Talk:Biome/Archive 4

Anvil File Format
In my opinion, this page should give an explanation of the Anvil format. The Anvil format allowed for biomes to be stored in the file, not completely relient on the seed! Allowing for new biomes to be added, while not messing up older worlds! Actually, I think I'll add that. See ya! Djc1999 04:37, 15 March 2012 (UTC)

No-Seed-Tell
In the page, I see others post seeds for rare biomes such as the Mushroom Biome, or for new biomes, such as the jungle. I think it's great to share seeds, but not in this page. It's extra information that doesn't go well with the main point of these biomes. I think it would be better off in the Seed (Level Generation) page, or even some sort of its own little section. Perhaps an external link that contains many seeds, such as this website? What do you guys think? –Preceding unsigned comment was added by ThingsStuffsObjects (Talk&#124;Contribs) 03:07, 13 February 2012 (UTC). Please sign your posts with

General Overview of Biome Generation
This page is still based on the way Notch used biomes, that is, for having different weather effects and tree types/densities. Jeb uses biomes for this reason, but also for features within traditional biomes. Additions of these types of biomes began in 1.8 with rivers, but 1.1 added tons of these biomes. This will explain the new biomes and changes in the generation of the traditional biomes.

Rivers
River biomes have three kinds of instances. The first is in rivers, the second is almost anywhere any other biome (excluding the edge biomes) meets an Ocean biome (so that the shore spawns correctly), and the third is in small ponds in Swampland and Jungle biomes. FrozenRiver biomes are a separate biome that exist wherever a River biome touches a Frozen Plains (Tundra) biome.

Oceans
Unlike most biomes, the Ocean biome appears to have little size constraint with a huge range of sizes, and can spawn as small as 100 blocks wide and as large as 10,000 blocks wide. They also tend to spawn right next to each other, creating huge oceans. FrozenOcean can occur in extremely small areas on the coast of Frozen Plains biomes

Biomes that Spawn Within a Specific Biome Type
These biomes spawn within a specific parent biome type.

Hills & Mountains
These biomes generate hills (or mountains, in the case of Ice Mountains) in their respective parent biomes, and are very small, since they only create a single feature. ForestHills, TaigaHills, DesertHills, Ice Mountains, and JungleHills

Mushroom Islands
Mushroom Islands spawn within ocean biomes. They are actually composed of two different biomes, but I'm not sure of their names.

Forests
Very small Forest biomes can spawn in Plains biomes.

Edge Biomes
These biomes are very thin and provide transition between certain biomes.

Beaches
Beach biomes spawn wherever an Ocean biome meets a land biome and there is no River biome buffer. Mushroom Islands have their own special beach biomes.

Extreme Edge
Extreme Edge biomes provide transition between Extreme Hills(Mountain) biomes and every other biome except River biomes.

Biome Size
Most traditional biomes are about 1000 blocks wide, but Frozen Plains biomes can be several times wider.

Traditional biomes are the biomes currently shown on the page. NighttimeDriver50000 03:20, 22 January 2012 (UTC)

Idea of Biomes Page
BIOME TYPES

Main Biomes:

Forest

Taiga

Swampland

Extreme Hills

Desert

Plains

Ocean

Tundra

Mushroom Island

River

Beach

End

Hell

Sub-Biomes:

Forest Hills

Taiga Hills

Frozen River

Ice Mountains

Desert Hills

Frozen Ocean

Mushroom Island Shore

Extreme Hills Edge

Future Biomes:

Jungle

Removed Biomes:

Savanna

Shrubland

Rainforest

Seasonal Forest Kmatt17 09:22, 23 January 2012 (UTC)

Temperature, Humidity, and Code
I don't really like this page as it is - too many images, generic descriptions. Can we put in exact details with respect to temperature and humidity? StTheo 01:35, 16 February 2012 (UTC)


 * If you can find a way to extract them from the code, sure. I'd be interested to know what effect they have on gameplay, as well. -- Orthotope 03:02, 16 February 2012 (UTC)


 * I decompiled the .class files of the most recent weekly build into .java files, and luckily all I had to do was search for a specific biome name "SWAMP" to find the right .java file. Phew. It looks like each biome has 4 numbers associated with them; 2 for temperature/moisture and 2 for min/max height. Beyond that, I have no idea.StTheo 21:50, 20 February 2012 (UTC)

Shouldn't there be a number for natural light level? there is a noticeable difference in lighting when moving between biomes.217.164.86.20 07:46, 22 February 2012 (UTC)


 * I haven't noticed such a thing, perhaps you are looking at the grass colors and/or your view is effected by foliage above 99.64.107.111 22:52, 2 August 2012 (UTC)

The humidity might have to do with evaporation (water not enabled in Nether for example) and temp for rainfall (snow in snow biomes) Atleast I think thats what they stand for. 71.244.34.118 20:50, 29 July 2012 (UTC)

After much source-diving, I think I have a mostly-authoritative answer to my own query. The effects of temperature are mostly well-known: grass and foliage color, snow/ice forming, snow golem behavior. It also determines the color of the sky. Humidity/rainfall also affects grass and foliage colors. In certain 'high humidity' biomes (swamp, jungle, and mushroom island), fire doesn't spread as easily, though it's hard to quantify this effect. Exact values for each biome (and much more technical data) are at User:Orthotope/biomes. -- Orthotope 06:34, 19 September 2012 (UTC)

Biome numbers
I generated a table of ALL the biome numbers from 0-255 by making a map with a custom tool and walking through it ingame. (See my profile for further details.) All values not in this table presented here are not used and default to 'Plains'.

--Djdanlib 05:00, 1 March 2012 (UTC)

Possible Desert Additions?
Note before reading this is just speculation based on the newly added textures and wells.

Since there has been the addition of villages and their upgrades (villagers, iron golems, sieges, etc.), and now the addition of new sandstone textures and desert wells, I am thinking that things like desert towns might be added, ie massive Pyramids (which I believe what the new sandstone textures will be for). Any thoughts? 67.182.166.113 17:25, 1 March 2012 (UTC)


 * I think that having more variety to the types of villages that spawn would be a great idea. For instance, You could have villages made of walkways and platforms in the jungle biomes. NighttimeDriver5000 22:00, 16 March 2012 (UTC)

1.2.4: Taiga/Wolves:
Regarding Taiga: The page currently states:
 * Wolves are found in this biome more commonly than in others.

I suspect this is misleading; at least in 1.1, wolves were ONLY spawned in Taiga, just like 1.2 only spawns ocelots in jungles.

If this is still accurate in 1.2 then the page needs updating.

Keybounce 18:54, 3 April 2012 (UTC)

Missing removed world type from before biomes where added
According to the page, there used to be only Grassy and Snowy, but I specifically recall playing back and Alpha and getting Desert lands, which is just all desert forever (and it was very hard to find tree and grass patches). –Preceding unsigned comment was added by 97.83.58.122 (Talk) 20:55, 13 April 2012 (UTC). Please sign your posts with

"Green sky" in Jungles
It is mentioned under the jungle section that "when inside a jungle, the sky will become noticeably greener", but I am not noticing this effect. Could the person who wrote this have been using a HD texture pack which supports biome-dependant lighting (the tint of fog and the sky is changed depending on the biome the player is in)?

Can anyone confirm that the sky does turn green without a texture pack, or should it be edited out? –Preceding unsigned comment was added by 86.154.70.212 (Talk) 18:04, 15 April 2012 (UTC). Please sign your posts with


 * @whoever posted the previous statement: Sorry for posting without logging in, but try going from Ice-Mountains to Desert and look at the sky, it goes from purple-blue to light-blue-cyan, a noticeable difference. I don't know about jungles, but at least at maximum graphics settings, un-modded minecraft clients on SSP or SMP can see some biome transitions in the sky, some of these changes may be subtle or require good vision to notice though, and not all biome sky-colors are necessarily unique. –Preceding unsigned comment was added by 67.189.125.6 (Talk) 02:59, 17 April 2012 (UTC). Please sign your posts with

Air pockets?
While exploring an ocean, I saw something weird at the surface. When I got closer to investigate, I saw the water caved in... or something... then later, while exploring a mushroom biome (in the same world), I found three of these air pockets underwater... Are those bugs or what? I've taken screenshots if anyone wants to see (though I don't know how to post them here) –Preceding unsigned comment was added by 66.130.30.39 (Talk) 05:53, 13 May 2012 (UTC). Please sign your posts with


 * Air pockets are (probably, Mojang has never talked about them) a bug. They exist since Beta 1.8 - they didn't appear in the old world generation. C ali nou - talk × contribs » 07:01, 13 May 2012 (UTC)

Chances
What are the chances of spawning in each type of biome? My friends and I are planning to do a playthrough of Minecraft, and are planning to spawn in a Desert. We want to maximize our chances, and I would like some help. Any would be appreciated. –Preceding unsigned comment was added by 95.150.1.213 (Talk) 16:50, 1 June 2012 (UTC). Please sign your posts with


 * That is an interesting thing to find out, the chances of spawning in each biome, I hope someone picks this up and investigates it, because wouldn't know where to start. My best advise at the moment is just to find an appropriate seed to spawn in a Desert. –Preceding unsigned comment was added by 86.93.56.98 (Talk) 19:54, 6 July 2012 (UTC). Please sign your posts with


 * In 1.3, the world generator will attempt to create a spawn point in plains, forest (hills), taiga (hills), or jungle (hills) biomes. The chance of each is proportional to how common it is; I'm working on getting some data on that. It's still possible to spawn in other biomes, if none of those are within 256 blocks of (0, 0); this happens more often in Large Biomes worlds. -- Orthotope 20:03, 27 September 2012 (UTC)

Biome End
I created a world before the 1.2 update. After the 1.2 update, I went exploring and after I went across a desert biome, the biome just ended in a cliff. I found it several times throughout the world. In one instance, it went through an NPC village and cut the church in half. I have never seen anything like it in any other world before then and since. I was wondering if anyone else has seen something like this and if anyone has any idea of why this happened. It would be much appreciated. --SnoConeWars 16:58, 6 August 2012 (UTC)


 * This is a consequence of the world generation algorithm changing in 1.2 . The desert chunks were generated in 1.1, but 1.2 puts a swamp there, causing a discontinuity as new chunks are generated. -- Orthotope 07:22, 7 August 2012 (UTC)

"Formerly known as Tundra"?
Several biome descriptions refer to Tundra, which is no longer in the list of actual names. Presumably it was the former name for Ice Plains, but can an old-timer or code-diver please confirm that the statements made about Tundra still apply to Ice Plains? --Mental Mouse 10:21, 14 September 2012 (UTC)

Animals spawning in Ocean biome?
If the player created a landmass of sufficient size, would it be possible for animals to spawn in an Ocean biome? 206.28.49.30 03:34, 5 October 2012 (UTC)


 * Nope. Like deserts, the game explicitly prevents passive mobs from spawning naturally there. (Technically, it empties the list of animals that are allowed to spawn.) -- Orthotope 07:46, 5 October 2012 (UTC)