User:Orthotope/biomes
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]
- ↑ a b c d e In these biomes (with temperature >= 0.8), snow golems do not leave a snow trail
- ↑ a b c d e In these biomes (with temperature > 1.0), snow golems take fire damage every tick
- ↑ a b c d e f In these biomes (with temperature <= 0.15), snow and ice will form
- ↑ a b c d e These biomes (with rainfall > 0.85) are considered 'high humidity', making fire less likely to spread
- ↑ 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 1⁄32 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]
- ↑ 10% chance of adding 1 to this
- ↑ Each attempt tries to generate dandelions, has 25% chance of trying to generate roses.
- ↑ a b c d e This feature is only generated up to layer 128.
- ↑ 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.
- ↑ Also makes 3-8 attempts to generate emerald ore
- ↑ 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]
- ↑ 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. - ↑ 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. - ↑
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. - ↑ This produces the same distribution as above, but with the total number of attempts increased by 9.