Talk:Biome/Archive 2

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! 04:37, 15 March 2012 (UTC)
 * doesn't work for me. just explored a bit new generated land with the 1.7 prerelease, and I have very rough chunck borders... PS: my world is made with 1.2.5 -- 16:49, 22 October 2013 (UTC)
 * Agreed. Besides, even if it DID store "extra biome information" for chunks not yet generated, at some point you have to generate a new biome after what has already been generated, and then you will have the "wall" at that point.
 * Back in 164 (?), there was work on a mod that would "fill out" large blocks of biome information until it was bordered by fairly consistent plains-level terrain -- which would have resulted in non-"chunk walls" as all of the transitions were at the same height.
 * How do you mark a claim in the main page as "disputed"?
 * How do you mark a claim in the main page as "disputed"?
 * How do you mark a claim in the main page as "disputed"?

03:47, 19 October 2014 (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 page, or even some sort of its own little section. Perhaps an external link that contains many seeds, such as this websit e? What do you guys think? –Preceding unsigned comment was added by (&#124;) 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 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. Mooshrooms also spawn ONLY in that biome unless they are spawned by a player in another biome. Mobs do not spawn in the biome but dungeons do spawn them regularly. Mobs cannot be spawned by a player in that biome.

02:17, 10 October 2012 (UTC)xxomg74

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. 03:20, 22 January 2012 (UTC)


 * Biomes are about 256 blocks across, on average, and have been since at least the 1.2 change with jungles. The frozen zones from 1.2 through 1.6 were about 4 biomes by 4 biomes in size (about 1000 blocks across).

03:51, 19 October 2014 (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 09:22, 23 January 2012 (UTC)


 * Great. What do you hope to accomplish with this?  03:32, 12 June 2014 (UTC)


 * Sarcasm aside, and barring any future Code-watchers providing more direct info. here about what the (current, it changes, quite a Lot I think) MC Code states-about Biome generation /Coding-of which's-which, of Biomes, I think it's pretty clear that this is a total-outline, of All the environmental features, of 1.0 (when I got MC, and other #'s of people also shot-up dramatically with that fully-public release). So it's at least a "time capsule."


 * More to the point, what I think is being laid-out here, is a premise that different Biomes are different for a reason. "A" reason, I emphasize, that if A Biome is different from A-nother Biome, it's because there are fundamentally, completely-different qualities-And-characteristics, of different Biomes (as opposed, to as is said above, "Sub-Biomes," and other such more-poorly -defined, and indeed inherently more -poorly -definable, Biomes [see mostly-after, this, and: "52 Biome simplification in -labeling, terminology," I wrote in response to "34. Beach Variations"]).


 * My approach is a "lumper" approach. A "splitter" approach would be to not-only separate all highly-similar possibly less-than Biome types, along with the more-than average full Biome types, but then arbitrarily further-separate based on whoever's current version of "how-to -'split'," such.


 * Go ahead, find your own approach. But it doesn't hurt to define what it (that approach), is.  Yilante  20:16, 16 August 2014 (UTC)


 * Sigh* Formatting ~ Y 20:19, 16 August 2014 (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? 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. -- 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. 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. 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 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. 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. -- 06:34, 19 September 2012 (UTC)

Temperature and Humidity are useless, biomes don't use them to generate, and neither for grass color, as the game only use 1 pixel for each biome, they really doesn't matter. --16:31, 25 February 2013 (UTC)

I've added what I've learned about how temperature and rainfall affect biome color. Please do correct any errors I have made. 19:15, 15 October 2014 (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'.

-- 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? 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. 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.

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  20:55, 13 April 2012 (UTC). Please sign your posts with

The were no deserts back them, you found a large beach then. -- 16:32, 25 February 2013 (UTC)

"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  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  02:59, 17 April 2012 (UTC). Please sign your posts with

I have noticed the change in Jungle color with my Default texture pack. If you fly from one biome( a forest, for example) into the jungle while looking up at the sky, you will notice that as the biome changes the sky changes shade by just a few degrees of color...the sky becomes a lighter shade of blue that could be interpreted as "greenish". The change in sky color comes automatically with the game. -- 03:52, 24 October 2012 (UTC)

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  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 - ×  » 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  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  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. -- 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. -- 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. -- 07:22, 7 August 2012 (UTC)

00:42, 24 January 2014 (UTC) this happened to me in 1.7. There was a desert and then in the middle was a thin swamp cutting it in half, and at another point there was a river that cut a pyramid in half. Fortunately the chests were still there, but most of one side of the pyramid was missing.

"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? -- 10:21, 14 September 2012 (UTC)

Yeah. Yilante 16:38, 14 August 2014 (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? 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.) -- 07:46, 5 October 2012 (UTC)

The end: what is it
It's purgatory or limbo. Between heaven and hell, and the endermen that reside in it are lost/wandering souls. It is NOT the sky or heaven. There is a separate, possible upcoming biome that will be the sky dimention

00:08, 26 October 2012 (UTC)

The End's talk page is over there.

mushroom island
In SMP I found a mushroom island but! it was in the middle of a taiga biome. lost the world and screenshots I want to show you it! but Even the seed is forgotten. and all because of one annoying little brother 17:36, 27 December 2012 (UTC)

11:02, 18 August 2013 (UTC)I wish they would make mushroom biomes less rare. i say this because I was playing with mo creatures, and I tried to go to the far lands on my dragon, i flew for ages and after what felt like hours found a mushroom island biome. I chose to go home because I had all my pets back there.

1.4.7pre Bugs
Hi, i want to make a list of bugs, but my English is not well and i couldn't complete list. There is 949 open issue on project and with this English, its very hard to create list.

What do you think about this? As a great fan of minecraft, i am sick of bugs. -- 00:40, 30 December 2012 (UTC) Issue List

Sky Biome
I was changing biomes with MCEdit, when I saw two biomes I had never heard of, Sky Biome and Hell biome. I decided to hack them in, seeing the result. Sky biome managed to turn the sky black, but that was about it. Does anyone know what piece of code puts the static in The End up, because The End runs off the Sky biome. Now that I think, what would happen if you changed the biome in The End? It could do nothing, but what if?... PARA PARA PARIDISE!- 12:19, 21 January 2013 (UTC)

Mob frequency
I understand that being in a desert makes mobs easier to see, but I swear the spawn more often there (First night in a game, and I'm on top of an NPC church surrounded by at least 6 creepers, and countless other mobs) Are mobs more likely to spawn in certain biomes? -- 23:53, 16 January 2013 (UTC)

00:45, 24 January 2014 (UTC) I think the reason there were more mobs is because no animals spawn in desert. It's like when I rode my donkey into a Mesa biome (where I made my home ), there were 4 creepers on a hill.


 * Well, think about it, no Trees (or any difference-to, Trees), as I say, is major. Especially since 1.7.2 when not even Water ponds, Spawn there (nor any Passive Mobs other than Villagers in NPC Villages, and perhaps then Octopods in Wells or Bats in dark areas).


 * That leaves that much more room for the more-noticeable in any case Hostile Mobs, to Spawn (and they re-Spawn, each night, despite losses of all other Mobs, to Cactus, Lava, or far Drops), but I dunno. I don't know if Hostiles are -replacing other, types.


 * As a side note, riding a Donkey into a Mesa Biome is so thematic that all we need now are, I dunno, "covered wagons," ? :P Yilante 20:40, 16 August 2014 (UTC)


 * This was posted in January, the original poster probably isn't ever going to see this. ~

Not a Bug
"Sometimes, biomes may generate in invalid places.[...]"

That is false. I did check all the example seeds and in all cases it was simply a river biome cutting a portion of the other biome, thus making it look as if it is a small ocean or a small jungle in an invalid place. Since river biomes overlapping other biomes is not a bug, I proceed to delete it from the article. 20:13, 1 February 2013 (UTC)

Ice Plains information is faulty re: mobs
The Page explicitly states that no passive mobs (sans the rare chicken) spawn in the Ice Plains biome. I'm not certain if this information is simply outdated or flatly false, but I've just encountered pigs and sheep in the Ice Plains biome in 1.4.7, and I believe (though cannot recall with certainty) I encountered cows as well. They're rare enough to be landmarks in the beautiful yet dreary scenery of the expansive Ice Plains, but they DO exist, and it's a very significant note because they're the only chance the Player has for food right off the bat. 11:22, 18 February 2013 (UTC)PresidentEden77


 * They probably entered from another biome. Try making a Customized world with just Ice Plains. 21:11, 3 February 2015 (UTC)

snowy desert bug
ok it was snow, i was in taiga but then i came across a desert full of snow with cactuses and everything i pressed f3 and apperently it was taiga i'll try post a screenshot (= 06:07, 23 February 2013 (UTC)

If the world was generated prior to 1.2, the biome may have changed from desert to taiga with the new world generator in that version. 21:43, 12 May 2013 (UTC)

Frozen River(technical biome)
The article says that Frozen Rivers generate in taiga and tundra biomes. I believe the technical biome only generates within the tundra biomes. Rivers in taiga biomes still generate like regular rivers, the ice only forms in the taiga biome itself. Can someone confirm and change this? Thanks, 22:00, 23 April 2013 (UTC)


 * It is possible, so it is not completely wrong. I've seen it, I know. 10:35, 13 May 2013 (UTC)

Water sources in deserts still present in 1.6.2?
Mojang said water sources in deserts were removed in 1.6.2, yet I found some. This world was made in 1.6.2, and here's the seed: -165120894491334625

I don't know, but if I am wrong, tell me. -- 14:08, 22 July 2013 (UTC)

EDIT: I should have noted that this was found far away from the spawn.


 * This may be because of seeds not changing. Seeds made as of 1.6 will not spawn lakes in deserts. ᐸ   16:39, 22 July 2013 (UTC)
 * I just made a world with that seed in 1.6.2. Spawned in taiga, but there was a large desert nearby, and I did not see any water while flying over it. -- 19:18, 22 July 2013 (UTC)

Their Own Pages
Hello,

I think all biomes deserver their own page. More and more stuff is being added that is unique to one specific biome, like s, s s and more, wouldn't it be a good idea to at least give the more important biomes like the Desert, Jungle and Plains their own biome? If all biomes are in one page I think all mobs should also be in one page, that would be the same principal I think.

I'm here to discuss this, so please tell me your opinion on this.

Greetings 10:37, 9 August 2013 (UTC)


 * If we split the biomes into their own pages, it would defeat the purpose of this page. It may, however, be possible to make them subpages of this page. ᐸ   10:57, 9 August 2013 (UTC)
 * Would it be bad to get rid of this page? We could make this a disambiguation page to all the other pages, like ? 11:00, 9 August 2013 (UTC)
 * Or we could just give a brief explanation of what a Minecraft biome is and alos a diambiguation page? 13:56, 9 August 2013 (UTC)


 * I don't think there's enough content to create pages for individual biomes; we don't need twenty-something stubs with only a paragraph or two in each. Mobs have their own pages because there tends to be plenty to say about each one; many of them are larger than this page. Combining them all would create a huge and hard-to-navigate article. -- undefined 10:31, 10 August 2013 (UTC)
 * Ok, but can I try to make it as my userpages, and then show it to you? I think there's enough to say about the biomes like there is to say about the mobs. 11:46, 10 August 2013 (UTC)
 * i started creating a page about Forests, I only posted the basics and it doesn't really look like a stub, are you sure you don't want to give them their own page?
 * I support biomes having their own pages when 1.7 rolls around. Not only will there be a bit more to say, but apparently almost all biomes will have their own unique variation that we can include in a "rare variation" section. Maybe have all these here like now, but instead link them to their own page. I think a chart with a title for each picture would be good, and clicking the picture would link to the main page. 19:40, 1 September 2013 (UTC)


 * Funky has a point. ~ 19:56, 1 September 2013 (UTC)
 * Yes he has! I really want seperated pages. --  undefined NL Admin  15:35, 2 September 2013 (UTC)


 * I'll create the pages in my userspace. ~ 15:40, 2 September 2013 (UTC)
 * Don't do that! I already have them in my user page thing: --   undefined NL Admin  15:44, 2 September 2013 (UTC)


 * OK. ~ 15:50, 2 September 2013 (UTC)
 * But you could help me with this little project if you want. --  undefined NL Admin  15:51, 2 September 2013 (UTC)


 * I'll help. ~ 16:34, 2 September 2013 (UTC)


 * It seems like the user pages discussed above have been added to the wiki already, and people are trying to add a nav template to this page. Was there a split notice added to this page so that people would know this was being discussed?

I agree with Orthotope. There doesn't seem to be enough content on the individual biome pages to justify dozens of new articles. At best I could see the biomes promoted to sections (rather than table rows) within this article, with subsections for variations. That would be a lot more useful than having to navigate between dozens of articles (bleah).

Articles should only be split when there is so much content that the article becomes unwieldy – either because of server load, or for the user to navigate through. I don't think this article is anywhere near that point.

&mdash; &middot;  &middot; 20:59, 19 October 2013 (UTC)

World Generator
"In 1.7, several biomes will be added and tweaked, and the code for the world generator will be changed." Does this mean old worlds (Before the next update.) will become corrupt or will they generate new, normal chunks? Also, will this mess up the biomes like the full release (1.0) did? -- 11:47, 10 August 2013 (UTC)
 * I highly doubt the worlds will get corrupted, the new ( and old ) biomes will generate from where you stopped exploring. There will probably be a chunk edge, that you have an ugly wall that's in between two biomes. 11:51, 10 August 2013 (UTC)

Heh, thanks for answering. I could just use McEdit to smooth out the ugly transition between new and old biomes. -- 12:28, 10 August 2013 (UTC)

Redwood Forests
This is a request to remove "Redwood Forest" from "Upcoming Biomes". As far as I know, nobody at Mojang ever confirmed the development of redwood forests (Although, if you know otherwise, please post here). The only place I can find that mentioned redwood biomes are at these two youtube videos: and. This same Youtube user has a reputation for releasing false information, for instance,. -- 12:34, 10 August 2013 (UTC)
 * Jeb released pictures of a 'redwood biome' on twitter' he didn't use the words redwood biome because that is just a speculation, but the biome itself will be added as far as we have to believe Jeb_ 12:36, 10 August 2013 (UTC)
 * Alright, could you share the link so that it can be put as a source? -- 12:39, 10 August 2013 (UTC)
 * Jebtweet 12:41, 10 August 2013 (UTC)

Update the pixel accurate biome color template to include the new biomes from 13w36a ?
Yeah, I really need this for my resource pack, so ... thanks in advance ;) 16:24, 5 September 2013 (UTC)

Reorganization
With the release of the first snapshot for the 1.7 version, I think we should consider reorganizing a bit the page. The first thing that comes to mind is to start classing all biomes in those four categories Jeb had revealed: Snow-covered, Cold, Medium and Dry/warm. The best way to check this is to note which biome generates next to another, seems the four types can't simply mix with each other like it used to be. I also want to precise that so far oceans don't go in any of those categories: they seem to be generated independently of the nearest biomes, and isolated biomes at sea (islands?) can be of any type.

Anyway, you are welcomed to share your thoughts on this matter.

18:58, 5 September 2013 (UTC)


 * Sounds reasonable. I've never really liked the 'technical biomes' classification, since I can't find any justification for it in the game's code. -- undefined 02:23, 6 September 2013 (UTC)


 * I guess oceans are a "neutral" biome? – ᐸ  – 02:28, 6 September 2013 (UTC)


 * We had the name Technical Biome because I believe we didn't know how to name those sub-biomes anyway. Also, I think those can be separated in at least two categories: landscape such as hills and plateaux, and transition such as edges, beaches and frozen oceans. Still with 1.7, it looks like there are more categories to be added, such as forest variation, those rare M(ountain) sub-biomes or even flower variants. For now we should simply start classing biomes in the main categories.


 * Anyway way this is what I noted while generating maps:
 * Dry/warm: Desert, Jungle, Savanna, possibly Mesa (haven't seen any yet).
 * Medium: Forest (Roofed Forest, Flower Forest, Birch Forest), Plain (Sunflower Plain), possibly Swamplands (but that I need to check).
 * Cold: Extreme Hills (Extreme Hills+), Taiga (the one without snow), possibly Mega Taiga.
 * Snow-covered: Ice Plain (Ice Mountain, Ice Plain Spikes), Cold Taiga (the snow-covered one)
 * Unclassed (water biomes?): Ocean (Deep Ocean, Frozen Ocean), River, Mushroom Island.


 * Btw, the biome data value list is missing all rare biomes such as the flower variations and the Ice Plain Spikes.


 * EDIT: I'd like to confirm, but I don't think Extreme Hills Edge still exist in the current snapshot. Also, I can't find any Birch Forest Hills even though it is in the data list (finally found one).
 * 08:25, 6 September 2013 (UTC)


 * I tend to believe M-biomes are not mountain variants, but rather variants of biomes for which they didn't found an interesting name (like Sunflower Plains instead of Plains M). So M probably stands for modification or so. For example the only Birch Forest M biome if found is not mountainous at all, but features very large birch trees instead. Also, it seems like every biome has at most one rare variant with a biome number 128 higher, so as there is a "Sunflower Plains" biome, there probably will be no "Plains M" biome. I agree, we should group the biomes by climate and we should move the rare variants to the base biome. i added some biome numbers for the rare variants. -- 10:09, 6 September 2013 (UTC)


 * That seems to clarify a lot of things put in that way. Maybe we can class Hills, Plateaux and such under common variations, and M ones (including as you pointed out Flower Forests and Sunflower Plains) under rare variations. Since those variations do not feature new materials and such (except new flowers from what I know so far), we can probably group them together with their concerned main biomes (Forest, Desert, Jungle...), and so avoid having two separated lists for main biomes and technical one.
 * Concerning beaches and rivers, they also have their own variations depending on which biome they are generated next to. We may class them with oceans and mushrooms islands since they don't belong to the four main categories.
 * Also, since I started to use ADMIST to check on biome generation, I can confirm that Extreme Hills Edge are not generated anymore in this snapshot. In the same way, there are no Frozen Ocean, but that seems to be the case with the current released version too though it isn't mentioned on this page.
 * 12:35, 6 September 2013 (UTC)


 * The Ice Plains Spikes biome variation obviously features additional material, but I think this shouldn't matter. It can still be handled on the Ice Plains biome page. I also agree we should stop dividing technical and non-technical biomes. I'm not really sure how this classification worked or works, anyway. For example the Hill biome variants look like plain (sub-)biomes to me, I don't see anything "technical" about them. -- 21:13, 6 September 2013 (UTC)

Upcomming Technical Biomes
There are more technical biomes upcomming. Like Extreme Hills + The M biomes & the Cold beach :) -- 07:51, 6 September 2013 (UTC)

Various new biomes and rare variants
I've been searching and came across a Mesa variant called "Mesa (Bryce)". It can be seen with seed 5320608037537784866 at coords x: -195, y: 91, z: -18221

Is there a way to comprehensively enumerate all the new biomes and their IDs?

01:27, 7 September 2013 (UTC)


 * Great find. There is a table of biome numbers on the front page. You can also add a description of the biome and rare variants to the "upcoming" section. I think it may also be a good idea to collect a list of seeds and locations of these rare variants as they are sometimes really hard to find. -- 07:13, 7 September 2013 (UTC)


 * The basic biomes (ID < 128) are all listed in one place in the source code; the wiki has all of them. The variants (ID >= 128) aren't enumerated as obviously. I don't see any that we don't have listed yet, but I have limited patience for dealing with obfuscated code, so someone else may be able to give a more authoritative answer. -- undefined 09:03, 7 September 2013 (UTC)


 * I've added two more biomes I found checking all numbers 128-168 in Customized Superflat. All other numbers crash.-- 19:04, 7 September 2013 (UTC)


 * It should be mentioned in the 1.7.2 changeset that Jungles became significantly rarer! 04:50, 7 November 2014 (UTC)

Extreme Hills Edge?
I'm not seeing Extreme Hills Edge biome around Extreme Hills biomes anymore in 13w36a/b, I'm just wondering if they were removed.

Also I've edited the biomes page to include all the variants and some are missing descriptions, please help me fill them out :) 17:39, 7 September 2013 (UTC)

I'll look into the Extreme Hills Edge matter. -- 17:42, 7 September 2013 (UTC)

Yeah, it seems like you're correct! It's been removed. -- 17:52, 7 September 2013 (UTC)

Hello, is there a simple (not hackers') way to check if a given biome has been removed from the game? How are you sure about removing of Extreme Hills Edge? There is not a word on it in the article.

13w37b has problem with generating villages - telling the truth, I have found none, even if I have been searching them with the help of Amidst. Maybe it is a problem of a similar bug in the game?

Are there biomes different than Extreme Hills Edge which have been removed? Especially, what with Frozen Ocean (ID = 10)? By the shores of Ice Plains or Cold Taiga there is Cold Beach (26) now and not Frozen Ocean. If this biome has not been removed, could anyone give an example (seed + coords)?

As for me, it looks like if Stone Beach has (partially) replaced Extreme Hills Edge, and Cold Beach has replaced Frozen Ocean. Or maybe it is a bug in the snapshots?

Btw., Frozen River (11) has become rare as it seems to generate only if there is Ice Plains (not Ice Mountains) on both sides. Rivers in Cold Taiga (which - what a pity! - is a really rare biome in 1.7 snapshots!) are not frozen.

And finally: what is the difference between 160 and 161? Is the other actually "Mega Spruce Taiga Hills" rather than "Mega Spruce Taiga"? The biome(s) seem(s) to be really rare... perhaps Amidst could help with identification? I have managed to find an example on -435130594162764786 at 6200,-5400 but it is only one biome. Telling the truth, I have trouble with finding another example, on this map or on another map... (If anybody wants to explore various variants of Mesa, please go to ca. 2000,-2600 on this map, it is just by the way from the spawning point to Mega Spruce Taiga.)

Has anybody tried the new achievements yet? I mean Adventuring Time. Has it been included in the newest snapshots yet? Should I discover literally all biomes to get it? Does it mean all 61 biomes, including the biome 161 (Mega Spruce Taiga Hills probably), Extreme Hills Edge which has probably been removed, and Frozen Ocean (impossible to find for me both with Amidst and on in the real Minecraft words)? If yes, the achievement is impossible to get as for now... 19:11, 18 September 2013 (UTC)

00:50, 24 January 2014 (UTC) I agree that it's way too hard to find villages. I found one though, in a desert, but not before I found like three pyramids, I have also never ever seen one in savannah biomes.

Beach Variation
Hey guys. In the latest couple of snapshots there are a couple of beach variations (cold beach, stone beach). These are put into the group "Upcoming technical biomes". Wouldn't it be more correct to put them under "Upcoming biome variations"? Or should a new group be created called "Upcoming technical biome variations"? -- 18:36, 7 September 2013 (UTC)


 * I obviously didn't look into the code, but they don't seem to be variations of the existing beach biome, but are just new different types of beach. I don't think the division into technical and non-technical biomes makes any sense at all now, also see a few topics above. Stuff like oceans and beaches probably should put under "other biomes" or so. (also the M in the rare biome name doesn't seem to stand for mountainous, see above, I undid your change because of that) -- 19:26, 7 September 2013 (UTC)


 * Yeah, I agree that the techincals are a bit odd having by themselves. Especially now when they've removed Extreme hills edge (and possibly mushroom island shore, haven't checked). Maybe they should be merged in the future.


 * But I still do think that the beaches are variations. I agree that some stone beaches can be quite different, seeing they are more cliff-like sometimes. But stone beaches can also be quite low if the biome behind it is a lower one. But if tf you guys think that it shouldn't be a variation I'm cool with that. Just trying to make it as logical as possible.


 * Yeah sorry about the M thing, stupid mistake on my side. -- 19:38, 7 September 2013 (UTC)


 * Let's regroup them as shore variations, that way we can avoid all confusion because that's their only purpose: to be a transition between a specific land biome and an ocean one. Also I think the Mushroom Island Shores are still generated. Those islands might be the only biome to have never been changed.
 * 08:52, 8 September 2013 (UTC)


 * In the current snapshots we have a huge number of new biomes, including variations, but also the biomes themselves have become more diverse, within the same type and the same variant (and the same ID). So, we have various _actual_ types of beaches within the same biome, we have various types of Extreme Hills (with and without snow, with dirt, stone, and gravel, etc.) within the same biome (ID = 3), and we have different forms of Swampland within the same variant (ID = 6) - they differ in the colour of the grass, we have land patches, shallow water parts, chequered parts (water/land) which are new (not spotted in older versions). These types (within a given biome characterized by its ID, i.e. within a give biome variant) seem like something similar to generated structures. So, it is not only a problem with beaches.


 * There is a problem with terminology here. Technically, different biomes are biomes with different ID's. For example, Swampland and Swampland M are different biomes, not different variants of one biome. But the light green land form of Swampland, and the dark green form are different forms (variants) of the same biome. So, perhaps the term "variant" should be used only for different forms of one biome (with the same ID)? If yes, Swampland M would be a modification of Swampland but not its variant. Any other proposals to solve this terminological problem?

19:35, 18 September 2013 (UTC)

mesa picture
We need a new picture for the mesa biome seeing that red sand now generates there! -- 14:26, 29 September 2013 (UTC)


 * I'll make one. ~ 14:55, 29 September 2013 (UTC)


 * ~ 15:03, 29 September 2013 (UTC)


 * Alright Nice. -- 16:03, 29 September 2013 (UTC)

Roofed forests can have some wicked forest fires
After quite a few game-weeks of play, I came out at dawn to find the roofed forest across the river, burned to trunks and scattered blocks over a huge area -- my best guess is lightning started a fire, then the dense foliage and wood sheltered it from the rain until the weather cleared and the fire had free rein. -- 02:06, 2 October 2013 (UTC) ETA: The damaged area was well over 150 blocks long, lots of free wood. I could wish it had happened before I built my lair, but hey, the remains are free wood, and then there's a lot of cleared space for a tree farm. And maybe a sheep-farm with double-fencing or some such. -- 02:58, 2 October 2013 (UTC)

Yup, they have the worst forest fires, twice I've seen them clear 150 X 150 Blocks; though I did at least once see a Jungle cleared for 100 X 100. For comparison (I had a long Exploration around the edge of a Taiga, Large Biomes setting, and forest fires - all sparked by Lava - helped break up the monotomy and sameness) Taiga had about 33 X 33, while Forest had about a 50 X 50 area, affected. And I got that song from the 90's in Fahrenheit 9 /11 stuck in my head for the former XD 22:01, 23 November 2013 (UTC) Yilante, 11 /23 /2013 2:00 pm

Occurrence of biomes
I think it would be useful to add a graph which shows how rare each biome is. -- 08:54, 26 October 2013 (UTC)

mega spruce taiga shows wrong temperature/catagory
in the chart under technical biomes it shows mega spruce tiaga,160/161, as medium(orange),yet in the biome id list it shows it as cold(green). which one is correct? 20:49, 28 October 2013 (UTC)

It said there would be m biomes (example : desert m ) but I can't find any
I also noticed that there is no "jungle edge" near the jungle

If you find any of these biomes plz post

I can't find some biomes
it said there would be m biomes   (example : desert m ) Why can't I find them

Also there is no "jungle edge" on the side of jungle biomes

But don't get me wrong, I found 80% of the biomes shown  And there pretty cool


 * F and M biome variations are very rare. ~ 09:53, 29 October 2013 (UTC)

Cold Taiga error and missing Ice Mountains Spikes
Cold Taiga should not be a variant, but the main type biome, because it has ID 30, variants are 128+. Also, in the table below it, the last variant according to the code is missing - Ice Mountains Spikes (ID 141). -- 11:19, 10 November 2013 (UTC)


 * There is no biome ID 141; if you try to use it in a superflat preset, the world generator hangs. If you've found it in a normal, unmodified world, provide the version, seed, and coordinates. -- undefined 03:41, 11 November 2013 (UTC)


 * Cold Taiga is an exception. It was the original, but now the main is the normal Taiga with the Cold Taiga being the variant. Mojang obviously didn't switch the IDs since that would ruin all the Cold Taigas people have. }}  03:46, 11 November 2013 (UTC)

I distinctly remember my River-based transportation system being "ruined" by the sudden presence of Icing throughout all my Taiga areas, lol. This was about 1 1 /2 Years ago, when they were switched from non- to Snow-and-Ice -type Biomes; ah well, Large Biomes came out later, and I never went back. 22:08, 23 November 2013 (UTC) Yilante, 11 /23 /2013 2:07 pm

Sky Biome
The sky biome (that is in the end), never rains nor snows, yet it's classified as a cold biome, why? Cold biomes are supposed to snow when at a certain height, yet the end Never snows, no matter what the height is 04:28, 20 November 2013 (UTC)


 * If you place a grass block in the End, the grass is a bluish-green color, like that of a taiga biome. ~ 10:09, 20 November 2013 (UTC)


 * The temperature is 0.5. It would snow at level 244 or higher. 21:08, 3 February 2015 (UTC)

Can't find any other biomes
I can't find the Jungle Biome in 1.7 and all biomes I can see are Extreme hills, Birch Forest, and The Black Forest repeatedly. Is this just normal?-- 10:06, 22 November 2013 (UTC)


 * Are you just on Large Biomes, game setting for world generation? Here's what I do, when Exploring: I follow a Biome edge, until I (eventually, with Large Biomes, it just took me like 8 Hours'(+? hard to tell) effort to go around a Taiga - it even had partially Mega Taiga inside - by Horse, even and I was like 2-4X faster than Sprinting as much as I otherwise could on foot) return to where I started (and Yes, I found a Jungle, as the one I hadn't yet seen before!  Not to mention both regular and Deep Ocean[s], which beaches I followed spending Hours upon that, but never sighted anything new, on the horizon of the seemingly-endless Water).   21:54, 23 November 2013 (UTC) Yilante, 11 /23 /2013 1:53 pm


 * I am having this issue too in 1.7.2 SSP. Ive wandered and wandered in many different new created seeds and all I *ever* come across is taiga, forest (birch/regular- rarely, maybe twice - flower), extreme hills, plains and the extreme variations of all of the above. Plus ocean and river which I boat across if I find. I found a swampland once. Just once.


 * This is about 9 different seeds of wandering a in a pretty much straight linefor about 2-4 real time hours straight in each seed without backtracking and only stopping to set my bed and sleep at night. I use the console to make sure I'm not covering old ground or walking in circles. I dont have the game on large biomes, I check every time. (that was my first thought when the first few seeds after d/ling 1.7.2 wouldnt generate anything else). Perhaps this shouldb e noted in the biome page if more people can verify. 04:45, 7 December 2013 (UTC)


 * This sounds like an issue, so no, it won't be noted. You should be seeing many different biomes. Report it to the issue tracker. }}  04:22, 8 December 2013 (UTC)

Trees in Ice Plains and missing things in 1.7.2. patch notes
First thing, there used to be only oak trees in Ice Plains. Now we know that the spruce trees were added - we "know" this, but why is this not in the 1.7.2 patch notes in "Version History" article? Second thing - in my opinion, oak trees were removed from Ice Plains, because I was searching through the huge Ice Plains biome I went across and I found only spruce trees, actually lot of them, but not a single oak tree at all. And the third thing, also concerning patch notes, why is it not mentioned, that spruce trees were added to normal Extreme Hills? (it is only mentioned that it now snows in E.H. etc, and that E.H.+ with spruce trees was added). Thanks for answers. Duke -- 19:34, 26 November 2013 (UTC)

Explinations
Here are the biomes whose pictures I am trying to change:

Cold Taiga: Because the current picture has both the ice plains and cold taiga in it. It has TWO bimes in the SAME picture.

Taiga: Because this picture is not only taken in the middle of the day, but it is taken from a better angle and most importantly, it has WOLVES in it. And wolves TEND TO SPAWN in that biome.

Mega Spruce Taiga: Because it has a closer view of the trees that generate in it.

Forest: It is taken from a better angle.

Jungle: Because the current picture is not taken from a good angle, nor does it have good lighting.

Jungle M: Because the foliage is so DENSE.

Roofed Forest: Because it has a better view of the treetops (which shows how ROOFED the forest is).

River: Because the grass hue is actually a dull green and this is what I am trying to isolate.

Desert: The desert's picture is the most unacceptable. This is because it has THREE biomes in the SAME picture. This section of the table is about the desert ONLY, not the desert, savanna, and mesa.

Mesa: Because the current picture has both the Mesa and the Mesa Plateau F.

02:59, 2 January 2014 (UTC)SquareMan78649

Great Pic updates, all of them. I noticed that the Roofed Forest seem to also have Oak and Birch Trees, not saying that's needed in the Pic, just maybe should say it, somewhere (at this point, we can go to still Most places for Oak, but now Three different Biomes, for Birch).

Speaking of Oak and Birch, I know that in (Both? I'll assume also in Deep Ocean, since the also good Pic there has a small isle with an Oak Tree on it, that it may be an Ocean-type island, rather than an offshoot of Forest or Roofed Forest) Ocean and potentially Deep Ocean, Oak Trees (rarely, but the islands too might be more-numerous, now I hear?) start out, there. In the Pic, it had both, but it might help to clarify, by again saying Oaks rarely start out, there. Yilante 01:00, 9 January 2014 (UTC)

Are the rivers branching?
I can't help but notice that in my 1.7.2 world, I found at least two occurrences of rivers that seem to branch out i.e. they meet in a triple junction. And this is not the usual case of two rivers getting close and get connected by a shallow lake in between them; I checked the biome IDs and there is indeed continuity between the main and the branching rivers. Has anyone else observed it as well? (seed is 1 - number 1) 14:17, 18 January 2014 (UTC)

I actually noticed this 2 places in my still-current SSP world: first it was a - completely "dry" River, among a Beach, for 2 /3's of it, then Plains for one of the further-enclosed (they tend to go-along edges, I've noticed of Biomes, by this point), routes; found an AbMS and called it "3 Rivers" Abandoned MineShaft. Recently, I was -Exploring, it was great, but - aside from all the Mesa over-writing Water, Floating-over the Water surface - at least one-other, 3-way River junction (Beach, Desert, Plains, also-nearby a Roofed Forest), this time with one being a very-wide, River. 15:24, 14 June 2014 (UTC) Yilante

Taiga, Russian forest
I don't know if this should be added, but an explanation that the Taiga biome is based on the Russian forest? (just looking around the wiki for little things to be changed/edited xD)  01:04, 24 January 2014 (UTC)

Mesa and Plateau
The mesa biome with the plateau is nice and mountainous like the real areas near Zion National Park and makes it like all of southern Utah and North Arizona covering the Colorado Plateau. I like biomes like that. I wish there were highland forests making it look like Interstate 40 near Grand Canyon. I bet there is plenty of rainfall and snow near the clouds making it look like Arizona.

I personally love to make Bases near the beautiful Mesa (Bryce) (Canyon, they've been called "Bryces," the individual rock formations, in R L, since the "Nat'l." Park /whatever's been-around for So-long, here in US, and Yes, they Are that-wonderful, to see, too) sub-type. Especially up among the Mesa Plateau (F), the only place other than Rivers and coasts, in them, to find Dirt for Farming.

They're very-faded -out, too, just like in R L: it's not-Just those old B & W photographs, often the Trees are so -brown, they're the same-color, practically, due to lack of Water. I dunno about Ice Plains (Spikes) in R L, being present (or maybe they're there, but more-temporary, since Water-changes, Packed Ice or not - at least in R L), but they are like counterparts, of one-another, in-Game.

As for other-funkiness of Mesas: no, not gonna talk-about them "hovering" - Floating-over the surface of large, Water deposits (this NOT-like R L, at all, as I never -see, Water, around them, there over Many camping trips) - they collapse, of course, like-other, regular (yellow) Sand - Red sand does - still, it's even-more beautiful (and mysterious!) than R L; in the latest Snapshot, at least they do the following. Mesas in the latest SnapShot 14w21b are Surrounded-by thin -strips, which are occasionally almost-as wide as the horizon (say 750 Blocks, + /- 250), in Normal-range viewing distance mode, of Desert - I've even found 4 Desert Temples (no NPC Villages, yet, they-depend on generally-wider, but anyway Flatter, I think, areas of the-right, Biome-typeS), so far.

Going roughly half-way, around, a Mesa (say 10 hours' walking, 2 by Horse, so far), in Large Biomes (about 8 to go -around a Taiga on a Horse), in SSP. 15:39, 14 June 2014 (UTC) Yilante

Redwood Taiga Hills M?
I was using creative mode to fly around the world on my server, when I noticed the biome name. Should this be added to the biome page? I recognize the moss stone boulders and the grassless dirt, but the biome name is different. I'm running 14w21b.

18:09, 31 May 2014 (UTC)

Taiga
I noticed that for the description for the Taiga, there is a sentence that reads "Wolfs tend to spawn here fairly commonly." This doesn't seem to be correct when you are talking about grammar. Am I correct, or did I make a mistake? 03:28, 12 June 2014 (UTC)

Swamp complexity has increased in Snapshots for 1.8
Firstly Swamp(land)(s) can be both one of the darker greens And a relatively lush, lightish green (in different areas). As shown in the picture - and this Doesn't require that it be "Swamp Hills" - as of course that's a rarer just variant.

Indeed, I only count about a third of the "61" Biomes on the main page, as Really-different (and excluding again Hills, etc. added-on variations), from one-another, since the Update That Changed the World. But so as for formations of Blocks in Swamps: there are slightly-raised parts, of Grass above Water, equally large areas of Water covering the other stuff, and now "wetlands /marshes," in which they're mixed with little tongues of land going into water, along the edges mainly of all this (though these - which are about 10% or less of all the Swamp surface area - can make large grouped interiors, with only a little contact with water or land, outside of themselves).

They're almost-all just 64 high (above the waterline), heavily interspersed with more Lily Pads than ever, and very interesting to walk /sprint over. Since half-land, they spawn more Mobs than usual, for such a wet surface, and yet those same tend to move relatively-quickly due to good pathfinding, without getting stuck too long in the water (another issue since that Update in the Snapshots); they're not labeled a different Biome in any way, but are as-different from the other type(s) of Swamp, that if they were any other Biome, that distinctive formation of land /water, would be. Yilante 21:43, 12 August 2014 (UTC)


 * Er, see: "Beach Variation" above, for further earlier discussion of how to name Biomes /their whatever-differences, and a continuation of this towards and across all other Biomes. Yilante  21:54, 12 August 2014 (UTC)

Biome simplification in -labeling, terminology
My proposal is that - rather than for Game code-based again "technical" detail (of the Biomes, Formerly Known As, "technical," Biomes, for example, even) - we simply-group the most-similar ones together, for the sake of Memory. For example, there used to be about 10, before The Update That Changed the World, 1.7(.2).

I'd made a List (I'll have to re-create, so this may be approximate, I'll try to confirm), based on the main page's own, List.

Ocean ~ Deep Ocean While they essentially have the same under-Water surfaces, of (now, for Ocean's case) mainly Gravel (formerly Dirt and Sand), they're Almost identical (though it's possible to Drown trying to go Both down -and-up, in a D.O.). Since Ocean Monuments can only Spawn in D.O.

Plains = Sunflower Plains Even to having NPC Villages, I believe, but the latter are the only (sub-? ;  or "variant"?? of a) Biome with the  Sunflower Flower.

Desert = Desert M = DesertHills While the second has Water ponds, all Deserts, used to. And I don't consider heights /Hills to actually change what's-present (other than simply more Blocks, the types are the same, and Stone is the greatest amount, added: this is even if edges of cliffs provide more surface-area for potentially-more proportionally other such as Sand /Sandstone, blocks; Mesa Biome may be different in this, since it is truly-layered, above sea level). See elsewhere for "M" being "Modified" more than "Mountainous," in meaning on this Talk page.

Extreme Hills = Extreme Hills M Recently got Spruce Trees to go with pre-existing Oak.

Forest = Flower Forest With the exception that there is again a unique Flower type (in among all the other Flowers in one place, I know) :  Allium ;  there's nothing new here.

Taiga = Taiga M Formerly, Taiga Snowed - and then further back - it didn't Snow.

Swampland = Swampland M By The Way, Both forms of Swamp(land) have dark green, alternated-with lightish green, patches, at all elevations. There are also "marshes" /wetlands, "chequered" (checkered) as someone points out on this Page, which are just at /under sea level, and hence are roughly 1 /2 land, 1 /2 water, with a higher-frequency of Lily Pads also among these, and even probably more -and-larger groups of Sugar Cane(s). Also the only source of a 3rd Biome-specific Flower, Blue Orchid.

River	 A former "technical" Biome which also served as an edge-between often land and water - and seems to Sometimes (frequency?) be required for a normal Ocean -to-land, edge. Of course, there are also Beaches, (possibly?) Cold Beaches, definitely Frozen River (within Ice Plains, Formerly Known As: Tundra; they move-normally as other Rivers would, there, but Ice-surfaced).

Hell The Nether is considered another "Dimension," so is bound to have completely-different blocks, etc., which it does.

Sky	The End is also all-different blocks, etc. Except Endermen, are there too but present much-more frequently than in the Overworld.

FrozenOcean Probably a-portion of Ice Plains (if it still exists..?). Formerly present in the Game, though.

FrozenRiver See River above. This is probably specific to Ice Plains.

Ice Plains = Ice Mountains ~ Ice Plains Spikes Ice Plains also recently got Spruce Trees to go with pre-existing Oak. Ice Mountains are very tall, like Jungle (Hills?) heights, but do not differ qualitatively. Ice Plains Spikes have the not-that unique Packed Ice block, which differs from regular Ice mainly in that it is nonrenewable and not transparent (and slippery to the Player, not Mobs it seems). See also Frozen River, and possibly Frozen Ocean.

Ice Mountains See Ice Plains above.

MushroomIsland A Biome mainly unique for not-Spawning any Mobs other than its own Mooshrooms, and being the at-first only site of naturally occurring Giant Mushrooms. Like Mushroom Island Shore, which is just its own edge-creating, for land /water transition, variety, it also uniquely has Mycelium.

MushroomIslandShore See Mushroom Island above.

Beach Transitional edge between land and water. See River also above.

DesertHills See Desert above.

ForestHills See Forest above.

TaigaHills See Taiga above. Not Cold Taiga, below.

Extreme Hills Edge Seems to no-longer be present during pre-1.8 Snapshots.

Jungle = Jungle M

JungleHills See Jungle above.

JungleEdge = JungleEdge M See Jungle above.

Deep Ocean

Stone Beach It has both high and flat above sea level, portions. Since it is all Stone and has no Trees, it is different from Extreme Hills(+) Biomes.

Cold Beach Not easy (or possible?) to find, but see Beach above.

Birch Forest = Birch Forest M Tall Birch Trees? see similarities within Mega (Spruce) Taiga, below. But still just more-vertically of the same. Birch Forest Hills = Birch Forest Hills M See Birch Forest above.

Roofed Forest = Roofed Forest M The second and final natural site of Giant Mushrooms having-Spawned -already.

Cold Taiga = Cold Taiga M Yes, it actually Snows, here (and more-clearly, in the Biome name, than before, when it was dry, then Snowy, then regular is now-not). To me, this is a key difference between it and regular Taiga, as Snowfall is fundamentally different from Rain, and furthermore, Snow is an extra resource with at least 3 functions, 2 of 1 of those being block-type construction(s).

Cold Taiga Hills See Cold Taiga above.

Mega Taiga = Mega Spruce Taiga The latter actually has (from what I read) more Shorter, Trees. Non-Mega, Spruce -type Trees in more number and /or appearance, even, of the Mega ones.

Mega Taiga Hills = Mega Spruce Taiga Hills See Mega Taiga above.

Extreme Hills+ = Extreme Hills+ M The former adds roughly 4X total Extreme Hills' Spruce Trees. While both "M" variants re-surface Extreme Hills with mainly-Gravel, a slight difference, and E. H.+ M having no-extra Trees. Since the Trees aren't completely-altering, similar to Mesa (Plateau's) F(orest) variant, of view /resources (from regular Mesa without-Trees), I'd classify these more-or-less with regular E. H. above (also helps keep the Many names, straight), so see above.

Savanna = Savanna M Again, I'm not-sure of the Village, Spawning frequencies across the variants. M here is also the highest-going Biome without using AMPLIFIED World-setting, otherwise.

Savanna Plateau = Savanna Plateau M See Savanna above.

Mesa	 ~ Mesa (Bryce) There are 2 differences, here: all but Mesa of Mesa variants have layering, extending Far above sea-level;  in the form of (usually Stained) Clay deposits. Bryce is especially beautiful, mimicking a R L place I've seen, Bryce Canyon formations dubbed "Bryces" there, after that.

Mesa Plateau F	= Mesa Plateau F M Though they have (faded) Oak Trees above half-(Coarse) Dirt, half-(faded) Grass, in all other ways they are a Mesa Biome, complete with I think Cactus, Red Sand (and lately Red Sandstone, even). So see above, since Oaks and Grass (over Dirt) can also be found in River systems among them.

Mesa Plateau = Mesa Plateau M The barren versions of the "F(orest)" subtype /(M)odification of Mesa, above, but only-higher than the low Mesa, see above.

I realize this is less-complete (since less-complex) than the elevation-focused (with Modification /Forest declarations, too) ones on the main Page currently, but there are incompletenesses, there too (as I point out, if comparing). Mainly, I'm trying to separate fundamentally-different characteristics, of viewing /using the Biome's resources.

I kept the 41 lines from the Code, but there are so many redundancies (from my POV) even there that I point-out, that really it could be grouped-into:

Ocean ~ Deep Ocean, Plains = Sunflower Plains, Desert = Desert M = DesertHills, Extreme Hills = Extreme Hills M, Forest = Flower Forest, Taiga = Taiga M, Swampland = Swampland M, River, Hell, Sky, FrozenOcean, FrozenRiver, Ice Plains = Ice Mountains ~ Ice Plains Spikes, Ice Mountains, MushroomIsland, MushroomIslandShore, Beach, DesertHills, ForestHills, Extreme Hills Edge (?), JungleHills, Deep Ocean, Stone Beach, Cold Beach, Birch Forest = Birch Forest M, Birch Forest Hills = Birch Forest Hills M, Roofed Forest = Roofed Forest M, Cold Taiga = Cold Taiga M, Cold Taiga Hills, Mega Taiga = Mega Spruce Taiga, Mega Taiga Hills = Mega Spruce Taiga Hills, Extreme Hills+ = Extreme Hills+ M, Savanna = Savanna M, Savanna Plateau = Savanna Plateau M, Mesa ~ Mesa (Bryce), Mesa Plateau F = Mesa Plateau F M, Mesa Plateau = Mesa Plateau M.

This would still include Rivers, Frozen River (in Ice Plains), Beach, Deep Ocean and DesertHills and JungleHills (all 3 labeled twice), as-separate "Biomes" (to me "technical" Biome is most-useful, here, To Be Honest). Also the likely no-longer present "Extreme Hills Edge" (the only labeled "Edge" as such other than Jungle Edge [M], ever seen). There's some uncertainty about-labeling Frozen Ocean and Ice Mountains separate -from Ice Plains, where they seem to uniquely reside (if Frozen Ocean does, exist), so I'll group-those in, too.

further-condensing based-upon notes just-above and-mainly "see above":

Ocean ~ Deep Ocean, Plains = Sunflower Plains, Desert = Desert M = DesertHills, Extreme Hills = Extreme Hills M (and Extreme Hills+ = Extreme Hills+ M), Forest = Flower Forest (and ForestHills), Taiga = Taiga M, Swampland = Swampland M, River (and FrozenRiver), Hell, Sky, Ice Plains = Ice Mountains ~ Ice Plains Spikes (and FrozenOcean, and Ice Mountains), MushroomIsland (and MushroomIslandShore), Beach (and Cold Beach), Jungle = Jungle M (and JungleHills and JungleEdge = JungleEdge M), Stone Beach, Birch Forest = Birch Forest M (and Birch Forest Hills = Birch Forest Hills M), Roofed Forest = Roofed Forest M, Cold Taiga = Cold Taiga M (and Cold Taiga Hills), Mega Taiga = Mega Spruce Taiga (and Mega Taiga Hills = Mega Spruce Taiga Hills), Savanna = Savanna M (and Savanna Plateau = Savanna Plateau M), Mesa ~ Mesa (Bryce) (and Mesa Plateau F = Mesa Plateau F M and Mesa Plateau = Mesa Plateau M).

So Broadly speaking, that's Ocean(s), Plains, Desert, Extreme Hills(+), Forest, Taiga, Swamp(land), River(s), Hell (a.k.a. The Nether), Sky (a.k.a. The End), Ice Plains, Mushroom Island, Beach, Jungle, Stone Beach, Birch Forest, Roofed Forest, Cold Taiga, Mega Taiga, Savanna, and Mesa. Phew, that's 21 (Roughly counting), from the former 10'ish.

And about 1 /3rd of those listed in the Code. *Waits for reaction* Yilante  19:23, 14 August 2014 (UTC)

And a siggie for the Title addition ~ Y 19:42, 14 August 2014 (UTC)


 * Hmm, got moved-down from "34. Beach Variation," I'd tried to change the Title of, above (guess it just added too much). Anyway, Biomes-(mostly- )separated, by types, onto the sub-types.


 * Mostly, that stuff's been covered elsewhere, here, as I wrote, so I'll repeat what mostly others have said /suggested (and label where I know it's just-me, saying /suggesting, other than that general classification above from Code by mostly-me, and partially others saying for example "something doesn't exist, anymore /ever"). "M(odified /Modification)" ranges from Water ponds in the (higher) Desert, generally-higher elevation(s), there's again NO "M" for Plains, but it Does have "Sunflower Plains" as a rare-r pseudo-"M" -type.


 * I'll cite Pauolo also saying that the "variants" should be what the more-common variations, are called, so I'll say the Swamp colors -of green, the marshes too, the layers of higher Mesa -type Biomes (mostly above sea level, for the greatest variety of colors). Probably any elevation-type changes should also go under more-common variations, as it's relatively-easily found, as-compared to rarer-stuff (which for its own part, even more-or -less surface, Generated Structures like NPC Villages, Desert Wells, Jungle and Desert Temples /Ocean Monuments, could all be considered relatively-rarer, given that they're typically kind of small and Most of the area around them isn't-them), which could again go under a "pseudo-M(odification)," type range.


 * I notice that I'm using earlier in this Topic "variant" /"variation" interchangeably with "Mod'n." /other words like "form." Given that "variety," "type," and so on are also being used, here's the split I propose: as I just said, split between the rarer stuff, the more- (if not most-) common stuff (and it may be Difficult to tell the difference, for example finding a Jungle Temple may be Dramatically harder than finding a Desert one, though they May - I dunno - be just as common over a given horizontal distance, tempting me from personal experience to say J.T's. are "rare" and D.T's. "commonly found;"  and this would screw-up an attempt to make an equivalency between them: especially if other people ran into the same pseudo-issue, too, without also studying it);  and then finally the most-common (often pre-1.7, Heh) forms.


 * Ultimately, I think that in the fine details, even fairly big and seemingly-obvious things like "shore types," "River types," "land," or "Ocean(s)" Biomes, for-classification will depend on the fine-details of examining the Code(s which By The Way they've Changed, the processing-order, I read above, in at least the "New" version of Cold Taiga, for example, so it's Not consistent, on the programming end, from what little I directly-understand). That is, after all, how we Learned about Temperature and /or Moisture being the main two classification methods, as of 1.7(.2)'s "TUTCtW."


 * And even then, that only gridded-out 2 X 2 = 4 possibilities, with the "rest" being claimed "neutral," ("Water?") possible-Biome types. I'd support for example all the more-Water than Swamp(land)s (which are roughly 50%, already), -type Biomes and former "technical" Biomes (and yet neither "M[odifications]" nor "variations" have incredibly-more Water, with the lone Desert exception - which is already in-and-of itself an exception, in Not having any, otherwise Now, by default - having been as-recently created as quite a lot undoubtedly new Biomes), being lumped-into the "Water?" /"Neutral" Biome types, if-not for still wanting to investigate the relative-frequencies of Trees, across-Biomes (especially vis-a-vis whether any Biomes are any -less likely to Spawn them in Rivers and Oceans, even, BTW, and whether there's regular Ocean /Deep Ocean difference after all, including in important things like islands, and that).  Yilante  20:52, 14 August 2014 (UTC)


 * I personally do not see a need to merge the variants and the originals, especially since most variants add and remove quite a bit of features from the original biome, causing it to not be relevant without excessive notes. At most, the M variants could be merged, but in most biomes those are even rather different.
 * I also prefer sorting the biomes by temperature, since it is the most major feature of the biomes. Rarity is rather relative to the world, while temperature affects where it can generate.
 * -- ( 21:18, 14 August 2014 (UTC)

Small error I found.
In the section, it says the temperature for the "Extreme hills edge" and " beach" is 0.8, but it's really 0.2. Can you please fix this? 23:14, 2 October 2014 (UTC)


 * I've verified and fixed this, Extreme hills Edge is indeed 0.2. What is Gravel Beach? This is not in the released code, and should be explained more if it's coming from some mod or beta.  14:16, 16 October 2014 (UTC)


 * I already fixed the temperature of both biomes days ago. And the gravel beach may actually be an "Extreme hills M" mistaken for a gravel beach. -- ( | ) Boo! 14:26, 16 October 2014 (UTC)

Invalid biomes in the technical biomes list
The section on "Technical Biomes" seems to be ... Horrible.

First, Ice Mountain is a real biome. Second, Frozen ocean is defined, and valid in old maps. Ditto extreme hills edge.

Third, Mesa Plateu F, and F M, are both real biomes -- 38 and 166. Why are they listed as technical biomes, claiming to not be entirely in existence?

Fourth, the Gravel beach, Red beach, and Red Desert. Whoever found those, and posted them, should have done an F3 to see what they really were. None of those exist in-game. "Gravel Beach" could be stone beach that just had a gravel top -- stone beach matches the 0.2 temperature and landscape. But nothing in vanilla matches the 1.0 temperature and beach landscape (temperature 1.0 is Savanna Plateau/M).

04:12, 19 October 2014 (UTC)


 * I'd get rid of the entire section, integrate its content into the rest of the article. It was previously rewritten (see ) to remove the whole 'technical biomes' classification, so I don't know why it's back. -- undefined 05:33, 19 October 2014 (UTC)


 * Aha! I finally found a mesa in the overworld! The areas where the mesa "ground level" is all low, with no clay, looks like a beach made of red sand.


 * So this "Red Beach" may have just been a mesa next to a river/ocean; same thing with the "red desert" potentially being just a low section of a mesa without any clay.


 * 17:16, 2 November 2014 (UTC)

Erroneous Link
In the description of the Mesa biome, it lists hardened clay and stained clay as 2 of its features. However, both of these are linked to the Hardened Clay page. I've noticed this is true for the Mesa (Bryce) biome as well - it might be worthwhile checking all of these, since stained clay has its own page discussing its features. 00:00, 27 November 2014 (UTC)


 * I have checked all the links. The two you mentioned were the only ones and have been fixed. - ( 00:32, 27 November 2014 (UTC)