Biome



Biomes are regions in a world with varying geographical features, flora, heights, temperatures, humidity ratings, and sky and foliage colors. Biomes separate every generated world into different environments, such as forests, jungles, deserts, and taigas.

Temperature
Biomes have a temperature value that determines if it snows, rains, or does not have either. The required values are less than 0.15 for snow, 0.15 - 0.95 for rain, or at least 1 for neither. These values can be used to determine the heights that snow generates in different biomes. The temperature also drops 0.0016 ($1/600$) per meter above the default sea level (Y=64), but does not change below sea level.

For example, mountains generate snow at Y=95, due to their highland climate, as their temperature value is 0.2. However, this only affects the transition from rain to snowfall. Dry biomes do not transition to rainy ones under any circumstance. For example, Savannas do not experience rain or snow due to their heat. The "sea level" setting of a customized world does not affect this.

Biomes are split into 5 categories based on their temperature: snow-covered, cold, temperate/lush, dry/warm, and neutral. They are almost always separated to prevent biomes with huge temperature differences being placed side-by-side (such as a snowy taiga next to a desert), and to allow biomes with similar temperatures to be placed next to each other more often. (Such as forests and swamps)

Generation
While biomes are split into 5 categories, generation of biomes between 1.7 and 1.13 is somewhat different. In general, land biomes generate in 3 different clusters. Cold, dry, and green biomes. Green biomes are often large, expansive, and continuous. Cold and dry biomes generate in slightly smaller clusters, but can still extend a thousand or more blocks. Cold biomes only consists of Snowy Tundra and Snowy Taiga. Dry biomes consists of Savannah and Desert. Green biomes consists of Plains, Dark Forest, Birch Forest, Forest, Taiga, Swamp and Mountains.

Four land biomes are rarer, Mushroom Fields generate in Ocean biomes, Badlands in dry biomes, and Jungle and Giant Tree Taiga generate in green biomes. However, Giant Tree Taiga, Jungles, and Badlands tend to be very expansive due to the rarity, and as such their variants are even more rare. These three land biomes may occasionally generate standalone separate from their parent biome clusters. In addition, an "edge" biome surrounds these three biomes. Jungle Edges separate Jungles from most other land biomes aside from regular Forest or Taiga (if bordering a Swamp the Jungle edge extends up to 3 chunks), and Desert separates Badlands from the rest of the land biomes except with Modified Badlands. Taiga surrounds Giant Tree Taiga in all cases except for Snowy Taiga.

The generation of Mushroom Fields uses Mushroom Fields Shore as its "technical" river biome and beach biome, but if a Deep Ocean touches a Mushroom Field biome then the Mushroom Field Shore biome doesn't generate.

The generation of Hill biomes and Modified biomes is done together when pasted onto the main biome types. Dark Forest uses Plains as its Hill biome. Plains generate small patches of Forest or Forest Hills. Ocean biomes may have spots of Deep Ocean biomes within it, while Deep Ocean biomes generate sparse islands with Plains or Forest. In the case of Modified Hills, if a biome type doesn't have a Modified Hills biome, such as warm ocean, only the regular biome type generates. Since 1.13, Modified biomes conform to an entire biome or can border a river.

In the Badlands, the Badlands Plateau is the actual main biome generated with the regular badlands as the Hills biome, however, the Badlands biome will generate on the edges of all badlands biome.

Rivers and beaches simply overwrite the land biome entirely.

The temperature of Ocean biomes is done completely separately from the land biome generation, meaning it is possible for a frozen ocean to generate next to a badlands biome. This was done in order to not have to change land biome generation in its entirety.

For Java and Legacy Console editions, the possible shapes of biomes can only use the first 24 bits of the 64 bit world seed, and biome shapes within a world seed can repeat beginning around blocks from 0,0. The algorithms used to determine biome placements fail around blocks, and as such, biomes can repeat every  blocks.

A technical quirk with the generation of Legacy Console biomes means that the generation of Hills, Modified biomes, Rivers, and Edge biomes (beaches, jungle edges, etc) are the same location/size even with changing the biome size on legacy console. The biome size option on Legacy console only adjusts the position of biome clusters/Oceans/Jungles/Badlands etc, but not the technical quirks with it. The Java option for large biomes/biome sizes does adjust the mutated, hill, and edge biomes but not rivers.

With Bedrock edition using 32-bit seeds and a different world generation algorithm, there are very few similarities between it and the 64 bit world generation. The positions of Mutated biomes, oceans (and islands), rare biomes (Jungles, Badlands, Mushroom Fields, Giant Tree Taiga), as well as specific biomes in cold or dry biome clusters, bear some geographical relationship with the equivalent positive value seed of the 64 bit generation. The biome shapes deviate significantly. However the specific generation of green biomes (swamps, roofed forests, etc) will be completely different on Bedrock.

Biome types
There are 67 or 66 biomes in the Overworld, 1 in The Nether, 5 or 1 biomes in The End and 2 unused or 3 unused biomes, bringing the total number to 75 or 71 different biomes. Biomes can be distinguished by the grass, and leaf colors (water color also differ between biomes) in the biome, along with the types of blocks present (e.g. types of trees or other plants like cacti, sand coverage in deserts). Biomes are pseudo-randomly generated using the map seed.

Biomes are separated into 6 categories. The snowy are marked in purple, cold in green , temperate/lush in orange , dry/warm in red , and the end in blue. The biomes which are not labeled are either neutral or unknown. Temperatures are given at sea level.

Snowy Biomes
In these biomes, it snows at any height; all sources of water exposed to the sky are frozen over. The foliage and grass is aqua, and the water is purple.

Cold biomes
In these biomes, it begins to snow above y=90 in mountains and stone shore, above y=120 in taiga and giant spruce taiga, and above y=150 in giant tree taiga. Otherwise, it rains. Foliage is aqua, with the water being indigo.

Temperate/Lush Biomes
In these verdant biomes, it begins snowing over the 256 block height limit. Otherwise, it rains. The foliage and grass is a vibrant light green, except for swamps and dark forests, which have dark green grass. Rivers are also exempt from this, as they have a dull green-blue hue. The water is blue in this biome.

The End Biomes
The End is considered a different dimension. The water is lilac.

Dry/Warm Biomes
In these biomes, it neither rains nor snows at all, but the sky will still turn overcast during inclement weather. The foliage and grass is an olive tone, except badlands biomes, which have brown grass. The water is light green. As in jungle biomes, the sky will become lighter.

Ocean Biomes
Oceans 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. Oceans typically extend under 3,000 blocks in any direction; around 60% of the Overworld's surface is covered in ocean. Small islands with infrequent vegetation can be found in oceans. Passive mobs sometimes can spawn on these islands, as hostiles can. Squid spawn frequently in the water, and in Bedrock Edition, ocean biomes are biomes where squid can only be found. Underwater cave entrances can be found frequently at the bottom of the ocean. In the console versions, they surround the edges of the map.

Unused Biomes
These biomes don't generate in default worlds.

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

Biome colors


The temperature and rainfall values of a biome are used when determining the colors of a small selection of blocks: grass, grass blocks, some leaves, vines, and other features such as water and the sky. Blocks such as mossy cobblestone, mossy stone bricks and the stems of flowers are not affected by biome coloration.

A biome's rainfall value is typically a value from 0.0 to 1.0, and - as stated above - a biome's temperature starts at a given value at sea level (e.g. 2.0 for Desert or -0.5 for Snowy Taiga) and decreases by 0.00166667 for each meter above sea level.

Biome grass and foliage colors are selected from two 256&times;256 colormap images: grass.png and foliage.png. Both colormaps, shown to the right, can be found in. The grass.png colormap sets the colors for the grass block top and sides (along with other types of grass, such as tall grass, ferns, double tall grass, etc.). Meanwhile, the foliage.png colormap sets the colors for tree leaves (with the exception of spruce and birch).

Biome colormaps use a triangular gradient by default. However, only the colors in the lower-left half of the image are used, even though the upper-right side of foliage.png is colored. Furthermore, as shown in the template image to the left, only select few pixels are considered when the colormap is read by the game, and are determined by the code below.

The adjusted temperature and adjusted rainfall values (recognized as AdjTemp and AdjRainfall in the code, respectively) are used when determining which biome color to select from the colormap. Treating the bottom-right corner of the colormap as  and , the adjusted temperature increases to 1.0 along the X-axis, and the adjusted rainfall increases to 1.0 along the Y-axis. The values used to retrieve the colors are computed as follows:

AdjTemp = clamp( Temperature, 0.0, 1.0 ) AdjRainfall = clamp( Rainfall, 0.0, 1.0 ) * AdjTemp

"clamp" limits the range of the temperature and rainfall to 0.0-1.0. The clamped rainfall value is then multiplied by the 0.0-1.0 adjusted temperature value, which brings its value to be inside the lower left triangle. Some biomes' ranges are shown in the template above; the multiplication makes all the line segments point towards the lower right corner.

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.

Exact temperature and rainfall values for biomes can be found in various projects, e.g. this biome code.

Hard-coded colors
Certain biome colors are hard-coded, which means they are locked into the Minecraft code and are not retrievable from any texture file. Thus, they cannot be modified without the use of external tools, such as MCPatcher/OptiFine, that support the use of custom colormaps.

Swamp color
Swamp temperature, which starts at 0.8, is not affected by altitude. Rather, a Perlin noise function is used to gradually vary the temperature of the swamp. When this temperature goes below -0.1, a lush green color is used ( 0x4C763C ) otherwise it is set to a sickly brown ( 0x6A7039 ). In addition, the color of the water in swamps is always multiplied by a very light green tinge ( 0xE0FFAE ).

Dark forest color
The dark forest biomes' grass color is retrieved normally, then averaged with a dark green color ( 0x28340A ) to produce the final color.

Badlands color


All badlands biomes' grass and foliage have hard-coded colors, which are two tan colors ( 0x90814D and 0x9E814D respectively). These are not modifiable by grass.png and foliage.png, and are unaffected by temperature.

Other colors
Several other biome colors are set into the game and currently require external tools in order to be changed. This includes blocks such as birch and spruce leaves and water (which have a hard-coded overlay set onto them), and other features such as the sky and fog.

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.
 * The only fictional biomes are those found in the Nether and The End, or those with huge mushrooms. All the others are entirely or almost entirely based on real-life counterparts.
 * It is possible for biomes to be a single block in size.
 * If using a biome finder program, one may note how a wall biome changes at blocks away and the biomes repeat every  blocks, regardless of the (pre 1.13 customized) biome size. This is not possible to see in game as even modding the game to generate terrain up to  blocks away, the game cannot have world generation after . Structures in a biome finder program fail to load properly past  blocks away. The shapes/outlines of biomes can repeat after  blocks.