Clarification on some claims about structure generation
At several points in the article, it is stated that certain structures don't generate certain biomes due to their terrain—most often, a structure (such as a pillager outpost) can generate one biome (such as a savannah), but not in a more jagged variant (such as shattered savannah); the article will then state, for example, "\[t\]he unforgiving terrain means villages and outposts do not generate in this biome."
I'm a little unclear about what the *exact* parameters are; does the game's code simply not generate those structures (that is to say, when generating the biome, it doesn't even consider the structure)? Or is it that, while the structure is permitted to generate in that biome, the terrain generally won't meet the conditions for it to generate? In the former case, it's not really "due to the jagged terrain," it's just the way the game is programmed; in the latter case, they probably DO generate in extremely rare cases where the Random Number God decides to make the terrain hospitable. Hppavilion (talk) 21:23, 16 May 2020 (UTC)
MINECON LIVE 2019 BIOME VOTE IMAGE.PNG
Basalt Deltas exist IRL, right?
Most biomes in the Overworld are based on real world counterparts. Mushroom Fields, Roofed Forest/Dark Forest, and Swamp biomes (and their variants) parallel real world biomes except for the addition of giant mushrooms, which don't exist in reality. Biomes in the Nether and The End obviously don't exist either.
What counts as "Common", "Uncommon", "Rare", etc... in regards to biome rarity?
- Common means you see this biome nearly all the time. Uncommon means you see this biome quite a couple of times. Rare means you don't see this biome very much like mushroom islands. But any biome rarer than rare means you can only see 1 or 2 times in each world, sometimes rarely, not at all. --Charge Minecraft (talk) 01:26, 9 November 2020 (UTC)