Overworld

The Overworld is the starting dimension in Minecraft. It is the only dimension that has existed throughout the development of Minecraft; The Nether was the second dimension to be added, in Alpha 1.2.0, and the Sky Dimension is confirmed but not yet implemented.

The Overworld is the entire three dimensional space in which in-game construction can occur, encompassing the span from the level ceiling down to bedrock and extending in every direction on the horizontal plane. It is generated through a secret process which creates multiple Noise maps to create differing elevations, general chunk shapes, and complex mountain and cave systems.

All but one of the mobs in the game can appear in the Overworld: Wolves, Pigs, Sheeps, Cows, Chickens, Squids, Zombies, Skeletons, Spiders, Spider Jockeys, Creepers and Slimes all spawn normally, and Pigs can be hit by lightning, which turns them into Zombie pigmen however, it is very rare for lightning to strike a pig. Only Ghasts can only be spawned in the Nether.

Seeds
Worlds in Minecraft are generated through a procedural formula that takes a random number as a starting point - a seed, and it will be used to generate all the terrain of the overworld (and the Nether).

In Beta 1.3 the option was added for the player to specify the world seed. Using a specific seed generates the exact same world each time, and thus interesting Minecraft worlds could be shared between players. The seed input is converted into an integer, so, for instance, the word 'Glacier' corresponds to a value of 1772835215, which generates the exact same world when entered as a seed value.

Sizes
In Classic and Indev, maps can be generated in "small" (128x128x64), "normal" (256x256x64), and "huge" (512x512x64) sizes.

In Infdev, Alpha and Beta maps are somewhat infinitely big - They are made up of chunks; this means that as the player explores the map distant chunks are generated automatically, leading to theoretically infinite maps. In practice, technical reasons (the limits of 32-bit integers ) force the maximum map size to around 1.8 times the surface area of the Earth. Whilst the horizontal planes of the maps are vast in size, the vertical plane remains at a fixed 128-block height.

While the map is infinite, the number of blocks the player may walk on is limited. The map, counting air as a block, and not counting blocks beyond and at where block physics fail(32000000 from the center) from top to bottom, and all in between, is essentially always 131,071,992,000,000,000 blocks big.

Chunks
Chunks are the method used by Notch to divide maps into manageable pieces. They are 16 blocks wide, 16 blocks long, and 128 blocks deep, and encompass 32,768 blocks. By adjusting the render distance, differing numbers of chunks will be loaded into memory, with "far" rendering the maximum of 81 chunks. Only chunks which have been loaded may experience activity such as spawning, despawning, growth, liquid movement, or player interaction. Upon reaching the required distance away from a chunk, it will be unloaded from the memory, however not deleted. Thus, upon re-entering that area, whatever has been changed will remain changed.

Biomes
Another subdivision of The Overworld is into Biomes. Biomes may have varying sizes, and each has its own features. For example, a forest biome will have large quantities of trees, where as a snow biome will have snow and ice.

Natural Structures
The Overworld is able to seamlessly create new areas by using patterns found in the surrounding chunks and extend those into the newly created chunk. These patterns, while unique to each world, can be categorized easily by comparing them to a real-world equivalent, such as cliffs or oceans. While Minecraft is based on landforms found on earth, impossible formations, such as floating islands, can be found throughout the Overworld.

Navigating The Overworld
The Overworld can be navigated by use of the position of the sun and the moon, the movement of the clouds, and the movement of the stars. Assuming that the sun and moon rise in the north and go south, the clouds can be observed moving west and stars north. However, many players prefer to assume that the sun and moon rise in the east and move west, like in the real world; This means clouds move north and stars move west.

Tools used for Navigating The Overworld include the Compass and Map. The Compass points to the spawn point, and the Map shows a fixed area around where it was made, and shows you the area very generically. In the Nether, the Compass needle will spin wildly, and is thus useless.

Since Alpha 1.2.3, the key toggles a debug console which shows the player their absolute coordinates, where the X and Z coordinates show longitude and latitude, and the Y coordinate shows height, where Y=64 corresponds to sea level. In addition, in Beta 1.7 an 'f' value was added, which indicates the direction the player is facing, 0 being the direction in which the sun sets, and it goes counter clockwise from there: 1 being the direction in which the clouds move, 2 and 3 are opposite to 0 and 1 respectively.

Day and night
In the overworld is the only dimension with a day/night cycle. At day time there is a sun which provide a light strong enough to kill Zombies and Skeletons, this light also make Spiders neutral. This means the only mob a play needs to be afraid of at day is the creeper. At night time there is a moon, which provide very little light - allowing hostile mobs to spawn, and makes Spiders hostile.

Far Lands
The Far Lands is the area that forms the "edge" of the "infinite" map. When players make it to the Far Lands, they will experience an excessive amount of lag and the map will be severely distorted. According to Notch, this distortion can be fixed, but since no one is likely to make it to the Far Lands without some form of cheating, he says that he will likely not fix it since he likes the idea of a mysterious world beyond a certain distance.

Trivia

 * World seeds can be extracted from the level.dat file by various modes or seeds, such as http://seedscope.net.
 * There is a bug that sometimes causes the files for deleted worlds to not be deleted from your hard drive. If a new world is created with the same name, this can cause the game to reuse the old files, and thus, parts of the old map, rather than generate an entirely new map.