Custom biome

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

JSON format

 * The root tag
 * : Used for terrain noise generation. Biomes with positive depth are considered land, biomes with negative depth are oceans.
 * : Used for terrain noise generation. Vertically stretches the terrain. Lower values produce flatter terrain.
 * : The type of precipitation found in this biome. One of,  , or.
 * : One of,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  , or.
 * : Controls gameplay features like grass and foliage color and whether snow golems take damage.
 * : Either  or.
 * : Controls grass and foliage color, a value above 0.85 also makes fire burn out faster.
 * : Can be  or.
 * : Spawns passive mobs as long as random value is less than this. Must be between 0 and 1.
 * : Ambient effects in this biome.
 * : Decimal value converted from Hex color to use for fog.
 * : Decimal value converted from Hex color to use for tree leaves and vines. If not present, the value depends on humidity and temperature.
 * : 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 humidity and temperature.
 * : 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.
 * : Can be,   or.
 * : (optional) The particle to use throughout this biome.
 * : Controls how often the particle spawns.
 * : Controls what particle to use.
 * : The namespaced id of the particle type.
 * If  is   or  :
 * If  is  :
 * : The red component of the dust color, from 0 to 1.
 * : The green component of the dust color, from 0 to 1.
 * : The blue component of the dust color, from 0 to 1.
 * : Controls the size of the dust particles.
 * If  is  :
 * : Namespaced id of the item to use.
 * : The amount of the item.
 * : NBT data present on the item.
 * : (optional) Sound event to use for ambient sound.
 * : (optional) Settings for mood sound.
 * : Sound event to use
 * : Determines the cubic range of possible positions to play the mood sound. The player is at the center of the cubic range, and the edge length is.
 * : (optional) Settings for additions sound.
 * : Sound event to use
 * : (optional) Specific music that should be played in the biome.
 * : Sound event to use
 * : Whether or not to replace music which is already playing.
 * : The namespaced id of the configured surface builder to use.
 * : The carvers to use.
 * : List of carvers used during the  generation step.
 * : The namespaced id of a configured carver.
 * : List of carvers used during the  generation step.
 * : The namespaced id of a configured carver.
 * : A list of 10 lists of features. In vanilla, each of the 10 lists corresponds to a different type of feature: the feature lists are applied to each chunk in order from top to bottom. The index of the list which the feature is placed in is also used to generate part of the feature seed, so moving features to a different list definitely has some effect on generation. Each element of each list is a namespaced id of a configured feature. Can be a empty list.
 * : Internal feature type . Used by miniature end island features by default.
 * : Internal feature type . Used by water and lava lakes by default.
 * : Internal feature type . Used for rocks in taigas and icebergs by default.
 * : Internal feature type . Used for dungeons and overworld fossils by default.
 * : Internal feature type . Used for desert wells and blue ice patches by default.
 * : Internal feature type . Not used for any features by default.
 * : Internal feature type . Used for overworld ore veins, overworld dirt/gravel/stone variant patches, and sand/gravel/clay disks by default.
 * : Internal feature type . Used for infested block veins, nether gravel and blackstone veins, and all nether ore veins by default.
 * : Internal feature type . Used for trees, bamboo, cacti, kelp, and other ground and ocean vegetation, as well as lava and water springs by default.
 * : Internal feature type . Used for surface freezing by default.
 * : The structures to generate in this biome.
 * The namespaced id of a configured structure feature.
 * : Entity spawning settings.
 * : 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.
 * : List of entity ids.
 * 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.
 * : List of entity ids.

Biome categories
Biome categories are used by several game mechanics:


 * Any biomes in the category  are considered part of the ocean temperature category; other temperature categories are controlled by the biome's temperature value. This means that biomes in the   category should typically be placed near each other.
 * Biomes in the categories  and   play the underwater music instead of their normal music when the player is underwater.
 * Zombie sieges and patrols do not spawn in biomes in the category.
 * Rabbits spawning in biomes in the category  always have the desert skin, unless they are in a biome with   set to.
 * Mobs in the  category spawn much less often in biomes in the category.
 * Ocean monuments do not spawn in any biome which isn't in the category  or.