Superflat

From Minecraft Wiki
Jump to: navigation, search
A Superflat world.

Superflat (Flat in Bedrock Edition and New Nintendo 3DS Edition) is a world type replacing the normal varied terrain of the Overworld, with customizable layers in the Java and Legacy Console Editions.

Structure[edit | edit source]

In a classic (default) Superflat world, the terrain consists of one layer of bedrock, two layers of dirt, and one layer of grass. Since the entire world is a plains biome by default, villages will generate relatively frequently. In Bedrock Edition and New Nintendo 3DS Edition, however, villages will not generate in Flat worlds.

The surface of the world is completely flat and at height y=4, with the exception of villages and other structures if they are enabled. Since the height limit (256) is unchanged, there is almost one-third more vertical height available to build above-ground structures as compared to a normal world. Mobs will spawn as normal. Because of the low altitude of the world, slimes spawn fairly frequently (but not in Bedrock Edition).

When making a Superflat world, the Player will spawn on the topmost solid layer, within a 20x20 cube, and may spawn under water or lava if there are layers of those above the topmost solid layer.

Superflat version of the Nether in the Legacy Console Edition

Access to other dimensions[edit | edit source]

Superflat worlds allow the player to access the Nether by building a Nether Portal in the usual way. In Java Edition, Bedrock Edition, and New Nintendo 3DS Edition, the Nether generates normally; in Legacy Console Edition the Nether is flat like the Overworld.

Java and Console Edition Superflat worlds also allow the player to access the End, which generates as in a normal world, by finding a Stronghold or by creating an End Portal in Creative Mode.

Multiplayer[edit | edit source]

In order to create a Superflat world in a multiplayer server, the level-type flag in server.properties must be FLAT, instead of DEFAULT.

Once a multiplayer world is created, the server.properties fields have no effect on chunk generation. Instead, just like in singleplayer, the level.dat fields for generatorName, generatorVersion, and generatorOptions are used instead. If you want to alter a world after initial creation, these are the settings to change.

Customization[edit | edit source]

SuperFlatButton.PNG

In Java and Console Editions, the structure and content of a Superflat world can be customized. Flat world customization is not available for Bedrock Edition; it always consists of a layer of bedrock, two layers of dirt, and a layer of grass (even when the Seed Picker is used).

Upon selecting "Superflat" in the World Type box, a new button appears underneath labeled "Customize". The customize menu starts out with the "Classic Flat" preset of one layer of grass, two dirt layers, and then bedrock underneath. There are two buttons available to customize Superflat worlds, which include the "Remove Layer" button, used for removing unwanted types of layers, and the "Presets" button, used for selecting any of eight currently available presets.

If you can understand the preset code syntax you can create presets of your own by entering valid information into the preset code box, where these changes can be previewed and applied. (Direct Customization is not available.) In addition, superflat worlds can have certain terrain features, besides villages, such as tall grass, lakes, and strongholds, which can additionally be customized using the same code box for block layers. These changes also made tweaks to previous world codes, to include the new generation features.

Presets are shareable. As a preset is selected, a box on top of the screen has a code you are able to highlight and copy. Similar to how new worlds are shared through seeds, presets can be entered into this box to recreate someone else's preset.

Presets[edit | edit source]

Preset Layers Biome Structures Notes Preset code

 Classic Flat
1x
2x
1x

Grass Block


Dirt


Bedrock
Plains Villages Default

3;minecraft:bedrock,2*minecraft:dirt,minecraft:grass;1;village


 Tunneler's Dream
1x
5x
230x
1x

Grass Block


Dirt


Stone


Bedrock
Extreme Hills Strongholds
Dungeons
Abandoned Mineshafts

3;minecraft:bedrock,230*minecraft:stone,5*minecraft:dirt,minecraft:grass;3;stronghold,biome_1,decoration,dungeon,mineshaft


 Water World
90x
5x
5x
5x
1x

Water


Sand


Dirt


Stone


Bedrock
Deep Ocean Ocean monuments

3;minecraft:bedrock,5*minecraft:stone,5*minecraft:dirt,5*minecraft:sand,90*minecraft:water;24;biome_1,oceanmonument


 Overworld
1x
3x
59x
1x

Grass Block


Dirt


Stone


Bedrock
Plains Strongholds
Villages
Dungeons
Abandoned Mineshafts
Mimics the height of default world generation.

3;minecraft:bedrock,59*minecraft:stone,3*minecraft:dirt,minecraft:grass;1;stronghold,biome_1,village,decoration,dungeon,lake,mineshaft,lava_lake


 Snowy Kingdom
1x
1x
3x
59x
1x

Snow (layer)


Grass Block


Dirt


Stone


Bedrock
Ice Plains Igloos Villages won't generate as the biome is ice plains.

3;minecraft:bedrock,59*minecraft:stone,3*minecraft:dirt,minecraft:grass,minecraft:snow_layer;12;biome_1,village


 Bottomless Pit
1x
3x
2x

Grass Block


Dirt


Cobblestone
Plains Villages Allows Survival access to the Void, due to the replacement of bedrock with cobblestone.

3;2*minecraft:cobblestone,3*minecraft:dirt,minecraft:grass;1;biome_1,village


 Desert
8x
52x
3x
1x

Sand


Sandstone


Stone


Bedrock
Desert Strongholds
Desert Villages
Desert Temples
Dungeons
Abandoned Mineshafts
Sandstone and Stone layer amounts are reversed from Default worlds due to MC-105285.

3;minecraft:bedrock,3*minecraft:stone,52*minecraft:sandstone,8*minecraft:sand;2;stronghold,biome_1,village,decoration,dungeon,mineshaft


 Redstone Ready
52x
3x
1x

Sandstone


Stone


Bedrock
Desert None

3;minecraft:bedrock,3*minecraft:stone,52*minecraft:sandstone;2;


 The Void
1x
Air
The Void None Spawns the player on a stone platform, due to falling into the void when playing in survival mode.

3;minecraft:air;127;decoration;2;

Preset code format[edit | edit source]

The preset code is a string of numbers, semicolons(;), colons(:), commas(,), and asterisks(*). Each code has four main parts, divided by semicolons. They are:

  • a version number, which is used to allow preset codes to be shared even if the code format changes.
  • a list of one or more block IDs.
    • The block list is a comma-separated list of block IDs, ordered from layer 0 up; if the entry for a given block has an "*", the number before the "*" is the number of layers to be generated, and the number after is the block ID.
    • A block ID can be followed by a colon to specify a damage value.
    • A block can also be repeated over multiple layers simply by repeating the block's ID, e.g. minecraft:glass,minecraft:glass,minecraft:glass,minecraft:glass would give the same result as 4*minecraft:glass.
    • To specify block variants, such as Polished Andesite (Stone ID 6), use a colon after the block's ID, like so: minecraft:stone:6.
  • a valid biome ID
  • (optional) a list of structure generation options
    • Structure generation options (described below) may have additional parameters, for example "village(size=0 distance=9)". The order in which they are specified may alter the results where they overlap or are incompatible.[1]
    • It is important to remember that multiple parameters are separated by spaces, rather than commas or semicolons.

Structure generation options[edit | edit source]

Structure generation option Parameters Description Biome
village size
distance
Generates villages, provided they exist in that biome type. Extremely large size values and low distance values will generate many villages tightly grouped together
size determines the size of the village (default is 1, normal worlds have this set to 0, maximum is 65535).
distance is the maximum distance between villages (minimum is 9, default is 32).
Plains,
Desert,
Savanna,
Taiga
mineshaft chance Generates abandoned mineshafts. Note that they will generate in midair if no terrain is present to cover them.
chance determines how common mineshafts are (from 0.0 to 1.0, default is 0.01). Higher number, more common.
All
stronghold distance
count
spread
Generates strongholds.
distance determines how far strongholds are from the spawn and other strongholds (minimum is 1.0, default is 32.0).
count is the number of strongholds that exist per world (default is 3).
spread determines how concentrated strongholds are around the spawn (minimum is 1, default is 3). Lower number, lower concentration.
All
biome_1 distance Generates biome-specific features. This enables igloos, desert temples, jungle temples, or witch huts.
distance for the maximum distance between features (minimum is 9, default is 32).
Ice Plains,
Desert (Hills),
Jungle (Hills),
Swampland
(Not Swampland M)
dungeon None Dungeons will be generated, if possible. All
decoration None Causes plants, ores, and similar features to be generated according to the biome type. Stone, dirt, grass, sand, or mycelium are required for most features. All
lake None Generates water lakes, sometimes with sand and sugar cane depending on biome. All
lava_lake None Generates lava lakes, with stone surrounding them. If all stone layers are removed in a preset that enables lava lakes, ores can generate in the stone around lava lakes, given the proper altitude. All
oceanmonument spacing
separation
Generates ocean monuments in the water.
spacing determines the size of the grid, in chunks, on which monuments are generated (minimum is 1, default is 32).
separation determines the minimum distance, in chunks, between monuments. (minimum is 1, default is 5).
WARNING: spacing must be greater than separation otherwise the game will crash.
Deep Ocean

Conditions[edit | edit source]

Note that there are several criteria that must be satisfied before some features can appear:

  • The biome number must be correct. For example, at present villages can only appear in biome numbers 1, 2, 5, and 35, plains, desert, taiga, and savanna.
  • The correct structure code ('village', 'dungeon' etc.) must be present in the superflat string.
  • Structures must be turned on in the world settings. (This does not affect 'natural' objects such as trees, flowers, mushrooms, and giant mushrooms. Obsidian pillars in the End also count as 'natural'.)
  • There must be suitable terrain for the structure to appear on or in. This applies to most features except for mineshafts and strongholds.
    • Villages are a partial exception; they will not form in mid-air, but will form provided there is at least one solid block layer.
      • Villages will always spawn at least 2 blocks above the void.

For example, to have an 'End' superflat world with obsidian pillars, the biome number must be 9, the superflat string must contain 'decoration', and the top surface block must be End Stone. In this particular case 'Structures' does not need to be turned on in the world options.

Attempting to use an incorrectly formatted preset code causes the game to default to the Classic preset.

Preset code example[edit | edit source]

Consider the following preset code: 3;minecraft:mossy_cobblestone,250*minecraft:air,minecraft:obsidian,minecraft:snow_layer;3;stronghold(count=7),village(size=0 distance=9),decoration,dungeon,mineshaft

It consists of the following elements:

  • 3 — version number.
  • minecraft:mossy_cobblestone,250*minecraft:air,minecraft:obsidian,minecraft:snow_layer — comma-separated list of block IDs.
    • minecraft:mossy_cobblestone — one layer of Mossy Cobblestone on layer 0.
    • 250*minecraft:air — 250 layers of air, from layer 1 to layer 250.
    • minecraft:obsidian — one layer of obsidian, on layer 251.
    • minecraft:snow_layer — one layer of snow, on layer 252.
  • 3biome ID, in this case Extreme Hills.
  • stronghold(count=7),village(size=0 distance=9),decoration,dungeon,mineshaft — a comma-separated list of structures.
    • stronghold(count=7) — this will populate the world with seven strongholds at the default distance and spread.
    • village(size=0 distance=9) — since Extreme Hills is an invalid biome for villages, this will do nothing.
    • decoration — biome-specific decoration.
    • dungeon — allows dungeons to generate.
    • mineshaft — allows abandoned mineshafts to generate at the default placement frequency.

Resources[edit | edit source]

The resources below can always be found, regardless of the "Generate Structures" option.

Icon Dec Hex Block
0 0 Air
Grass.png 2 2 minecraft:grass_block Grass Block
Dirt.png 3 3 minecraft:dirt Dirt
Bedrock.png 7 7 minecraft:bedrock Bedrock

The resources below can only be found if the "Generate Structures" option is enabled. These do not include resources that can be obtained via trading with villagers and fishing.

Icon Dec Hex Name Block
Cobblestone.png 4 4 minecraft:cobblestone Cobblestone
Oak Wood Planks.png 5 5 minecraft:oak_planks Oak Planks
Water.png 9 9 minecraft:water Water
Lava.png 11 B minecraft:lava Lava
Gravel.png 13 D minecraft:gravel Gravel
Oak Wood.png 17 11 minecraft:oak_wood Oak Wood
Black Wool.png 35 23 minecraft:wool Wool
Double Stone Slab.png 43 2B minecraft:double_stone_slab Double Stone Slab
Stone Slab.png 44 2C minecraft:stone_slab Stone Slab
Bookshelf.png 47 2F minecraft:bookshelf Bookshelf
Torch.png 50 32 minecraft:torch Torch
Oak Wood Stairs.png 53 35 minecraft:oak_stairs Oak Stairs
Chest.png 54 36 minecraft:chest Chest
Crafting Table.png 58 3A minecraft:crafting_table Crafting Table
Crops.png 59 3B minecraft:wheat Wheat
Farmland.png 60 3C minecraft:farmland Farmland
Furnace.png 61 3D minecraft:furnace Furnace
Wooden Door.png 64 40 minecraft:oak_door Oak Door
Ladder.png 65 41 minecraft:ladder Ladder
Cobblestone Stairs.png 67 43 minecraft:cobblestone_stairs Cobblestone Stairs
Wooden Pressure Plate.png 72 48 minecraft:wooden_pressure_plate Wooden Pressure Plate
Oak Fence.png 85 55 minecraft:oak_fence Oak Fence
Iron Bars.png 101 65 minecraft:iron_bars Iron Bars
Glass Pane.png 102 66 minecraft:glass_pane Glass Pane
Carrot (Block).png 141 8D minecraft:carrots Carrots
Potatoes (Block).png 142 8E minecraft:potatoes Potatoes

Village chests may contain these items:

Icon Dec Hex Name Block
Oak Sapling.png 6 6 minecraft:oak_sapling Oak Sapling
Obsidian.png 49 31 minecraft:obsidian Obsidian

257 101 minecraft:iron_pickaxe Iron Pickaxe

260 104 minecraft:apple Apple

264 108 minecraft:diamond Diamond

265 109 minecraft:iron_ingot Iron Ingot

266 10A minecraft:gold_ingot Gold Ingot

267 10B minecraft:iron_sword Iron Sword

297 129 minecraft:bread Bread

306 132 minecraft:iron_helmet Iron Helmet

307 133 minecraft:iron_chestplate Iron Chestplate

308 134 minecraft:iron_leggings Iron Leggings

309 135 minecraft:iron_boots Iron Boots

329 149 minecraft:saddle Saddle

Video[edit | edit source]

History[edit | edit source]

Pre-classic
rd-132211 The level generation was changed from the original messy and random generator (as shown in the Cave Game Tech Test video), to be completely flat. This was later removed in favor of variable terrain.
Official release
1.1 12w01a Added Superflat world type.
1.3.1 ?Prior to 1.3.1, there was no consistent spawn point unless the player had slept in a bed; the player could respawn far from the previous spawning location without anything in sight. This may have been due to the lack of ground at the usual height of about 64.
12w25a Slime spawning in Superflat is reduced.
1.4.2 12w36a By going into the level.dat and editing the generatorOptions line, the player can create custom Superflat worlds.
September 10, 2012Dinnerbone mentions that he is adding presets to go with the new customization feature.
12w37a Added Superflat Customization GUI.
Comes with 7 presets: Classic Flat, Tunnelers' Dream, Water World, Overworld, Snowy Kingdom, Bottomless Pit (Broken in this version), and Desert.
In this version, the Add and Edit Layer features were not fully implemented, leaving their respective buttons grayed out.
12w39b The "Bottomless Pit" preset is fixed.
October 2, 2012Dinnerbone tweets an image of trees naturally generating in superflat worlds.
12w40a Generated structures (trees, ores, strongholds, etc.) can now be generated in this mode. The preset code version number is changed to "2" to reflect this.
Added a new preset called "Redstone Ready", with 52 layers of sandstone, three stone, then one layer of bedrock, and has no generated features or structures.
The "Add Layer" and the "Edit Layer" buttons were removed.
1.5.2 At some point, changes to server.properties stopped being looked at in SMP after the world was created. Equivalently, any data in the level.dat file overrides the values in server.properties. This means that single player worlds can now be trivially moved to SMP. While confirmed in 1.5.2, this probably happened much earlier.
1.7.2 13w36a Strongholds are no longer generated in the air.
1.8 14w08a Now uses named block IDs to input layers instead of numeric block IDs.[2]
Block ID/number of layers format changed from NumberxID to Number*ID.
Preset code version number changed to "3".
1.9 15w37a Added a new preset called "The Void", where terrain is nonexistent except for a stone platform at the spawn.
Pocket Edition Alpha
0.9.0 build 1 Added flat world type.
Legacy Console Edition
TU5CU11.0Patch 1Added superflat world type. Unlike in other editions, the Nether is also flat in this world type.
TU25CU141.17Added Superflat Customization UI.

Issues[edit | edit source]

Issues relating to “Superflat” are maintained on the issue tracker. Report issues there.

Trivia[edit | edit source]

  • The volume of an entire default superflat world, not including villages, bonus chests, or air, is 14.4 million km3, and the world is composed of 1.44x1016 blocks.
  • Since cloud height isn't affected by the world generation, clouds will be underground in the Tunneler's Dream preset.
  • If you select the desert preset, and remove all layers but sand, it is possible to create a massive, endless wave of falling sand. All one has to do to accomplish this computer-breaking feat is dig straight down until you hit the bottom of the world. The sand will then begin to fall from where you dug.

Gallery[edit | edit source]

See also[edit | edit source]

References[edit | edit source]