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The Badlands biome (known as the Mesa biome before 1.13) is an uncommon warm biome, typically bordered by desert and savanna biomes. It is one of the most diverse biomes in the game, having a total of six variations.

Description
The badlands biome, along with its variants, are comprised of a red sand floor and large mounds of terracotta, coming in layers of various colors. The sand and terracotta give way to red sandstone, stone, and ores a few layers down. Cacti and dead bushes dot the landscape, along with uncommon lakes. Abandoned mineshafts generate at much higher Y-levels in these biomes, oftentimes exposed to the sky, and are made of dark oak wood planks and fences rather than oak. Additionally, gold ore generates at Y-level 79 rather than 32, and at much higher rates as well, making badlands caverns an excellent source of gold.

River biomes cutting through badlands plateaus can give the appearance of a large canyon.

While the badlands biomes are rich in resources and building materials, survival may be difficult, as no passive mobs spawn in this biome. Trees are rare as well, only appearing in a few variants of the biome. Like deserts, lakes generate infrequently, limiting water sources and making farming potentially troublesome. As it is a dry biome, it never rains in the badlands, meaning lightning strikes are impossible (though rain can still fall and lightning can still strike in river biomes cutting through badlands), but the usual darkening of the sky (and hostile mob spawning during thunderstorms) still occurs during inclement weather.

Variants
Along with the regular version of the biome, the badlands features five biome variants, for a total of six different badlands biomes.

Badlands Plateau
Biome ID: 36

This variant features large hills comprised of terracotta, in different-colored layers. The hills rise up about 20-30 blocks above sea level, and flatten at the top, much like real plateaus. The top of the plateau is typically covered in dead bushes. The sides of the plateau can occasionally reveal caverns and abandoned mineshafts.

This biome was known as Mesa Plateau before 1.13.

Modified Badlands Plateau
Biome ID: 164

Compared to the regular Badlands Plateau, this modified variant features smaller plateaus and somewhat harsher terrain, mimicking a larger plateau that has weathered down over time.

This biome was known as Mesa Plateau M before 1.13.

Wooded Badlands Plateau
Biome ID: 38

This variant generates similarly to the regular Badlands Plateau, though the top layer of terrain is replaced by grass and coarse dirt, with oak trees growing. The grass and oak leaves take on a dull greenish-brown color, giving it a dead appearance. This variant is a rare source of wood in the otherwise barren badlands.

This biome was known as Mesa Plateau F before 1.13.

Modified Wooded Badlands Plateau
Biome ID: 166

Similar to the Modified Badlands Plateau, this rare variant has a weathered appearance and features smaller plateaus and more erratic terrain, meaning significantly less oak trees are able to generate at the top layers. Desert biomes cannot generate next to this variant.

This biome was known as Mesa Plateau F M before 1.13.

Eroded Badlands
Biome ID: 165

This rare variant features unique formations of terracotta, coming in tall, narrow spires rising up from the red sand floor. This biome is intended to resemble Utah's famous Bryce Canyon, which features these sorts of spires (known as hoodoos) across its landscape.

This biome was known as Mesa (Bryce) before 1.13.

Description
The tundra is a vast, relatively flat plain, covered almost entirely with snow layers. Spruce trees, tall grass, dandelions, and poppies generate infrequently, breaking the snow layers. The exposed grass and leaves take on a dark green color. Lakes generate somewhat frequently, though freeze over soon after generation due to the temperature if not exposed to light; thus, any sugar canes that generate alongside these lakes will uproot themselves shortly after. Lava lakes that generate within the tundra melt the snow layers around them.

River biomes that cut through tundra tend to be partially frozen, if not fully frozen in the case of the variant Frozen River biome.

Unique to Snowy Tundra, along with Snowy Taiga, are generated igloos. Igloos can be especially difficult to spot in the tundra, due to the snow blocks camouflaging among the snow layers. Villages that generate in the tundra are made of spruce wood, like their taiga variants, and are covered in snow layers. Also unique to the tundra, along with frozen rivers and oceans, are the rare polar bear mobs and strays, variants of skeletons that shoot arrows of Slowness.

Survival in the tundra can be quite difficult due to the general sparseness of the biome and near-total lack of passive mobs. Infrequent spruce trees are the only source of wood in this biome, and maintaining water sources can be tough due to water in this biome freezing into ice, if it is not protected by light or a roof. Strays often spawning in place of skeletons can make dealing with hostile mobs even more difficult, due to their slowness arrows, and aggravating polar bears (or even coming near one, if accompanied by cubs) can lead to fatal consequences if unprepared. As the tundra is a cold biome, it snows rather than rains, and thus lightning never strikes in this biome or its variants.

Variants
Along with the regular tundra, there are two variants of the biome, for a total of three different tundra variations.

Snowy Mountains
Biome ID: 13

These hills are rather taller than most other hill biomes in the game, with heights comparable to the Mountains biome, though with less erratic terrain generation. Neither igloos or villages generate in this biome, though polar bears and strays still spawn. Caves frequently generate on the sides of the mountains.

This biome was known as Ice Mountains before 1.13.

Ice Spikes
Biome ID: 140

This rare variant features large numbers of packed ice spikes across its landscape. Additionally, all grass blocks are replaced with snow blocks, and "lakes" of packed ice generate as well. The spikes come in two sizes; a short, wide spike, and a tall, thin spike. The short spikes generate much more often than the tall spikes. Short spikes are about 10-20 blocks tall, while tall spikes can be over 50 blocks tall. Prior to 1.13, this biome was the only source of packed ice in the game. Neither igloos nor villages generate in this biome, though polar bears and strays still spawn.

In addition to the ice spikes, the terrain in this biome is more erratic than the regular tundra, comparable to the snowy mountains. Snow layers can still form atop the snow blocks, making them seem taller than they actually are. Players may camp out atop the ice spikes during nighttime and avoid most hostile mobs.

This biome was known as Ice Plains Spikes before 1.13.

Gallery
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Description
The dark forest features a much higher density in trees compared to other forest biomes, which oftentimes block direct views of the sky entirely. Oak and dark oak trees generate in this biome; this is the only biome where dark oak trees naturally generate. Additionally, both types of huge mushrooms generate among the trees in this biome, though the red variants are more common. Like normal forests, rose bushes and lilacs generate in this biome along with the usual dandelions and poppies. Grass and leaves take on a bright green color, similar to the Jungle biome.

The terrain is relatively flat, with lakes generating every so often. Lava lakes that generate in dark forests can cause locally destructive forest fires, due to the extreme density of flammable wood and leaves; the same goes for lightning strikes that hit the trees during thunderstorms, though the fires caused by the strikes are usually quickly put out by the rain.

Unique to dark forests are woodland mansions, enormous dungeon-like structures that very rarely generate within the trees. Woodland mansions are home to the dangerous Illager mobs, and are the only places where said mobs spawn. Mansions contain various rooms and valuable loot for the player to plunder.

While players will likely never run out of wood in this biome, survival can still be far more difficult compared to the other forest biomes. The dense leaf canopy can often diffuse sky light to the point that hostile mobs can spawn during the day in certain spots. Additionally, hostile mobs can spawn atop huge mushrooms and surprise the player when they suddenly fall down near them. Woodland mansions can be very dangerous to explore if not adequately prepared, due to their sheer size and the difficult Illager mobs accompanied by typical hostile mobs inside. The high density of trees can easily lead to players getting lost if they don't mark their trails using torches or other distinct markers. Using flint and steel in this biome can help to clear out some trees due to their flammability.

Variants
Dark forests only have one variant, for a total of two different dark forest biomes.

Dark Forest Hills
Biome ID: 157

These hills can break the leaf canopy, increasing visibility and decreasing the chance of daytime hostile mob spawning, though the hills are quite steep compared to other hill biomes. Hills generated near rivers can lead to steep cliffs, risking potentially fatal fall damage if players don't land in the water. Unlike the regular dark forest biome, woodland mansions do not generate here.

This biome was known as Roofed Forest M before 1.13.