Options for classic (864x864), small (1024x1024), medium (3072x3072), and large (5120x5120) world sizes. Large, medium, and small are only available on the Xbox One Edition and PlayStation 4 Edition.
Water moat occupies the outer 2 chunks to smoothly transition to the edge of the world
Overwrite world edges option when expanding a world from a smaller size to a larger size, resetting the outer 2 chunks in the smaller world, removes the water moat at the edge of the world.
Classic world size generates more villages than large world sizes.
Biome Scale
Small, medium, and large option. The small option is the default due limited world size, so one world can have more biomes.
Biome generation is roughly based on Java Edition seeds (64 bit generation). Large biome size is equivalent to biome size 4 from Java Edition 1.12.2, Medium is rough approximation on biome size 3, and small biome size roughly approximates to biome size 2.
Mushroom biomes generate in different locations compared to Java Edition
Since the Exploration Update, temples and structures attempt to spawn more frequently, due to limited world sizes, especially with Woodland Mansions.
There is a "Find Balanced Seed" option, selected by default, which makes the game randomly select seeds that have a better variety of biomes.
An interface for creating superflat worlds. While a similar interface exists on older versions of Java Edition, in Legacy Console Edition, it is much more versatile, allowing you to change what generates, how much it generates, and more.
Noise generation is loosely based on Java Edition nether noise generation.
Has limited size, at 288x 288, and is slightly larger with a larger world size. On Large worlds, the nether is up to 640x640.
The Nether-Overworld portal ratio is larger depending on world size: 1:3 in Classic and Small; 1:6 in Medium; and 1:8, like other versions of Minecraft, in Large.
Nether wart spawns randomly wherever soul sand is generated in the Nether.
The edge of this dimension is made of bedrock.
The Nether is hollow, with a flat ground, when using a superflat world.
Each end gateway portal leads to one outer island, which is as big as the main island. One outer island is guaranteed to generate with an end city.
The size does not change with regard to world size. Even on Classic, the islands are so far apart that they are all on different Maps.
The spawn end island generates at 0,0, up to 96 blocks form the origin. Outer islands generate 2048 blocks from the origin in cardinal directions. The first outer island generates 2048 blocks south of the world origin
Each island is surrounded by invisible walls, making it impossible to go between them without the use of end gateways.
Only a 192 by 192 block area (6 by 6 chunks generate) for each island.
Only the spawn end island's noise generation loosely follows Java edition end noise generation. End pillars generate differently random from Java Edition. The outer end islands always generate the end island; rather than other end biomes (small end islands).
O jogadorr sempre começa um novo mundo com um mapa vazio; it will be a map of 1024x1024 area size (1:8 scale, zoom step 3).
Maps will display the coordinates that the player is located at.
Cannot be zoomed in.
Are snapped to a grid different from Java Edition and Bedrock Edition.
Specifically, maps center on 0,0, so the map at spawn would cover up to 512 blocks from the origin. Large world maps cover from 512 to 1536 blocks, and then 1536 to 2560 blocks. The center of these maps are at 1024 or 2048.