|This feature is exclusive to Java Edition.|
Buffet is a world type in which the entire world consists of one biome. It is considered a substitute for the Customized world type, which is removed completely in snapshot 18w06a. By comparison, the Buffet world type is simple to customize.
Buffet worlds allow two elements to be customized: World Generation and World Terrain.
The World Generator option decides how the world is structured and what the general terrain looks like. There are three choices for how to generate the world structure: Surface, Caves, and Floating islands.
- Surface: Uses the Overworld structure when generating the world. The world generates with a bedrock floor at the Y=0 lower height limit, and the rest of the terrain is generated on top of it, like in the Overworld.
- Caves: Uses the Nether world structure when generating the world. The world generates with a bedrock floor at the Y=0 lower height limit and a bedrock ceiling at Y=127, and the world is generated in between these two like a giant cave complex, much like the Nether.
- Floating Islands: Uses the End world structure when generating the world. There is no bedrock ceiling or floor to the world, and the entire world is generated in the shape of a series of floating islands, much like the End.
This setting allows the player to choose a biome that the world uses in generating terrain. Biome choice determines things such as terrain, vegetation, generated structures (if applicable), and to some extent, mob spawning. Buffet worlds can be customized to use any one of the available biomes and use only that particular biome for the entire world. The player can choose any of the existing biomes, including technical biomes (such as different End island types and Mutant biomes) and biomes that do not generate naturally. Additionally, chunks can be generated differently with this world type. For example, a swamp created with Floating Islands generation produces floating swamp islands, while a Surface-generated End Highlands biome has End Cities on solid ground.
|1.13||18w16a||Added Buffet world type. At this time, the world generation options were Overworld and End.|
|18w19a||Added the Caves generation option.|
|Changed the "Overworld" generation option to "Surface", and changed the "End" option to "Floating Islands".|
|Before this snapshot, players could change the level.dat's generatorOptions tag to |
|pre4||Biome names are now sorted alphabetically in the Buffet menu.|
- If used with Floating Islands world generation, biomes that would normally contain underground generated structures, such as mineshafts, strongholds or fossils, sometimes have the structures spawn floating freely away from the islands.
- Generating an Overworld biome with Floating Islands terrain can simulate what the Sky Dimension or Indev map type floating might have looked like.
- Ocean biomes created using Floating Islands generation spawn with lots of floating water in the shape of caves.
- Depending on the biome, the bedrock ceiling of the Caves world type may have holes in it, due to the generation of lakes or other structures.
- The Caves terrain is nearly unlivable, because in addition to the perpetual darkness causing hostile mobs to spawn continuously in normal overworld biomes, trees never spawn regardless of biome, and therefore wood is obtainable only at structures that generate with it.
- If used with Floating Islands world generation, diamonds no longer spawn as the islands do not reach down as far as Y = 16, the level at which diamonds spawn.
- If the Nether or The End is used as the world generation, then the sky would appear, as if it is a mixture of the Overworld and the dimensions.
- A different style of biome generation exists but is unimplemented that allows for checkerboard patterns in buffet style worlds, but can be accessed through 3rd party NBT editors.
- The checkerboard pattern uses biomes from the biomes list under generatorOptions/biome_source/options. It rotates through the list repeating the listed biomes over and over.
- An integer 'size' tag can be added besides the biomes tag. This determines how many chunks each tile of the checkerboard use the formula: 2^size chunks for both width and height. This means size 0 gives a single chunk, size of 2 would be 4 chunks and -1 would be half a chunk (or 8 blocks).
- The tiling starts with the first biome listed around 0,0 and every tile in the x+ and z+ direction takes the next biome in the list, using more than 2 biomes would effectively create a striped pattern of biomes diagonally along the x=z diagonal through the world.
A beach biome generated using Surface terrain, showing a borderless beach that looks like a desert, but with naturally spawning turtles.