Biome

A biome is a region in a world with distinct geographical features, flora, temperatures, humidities, and sky, water, fog, grass and foliage colors. Biomes separate every generated world into different environments, such as forests, deserts and taigas.

The biome of a location is determined during world generation rather than current environment. Even if the player completely changes all the blocks in a large area to imitate the terrain of other biomes, the biomes in this area are not be affected. However, $$, command can changes the biome in an area.

Plant
Biome grass and foliage colors are selected from two 256×256 colormap images: grass.png and foliage.png under or. The grass.png colormap sets the colors for the grass block, ferns in flower pots, grass, tall grass, sugar cane, stems of pink petals etc.). Meanwhile, the foliage.png colormap sets the colors for vines and tree leaves of oak, jungle, acacia, dark oak, and mangrove. Only the colors in the lower-left halfs of both images are used, even though the upper-right side of foliage.png is colored.

The adjusted temperature and adjusted downfall values (recognized as AdjTemp and AdjDownfall in the following, respectively) are used when determining the biome color to select from the colormap. The values used to retrieve the colors are computed as follows: .

"clamp" limits the range of the temperature and downfall to 0.0-1.0. The clamped downfall value is then multiplied by the 0.0-1.0 adjusted temperature value, bringing its value to be inside the lower left triangle. Treating the bottom-right corner of the colormap as  and , the adjusted temperature increases to 1.0 along the X-axis, and the adjusted downfall increases to 1.0 along the Y-axis.

Special plant tints
In the following cases, the plants are not tinted exactly according to the colormap. $$, severals of them are specified in biome Json in vanilla data pack.

In Swamp and Mangrove Swamp, the color of the grass blocks, ferns in flower pots, grass, sugar canes, and the stems of pink petals is based on a noise on the XZ plane. When the value of this noise is less than -0.1, it uses the color. Otherwise uses. The color of vines and leaves of oaks, jungles, acacias, dark oaks and mangroves is in Swamp and  in Mangrove Swamp, which are not affected by the colormap.
 * Swamps

In the Dark Forest, the grass blocks, ferns in flower pots, grass, sugar canes, and the stems of pink petals is the result of the bitwise AND between the color in the colormap and, and then averaging with. In vanilla, that is.
 * Dark Forest

In Badland, Wooded Badland, and Erosion Badland, thecolor of grass blocks, ferns in flower pots, grass, sugar canes, and the stems of pink petals is. The color of vines and leaves of oaks, jungles, acacias, dark oaks and mangroves is. Both are not affected by the colormap.
 * Balands

The color of plants in the Cherry Grove is always, which is not affected by the colormap.
 * Cherry Grove

The color for spruce leaves is and the color for birch leaves is. Both are not affected by the biome.
 * Other tree leaves

Environment
The color of the sky in Overworld changes according to the basic temperature value of the biome. The basic temperature is first modified as. Then the triple (0.62222224-0.05T, 0.5+0.1T, 1) is the color sky.

In addition, the colors of water, underwater fog and fog in a biome are defined in the vanilla data pack or vanilla resource packs.

Transition
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.

When plants or water are at the borders between or among biomes, the color is affected by the biome of the surrounding blocks at the same Y-level. The range of the block involved in the calculation is determined by the biome blend radius in options. Takes the plant color or water color of the biomes within a square centered on this block and with the side length being the biome blend radius, and calculates their average value to get the final color of this block.

The sky color and the fog color use the color processed by  within colors of the biomes at each block in the range of 5×5×5 centered on the block the camera is in.

Climate
A biome has three climate attributes: temperature, downfall, and precipitation.

Temperature
Each biome has a base temperature value (see the List of biome climates), but the actual temperature value at each location in the biome is also affected by the height of the location. Locations with Y<=80 use the base temperature as the actual temperature. At Y=81, the actual temperature value randomly fluctuates up and down by -0.00875 — +0.01125 from the basic temperature based on a noise on the XZ plane, and at Y>=81 the actual temperature decreases by 0.00125 ($1/800$) every block up.

$$, specially, in and, it is also affected by another noise on XZ plane. In some regions according to the noise, the basic temperature value is always regarded as 0.2. The actual temperature values for these regions are also calculated on this basis. This is detectable in, as its basic temperature is high so that only these regions freeze or snow at sea level.

Downfall
In general, the downfall value is a number between 0.0 and 1.0 (see the List of biome climates). When the downfall value is greater than 0.85, the biome is marked as humid, which is related only to the random extinction of fire.

Precipitation
The precipitation value can be "true" or "false". If the precipitation type of the biome is false, no rain or snow occur. Otherwise, a location is rainable when its temperature value is greater than 0.15, and snowable otherwise.

So, if the basic temperature is not greater than 0.15, it's snowable at any Y level. And if greater than 0.15, it can snow above a certain Y level, which are listed below:

Snow accumulation
$$, the maximum snow accumulation layer can be set by game rules. $$, the maximun snow layer is based on the snow accumulatiln value of the biome. The value is a array of 2 numbers, representing the minimum and maximum snow heights, with 0.0 being no snow and 1.0 being the full height of one block.

Overworld


Overworld biome generation is based on 6 values: Temperature, Humidity (aka. Vegetation), Continentalness (aka. Continents), Erosion, Weirdness (aka. Ridges) and Depth, which are calculated with 6 density functions. They respectively correspond to T, V, C, E, W and D in the "NoiseRouter" line of debug screen. Except "depth", the other 5 values are based on only horizontal coordinates.

Temperature
The temperature value is divided into 5 levels. The corresponding ranges from level 0 to level 4 are: -1~-0.45, -0.45~-0.15, -0.15~0.2, 0.2~0.55, 0.55~1. The level at a horizontal location can be found in the T in the "Biome builder" line on the debug screen. Note that the temperature value used by world generation is not the temperature of a biome, but they roughly correspond each other, e.g. if a location's temperature value is level 0, the base temperature of the biome there is usually low enough or the terrain is high enough, that the surface is covered in snow and ice.

Humidity
The humidity value is also divided into 5 levels. The corresponding ranges from level 0 to level 4 are: -1~-0.35, -0.35~-0.1, -0.1~0.1, 0.1~0.3, 0.3~1. The level at a horizontal location can be found in H in the "Biome builder" line on the debug screen.

Continentalness
The continentalness value is used to decide between ocean/beach/land biomes. It affects the terrain height during terrain generation. The larger the continentalness value, the higher the average terrain height. And the continentality is extremely low, the terrain height also becomes higher, in order to generate mushroom fields in the center of the ocean.

If the continentalness of a location is between -1.2~-1.05, the mushroom fields biome is generated; when it is between -1.05~-0.455, deep ocean biomes are generated; when at -0.455~-0.19, ocean biomes are generated; when greater than -0.19, inland biomes are generated. The inland biomes are further subdivided into 4 types: coast (-0.19~-0.11), near-inland (-0.11~0.03), mid-inland (0.03~0.3) and far-inland (0.3~1).

Erosion
The erosion value is divided into 7 levels. The corresponding intervals from level 0 to level 6 are: -1~-0.78, -0.78~-0.375, -0.375~-0.2225, -0.2225~0.05, 0.05~0.45, 0.45~0.55, 0.55~1. The level at a horizontal location can be found at E in the "Biome builder" line of the debug screen. During terrain generation, the lower the erosion value, the higher the terrain height.

Weirdness
The weirdness value affects whether to generate a weirder biome or not. If the weirdness value is greater than 0, the generated biome becomes weirder. For examples, using variant of the Jungle biome — Bamboo Jungle; do not using beach biomes when on the coast.

A PV ("peaks and valleys", aka. "ridges folded") value is calculated through the formula $$1-\vert 3\vert weirdness \vert-2 \vert$$, which is also shown at PV in the NoiseRouter line of the debug screen. When the PV is less than -0.85, "Valleys" biomes are generated; when -0.85~-0.6, "Low Slice" biomes are generated; -0.6~0.2 is "Mid Slice" biomes; 0.2~0.7 is "High Slice" biomes; and 0.7~1 is "Peaks" biomes.

Both weirdness and PV affect the overall height of the terrain during terrain generation, especially the PV value has a more significant impact on the height of the terrain. Since the weirdness value controls both whether the biome is a weird variant and whether the valley is generated, a biome and its variants often not appear on the same bank of a river.

Depth
The depth value affects whether a surface biome or a cave biome is placed. The depth value is affected by the Y level value of a position. It decreases by $$ (0.0078125) for every 1 block up. The table below lists the depth values for surface biomes and cave biomes.

Non-inland surface biomes
The generation of non-inland biomes has nothing to do with humidity, erosion and weirdness. The following table lists the relation between non-inland surface biomes and continentalness and temperature.

Inland surface biomes
The following table lists the relation between inland surface biomes and continentalness. erosion, and PV.

In which, the specific biome generation of beach biomes, badland biomes, middle biomes, plateau biomes, and shattered biomes is determined by the temperature, humidity and weirdness values.

Beach biomes generates in the low terrain along the coast, and the specific biome generation is only related to the temperature value.

Badland biomes usually generate inland with low erosion value, and can also generate along the coast with high terrain and low erosion. The specific biome generation is related to humidity and weirdness.

Middle biomes are the most extensive biomes inland, and the specific biome generation is related to temperature, humidity, and weirdness.

Plateau biomes generate at inland high terrain with moderate erosion. The specific biome generation is related to temperature, humidity, and weirdness.

Shattered biomes are generated at inland places with high erosion, and the specific biome generation is related to temperature, humidity, and weirdness.

If the six values at a location do not accurately fall into a certain biome interval in these above tables, it uses the closest biome interval to the 6D value point, in order to form a transition between biomes.

The Nether
The Nether uses three density functions to generate biomes: temperature, humidity, and offset. Unlike the Overworld, the Nether biome specifies biomes with points, while the Overworld uses 6D intervals.

The End
$$, the End uses only one density function value: erosion. If the horizontal distance from the chunk origin of a chunk to the world origin is less than 1024, the locations in the chunk is. Otherwise, the biome is determined by erosion.

$$, in the End there's only one biome:.

Biome types
$$ there are 63/64 different biome types: 52/53 for Overworld, 5 for the Nether, and 5 for the End, plus one used only for a superflat preset. $1/128$ there are 85/86 biome types: 52/53 for the Overworld, 5 for the Nether, 1 for the End, and 27 unused.

On this page, for convenience of description and reading, the biomes in Overworld are divided into 8 types, which are not official. While for the same reason, this wiki places similar biomes, such as Plains and Sunflower Plains, on one page, and describes them as variants, which is helpful for description in other pages.

Offland biomes
These biomes are used for the generation of oceans and mushroom fields. They are large, open biomes 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. Squid and fish spawn frequently in the water.

Highland biomes
Highland biomes are biomes with high Y-level, rugged terrain, and snow-covered peaks appear above the snow line.

Woodland biomes
Woodland biomes are rich in plants, with trees, flowers and grasses constituting the flora on the surface. It is one of the ideal birthplaces where plenty of wood resources are available, but the dense vegetation makes it dangerous to move around the forest at night because the trees block the view.

Wetland biomes
Wetland biomes contains rivers, swamps and beaches. They have a large amount of water resources. Rivers separate other biomes; beaches generate as a transition between the ocean and land.

Flatland biomes
These biomes have a flat terrain and a wide view. Trees spawn less here, while lakes are more common here.

Arid-land biomes
In these biomes, it neither rains nor snows at all, but the sky still turns overcast during inclement weather. The surface is covered with sparse vegetation.

Cave biomes
These biomes generates inside caves in overworld. They're mostly found underground but can sometimes leak out of cave entrances.

The Nether
The Nether is considered a different dimension. It is a hellish place; all biomes in this dimension are dry and it is not possible to place water in these biomes, though ice can still be placed. Additionally, packed ice and blue ice never melt in the nether, as with the other non-freezing biomes.

The End
The End is considered a different dimension.

Unused biomes
These biomes don't generate in default worlds. They have been completely removed from the game $$.

Removed biomes
These biomes no longer exist in current versions of the game.

Joke biomes
These biomes can only appear in the joke snapshot of the game.

Trivia

 * 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.
 * Most biomes in the Overworld are based on real world counterparts. Dark forests or swamps parallel real world biomes except for the addition of giant mushrooms, which don't exist in reality. Biomes in the nether and the end don't exist either.
 * It is possible for biomes to be a single block in size.