resource locations.[verify] This information is however only used by the game internals and is not included below. Each type of biome has its own Resource Location / IDs, shown in the following tables. Achievements Advancements History Issues Issues relating to "Biome" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Fermented_spider_eye] | [TOKENS: 121] |
Fermented Spider Eye Common Yes Yes (64) A fermented spider eye is an item used to corrupt the effects of certain potions via brewing, and is required to brew potions of Weakness. Contents Obtaining Usage Fermented spider eyes can be used to brew potions with negative effects, as well as potions of Invisibility. Wandering traders occasionally purchase a fermented spider eye for 3 emeralds. Data values Java Edition: Bedrock Edition: Videos History Issues Issues relating to "Fermented Spider Eye" are maintained on the bug tracker. Issues should be reported and viewed there. Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Bedrock_Editor_0.6.0] | [TOKENS: 101] |
Bedrock Editor 0.6.0 Bedrock Editor April 10, 2024 1.21.0.21 ◄ 0.5.11 0.6.1 ► Bedrock Editor v0.6.0, also known as the Visualization Update, is an alpha release for the Bedrock Editor released on April 10, 2024, which adds new summon tool and makes some changes to the UI and API. Contents Additions Changes References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Item#History] | [TOKENS: 898] |
Item An item is an object that can exist within inventories of players, mobs, or armor stands; in various storage blocks (like chests or droppers), as well as in item frames, glow item frames, and shelves. Contents Behavior Some items when used, place a block (ItemBlock) or entity (minecart, spawn eggs, etc.) version of themselves into the game world. Put simply, they are an item when in the inventory, and a block when placed. For example, boats turn into an entity when placed, and beds turn into a group of blocks when placed. When selected in the hotbar, items briefly display their names above the HUD. The only methods by which an item can be properly displayed within the game environment is to place it into an item frame, shelf, or armor stand. Displayed items, either on these blocks, the hand (both third-person and first-person), or thrown, are rendered in-game with MERS texture sets with Vibrant Visuals, and can show shadows, reflections, or caustics. Various items have emissive lighting and glow in the dark. If an item that does not become a block is dropped, it becomes an entity represented by a sprite that floats above the ground. It remains for 5 minutes in a loaded chunk before despawning (except for the Nether star), unless the player walks over it to pick it up, it is picked up by a mob, hopper or minecart with hopper, or it is destroyed by fire, lava, cactus, explosion, void, or /kill. A submerged object ascends toward the water's surface. If the water is flowing, the object is pushed along with it. Hoppers draw in any items that are placed above them if they are not powered by redstone. 0.98 degUnreachable1 Direct hit Items can either stack up to 64 or 16, or not stack at all: Lists of items Technical blocks serve various purposes during events within the game, or use a separate name spaced ID in order to avoid unnecessary combinations of block states. In Java Edition technical blocks do not exist as items, while in Bedrock Edition they may be obtained using inventory editors or add-ons. These items, when highlighted in a player's hotbar (or "held"), in the off hand, or equipped in an armor slot, can be used by either attack or use, or can serve a specific purpose (for example, offer the player advantage or disadvantage). Some can be used any time, others only when aiming at specific blocks or entities. The player cannot interact with or directly use these items; however, they are used for trading, brewing, enchanting, or crafting ingredients for other items that do have direct uses. Clocks and recovery compasses are exceptions, as they merely serve an informative function (although clocks also attract piglins as a dropped item entity). Spawn eggs spawn the entity inside them. They cannot be obtained in Survival mode. These items are exclusive to Minecraft Education and Bedrock Edition when the "Minecraft Education features" cheat setting is enabled. The portfolio is exclusive to Minecraft Education, and the poster, slate, and camera are obtainable in Bedrock Edition only through inventory editing or add-ons. The garbage item is obtainable only through invalid lab table recipes or via inventory editing. Some items are unimplemented, or have been mentioned to be implemented in the future. Removed items no longer exist in current versions of the game. These blocks were removed from the game entirely. These blocks were "retconned" into other blocks through a major simultaneous name and texture change. Some blocks and states of blocks were distinguished via numerical metadata in previous versions of the game. Having metadata values outside of the accepted range could produce unintended results for some block IDs. Joke items are present only in April Fools' Day joke versions in the game. These blocks only exist in April Fools' Day joke versions of the game. Display by entities Mobs and some other entities are capable of holding items as well as having them equipped in certain slots; in some cases, this results in the item being displayed visually. A table of mobs that do this is as follows. Note that this does not count equipment, which uses a separate system. Videos History Issues Issues relating to "Item" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also Notes References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Command_block] | [TOKENS: 1380] |
Command Block Unconditional Conditional Unconditional Conditional Unconditional Conditional No Yes (64) None 3,600,000 -1 No No No No 26 COLOR_BROWN A command block is an indestructible block that can execute commands. Because it cannot be obtained, destroyed or used in Survival mode without cheats, it is primarily used in multiplayer servers, Creative worlds, and custom maps. An impulse command block is the default block type; it executes only once when activated. A chain command block executes every time when triggered. A repeating command block executes every game tick as long as it is activated. Contents Obtaining In Java Edition, command blocks are available in the Creative inventory under the "Operator Utilities" tab, if the "Operator Items Tab" setting in the "Controls" Options tab is set to "ON". Across both Java and Bedrock editions, they can either be obtained by using various commands, such as /give @s minecraft:command_block or /setblock ~ ~ ~ command_block, or by pressing the pick block control on an existing command block. Just like other blocks that can store NBT data, using pick block + CTRL copies the command and options inside the command block. This allows it to be placed elsewhere without having to re-enter the data inside. Command blocks are not flammable, and have the same blast resistance as bedrock. Command blocks, structure blocks, and jigsaw blocks cannot be mined in Survival. Usage A command block can execute commands when activated by redstone power. It always has permissions of level 2[Java Edition only]/level 1[Bedrock Edition only], so it can be used to allow a specific use of a command by players who can't use that command in general (for example, allowing anyone to obtain a specific item with /give without allowing everyone to /give themselves whatever they want). A command block has an orientation that determines the chain command block to activate, and the blocks to be checked to see if a command block in "Conditional" mode executes. To execute the command, in Java Edition in multiplayer enable-command-block in the server.properties file must be set to true (default is false); in Bedrock Edition "Command Blocks Enabled" in world options must be enabled. Command blocks can only be placed or broken by an operator player in Creative mode. To enter command or modify the command block, use the Use Item control on the command block to open the command block GUI (graphical user interface). The GUI opens only if the player is in Creative mode, and has the proper permissions. That means, in singleplayer, "Allow Cheats"[JE only] or "Activate Cheats"[BE only] in world options must be enabled. In multiplayer, GUI can be opened only by operators in Creative mode, and in Java Edition op-permission-level in the server.properties file must be set to 2 or above (default is 4). In Java Edition to enter command or modify the command block, enable-command-block in the server.properties file must be set to true (default is false). In Java Edition, opening the GUI in singleplayer pauses the game. Command blocks are redstone mechanisms and can be activated by: A command block can also be activated by setting it to "Always Active" mode. When activated, a command block executes its command, depending on the command block's type: An impulse command block, when it is activated, checks whether the command block behind it has executed successfully (if in conditional mode). After the delay of 1 game tick (or more[BE only]), if the condition is met before the delay (if in "Conditional" mode), it executes its command once and triggers the chain command block it is pointing to. A repeat command block, when it is activated, after 1 game tick (always 1 no matter how many "Delay in Ticks" is), checks whether the command block behind it has executed successfully (if in conditional mode). If the condition is met, and if "Execute on First Tick" is enabled in Bedrock Edition, it executes its command once and triggers the chain command block it is pointing to. If it is still activated, it then checks, executes, and triggers the chain command block again after 1 game tick (or more[BE only]). When executing a command, it also updates its success count: If in "Conditional" mode, if the command block behind it didn't execute successfully, it sets its success count to 0. Otherwise, it sets it to the success count of the command. Also: If any command block having executed its command (whether successfully or unsuccessfully) faces a chain command block, it triggers the chain command block to also attempt execution. When a chain command block is triggered, Chained command blocks execute simultaneously in the same game tick in the order they are chained. In Bedrock Edition, it can also delay before executing commands if "Delay in Ticks" is not 0: In Java Edition, it can execute multiple times in the same game tick if "UpdateLastExecution" is set to false. In this case, it does not check whether it has already executed in this game tick. If the chain command block has been activated when triggered, it also updates its success count: If in "Conditional" mode, if the command block behind it didn't execute successfully, it sets its success count to 0. Otherwise, it sets it to the success count of the command. When activated, a command block can produce multiple types of output: Command blocks execute commands with OP level 2. The following commands cannot be used in a command block: /ban, /banlist, /ban-ip, /debug, /deop, /kick[JE only], /op, /pardon, /pardon-ip, /publish, /reload[BE only], /save-all, /save-off, /save-on, /stop, /tick, and /whitelist (i.e., /debug, /tick, /publish, and all of the multiplayer-only commands except /list). Running "Searge" (case insensitive) as the command in the command block without a preceding "/" will set the previous output to "#itzlipofutzli". Its success count is 1. Command blocks cannot be pushed by pistons. They also cannot be pushed or pulled by sticky pistons. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: A command block has a block entity associated with it that holds additional data about the block. Java Edition: Bedrock Edition: History Issues Issues relating to "Command Block" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Dried_Kelp] | [TOKENS: 297] |
Dried Kelp Common 16 game ticks (0.8 seconds) 1 () JE: 0.6 ()BE: 0.2 () Heals: 0.4HP × 0.2Duration: 0.2 seconds No Yes Yes (64) Dried kelp is a food item that can be eaten by the player. It can also be crafted into dried kelp blocks. A player can eat dried kelp twice as fast as any other food item. Contents Obtaining Kelp can be cooked in a furnace, smoker, or campfire. Each piece of dried kelp removed from a furnace output slot gives 0.1 experience (6.4 experience per stack). Usage To eat dried kelp, press and hold use while it is selected in the hotbar. Eating one restores 1 () hunger and 0.6[JE only] / 0.2[BE only] hunger saturation. A player can consume dried kelp in 0.8 seconds which is about twice as fast as any other food item in the game. Dried kelp placed into a composter has a 30% chance of raising the compost level by 1. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Dried Kelp" are maintained on the bug tracker. Issues should be reported and viewed there. Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Vine] | [TOKENS: 867] |
Vines Yes Yes (64) 0.2 0.2 No Yes JE: NoBE: Yes Yes (15) Yes 7 PLANT Vines are climbable non-solid vegetation blocks that grow on walls. Contents Obtaining Vines can be destroyed with any item, but using shears is the only way to collect them. Shears enchanted with Efficiency are more efficient when used on vines; Efficiency II and above allows vines to be instantly broken. Using an axe on vines can also increase efficiency, but does not allow for collection, even with Silk Touch. If multiple vines exist within the same block space, breaking one of them breaks all of them instead of just the one targeted and results in only a single vine dropping. Shears used by a dispenser cannot break vines. Vines are naturally generated in jungles, swamps, mangrove swamps and lush caves. Jungle trees of both sizes have vines on their trunks and canopy edges, and vines grow on the sides of jungle terrain. Vines are also naturally generated on oak trees in swamps and mangrove trees. In Bedrock Edition, vines can also generate on dying oak, spruce, jungle and dark oak trees. Vines can generate growing on the stumps of oak and jungle fallen trees. Vines are found in jungle pyramids and the allium room in woodland mansions. They can also generate on the watchtower walls of pillager outposts. Vines can also be found in the display_2 structure in the trial chambers. Wandering traders may sell 3 vines for 1 emerald. Vines generate on 2×2 jungle trees grown from saplings, or mangrove trees grown from propagules. In Bedrock Edition, vines generate on dying trees, which can sometimes be grown from saplings. Behavior On each block tick, the vine block has a 25% chance to spread in a randomly selected direction. Their spreading can be toggled by the doVinesSpread game rule[Java Edition only]. Vines spread to adjacent blocks under certain conditions: [more information needed] Vines will spread on every type of tree that they are placed on by the player. Vines cannot be grown using bone meal. Vines do not need light when growing. Usage Vines can be placed on the side of any block that fills its whole cube and blocks entity movement. They can also be placed on the bottom side of a block (although not the bottom side of another vine). However, a vine block without vines on any of the horizontal sides disappears if it gets an update from a neighboring block. Vines attached to the bottom of stairs are completely deleted by any block update. Several vines can be placed in the same block space, as long as they are facing different directions. Vines can be climbed by standing next to them and holding the jump key. If there is a solid block behind the vines, the walk forward key can also be used. Vines cancel a sprint if the player is sprinting, slowing the movement speed. Vines absorb all fall damage, even without a solid surface nearby. Sneaking on vines causes the player to hang, even if the vines are not adjacent to any surface. Blocks can replace vines if placed within the same block space. However, item frames and paintings cannot. Placing vines into a composter has a 50% chance of raising the compost level by 1. List of colors The coloration of vines is dependent on the biome they are in. A block always uses the color set to its location, regardless of how it was placed or of its source. In the inventory, vines have the color #48b518. In Bedrock Edition, biome colors also appear on maps. These values are generated by the biome dyeing algorithm. See biome colors for more information. Sounds Java Edition: Bedrock Edition: [sound 1] Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Note: Vines gain the ceiling vines if there's a block above, block state doesn't change. History The data values appear to be as follows: Issues Issues relating to "Vines" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Minecarts_with_chest] | [TOKENS: 538] |
Minecart with Chest Java Edition Bedrock Edition Common Yes No Height: 0.7 blocksWidth: 0.98 blocks 1 Minecart with Chest plus contents 6HP A minecart with chest is a single chest inside a minecart, and functions as such. Contents Obtaining Minecarts with chests containing loot naturally generate in mineshafts, each on top of a piece of rail. Minecarts with chests can be retrieved by attacking them. By doing so, they drop as an item and any other contents of the chest are dropped as well. Critical hits are not applied to them although the particles suggest otherwise. Usage Minecarts with chests can be placed by using its item on any type of rail. Chest minecarts' contents can be accessed by pressing use item button on them. The interaction makes no sounds and the chest does not show the opening or closing animation, unlike regular chests. The boost that minecarts with chests gain from powered rails is dependent on their load. For example, from a 1 powered rail starter track, an empty minecart with chest travels 64 blocks, but a full minecart with chest travels only 16 blocks (opposed to 80 blocks for an occupied normal minecart and 8 blocks for an empty normal minecart). Another physical property of chest minecarts is their ability to be stacked. While three chests can fit in an area three blocks tall, up to four chest minecarts can fit in the same area. Like other minecarts, an unlimited number of minecarts with chests can exist in the same block space. Minecarts with chests are also able to interact with hoppers. Hoppers can take items out from the minecart chest if they are below the track as the minecart rolls over it or put them in if the minecart rolls under a downward facing hopper. Hoppers can also input items if they are facing into the side of the minecart. Opening or destroying a minecart with chest angers piglins. When on top of detector rails, nearby redstone comparators emit redstone signals based on how full the minecarts with chests are. Sounds Java Edition: Minecarts with chests use the Friendly Creatures sound category for entity-dependent sound events.[sound 1] Bedrock Edition: Data values Java Edition: Bedrock Edition: Minecarts with chests have entity data associated with them that contain various properties of the entity. Java Edition: Bedrock Edition: Achievements Videos History Issues Issues relating to "Minecart with Chest" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References Navigation Navigation menu |
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