Custom biome

Biomes stored as JSON files within a data pack in the path.

JSON format

 * : The root object.
 * The type of precipitation. One of,  , or  . If  , rabbits spawning in this biome will be white or black-and-white, and foxes will be white. Only if it's   can it rain in this biome. But it can snow in the biome when it is   or   (depends on the height adjusted temperature). Note that if  , the  cannot be less than 0.15, otherwise, it cannot rain or snow at all, and has some glitches on rendering when it should rain.
 * Determines whether or not the biome has precipitation.
 * Controls gameplay features like grass and foliage color, and a height adjusted temperature (which controls whether snow golems take damage, whether raining or snowing if is , and generation details of some features).
 * : (optional, defaults to none) Either  or  . Modifies temperature before calculating the height adjusted temperature. If , makes some places' temperature high enough to rain (0.2).
 * : Controls grass and foliage color, a value above 0.85 also makes fire burn out faster.
 * : Ambient effects in this biome.
 * : Decimal value converted from Hex color to use for fog.
 * : Decimal value converted from Hex color to use for the sky.
 * : Decimal value converted from Hex color to use for water blocks and cauldrons.
 * : Decimal value converted from Hex color to use for fog.
 * : (optional) Decimal value converted from Hex color to use for tree leaves and vines. If not present, the value depends on downfall and the temperature.
 * : (optional) Decimal value converted from Hex color to use for grass blocks, grass, tall grass, ferns, tall ferns, and sugar cane. If not present, the value depends on downfall and temperature.
 * : (optional, defaults to none) Can be,   or.
 * : (optional) The particle to use throughout this biome.
 * : Controls how often the particle spawns. Value higher than 1 is regarded as 1, lower than 0 is regarded as 0.
 * : Controls what particle to use. See also Commands/particle.
 * : The namespaced id of the particle type.
 * If  is ,   or  , additional field are as follows :
 * : Contains the block state used for the particle.
 * If  is , additional fields are as follows :
 * : Contains the item data used for the particle.
 * : Namespaced id of the item to use.
 * : The amount of the item.
 * : NBT data present on the item in JSON format. See NBT format.
 * If  is , additional fields are as follows :
 * : Three floats representing the red, green, and blue components of the dust color, each from 0 to 1.
 * : Controls the size of the dust particles.
 * If  is , additional fields are as follows :
 * : Three floats representing the red, green, and blue components of the start color, each from 0 to 1.
 * : Three floats representing the red, green, and blue components of the end color, each from 0 to 1.
 * : Controls the size of the particles.
 * If  is , additional field is as follows :
 * : The angle the particle displays at in radians.
 * If  is , additional fields are as follows :
 * : The destination.
 * : The duration of the move.
 * If  is , additional field is as follows :
 * : The delay in ticks.
 * : (optional) The namespace ID of the sound event to use for ambient sound.
 * : (optional) Settings for mood sound.
 * : The namespace ID of the sound event to use.
 * : The mininum delay between two plays. See also Ambience.
 * : Determines the cubic range of possible positions to find place to play the mood sound. The player is at the center of the cubic range, and the edge length is.
 * : The higher the value makes the sound source further away from the player.
 * : (optional) Settings for additions sound.
 * : The namespace ID of the sound event to use.
 * : The propability to start playing the sound per tick. Value higher than 1 is regarded as 1, lower than 0 is regarded as 0.
 * : (optional) Specific music that should be played in the biome.
 * : The namespace ID of the sound event to use.
 * : The min delay between two music.
 * : The max delay between two music.
 * : Whether or not to replace music which is already playing.
 * : The carvers to use.
 * : (Optional, can be empty) List of carvers used during the  cave generation step. Can be an id of a configured carver, a tag of configured carvers, or a configured carver object, or a list of configured carver IDs, or a list of configured carver objects.
 * : (Optional, can be empty) List of carvers used during the  cave generation step. Currently doesn't work. Can be an id of a configured carver, a tag of configured carvers, or a configured carver object, or a list of configured carver IDs, or a list of configured carver objects.
 * : (Can be empty) A list of 11 elements. Each element can be a tag of placed feature, a list of placed feature IDs, or a list of placed feature objects. The features are applied to each chunk in order in each step. The same placed feature in the same step in two biomes cannot be in a different order. For each step, all feature IDs need to be ordered consistently across biomes. For example, in minecraft:plains in UNDERGROUND_ORES step, ore_dirt is before ore_gravel, so in other biomes' UNDERGROUND_ORES step, if there are ore_dirt and ore_gravel, ore_gravel cannot be after ore_dirt. The generation steps are also used in stucture features.
 * : Generation step . Used by small end island features in vanilla.
 * : Generation step . Used by lava lakes in vanilla.
 * : Generation step . Used for amethyst geodes and icebergs in vanilla.
 * : Generation step . Used for dungeons and overworld fossils in vanilla.
 * : Generation step . Used for desert wells and blue ice patches in vanilla.
 * : Generation step . Not used for features in vanilla.
 * : Generation step . Used for overworld ore blobs, overworld dirt/gravel/stone variant blobs, and sand/gravel/clay disks in vanilla.
 * : Generation step . Used for infested block blobs, nether gravel and blackstone blobs, and all nether ore blobs in vanilla.
 * : Generation step . Used for water and lava springs in vanilla.
 * : Generation step . Used for trees, bamboo, cacti, kelp, and other ground and ocean vegetation in vanilla.
 * : Generation step . Used for surface freezing in vanilla.
 * : (optional) Higher value results in more creatures spawned in world generation. Must be between 0.0 and 0.9999999 (both inclusive).
 * : (Required, but can be empty. If this object doesn't contain a certain category, mobs in this category will not be spawned) Entity spawning settings.
 * : (Can be empty. If empty, mobs in this category will not be spawned) The key must be one of,  ,  ,  ,  ,  ,  , or  . A list of spawner data objects, one for each mob which should spawn in this biome.
 * : The spawner data for a single mob.
 * : The namespaced entity id of the mob.
 * : How often this mob should spawn, higher values produce more spawns.
 * : The minimum count of mobs to spawn in a pack.
 * : The maximum count of mobs to spawn in a pack.
 * : (Required, but can be empty. Only mobs listed here use the spawn cost mechanism) See Spawn for details.
 * : The namespaced entity id of the mob.
 * : New mob's maximum potential.
 * : New mob's charge.
 * : New mob's maximum potential.
 * : New mob's charge.

History
生物群系/JSON格式