User:Delvin4519/Biome

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This article is about a feature that has been significantly revised and updated in Java Edition 1.13 and 1.14.
This article had been updated to somewhat mirror the actual Minecraft wiki page of "Biome" as of 31 January, 2018, and will not be updated further.


A river bisecting a jungle biome. At the top right is a forest.
A river running through a mesa biome with mesa plateaus, with a savanna biome in the bottom right.
A river running through a desert and forest.
Jeb twitter.jpg

In case you don’t know what a “biome” is, it’s a climate zone used in the game to set what kind of surface the ground has (sand? grass?), whether it should rain or snow, what trees grow there, and sometimes also what kind of animals that are allowed to spawn there.

Jens Bergensten [1]

Biomes are regions in a Minecraft world with varying geographical features, flora, heights, temperatures, humidity ratings, and sky and foliage colors. Biomes separate every generated world into different environments, such as forests, jungles, deserts, and taigas.

Temperature[edit]

Biomes have a temperature value that determines if it snows, rains, or does not have either. The required values are less than 0.15 for snow, 0.15 - 0.95 for rain, or greater than 1.0 for neither. These values can be used to determine the heights that snow generates in different biomes. The temperature also drops 0.00166667(1600) per meter above the default sea level (Y=64), but does not change below sea level. For example, extreme hills generate snow at Y=95, due to highland climate, as the base value is 0.2, and savannas do not experience rain or snow due to their heat. The "sea level" setting of a customized world does not affect this.

Biomes are split into 5 categories based on their temperature: snow-covered, cold, medium, dry/warm, and neutral. They were separated to prevent biomes with huge temperature differences being placed side-by-side (such as cold taiga next to a desert), and to allow biomes with similar temperatures to be placed next to each other more often. (Such as forest and swampland)

Biome types[edit]

There are 38 main biomes in the Overworld (with two being unused), one in The Nether, one in The End and 22 technical biomes, bringing the total number to 62 distinct biomes. Biomes can be distinguished by the grass and leaf colors in the biome, along with the types of blocks present (e.g. types of trees or other plants like cacti, sand coverage in deserts). Biomes are pseudo-randomly generated using the map seed.

Biomes are separated into 5 categories. The snow-covered biomes are marked in blue, cold in green, medium/lush in orange and dry/warm in red. The biomes which are not labeled are either neutral or unknown. Temperatures are given at sea level.

Snowy biomes[edit]

In these biomes, it snows at any height. The foliage and grass is a dark aqua-green.

Name Biome ID Temperature and Features Description Images
Ice Plains 12 Temperature: 0.0 Snow,

Snowfall, Oak Trees, Ice, Spruce Trees, Igloos, Strays, White and some Black & White Rabbits, Polar Bears, Occasional Tall Grass

An expansive, flat biome with a huge amount of snow. All sources of water exposed to the sky are frozen over. Sugar cane will generate in this biome, but can become uprooted when chunks load as the water sources freeze to ice. There are very few natural oak and spruce trees in this biome. No passive mobs other than rabbits and the rare polar bears are able to spawn, however it is one of the few biomes where strays appear. Due to the biome's size, snow and ice cover, and scarcity of wood and animals, initial survival becomes difficult in comparison to other biomes. This is one of only two biomes where igloos naturally generate.
Snowy Tundra.png
Ice Mountains 13 Temperature: 0.0 Snow,

Snowfall, Oak Trees, Ice, Spruce Trees, Strays, White and some Black & White Rabbits, Polar Bears, Occasional Tall Grass Occasional Tall Grass, White and some Black & White Rabbits

A mountainous version of the ice plains biome with height comparable to the extreme hills biome. Snowy Mountains.png IceMountains.png
Ice Plains Spikes 140 Temperature: 0.0 Packed Ice,

Snow, Snow Blocks, Strays, White and some Black & White Rabbits, Polar Bears, Ice Spikes

A rare variation of the Ice Plains biome that features large spikes of packed ice, as well as packed ice 'lakes'. Usually the spikes are 10 to 20 blocks tall, but some long, thin spikes can reach over 50 blocks in height. All grass blocks in this biome are replaced with blocks of snow. Like the regular ice plains, no passive mobs other than rabbits and the rare polar bears are able to spawn and strays appear at night.
Ice Spikes.pngIce plains spikes.png
Cold Taiga 30 Temperature: 0.0 Snow,

Snowfall, Ice, Spruce Trees, Flowers, Wolves, White and some Black & White Rabbits, Igloos

Much like the regular taiga, the cold taiga is a relatively flat biome with large expanses of spruce trees. Ferns, and their taller variants, generate here quite commonly, although regular tall grass can still be found. It is one of the few places where wolves will naturally spawn. One may also find an igloo nestled between the trees, making it one of only two biomes where igloos naturally generate.
Snowy Taiga.png
Cold Taiga Hills 31 Temperature: 0.0 Snow,

Snowfall, Ice, Spruce Trees, Flowers, Wolves, White and some Black & White Rabbits

Hilly version of the snowy taiga.
ColdTaigaHills.png
Cold Taiga M 158

Temperature: 0.0 Snow,

Snowfall, Ice, Spruce Trees, Flowers, Wolves, White and some Black & White Rabbits

The cold taiga M is not nearly as flat as its regular counterpart. Compared to regular taiga hills, the hills found in this biome are much steeper and more erratic. This large height differences make navigating the cold taiga M biome quite dangerous. Also unlike its normal variant, igloos do not generate here.
Snowy Taiga Mountains.png
FrozenRiver 11 Temperature: 0.0 Ice, Sand, Water, Clay A river with a layer of ice covering its surface. It represents a separation of two cold biomes, but can also divide single biomes. Frozen rivers would connect to frozen oceans, before the latter was removed. Frozen rivers will not generate where a cold biome meets a warmer biome; regular rivers will generate instead.
Frozen River.png
Cold Beach 26 Temperature: 0.05 Ice, Sand, Snow, Snowfall, Like a regular beach, one can find plenty of sand in this biome. However, this sand is covered in a layer of snow. Cold beaches are often found when a cold biome borders an ocean biome. No passive mobs will spawn in this biome.
Snowy Beach.png

Cold biomes[edit]

In these biomes, it begins to snow over a certain height, but before the 256 block height limit. Otherwise, it rains. The foliage and grass is an aqua-green.

Name Biome ID Temperature and Features Description Images
Stone Beach 25 Temperature: 0.2 Stone,

Gravel, Water

True to its name, this stone-covered biome often appears where extreme hills biomes meet the ocean. Depending on the height of the nearby land, stone beaches may generate as medium slopes or huge cliffs, its tops tall enough to be covered by snow. No passive mobs will generate here.
Stone Shore.pngCliffBiome.jpg
Extreme Hills 3 Temperature: 0.2 Oak Trees,

Spruce Trees, Gravel, Flowers, Emerald Ore, Monster Egg, Llamas

A highland biome (with some mountaintops reaching y=130 or even higher) with a few scattered oak and spruce trees. Cliffs, peaks, valleys, waterfalls, overhangs, floating islands, caverns, and many other structures exist, offering outstanding views. This is one of the few biomes where llamas spawn naturally. Snowfall also occurs above certain heights, thus creating "snow caps" on the top of the mountains. Falling is a significant risk, as there are many steep ledges large enough to cause severe fall damage or even death. Extreme hills are the only biomes where emerald ores and silverfish can be found naturally Mountains.png
Extreme Hills M 131 Temperature: 0.2 Spruce Trees,

Oak Trees, Gravel, Snow

The mountains in this biome are slightly higher than in their regular counterpart, many of which reach into the clouds and are covered by snow peaks. The terrain here is composed mainly of gravel, with small patches of grass here and there. Due to the low amounts of grass, the population of spruce and oak trees in this biome is much more sparse.
Gravelly Mountains.pngExtremeHillsM.png
Extreme Hills+ 34 Temperature: 0.2 Stone,

Dirt, Spruce Trees, Oak Trees

This biome, usually found in the middle of regular extreme hills, generates much taller mountains, most of which will therefore be covered by snow. The slopes are quite steep, which makes scaling these mountains difficult and dangerous. The peaks feature a much higher concentration of grass and spruce trees, forming a small forest at the top.
Wooded Mountains.pngExtreme hills plus.png
Extreme Hills+ M 162

Temperature: 0.2 Spruce Trees,

Oak Trees, Gravel, Grass

This variant of the extreme hills + biome removes its signature spruce tree covered peaks in favor of terrain covered mostly by gravel and stone, similar to the extreme hills M biome. Larger and deeper valleys are carved into the relatively barren landscape - only a few isolated trees can be found here.
Extreme Hills - M = Big.pngGravelly Mountains Plus.png
Taiga 5 Temperature: 0.25 Spruce Trees,

Flowers, Fern, Wolves, Brown, salt & pepper and black rabbits, Villages

A predominantly flat biome covered by a forest of spruce trees. Ferns and large ferns grow commonly on the forest floor. One may find packs of wolves here, along with small groups of rabbits. Villages may generate in this biome; naturally, the houses in these villages are built of spruce wood. Taiga.pngTaiga snowless.png
TaigaHills 6 Temperature: 0.25 Spruce Trees,

Flowers, Fern, Wolves, Brown, salt & pepper and black rabbits

Hilly version of the snowless taiga biome. TaigaHills.png
Taiga M 133

Temperature: 0.25 Spruce Trees,

Flowers, Fern, Wolves, Brown, salt & pepper and black rabbits

The taiga M also features large spruce forests, but these forests are overlayed onto mountainous terrain. Unlike regular taiga hills, these mountains tend to be larger and more difficult to climb. Perhaps owing to the rough nature of this biome, no villages can be found here.
Taiga Mountains.png
Mega Taiga 32 Temperature: 0.3 Spruce Trees,

Podzol, Ferns, Wolves, Brown, salt & pepper and black rabbits, Moss Stone, Mushrooms, Dirt, Coarse Dirt, Dead Bush

The mega taiga is an uncommon biome composed of spruce trees, much like the standard taiga biome. However, some trees are 2×2 thick and very tall, not unlike large jungle trees. Moss stone boulders appear frequently, brown mushrooms are common and podzol can be found on the forest floor. There are also patches of coarse dirt, which will not grow grass. Wolves may also spawn here, as they do in normal taiga biomes.
Giant Tree Taiga.pngRedwoodBiome Enhanced.jpgRedwood Sunset.png
Mega Taiga Hills 33 Temperature: 0.3 Spruce Trees,

Podzol, Ferns, Wolves, Brown, salt & pepper and black rabbits, Moss Stone, Mushrooms, Dirt, Coarse Dirt, Dead Bush

Hilly version of the Mega Taiga. Mega Taiga Hills.pngGiant Tree Taiga Hills.png
Mega Spruce Taiga 160 Temperature: 0.25 Spruce Trees,

Podzol, Ferns, Grass, Moss Stone, Mushrooms, Dirt

The terrain in this rare biome is almost exactly the same as in its regular counterpart. But the most striking feature of this biome is its giant spruce trees, which are essentially a scaled-up version of regular spruce trees. One can easily differentiate this from a normal mega taiga by observing how the leaves almost completely cover the tree trunks, whereas in normal mega taigas, leaves only tend to cover the top.
Giant Spruce Taiga.pngMST.pngRedwood Spruce M.pngRedwood Taiga M.png
Redwood Taiga Hills M 161 Temperature: 0.25 Spruce Trees,

Podzol, Ferns, Grass, Moss Stone, Mushrooms, Dirt

Hilly version of the Mega Spruce Taiga Redwood Forest Hills M.png

Medium/Lush biomes[edit]

Name Biome ID Temperature and Features Description Images
River 7 Temperature: 0.5 Water, Sand, Clay A biome that consists of water blocks that form an elongated, curving shape similar to a real river. Unlike real rivers, however, they have no current. Rivers cut through terrain or separate the main biomes. They attempt to join up with ocean on the other side, but will sometimes loop around to the same area of ocean. Rarely, they can have no connection to the ocean and form a circle. They have a dull green grass hue, much like the ocean, and trace amounts of oak trees tend to generate there as well. Rivers are also a reliable source of clay. These biomes are good for fishing. River (With Correct Grass Hue).pngRiver.png
Birch Forest 27 Temperature: 0.6 Birch Trees,

Flowers

A forest in which only birch trees generate. If one prefers to build with only a single wood type, and that wood type happens to be birch, they will certainly find themselves at home here. Unlike in the regular forest, no wolves will spawn in this biome. Birch Forest.pngBirch forest and Hills.png
Birch Forest Hills 28 Temperature: 0.6 Birch Trees,

Flowers

Birch forest with hills. Birch Forest Hills.pngBirchForestHills.png
Birch Forest M 155 Temperature: 0.6 Tall Birch Trees,

Flowers

Birch trees grow much taller than usual in this uncommon variant of the birch forest biome. Whereas normal birch trees grow up to 7 blocks tall, these trees often exceed 10 blocks in height. This makes deforestation a much more difficult task, although it provides the player with far more birch resources. Tall Birch Forest.png
Birch Forest Hills M 156 Temperature: 0.6 Tall Birch Trees,

Flowers

Variation of the birch forest hills biome, featuring very large mountains and tall birch trees. Tall Birch Hills.png
Forest 4 Temperature: 0.7 Oak and Birch Trees,

Flowers, Wolves, Mushrooms

A biome with a lot of oak and birch trees, occasional hills, and a fair amount of tall grass. Mushrooms and flowers can occasionally be found here. This is one of the most preferred biomes to start out in, due to the abundance of wood. However, the frequency of trees also makes it dangerous to navigate at night, due to obscured vision. Forest biomes are also one of the smallest biomes. Forest.png1.8 Biomes MixedForest.png
ForestHills 18 Temperature: 0.7 Oak and Birch Trees,

Flowers, Wolves, Mushrooms

A hilly version of the standard forest biome. Forest Hills Biome.png
Flower Forest 132 Temperature: 0.7 Flowers,

Trees, Brown, salt & pepper and black rabbits

This forest variation has fewer trees, but more than makes up for it - it is almost overflowing with nearly every type of flower and tall plant in the game, several of which will only grow in this biome. Therefore, this biome is optimal for harvesting and farming dyes. No wolves will spawn in the flower forest, although rabbits will spawn occasionally. Flower Forest.pngFlower Forest Overview.pngFlower forest.png
Roofed Forest 29 Temperature: 0.7 Dark Oak Trees,

Huge Mushrooms, Mushrooms, Rose Bushes Woodland Mansions

This biome is composed of dark oak trees, a mostly closed roof of leaves, and occasional large mushrooms. Trees in this forest are so plentiful and so close together, that at some spots it may become dark enough for hostile mobs to spawn, even during the day. On very rare occasions, a woodland mansion may spawn. Therefore, the roofed forest is the only biome in which the illager mobs and the totem of undying can be found. Dark Forest.pngRoofed forest.pngRoofed-Forest-Above.pngRoofed-Forest.pngRoofed-Forest-Dark-Oak-Tree.pngRoofed-Forest-Red-Mushroom.png
Roofed Forest M 157 Temperature: 0.7 Dark Oak Trees,

Huge Mushrooms, Mushrooms, Rose Bushes

A variation of the roofed forest where large hills dominate and scatter the canopy. While increased light in the forest means slightly less mobs, the steep cliffs lining this biome still make it dangerous to navigate on foot. Unlike regular roofed forests, no woodland mansions will spawn here. Dark Forest Hills.png
Plains 1 Temperature: 0.8 Tall Grass,

Grass, Flowers, NPC Villages, Horses, Donkeys, Oak Trees

A relatively flat and grassy biome with rolling hills and few trees. Gullies, water holes, and NPC villages are common. Cave openings and water or lava springs are easily identifiable due to the flat unobstructed terrain. Passive mobs spawn often in plains biomes; this biome and its variants are also one of the only biomes where horses spawn naturally. 1.8 Biomes Grassland.png
Sunflower Plains 129 Temperature: 0.8 Grass,

Sunflowers, Horses, Oak Trees

Usually found within normal plains, this biome is the only place where sunflowers naturally generate, hence its name. They grow in abundance, making yellow dye a widely available resource to those who live here. Villages will not generate in this biome. There are no other notable terrain differences from the normal plains biome. Sunflower Plains.png
Swampland 6 Temperature: 0.8 Witch Huts,

Oak Trees, Grass, Vines, Lily Pads, Clay, Mushrooms, Slimes, Huge Mushrooms[Bedrock Edition only], Fossils

A biome characterized by a mix of flat, dry areas around sea level and shallow pools of brackish green water with floating lily pads. Clay, sand, and dirt are commonly found at the bottom of these pools. Trees are often covered with dark green vines, and can be found growing out from the water. Mushrooms and sugar canes are very abundant. Witch huts generate exclusively in swamps. Slimes will also spawn naturally at night, most commonly on full moons, making this an especially dangerous biome at night. Temperature varies randomly within the biome, not affected by altitude, causing foliage and grass colors to vary. In Bedrock Edition, huge mushrooms will also spawn in this biome, and the water is dark gray instead of blue. Visibility is also extremely low when the player is below the surface of the water
Swamp.png
Swampland M 134 Temperature: 0.8 Swamp Trees,

Vines, Lilypads, Water, Witches, Fossils, Giant Mushrooms (Bedrock Edition only, v0.10.0 and later)

While there is no "Swampland Hills" biome, this uncommon biome could be considered the closest contender, since it is represented by areas where small hills rise in slopes of varying degrees, surrounded by flatter marshes. Witch huts do not generate in this biome, unlike the normal swampland biome Swamp Hills.png
Beach 16

Temperature: 0.8 Sand Generated where oceans meet other biomes, beaches are composed primarily of sand. Beaches penetrate the landscape, removing the original blocks and placing in sand blocks. Some beaches generate with gravel instead of sand. These are also useful for fishing. Passive mobs do not spawn on beaches. For the history of beaches, see the Beach page. Beach.png
Mushroom Island 14 Temperature: 0.9 Mushrooms, Huge Mushrooms, Mycelium, Mooshrooms, No Hostile Mobs TThis rare biome consists of a mixture of flat landscape and steep hills and has mycelium instead of grass as its surface. However, if you do place down grass, it is a very bright green color, not unlike that of the jungle. Mushroom islands are most often adjacent to an ocean and are often found isolated from other biomes, and they are typically a few hundred blocks wide. It is one of the only biomes where huge mushrooms can generate naturally, and where mushrooms can grow in full sunlight

Technically no mobs other than mooshrooms spawn naturally in this biome, including the usual night-time hostile mobs. This also applies to caves, abandoned mine shafts, and other dark structures, meaning exploring underground is supposedly safe. However, mob spawners will still spawn mobs, and the player will also still be able to breed animals and spawn mobs using eggs.

Mushroom Fields.png
Mushroom Island Shore 15

Temperature: 0.9 Mushrooms, Huge Mushrooms, Mycelium, Mooshrooms, No Hostile Mobs Mushroom shores represent the transition between mushroom islands and the ocean, forming long strips along the edge of the mushroom island as a sort of beach, hence the name. The terrain of this biome is much flatter and shallower in elevation than the main mushroom island biome, though it contains many of the same features, such as a mycelium surface layer, huge mushrooms, and lack of hostile mobs. Mushroom Field Shore.png
Jungle 21

Temperature: 0.95 Jungle Trees,

Jungle Temples, Ferns, Flowers, Vines, Ocelots, Cocoa Pods, Melons, Parrots

A very dense, but rather uncommon tropical biome. It features large jungle trees that can reach up to 31 blocks tall with 2×2 thick trunks. Oak trees are also common. The landscape is lush green and quite hilly, with many small lakes of water often nestled into deep valleys, sometimes above sea level. Leaves cover much of the forest floor—these "bush trees" have single-blocks of jungle wood for trunks, surrounded by oak leaves. When inside a jungle, the sky will become noticeably lighter. Vines are found alongside most blocks and may cover the surface of caves. Ocelots, jungle temples, melons, cocoa plants, and parrots can be found exclusively in this biome. Melons generate in small patches, similar to pumpkins. Jungle.png
JungleHills 22

Temperature: 0.95 Jungle Trees,

Jungle Temples, Ferns, Flowers, Vines, Ocelots, Cocoa Pods, Melons, Parrots

Hilly verison of the regular Jungle. Jungle Hills.png
Jungle M 149

Temperature: 0.95 Jungle Trees,

Ferns, Flowers, Vines, Ocelots, Cocoa Pods, Melons, Parrots

Much more mountainous version of the normal jungle, with foliage so thick that the ground is barely visible. A very resource-demanding biome. One may confuse this with the jungle hills biome at first glance, but the hills in the jungle M biome tend to be sharper and more erratic. Due to the combined height of the terrain and of the tall jungle trees, trees in the jungle M frequently reach into and go above the clouds. Extremely dense foliage and treacherous terrain make this a very difficult biome to navigate, especially at night. TooMuchFoliage.pngNiceviewjungle.pngModified Jungle.png
Jungle Edge 23

Temperature: 0.95 Jungle Trees,

Ferns, Melons, Flowers, Vines, Ocelots

This biome represents a smooth transition between jungles and other biomes. In stark contrast to the wild and overgrown vegetation of the jungle biomes, the jungle edge consists of a few small and isolated jungle trees, with groups of melons here and there. The terrain is relatively flat, with some small rises in elevation. All mobs that spawn in the jungle, including parrots and ocelots, will also spawn in the jungle edge. Jungle Edge.png
Jungle Edge M 151

Temperature: 0.95 Jungle Trees,

Ferns, Melons, Flowers, Vines, Ocelots

One of rarest biomes in the game. The jungle edge M is difficult to find because it requires that a jungle edge generate against a jungle M (an already rare biome in itself), which does not happen often since jungle M biomes are usually fully encompassed by normal jungles. Because of the strict conditions required to generate, this biome is often no more than 100 blocks in length and/or width, making it one of the smallest biomes as well. It features slightly steeper hills than normal, with very few to no tall trees. Like the normal jungle edge, jungle mobs like parrots will also spawn in this biome. Melons are also in abundance - a sort of gift to the player who manages to find this exceedingly rare biome. Jungle Edge M.png
The End 9 Temperature: 0.5 End Stone,

Endermen, Obsidian, End Crystals, Ender Dragon, Chorus Plants, End Cities, Shulkers

This biome is used to generate the End. The ender dragon, and large amounts of endermen, spawn in this biome. Most of the End's structure is provided by the dimension itself rather than the biome. It does not rain or snow in this biome unlike the other low temperature biomes. The outer islands in the End can be accessed using the End gateway portal after the ender dragon has been defeated. These contain endermen, chorus plants and End cities. End cities are the only place where shulkers naturally spawn. If the biome is used for a superflat world, the sky will be dark gray and an ender dragon will spawn at 0,0 coordinates in the Overworld. Only endermen will spawn at night. Beds will explode if used in this biome.

End (Biome Part).pngThe End.pngEnd Highlands.png

Hot/Dry biomes[edit]

In these biomes, it neither rains nor snows at all, but the sky will still turn overcast during inclement weather. The foliage and grass is an olive color, except mesa biomes, which have brown grass.

Name Biome ID Temperature and Features Description Images
Savanna 35

Temperature: 1.2 Acacia Trees,

Tall Grass, NPC Villages, Horses, Cows, Sheep, Llamas

A relatively flat and dry biome with a dull-brown grass color and scattered acacia trees, although oak trees may generate now and then. Tall grass covers the landscape. Villages can generate in this biome, which are constructed almost entirely of acacia building materials. It is the only biome where both horses and llamas spawn naturally.
Savanna.png
Savanna Plateau 36 Temperature: 1.2 Acacia Trees,

Tall Grass, Horses, Cows, Sheep, Llamas

Added for Savannas and Mesas but flattened at the top. They appear as sudden walls. Savanna Plateau.png
Savanna M 163

Temperature: 1.2 Acacia Trees,

Tall Grass

Unlike the flat and calm terrain of the savanna biome, the chaotic terrain of this uncommon variant is wracked by gigantic mountains covered in coarse dirt. The mountains in the savanna M biome are extremely steep, jutting out at 90 degree angles, making it almost impossible to climb. On top of that, they dwarf the extreme hills in height - they can rise far above the clouds, and even to the world height limit, without using the Amplified world type. Massive waterfalls and lavafalls are quite common here. The unforgiving terrain means villages will not generate in this biome.
Shattered Savanna.pngAcacia tree.png
Savanna Plateau M 164 Temperature: 1.2 Acacia Trees,

Tall Grass

The savanna plateau M biome features incredibly large and steep cliffs that jut violently out of the terrain, compared to the regular savanna plateau; these cliffs generally exceed cloud height, sometimes above y=200, and sometimes even border the world height limit.
Shattered Savanna Plateau.png
Desert 2 Temperature: 2.0 Sand,

Cacti, Dead Bushes, Sandstone, Sugar Cane, Desert wells, Desert Temples, NPC Villages, Gold Rabbits, Fossils

A barren and inhospitable biome consisting mostly of sand dunes, dead bushes, and cacti. Sandstone, and sometimes fossils, are found underneath the sand. The only passive mobs to spawn naturally in deserts are gold rabbits, their coloring well-camouflaged against the sand. At night, husks usually spawn in the place of normal zombies; the lack of visual obstruction makes hostile mobs highly visible. Sugar cane can be found if the desert is next to an ocean or river biome. Desert villages, desert wells and desert temples are found exclusively in this biome. This biome appears on the edges of mesa biomes.
Desert.png
Desert Hills 17 Temperature: 2.0 Sand,

Cacti, Dead Bushes, Sandstone, Sugar Cane, Desert wells, Desert Temples, Gold Rabbits, Fossils

Hilly version of the desert biome. Desert Hills.png
Desert M 130 Temperature: 2.0 Sand,

Cacti, Dead Bushes, Sandstone, Water, Sugar Cane, Desert wells, Gold Rabbits, Fossils

Unlike in normal deserts, patches of water can be found in this biome, and the terrain is slightly more rough. Although desert wells can be found, desert temples and villages will not generate in this biome.
Desert Lakes.png
Mesa 37 Temperature: 2.0 Dead Bushes,

Terracotta, 6 colors of Terracotta, Red Sand, Cacti, Red Sandstone, Above ground mineshafts, Gold ore

A rare biome wherein large mounds of terracotta and stained terracotta will generate. Red sand will also generate here instead of regular sand, with occasional cacti and dead bushes. No passive mobs will spawn in this biome, even if all other spawning conditions are met. Mineshafts will generate at a much higher altitude than normal - now and then one may come across a mineshaft jutting out of the slope of a mesa. Gold ore is also a much more frequent occurrence, since ore veins generate within mesas at a higher Y-level than the usual 32. The composition of this biome is useful when other sources of terracotta and gold are scarce. However, finding mesa biomes can be difficult due to their rarity. On the other hand, it offers great variety - there are a total of 6 variations of this biome to explore. Mesa Red Beach.pngMesaView.pngCommon Cacti.pngDead Bush Mesa.png
Mesa (Bryce) 165 Temperature: 2.0

Sand, Cactus, Dead Bush, Terracotta, 6 colors of Terracotta

This rare biome generates unique terrain features that are similar to the structures in the real Bryce Canyon. Tall and narrow spires of colorful terracotta rise out of the floor of the canyon, which, like all other mesa variants, is covered in red sand.
Eroded Badlands.png
Mesa Plateau 39 Temperature: 2.0

Dead Bushes, Terracotta, 6 colors of Terracotta, Cacti, Red Sandstone, Above ground mineshafts, Gold ore

Most of the clay that spawns in the mesa biome spawns on and in the mesa plateau. Badlands.pngBadlands Plateau.png
Mesa Plateau F 38 Temperature: 2.0

Oak trees, Dead Bushes, Dirt, Terracotta, 6 colors of Terracotta

One might not notice the subtle transition from the normal mesa plateau to this rare variation, were it were not for the layer of grass blocks and the small forests of oak trees that generate atop these plateaus. The color of the grass and leaves is a dull green-brown hue, giving it a dried and dead appearance. These trees are a rare source of wood when living in the otherwise barren and lifeless mesa.
Mesa.pngWooded Badlands Plateau.pngMesa plateau f.png
Mesa Plateau M 167 Temperature: 2.0 Dead Bushes,

Terracotta, 6 colors of Terracotta, Cacti, Red Sandstone, Above ground mineshafts, Gold ore

This biome features grass and oak trees on top of plateaus, much like its counterpart. However, the plateaus that generate here are generally smaller, allowing far less foliage to generate. The terrain is more erratic in general, and can be compared to that of the similar mesa plateau M biome, having an old and eroded appearance.
Modified Badlands Plateau.png
Mesa Plateau F M 166 Temperature: 2.0 Oak trees,

Dead Bushes, Dirt, Terracotta, 6 colors of Terracotta

Very rare variant of the Mesa Plateau F biome. Features steeper cliffs than the normal Mesa Plateau F biome, with a reduced occurrence of trees and smaller, more erratic hills. Modified Wooded Badlands Plateau.pngMesa Plateau F M updated.png
Hell (The Nether) 8 Temperature: 2.1 Netherrack,

Glowstone, Soul Sand, Nether Quartz, Ghasts, Blazes, Zombie Pigmen, Nether Fortresses, Wither Skeletons, Lava, Magma Blocks

This is the biome used to generate the Nether. Within this biome spawn mobs such as ghasts, packs of zombie pigmen and the occasional magma cubes and endermen. Certain structures, such as Nether quartz, glowstone veins, and Nether fortresses will only generate in the Nether. While water cannot be placed in the Nether dimension, ice can, and water lakes (and other Overworld structures) can still generate if the Nether is used in a superflat preset. Beds will explode if used in this biome.

Nether.png

Neutral biomes[edit]

Name Biome ID Temperature and Features Description Images
Ocean 0 Temperature: 0.5 Water, Gravel, Squid A large, open biome made entirely of water going up to y=63, with underwater relief on the sea floor, such as small mountains and plains, usually including gravel. Oceans typically extend under 3,000 blocks in any direction, around 60% of the Overworld's surface is covered in Ocean. Small islands with infrequent vegetation can be found in oceans. Passive mobs are unable to spawn on these islands, but hostiles can. Squid spawn in the water, and in Bedrock Edition, ocean biomes are the only place where squid can be found. Cavern entrances can be found infrequently at the bottom of the ocean. In the Console versions, they surround the edges of the map.
Ocean.png
Deep Ocean 24 Temperature: 0.5 Water,

Gravel, Clay, Squid, Guardians, Elder Guardians, Ocean monuments

A variation of the Ocean biome. In deep ocean biomes, the ocean can exceed 30 blocks in depth, making it twice as deep as the normal ocean. In contrast to default oceans, the ground is mainly covered with gravel. Ocean monuments generate in deep oceans. Therefore, deep oceans are the only place where guardians naturally spawn, and where sponge and prismarine blocks naturally generate.
Deep Ocean.pngDeepocean.png
The Void 127 Temperature: 0.0

Stone, Cobblestone

A completely empty biome that generates only a single structure: a 33×33 stone platform with a single block of cobblestone in the center. No mobs (passive or hostile) can spawn without spawn eggs, monster spawners or commands. Can only be accessed through The Void superflat preset. The Void.png

Unused biomes[edit]

These biomes no longer generate naturally, but still exist in Minecraft's code, and can be accessed by using the Custom world type.

Name Biome ID Temperature and Features Description Images
FrozenOcean (10) Temperature: 0.0 Ice, Water, Gravel, Squid This biome is a typical ocean, with a gravel seabed and squid swimming about. However, the top layer of the water is covered by ice. It generates only where cold biomes meet the ocean. Warmer rivers occasionally run through it.
Frozen Ocean.pngOld Frozen Ocean.png
Extreme Hills Edge (20) Temperature: 0.2 Grass,

Dirt, Stone, Pigs, Sheep, Cows, Wolves, Spruce trees, Oak trees, Snow (occasionally)

Similar to the jungle edge biome, the extreme hills edge generates exclusively at the edge of extreme hills biomes (or any variant) in order to smooth the transition between biomes. While the terrain is lower and gentler in nature, some areas may reach high enough to be covered by snow. Mountain Edge.png

Biome IDs[edit]

User:Delvin4519/Biome/ID

Technical details[edit]

grass.png
foliage.png

The temperature and rainfall values of a biome are used when determining the colors of grass, foliage (excluding the stalks of flowers), and other features such as water and the sky.

A biome's rainfall value is typically a value from 0.0 to 1.0, and - as stated above - a biome's temperature starts at a given value at sea level (e.g. 2.0 for Desert or -0.5 for Cold Taiga) and decreases by 0.00166667 for each meter above sea level.

Biome grass and foliage colors are selected from two 256x256 colormap images: grass.png and foliage.png. Both colormaps, shown to the right, can be found in assets\minecraft\textures\colormap. The grass.png colormap sets the colors for the grass block top and sides (along with other types of grass, such as tall grass, ferns, double tall grass, etc.). Meanwhile, the foliage.png colormap sets the colors for tree leaves (with the exception of spruce and birch).

Biome colormaps use a triangular gradient by default. However, only the colors in the lower-left half of the image are used, even though the upper-right side of foliage.png is colored. Furthermore, as shown in the template image to the left, only select few pixels are considered when the colormap is read by the game, and are determined by the code below.

The adjusted temperature and adjusted rainfall values (recognized as AdjTemp and AdjRainfall in the code, respectively) are used when determining which biome color to select from the colormap. Treating the bottom-right corner of the colormap as Temperature = 0.0 and Rainfall = 0.0, the adjusted temperature increases to 1.0 along the X-axis, and the adjusted rainfall increases to 1.0 along the Y-axis. The values used to retrieve the colors are computed as follows:

 AdjTemp = clamp( Temperature, 0.0, 1.0 )
 AdjRainfall = clamp( Rainfall, 0.0, 1.0 ) * AdjTemp

"clamp" limits the range of the temperature and rainfall to 0.0-1.0. The clamped rainfall value is then multiplied by the 0.0-1.0 adjusted temperature value, which brings its value to be inside the lower left triangle. Some biomes' ranges are shown in the template above; the multiplication makes all the line segments point towards the lower right corner.

At borders between or among biomes, the colors of the block and its eight neighbors are computed and the average is used for the final block color.

Exact temperature and rainfall values for biomes can be found in various projects, e.g. this biome code.

Hard-coded colors[edit]

Certain biome colors are hard-coded, which means they are locked into the Minecraft code and are not retrievable from any texture file. Thus, they cannot be modified without the use of external tools, such as MCPatcher/OptiFine, that support the use of custom colormaps.

Swampland color[edit]

Swampland temperature, which starts at 0.8, is not affected by altitude. Rather, a Perlin noise function is used to gradually vary the temperature of the swampland. When this temperature goes below -0.1, a lush green color is used (0x4C763C) otherwise it is set to a sickly brown (0x6A7039). In addition, the color of the water in swamplands is always multiplied by a very light green tinge (0xE0FFAE).

Roofed forest color[edit]

The roofed forest biomes' grass color is retrieved normally, then averaged with a dark green color (0x28340A) to produce the final color.

Mesa color[edit]

All mesa biomes' grass and foliage have hard-coded colors, which are two tan colors (0x90814D and 0x9E814D respectively). These are not modifiable by grass.png and foliage.png, and are unaffected by temperature.

Other colors[edit]

Several other biome colors are set into the game and currently require external tools in order to be changed. This includes blocks such as birch and spruce leaves and water (which have a hard-coded overlay set onto them), and other features such as the sky and fog.

Achievements[edit]

Icon Achievement In-game description Actual requirements (if different) Availability Xbox points earned Trophy type (PS)
Xbox PS Bedrock Nintendo
Adventuring TimeDiscover 17 biomesVisit any 17 biomes. Does not have to be in a single world.YesYesYesWii U, Switch40GSilver

History[edit]

Java Edition Alpha
1.0.4Added Winter Mode. Maps now have a snowy or grassy theme randomly determined when creating the world.
1.2.0Added biomes; they were rain forest, seasonal forest, forest, shrubland, taiga, tundra, savanna, plains, swampland, desert, and frozen desert.
World saves remained unchanged, other than a change in the hue of the grass. If the player moves into ungenerated chunks, the new biomes would generate.
Java Edition Beta
1.6Added the Sky Dimension with its own biome. It could only be viewed through the use of mods and hacks.
1.8 Biomes got an overhaul, removing some biomes, such as the tundra and the taiga, and others replaced with nine fractal-based biomes that were a mix of the previous biomes and new biomes. See here for more details.
Java Edition
1.0.0Re-added tundra (as ice plains) and added Mushroom Islands.
1.1Re-added snow in taigas, added hills and beaches.
Smoothed color transitions between biomes – swampland grass, foliage and water smoothly transition into other biomes.
1.2.112w03aAdded jungle biome.
12w07aThe Anvil file format was introduced and it allows for biomes to be stored in the world data. In contrast, the Region file format relies on the seed to dynamically calculate biome placement. This would cause biome placement in older worlds to change when the biome generation code was changed. With the current Anvil format, the biome data is stored along with the rest of the world data, meaning it will not change after the world is generated and can be edited by third-party map-editing tools. Furthermore, "edge" biomes allow for biomes to continue extend beyond the edge chunks of an old world. This allows for smooth transitions in world generation after the generation code changes in an update.
1.3.1Hills in forests and deserts are taller.
1.6.113w17aWater lakes no longer spawn in deserts.
1.7.2August 2, 2013Jens Bergensten tweeted the first image of the mesa biome. He jokingly referred to them as "disco mountains."
August 7, 2013Jens tweeted the first image of a mega taiga, unofficially dubbed the Redwood Forest. The name was changed following 1.7's release.
August 9, 2013Jens tweeted the first image of a stone beach, which was then referred to as a "cliff" biome.
13w36aMesa, mega taiga, roofed forest, birch forest, savanna, extreme hills+, deep ocean and snowless taiga biomes were added as well as variations for many of the biomes. Biomes were also separated by temperature, and snowing was added to extreme hills.
Biomes will attempt to avoid getting placed next to a biome that is too different from itself, temperature-wise.
The frozen ocean and extreme hills edge biomes no longer generate naturally.
Biome-hopping achievement "Adventuring Time" added, but it was broken until 1.8 making the goal of getting all achievements impossible in 1.7.
13w39aRed sand now generates in mesa biomes and their variants.
13w43aSavannas and roofed forest biomes now generate with new logs and leaves.
1.814w17aThe End's biome name is now "The End" instead of "Sky".
Adventuring Time is now available without commands. Before, the 38 biomes had to be visited without visiting any other biomes, which made the achievement unavailable because the End has to be visited for its prerequisite, The End?. The “no other biomes” restriction is now lifted.
Visiting the frozen ocean and extreme hills edge biomes, which no longer generate since 13w36a, is no longer required for Adventuring Time.
14w26aChanged generation of marsh-like areas in swamp biomes.
14w32aRed sandstone now generates below red sand in mesa biomes and their variants.
1.915w37aAdd new biome "The Void", which is used in Superflat preset "The Void".
1.1016w20aPlains and sunflower plains now have some trees (5% of chunks). 13 large oaks, 23 normal oaks.
Ice plains, ice plains spikes and ice mountains now have a lower chance of spawning passive mobs during world generation than other biomes (7% versus 10%).
In mesa biomes, terracotta no longer generate more than 15 blocks deep, if the mesa is more than 15 blocks above sea level. In addition to the normal 2 veins of gold ore below Y=32, now attempts to generate 20 veins at elevations between 32 and 79. Also can generate dark oak abandoned mineshafts above ground.
Pocket Edition Alpha
0.9.0build 1All biomes as of PC version 1.7.2 have been added. These include: Jungles, mesa, plains, roofed forests, savannas, taiga, extreme hills, mushroom islands, flower forest, mega taiga, mega spruce taiga, swampland, desert, forests, and deep ocean.
0.9.5Added bryce mesa, extreme hills +, and jungle M.
0.10.0build 1Mesa biomes have gold at every elevation and can spawn mineshafts on the surface.
Water in swamps is tinted dark gray.
Huge mushrooms spawn in swamps
0.11.0build 1Added birch forest M, birch forest hills M, extreme hills M, and extreme hills+ M.
build 8Changed the default biome.
build 10Increased the amount of gravel on extreme hills M biome.
0.12.1build 1Added the Nether biome.
build 10Leaves coloring shaders are now only used when the color for a biome actually changes.
0.16.0The biomes can now be viewed on maps based on the grass color.
Pocket Edition
1.0Added End biome.
Bedrock Edition
1.2Added snow to extreme hills.
Legacy Console Edition
TU1CU1Patch 1Added biomes; they were rain forest, seasonal forest, forest, shrubland, taiga, tundra, savanna, plains, swampland, desert, and frozen desert.
TU51.00Biomes got an overhaul, removing some biomes, such as the tundra and the taiga, and others replaced with nine fractal-based biomes that were a mix of the previous biomes and new biomes. See here for more details.
TU7Re-added tundra (as ice plains) and added Mushroom Islands.
TU9Re-added snow in taigas, added hills and beaches.
Smoothed color transitions between biomes – swampland grass, foliage and water smoothly transition into other biomes.
TU12Added jungle biome
TU141.04Hills in forests and deserts are taller.
TU19CU71.12Water lakes no longer spawn in deserts.
TU31CU191.22Patch 3Added mesa, mega taiga, roofed forest, birch forest, forest, savanna, extreme hills+, deep ocean, snowless taiga and 20 technical biomes.
Changed generation of marsh-like areas in swamp and extreme hills biomes.
A very old image of biomes work-in-progress. "To the right of the player is a taiga, to the left is either a forest, or woods, I can’t remember. In the distance is probably tundra." ~ Notch

Issues[edit]

Issues relating to "Delvin4519/Biome" are maintained on the bug tracker. Report issues there.

Trivia[edit]

  • The term biome is analogous to its scientific usage: in real life, a biome is climatically and geographically defined by distinctive communities of plants, animals and soil organisms supported by similar climatic conditions. They are often referred to as ecosystems.[2][3]
  • The only fictional biomes are the Nether (Hell), the End and those with huge mushrooms. All the others are entirely or almost entirely based on real-life counterparts.

Gallery[edit]

Graphs and templates[edit]

Scenery[edit]

1.7.2-1.12.2 terrain[edit]

1.7 snapshots[edit]

1.2.1-1.6.4 terrain[edit]

Beta 1.8-1.1 terrain[edit]

Alpha 1.2.0-Beta 1.7.3 terrain[edit]

Strange Biomes[edit]

Pocket Edition[edit]

References[edit]

See also[edit]