minecraft-chunks / README.md
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Fix biome table: restore LUKEWARM_OCEAN row (all 22 biomes, counts verified)
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metadata
license: mit
pretty_name: Minecraft Chunks
tags:
  - minecraft
  - terrain-generation
  - voxel
  - procedural-generation
  - 3d
  - games
task_categories:
  - other
size_categories:
  - 100M<n<1B
configs:
  - config_name: default
    data_files:
      - split: train
        path: chunks/*.csv

Minecraft Chunks

2,040 full Minecraft chunks (~200 million voxels) exported block-by-block from vanilla 1.21 worlds, collected to train STEVE-1, a style-conditioned terrain-generation VAE.

Each CSV file is one complete chunk: a 16 x 384 x 16 voxel column from bedrock (Y = -64) to build limit (Y = 319), one row per voxel, 98,304 rows per file.

Schema

Column Type Description
x, z int Block position within the chunk (0-15)
y int World height (-64 to 319)
ChunkBiome str Biome at the chunk's center column (one value per chunk)
Biome str Biome at this exact block
Block_ID str Bukkit material name (STONE, GRASS_BLOCK, AIR, ...)
Is_Surface bool Whether this block is the highest non-air block of its column
Light_Level float Light level at this block
Block_to_Left / _Right / _Below / _Above / _in_Front / _Behind str Material names of the 6 face-neighbours

A note on the context columns. Is_Surface, Light_Level, and the six neighbour columns describe the terrain itself. They are included for analysis and visualisation, but if you train a terrain generator, do not condition on them -- at generation time they do not exist yet (that is data leakage, and it is exactly the mistake that motivated rebuilding this project's pipeline). A generator should condition only on position, biome, and noise. See the training pipeline for the leakage-free reference implementation, including a unit test that enforces it.

Biome distribution

Chunk counts by ChunkBiome (2,040 total):

Biome Chunks Biome Chunks
FOREST 278 SUNFLOWER_PLAINS 55
PLAINS 271 LUKEWARM_OCEAN 54
RIVER 208 DESERT 54
DARK_FOREST 194 BIRCH_FOREST 45
MANGROVE_SWAMP 154 BAMBOO_JUNGLE 38
OLD_GROWTH_BIRCH_FOREST 147 COLD_OCEAN 30
ERODED_BADLANDS 112 SAVANNA 30
BADLANDS 99 OCEAN 11
JUNGLE 95 SWAMP 5
SPARSE_JUNGLE 85 FLOWER_FOREST 2
BEACH 72 TAIGA 1

The distribution is imbalanced (worlds are mostly forest and plains); the reference pipeline compensates with a biome-balanced sampler at training time.

How it was collected

A custom PaperMC plugin reads chunks block-by-block on a live server and writes one CSV per chunk:

  • /grabchunkdata -- the current chunk
  • /grabchunkarea <radius> -- every chunk in a square radius (bulk collection)
  • /grabbiome <biome> <count> -- spiral-search targeted collection of rare biomes
  • /grabblock <block> <count> -- targeted collection of chunks containing a block

Filenames follow <prefix>_<chunkX>_<chunkZ>.csv (targeted collection inserts the biome or material name into the prefix).

Usage

With the reference pipeline (recommended -- this is the format its GT_DATA_DIR expects):

from huggingface_hub import snapshot_download

path = snapshot_download("ghosteau/minecraft-chunks", repo_type="dataset")
# then: set GT_DATA_DIR to <path>/chunks and run the training notebook

As a plain table:

from datasets import load_dataset

ds = load_dataset("ghosteau/minecraft-chunks")   # ~200M rows

One chunk as a 3D array:

import numpy as np
import pandas as pd

df = pd.read_csv("chunks/cluster1_-100_-1.csv")
grid = np.full((16, 384, 16), "", dtype=object)
grid[df["x"], df["y"] + 64, df["z"]] = df["Block_ID"]   # [X, Y, Z]

Related

License and attribution

MIT. The data consists of block coordinates, material identifiers, and biome labels exported from procedurally generated Minecraft worlds. Not affiliated with or endorsed by Mojang or Microsoft; "Minecraft" is a trademark of Mojang Synergies AB.