Dream-Cubed Natural
Dream-Cubed Natural is a dataset of procedurally generated Minecraft Java Edition v1.12.2 terrain represented as 32x32x32 voxel chunks. It is intended for research on controllable 3D generation, biome-conditioned voxel modeling, inpainting, outpainting, and synthetic environment generation.
This repository contains only the natural/procedural portion of Dream-Cubed. It includes raw chunks extracted from Minecraft worlds as well as processed class-conditional datasets used for training.
The human map dataset is hosted separately, and can be found at https://huggingface.co/datasets/dream-cubed/DreamCubedHuman
Dataset Contents
The release is organized into four main directories:
natural_biome_chunks/: raw NumPy chunk files before training preprocessing. Files are grouped by biome and contain one chunk or batches of up to about 1000 chunks.balanced_dataset/: processed train/validation memmap dataset with approximately balanced biome classes.boosted_dataset/: processed train/validation memmap dataset with village chunks represented at 2x the non-village class target.natural_occ_dataset/: processed train/validation memmap dataset sampled to approximate natural Minecraft biome occurrence rates.
The raw natural data covers these biome labels:
beaches, birch_forest, cave, desert, extreme_hills, forest, ice, jungle, ocean, plains, river, savanna, swampland, taiga, and village.
File Format
Raw chunks are stored as NumPy arrays of integer Minecraft block IDs. A raw file may have shape [32, 32, 32] for a single chunk or [N, 32, 32, 32] for a batch of chunks.
Processed datasets contain:
mapping.pt: block and biome index mappings.<dataset>_cc_dir/: training split.<dataset>_val_cc_dir/: validation split.manifest.json: split metadata, including paths, shapes, dtypes, sample counts, and biome counts.voxels.npy: memory-mapped voxel array with shape[N, 32, 32, 32].- label array: integer biome class labels, with the exact filename recorded in
manifest.json.
Always read paths from manifest.json, since file names may differ slightly between packaged variants. Processed datasets are sharded to to upload file size limits in memmapped numpy format.
Loading Example
import json
from pathlib import Path
import numpy as np
import torch
dataset_dir = Path("balanced_dataset")
split_dir = dataset_dir / "train_cc_dir"
manifest = json.loads((split_dir / "manifest.json").read_text())
voxels = np.load(split_dir / manifest["paths"]["voxels"], mmap_mode="r")
label_path = manifest["paths"].get("biome_labels", manifest["paths"].get("labels"))
labels = np.load(split_dir / label_path, mmap_mode="r")
mappings = torch.load(dataset_dir / "mapping.pt", map_location="cpu", weights_only=False)
print(voxels.shape) # [N, 32, 32, 32]
print(labels.shape) # [N]
print(mappings.keys())
If you are using a sharded upload, restore or concatenate voxel shards according to the included manifest before using loaders that expect a single voxels.npy file.
Data Collection
Chunks were collected from locally run Minecraft Java Edition v1.12.2 servers using a custom gRPC extraction API based on Evocraft (https://github.com/real-itu/Evocraft-py). Natural overworld chunks were sampled by traversing generated worlds, cave chunks were identified through downward scanning and air-content criteria, and village chunks were collected around procedurally generated NPC villages located with PyUbiomes/Cubiomes (https://github.com/lilyyy411/Pyubiomes, https://github.com/Cubitect/cubiomes).
No player-created Minecraft maps, player identifiers, chat logs, or gameplay traces are included in this natural release.
Limitations and Biases
The dataset reflects Minecraft Java Edition v1.12.2 procedural generation only. Later Minecraft biomes, blocks, structures, and world-generation behavior are not represented. Mesa and Mushroom biome families are excluded due to low occurrence in the collection pipeline.
Chunks are independent 32x32x32 volumes, so long-range continuity across chunk boundaries is limited. Labels are assigned at the chunk level rather than the voxel level. The processed balanced and village-boosted variants intentionally alter the natural biome distribution, and models trained on those variants may overproduce rare biomes or villages relative to standard Minecraft generation.
License
This dataset is released under the Creative Commons Attribution-NonCommercial 4.0 International license (CC BY-NC 4.0).
Important: Minecraft EULA
The data in this repository was extracted from procedurally generated Minecraft worlds (version 1.12.2). Minecraft is © Mojang AB / Microsoft, and use of Minecraft and content derived from it is governed by the Minecraft End User License Agreement (https://www.minecraft.net/en-us/eula) and Mojang's Usage Guidelines (https://www.minecraft.net/en-us/usage-guidelines).
This dataset contains only block-ID tensors and biome labels — no Minecraft textures, sounds, code, or other Mojang-owned assets are included or redistributed. The CC BY-NC 4.0 license above applies to our compilation and annotation of this data. Downstream users are independently responsible for complying with the Minecraft EULA, including its restrictions on commercial use of Minecraft-derived content. Nothing in our license overrides or grants rights inconsistent with the Minecraft EULA.
"Minecraft" is a trademark of Mojang AB. This dataset is not affiliated with, endorsed by, or sponsored by Mojang or Microsoft.
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