User:Orthotope/biomes

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Data taken from MCP decompilation of Minecraft 1.6.1 . Italics indicate default values.

Biomes[edit]

biome ID Base biomegen Temperature Rainfall Height min Height max Animals Monsters Water mobs
Ocean 0 ocean 0.5 0.5 -1.0 0.4 none default default
Plains 1 plains 0.8[A 1] 0.4 0.1 0.3 27% sheep, 22% pigs, 22% chickens, 18% cows as usual, 11% horses in groups of 2-6 (weight 5) default default
Desert 2 desert 2.0[A 2] 0 0.1 0.2 none default default
Extreme Hills 3 hills 0.2 0.3 0.3 1.5 default default default
Forest 4 forest 0.7 0.8 0.1 0.3 27% sheep, 22% pigs, 22% chickens, 18% cows as usual, 11% wolves in groups of 4 (weight 5) default default
Taiga 5 taiga 0.05[A 3] 0.8 0.1 0.4 25% sheep, 21% pigs, 21% chickens, 17% cows as usual, 17% wolves in groups of 4 (weight 8) default default
Swampland 6 swamp 0.8[A 1] 0.9[A 4] -0.2 0.1 default 19.2% each zombies, spiders, skeletons, creepers; 1.9% endermen, 3.8% slimes default
River 7 river 0.5 0.5 -0.5 0 none default default
Hell 8 hell 2.0[A 2] 0 0.1 0.3 none 33% ghasts (weight 50), 66% zombie pigmen, 1% magma cubes, all in groups of 4 none
Sky 9 end 0.5 0.5 0.1 0.3 none 100% endermen (weight 10), in groups of 4 none
Frozen Ocean 10 ocean 0[A 3] 0.5 -1.0 0.5 none default default
Frozen River 11 river 0[A 3] 0.5 -0.5 0 none default default
Ice Plains 12 snow 0[A 3] 0.5 0.1 0.3 default default default
Ice Mountains 13 snow 0[A 3] 0.5 0.3 1.3 default default default
Mushroom Island 14 mushroom island 0.9[A 1] 1.0[A 4] 0.2 1.0 100% mooshrooms (weight 8), in groups of 4-8 none none
Mushroom Island Shore 15 mushroom island 0.9[A 1] 1.0[A 4] -1.0 0.1 100% mooshrooms (weight 8), in groups of 4-8 none none
Beach 16 beach 0.8[A 1] 0.4 0 0.1 none default default
Desert Hills 17 desert 2.0[A 2] 0 0.3 0.8 none default default
Forest Hills 18 forest 0.7 0.8 0.3 0.7 27% sheep, 22% pigs, 22% chickens, 18% cows as usual, 11% wolves in groups of 4 (weight 5) default default
Taiga Hills 19 taiga 0.05[A 3] 0.8 0.3 0.8 25% sheep, 21% pigs, 21% chickens, 17% cows as usual, 17% wolves in groups of 4 (weight 8) default default
Extreme Hills Edge 20 hills 0.2 0.3 0.2 0.8 default default default
Jungle 21 jungle 1.2[A 2] 0.9[A 4] 0.2 0.4 24% sheep, 20% pigs, 16% cows as usual, 40% chickens (weight 20) 18.9% each spiders, zombies, skeletons, creepers, slimes, 1.9% endermen as usual, 3.8% ocelots in groups of 1 default
Jungle Hills 22 jungle 1.2[A 2] 0.9[A 4] 1.8[A 5] 0.5 24% sheep, 20% pigs, 16% cows as usual, 40% chickens (weight 20) 18.9% each spiders, zombies, skeletons, creepers, slimes, 1.9% endermen as usual, 3.8% ocelots in groups of 1 default

Default animals: 30% sheep (weight 12), 25% pigs (weight 10), 25% chickens (weight 10), 20% cows (weight 8), each attempting to spawn in groups of 4

Default monsters: 19.6% each spiders, zombies, skeletons, creepers, slimes (weight 10), attempting to spawn in groups of 4; 2% endermen (weight 1), attempting to spawn in groups of 1-4

In (chunks containing?) nether fortresses, the monster spawn list is 43.5% blazes (weight 10) in groups of 2-3, 43.5% zombie pigmen (weight 10) in groups of 4, 13% magma cubes (weight 3) in groups of 4

Default water mob: 100% squid (weight 10), attempting to spawn in groups of 4

Notes[edit]

  1. a b c d e In these biomes (with temperature >= 0.8), snow golems do not leave a snow trail
  2. a b c d e In these biomes (with temperature > 1.0), snow golems take fire damage every tick
  3. a b c d e f In these biomes (with temperature <= 0.15), snow and ice will form
  4. a b c d e These biomes (with rainfall > 0.85) are considered 'high humidity', making fire less likely to spread
  5. The height parameters for Jungle Hills appear to be reversed. However, this does not seem to cause problems for terrain generation.

Biome decorators[edit]

Numbers are attempts to decorate, actual numbers of plants etc. per chunk will be less. Each 'attempt' for flowers, grass, lily pads, mushrooms, fire, and glowstone actually produces a cluster of the relevant block.

Prior to decoration, if there is no NPC village in the chunk, there is a 25% chance of a water lake up to layer 128, and a 12.5% chance of a lava lake at layer nextInt(nextInt(120) + 8)[math 1]. If this is above layer 62, the lava lake only has a 10% chance of generating. Eight attempts are made to generate dungeons, up to layer 128.

BiomeGen top block filler block sand2 clay sand trees[B 1] huge mushrooms flowers [B 2][B 3] grass[B 3] dead bushes[B 3] lily pads mushrooms[B 4] reeds[B 3] cacti[B 3]
Beach Sand Sand 3 1 1 -999 0 2 1 0 0 0 0 0
Desert Sand Sand 3 1 1 -999 0 2 1 2 0 0 50 10
Forest Grass Dirt 3 1 1 10 0 2 2 0 0 0 0 0
Hills[B 5] Grass Dirt 3 1 1 0 0 2 1 0 0 0 0 0
Jungle[B 6] Grass Dirt 3 1 1 50 0 4 25 0 0 0 0 0
Mushroom Island Mycelium Dirt 3 1 1 -100 1 -100 -100 0 0 1 0 0
Ocean Grass Dirt 3 1 1 0 0 2 1 0 0 0 0 0
Plains Grass Dirt 3 1 1 -999 0 4 10 0 0 0 0 0
River Grass Dirt 3 1 1 0 0 2 1 0 0 0 0 0
Snow Grass Dirt 3 1 1 0 0 2 1 0 0 0 0 0
Swamp Grass Dirt 3 1 1 2 0 -999 1 1 4 8 10 0
Taiga Grass Dirt 3 1 1 10 0 2 1 0 0 0 0 0

Each chunk has a 132 chance of trying to generate pumpkins after reeds and before cacti, anywhere up to layer 128.

After cacti, there are 50 attempts to generate water springs at layer nextInt(nextInt(120) + 8)[math 1], and 20 attempts to generate lava springs at layer nextInt(nextInt(nextInt(112) + 8) + 8)[math 2].

Notes[edit]

  1. 10% chance of adding 1 to this
  2. Each attempt tries to generate dandelions, has 25% chance of trying to generate roses.
  3. a b c d e This feature is only generated up to layer 128.
  4. Each attempt has a 25% chance of trying to generate brown mushrooms on the surface, and a 12.5% chance of trying to generate red mushrooms anywhere up to layer 128. One additional attempt is made with the same chances, but placing brown mushrooms up to layer 128 instead of only on the surface.
  5. Also makes 3-8 attempts to generate emerald ore
  6. Also makes 50 attempts to generate vines

End[edit]

Not much here, 20% chance of an obsidian tower.

Nether[edit]

Eight attempts to generate a lava spring in the ceiling at layer 4-124. nextInt(nextInt(10) + 1) + 1[math 3] attempts to generate fire at layer 4-124. nextInt(nextInt(10) + 1) + 10[math 4] attempts to generate glowstone at layer 4-124. 50% chance each to generate brown and red mushrooms up to layer 128.

Math[edit]

  1. a b layer nextInt(nextInt(120) + 8) produces a logarithmic distribution on layers 8-126 (specifically -0.00822 ln(layer) + 0.03985), and a constant (0.02359) chance on layers 0-7.
  2. layer nextInt(nextInt(nextInt(112) + 8) + 8) produces a strange distribution (somewhere between logarithmic and exponential) on layers 8-126, and a constant (0.04101) chance on layers 0-7.
  3. nextInt(nextInt(10) + 1) + 1 produces a logarithmic distribution of attempts (specifically -0.12078 ln(attempts) + 0.28243), with a range of 1-10 inclusive.
  4. This produces the same distribution as above, but with the total number of attempts increased by 9.