Custom world generation/biome

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  • The root tag
    •  precipitation: The type of precipitation found in this biome. Can be "none", "rain", or "snow".
    •  category:[needs testing] Can be "none", "taiga", "extreme_hills", "jungle", "mesa", "plains", "savanna", "icy", "the_end", "beach", "forest", "ocean", "desert", "river", "swamp", "mushroom", or "nether".
    •  depth:[needs testing] Used for terrain noise generation. Biomes with positive depth are considered land, biomes with negative depth are oceans.
    •  scale:[needs testing] Used for terrain noise generation. Vertically stretches the terrain. Lower values produce flatter terrain.
    •  temperature:[needs testing] Controls gameplay features like grass and foliage color and whether snow golems take damage.
    •  temperature_modifier:[needs testing] Can be none or frozen.
    •  downfall:[needs testing] Controls grass and foliage color, a value above 0.85 also makes fire burn out faster.
    •  effects: Ambient effects in this biome.
      •  fog_color: Decimal value converted from Hex color to use for fog.
      •  foliage_color: Decimal value converted from Hex color to use for tree leaves and vines. If not present, the value depends on humidity and temperature.
      •  grass_color: Decimal value converted from Hex color to use for grass blocks, grass, tall grass, ferns, tall ferns, and sugar cane. If not present, the value depends on humidity and temperature.
      •  sky_color: Decimal value converted from Hex color to use for the sky.
      •  water_color: Decimal value converted from Hex color to use for water blocks and cauldrons.
      •  water_fog_color: Decimal value converted from Hex color to use for fog.
      •  grass_color_modifier:[needs testing] Can be none, dark_forest or swamp.
      •  particle (optional): The particle to use throughout this biome.
        •  probability:[needs testing] Controls how often the particle spawns.
        •  options: Controls what particle to use.
          •  type: The namespaced id of the particle type.
          • If type is block or falling_dust:
            •  Name: The namespaced id of the block to use.
            •  Properties: Block states
              •  state: A block state key and its value.
          • If type is dust:
            •  r: The red component of the dust color, from 0 to 1.
            •  g: The green component of the dust color, from 0 to 1.
            •  b: The blue component of the dust color, from 0 to 1.
            •  scale: Controls the size of the dust particles.
          • If type is item:
            •  id: Namespaced id of the item to use.
            •  Count: The amount of the item.
            •  tag: NBT data present on the item.
      •  ambient_sound (optional):[needs testing] Sound event to use for ambient sound.
      •  mood_sound (optional):[needs testing] Settings for mood sound.
        •  sound: Sound event to use
        •  tick_delay:[needs testing]
        •  block_search_extent:[needs testing] Determines the cubic range of possible positions to play the mood sound. The player is at the center of the cubic range, and the edge length is 2 * block_search_extent + 1.
        •  offset:[needs testing]
      •  additions_sound (optional):[needs testing] Settings for additions sound.
      •  music (optional):[needs testing] Specific music that should be played in the biome.
    •  surface_builder: The namespaced id of the configured surface builder to use.
    •  carvers: The carvers to use.
      •  air: List of carvers used to fill areas with air.
        • : The namespaced id of a configured carver.
      •  liquid: List of carvers used to fill areas with the liquid.
        • : The namespaced id of a configured carver.
    •  features:[needs testing] A list of 10 lists of features. Each of the 10 lists corresponds to a different type of feature; however, more testing is needed to determine if placing features in the correct list is required for anything to function properly. The index of the list which the feature is placed in is also used to generate part of the feature seed, so moving features to a different list definitely has some effect on generation. Each element of each list is a namespaced id of a configured feature. Can be a empty list.
      • : Internal feature type RAW_GENERATION. Used by miniature end island features by default.
      • : Internal feature type LAKES. Used by water and lava lakes by default.
      • : Internal feature type LOCAL_MODIFICATIONS. Used for rocks in taigas and icebergs by default.
      • : Internal feature type UNDERGROUND_STRUCTURES. Used for dungeons and overworld fossils by default.
      • : Internal feature type SURFACE_STRUCTURES. Used for desert wells and blue ice patches by default.
      • : Internal feature type STRONGHOLDS. Not used for any features by default.
      • : Internal feature type UNDERGROUND_ORES. Used for overworld ore veins, overworld dirt/gravel/stone variant patches, and sand/gravel/clay disks by default.
      • : Internal feature type UNDERGROUND_DECORATION. Used for infested block veins, nether gravel and blackstone veins, and all nether ore veins by default.
      • : Internal feature type VEGETAL_DECORATION. Used for trees, bamboo, cacti, kelp, and other ground and ocean vegetation, as well as lava and water springs by default.
      • : Internal feature type TOP_LAYER_MODIFICATION. Used for surface freezing by default.
    •  starts:[needs testing] The structures to generate in this biome.
      • The namespaced id of a configured structure feature.
    •  spawners: Entity spawning settings.
      •  <mob category>: Valid mob categories are monster, creature, ambient, water_creature, water_ambient, and misc.
        • A list of spawner data objects, one for each mob which should spawn in this biome.
          • The spawner data for a single mob.
    •  player_spawn_friendly:[needs testing] Can be true or false.
    •  creature_spawn_probability: Spawns passive mobs as long as random value is less than this. Must be between 0 and 1.
    •  parent (optional):[needs testing] The namespaced id of this biome's parent biome.
    •  spawn_costs:[needs testing] List of entity ids.