Custom biome

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

JSON format

 * The root tag
 * The type of precipitation found in this biome. One of,  , or  . If  , rabbits spawning in this biome will be white or black-and-white.
 * : One of,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  , or  .If  ,there will use the ocean temperature system;If players are underwater in   and  ,they will hear underwater music instead of ordinary music ;Zombie siege and patrols will not spawn in  ; If   and   is not  ,rabbits spawning in this biome will be gold ;   ;ocean monuments may only generate at    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.
 * : 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  :
 * : Contains the block state used for the particle.
 * If  is  :
 * : 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.
 * If  is  :
 * : Three values representing the red, green, and blue components of the dust color, each from 0 to 1.
 * : Controls the size of the dust particles.
 * : (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 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 11 lists of features. In vanilla, each of those lists corresponds to a different type of feature: the feature lists are applied to each chunk in order. 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 placed 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 blobs, overworld dirt/gravel/stone variant patches, and sand/gravel/clay disks by default.
 * : Internal feature type . Used for infested block blobs, nether gravel and blackstone blobs, and all nether ore blobs by default.
 * : Internal feature type . Used for water and lava springs.
 * : 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.
 * : 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.

History
生物群系/JSON格式