Minecraft Wiki
Advertisement
This article is missing information about biome information, which needs updating due to changes to biome generation in 1.18. 
Please expand the article to include this information. Further details may exist on the talk page.

Views of different biomes.

A biome is a region in a world with distinct geographical features, flora, temperatures, humidity ratings, and sky, water, grass and foliage colors. Biomes separate every generated world into different environments, such as forests, deserts and taigas.

Temperature[]

Biomes have a temperature value that determines if the water freezes or if it snows or rains. The required temperature values for snow and rain are less than 0.15 for snow and above 0.15 for rain. The temperature drops 0.00166666... units (1600) per meter above the default sea level (Y=64), but does not change below sea level. 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, sugar cane. Blocks such as mossy cobblestone, mossy stone bricks, moss, dripleaves, glow berries and the stems of flowers are not affected by biome coloration[1]. The water color is affected by biome coloration but it's not based on temperature and instead is set by a color code, and the water color of each biomes varies between versions. In Java Edition most biomes have a default water color with the exception of swamps and oceans while in Bedrock Edition most biomes have unique water colors.

A river running through an old-growth pine taiga.

These values can be used to determine the heights that snow generates at in different biomes. For example, windswept hills begin to generate snow at around y=120, due to their highland climate, as their temperature value is 0.2, the temperature affects only the transition from rain to snowfall. All the biomes in vanilla with a temperature above 0.95 (and by extent, all the dry biomes) are hardcoded to never have precipitation at any height or temperature. For example, savannas do not experience rain or snow due to their dryness. If a biome with a temperature above 0.95 is edited to allow precipitation through a data pack or mod, it simply behaves like a normal rainy biome.

A warm ocean biome with a coral reef visible.

Biomes are split into 5 categories based on their temperature: snowy, cold, temperate/lush, dry/warm and neutral.

Temperature and humidity indexes prepossessing biomes' placement since Minecraft 1.18.

They are almost always separated during terrain generation 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 plains).

Tint[]

Biome grass and foliage colors are selected from two 256×256 colormap images: grass.png and foliage.png. Both colormaps, shown to the right, can be found in assets\minecraft\textures\colormap. The grass.png colormap sets the colors for the grass block top and sides (along with other types of grass, such as grass, ferns, double tall grass, etc.). Meanwhile, the foliage.png colormap sets the colors for tree leaves (with the exception of azalea, 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, a 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 the biome color to select from the colormap. Treating the bottom-right corner of the colormap as Temperature = 0.0 and Rainfall = 0.0, 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, bringing 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 toward 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.

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

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.

Sky and fog[]

Sky color from left to right: warm, temperate, cold, snowy.

The sky colors are not directly determined by the temperature and rainfall values but instead are determined by a color code. However, the sky color that is set for each biome is mostly based on the temperature values, which means that warmer biomes have brighter skies and colder biomes have slightly purplish skies.

Generation[]

Paeonia (texture) TU1.png
This section describes content that exists only in outdated versions of Minecraft. 
This feature used to be in the game but has since been removed.
Gear (item).gif
This article is a work in progress. 
Please help in the expansion or creation of this article by expanding or improving it. The talk page may contain suggestions.
Note: * Rewrite this entire section to document how 1.18 generates its biomes.

Minecraft biomes are generated in layer stacks. These layers generate specific aspects of Minecraft biomes, such as scale, rivers, varieties and biome categories.

Earlier stages[]

Biome generation is initialized as a 1 to 4096 scale of ocean, with a few spots of landmasses scattered throughout. This map is then scaled and additional landmasses shuffled around to decrease the amount of ocean, twice, to reach a scale of 1 to 1024. Additional layers that decrease the amount of ocean are repeatedly applied until the ratio of land to ocean is about 50-50. Snowy biome categories are then assigned to a few spots of land, which is then shuffled around a final time to obtain a ratio of 33% ocean and 67% landmass.

At this stage of biome generation, the final climate zones are applied as follows. Areas of dry landmasses are assigned to be a normal biome if it borders a cold or frozen landmass. Areas of snowy landmasses are assigned to the cold temperature category if it borders a normal or dry temperature zone. 1 out of every 13 landmasses is then marked as "Special", which would be used to place some of the rarer biomes in later stages of biome generation. This map is then scaled twice, until a scale of 1 to 256. An additional layer is applied to create a more jagged coastline, creating areas of large islands and lakes around the coastline. 1 out of 100 areas of oceans are assigned as mushroom biomes and areas of ocean far from the coast converted into deep ocean.

The final areas of climate areas are as follows: 31% oceanic, which consists of 22% deep ocean and 9% ocean, 0.07% mushroom, 13% dry, 22% medium, 23% cold and 6% frozen. Areas of rare biomes make up 4% of the total area.

The biome generation is then split into 3 separate stacks.

Generation of biomes and biome variants[]

One stack of biome generation generates the actual biomes in-game. The biome categories generate the following biomes as follows. Some biomes are weighed more and as such generate more commonly, than other biomes. Snowy biomes have an unused rare biome variant and as such generate as normal snowy biomes.

  • Dry biome clusters: desert (3 times), savanna (2 times), plains
  • Rare dry biome clusters: 2/3 wooded badlands (0.9% of the final map)
  • Medium biome clusters: forest, dark forest, birch forest, windswept hills, swamp, plains
  • Rare medium biome clusters: jungle (1.5% of the final map)
  • Cold biome clusters: forest, windswept hills, taiga, plains
  • Rare cold biome clusters: old growth pine taiga (1.6% of the final map)
  • Frozen biome clusters: snowy plains (3 times), snowy taiga

Forest and windswept hills biomes can generate in both cold biome clusters in addition to normal temperature clusters. Plains biomes can generate in all temperature clusters except in frozen biomes.

Bamboo jungles overwrite certain areas of jungle biomes since Village and Pillage.

Additional areas of sunflower plains are generated separately to the modified biome stage of biome generation, covering 1/57 of normal plains biome.

The map is then scaled and the coastline made more jagged, then scaled again and beaches are generated. The generation of shorelines and beaches are as follows, this also adds a few additional biome edge biomes for jungles and badlands, without biome variants:

  • Beaches generate on all coastlines except the regular badlands biomes.
  • Stony shores generate on all coastlines.
  • Snowy beaches generate on the coastline of all frozen biomes.

This biome map is scaled two more times (scaled 4x) until a scale of 1 to 4. River generation is merged with the regular biomes, then ocean climate zones merged.

Generation of rivers[]

A layer stack for river noise generation is used as a random number generator to generate areas of hills and mutated biomes, which is scaled twice before applied to the biome stage of biome generation at scale 1 to 64. Since Update Aquatic, modified biomes conform to an entire biome or can border a river. A separate layer stack to generate rivers throughout is scaled 4 times, before it is merged with the rest of the generation at scale 1 to 4.

Rivers generate across all land biomes excluding areas of oceans. Frozen rivers replace rivers in regular snowy plains.

Once the ocean temperature stack and river generation stack is merged with the biome generation stack, a final layer is applied to make the biome scale 1:1, which is the final biome generation used in Minecraft.

Java Edition oceanic temperature generation[]

Ocean biomes generate their climate zones separately from land biome generation, to avoid changing existing Minecraft seeds/biome generation in its entirely. Ocean climate zones are initialized at a scale of 1 to 256, then scaled 6 times, before it is merged with the rest of the biome generation.

In Java Edition, ocean climate areas are done so Warm Oceans cannot border Frozen Oceans. One must go incrementally from Warm Oceans, to Lukewarm Oceans, regular Oceans, and Cold Oceans, before reaching Frozen Oceans.

If a Frozen Ocean or Frozen Deep Ocean borders a land biome, a regular Cold Ocean generates. If a Warm Ocean generates next to a land biome, a regular Lukewarm Ocean generates.

Other information[]

In Java Edition, the possible shapes of biomes can use only the first 24 bits of the 64-bit world seed, and biome shapes within a world seed can repeat beginning around 229 blocks from 0,0. Biome generation overflows at 231 blocks from 0,0. However, as biomes are generated in a zoomed out stage, before it is scaled upward, it technically means that biome generation could extend further out during earlier stages of biome generation as the integer overflow point is further out.

With Bedrock Edition using 32-bit seeds and a different world generation algorithm, there are few similarities between it and the 64-bit world generation. The positions of Mutated biomes, oceans (and islands), rare biomes (jungles, badlands, mushroom fields, old growth taiga), as well as specific biomes in cold, temperate, or dry biome clusters, bear some geographical relationship with the equivalent positive value seed of the 64-bit generation. The biome shapes deviate significantly. The specific generation of lush biomes and ocean variants is completely different on Bedrock.

List of Overworld climates[]

Biome Temperature Rainfall Type Grass color
Badlands
Wooded Badlands
Eroded Badlands
2.0 0.0 Dry Brown
Desert 2.0 0.0 Dry Olive green
Savanna 1.2 0.0 Dry Olive green
Windswept Savanna 1.1 0.0‌[JE only]

0.5‌[BE only]

Dry‌[JE only]

Temperate‌[BE only]

Olive green‌[JE only]

Lush green‌[BE only]

Savanna Plateau 1.0 0.0 Dry Olive green
Stony Peaks 1.0 0.3 Temperate Lime green
Jungle
Bamboo Jungle
0.95 0.9 Temperate Lush green
Sparse Jungle 0.95 0.8 Temperate Lush green
Mushroom Fields 0.9 1.0 Temperate Lush green
Plains
Sunflower Plains
Beach
0.8 0.4 Temperate Light green
Swamp 0.8 0.9‌[JE only]

0.5‌[BE only]

Temperate Brown or dark green
Dripstone Caves 0.8‌[JE only]

0.2‌[BE only]

0.4‌[JE only]

0.0‌[BE only]

Temperate‌[JE only]

Cold‌[BE only]

Light green‌[JE only]

Aquamarine‌[BE only]

Dark Forest 0.7 0.8 Temperate Dark green
Forest
Flower Forest
0.7 0.8 Temperate Green
Old Growth Birch Forest 0.6‌[JE only]

0.7‌[BE only]

0.6‌[JE only]

0.8‌[BE only]

Temperate Turquoise green
Birch Forest 0.6 0.6 Temperate Turquoise green
Lush Caves 0.5‌[JE only]

0.9‌[BE only]

0.5‌[JE only]

0.0‌[BE only]

Temperate‌[JE only]

Dry‌[BE only]

Turquoise green‌[JE only]

Lime green‌[BE only]

Cold Ocean
Deep Cold Ocean
Deep Frozen Ocean
Deep Lukewarm Ocean
Deep Ocean
Lukewarm Ocean
Ocean
River
Warm Ocean
0.5 0.5 Temperate Turquoise green
Meadow 0.5‌[JE only]

0.3‌[BE only]

0.8 Temperate‌[JE only]

Cold‌[BE only]

Aquamarine
Old Growth Pine Taiga 0.3 0.8 Cold Aquamarine
Taiga
Old Growth Spruce Taiga
0.25 0.8 Cold Aquamarine
Windswept Hills
Windswept Forest
Windswept Gravelly Hills
Stony Shore
0.2 0.3 Cold Aquamarine
Snowy Beach 0.05 0.3 Snowy Dull aqua
Snowy Plains
Ice Spikes
Frozen River
Frozen Ocean
0.0 0.5 Snowy Dull aqua
Grove -0.2 0.8 Snowy Dull aqua
Snowy Slopes -0.3 0.9 Snowy Dull aqua
Snowy Taiga -0.5 0.4 Snowy Dull aqua
Jagged Peaks
Frozen Peaks
-0.7 0.9 Snowy Dull aqua


Biome types[]

In Java Edition, currently, there are 50 Overworld biomes, 5 Nether biomes and 5 End biomes as well as one biome that is used only for a superflat preset, with a total of 61 different biomes. In Bedrock Edition, however, there are 48 Overworld biomes, 5 Nether biomes, 1 End biome, and 30 unused, with a total of 84. 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 7 temperature classes. The snowy biomes have their temperature listed in purple, cold in blue, temperate in green, arid in orange, the nether in red and the end in tan. The biomes of either neutral or unknown temperature have no temperature class. Temperatures are given at sea level.

Overworld[]

Snowy biomes[]

In these biomes, it always snows instead of rains and no matter the height; all sources of water exposed to the sky quickly freeze. The foliage and grass have a dull aqua green color.

Biome name Features Description Screenshot of biome

Snowy Plains

Temperature: 0.0 Rainfall: 0.5

Snow, Snowfall, Ice, Spruce trees, Igloos, Strays, White and some Black & White Rabbits, Polar Bears, Occasional Tall Grass, Villages, Pillager outposts

An expansive biome with a huge amount of snow layers. Sugar cane can generate in this biome, but can become uprooted when chunks load as the water sources freeze to ice. There are few spruce trees in this biome. No animal mobs other than rabbits and polar bears are able to spawn, however, it is one of the few biomes where strays appear, a hostile mob similar to skeletons, except they shoot arrows of slowness. In Bedrock Edition, this biome doesn't spawn monsters other than strays and skeletons, but spawners can still spawn monsters. Due to the biome's size and scarcity of wood and animals, initial survival becomes difficult in comparison to other biomes. This is one of two biomes where igloos naturally generate. Villages and pillager outposts may also generate here.

Snowy Plains


Ice Spikes

Temperature: 0.0 Rainfall: 0.5

Packed Ice, Ice, Snow, Snowfall, Snow Blocks, Strays, White and some Black & White Rabbits, Polar Bears, Ice Spikes, Ice Patches

A rare variation of the Snowy Plains biome that features large spikes and glaciers of packed ice. Usually, the spikes are 10 to 20 blocks tall, but some long, thin spikes can reach over 50 blocks in height. The floor in this biome is entirely covered in snow blocks instead of grass and ice paths made of packed ice can generate on it. Like the regular snowy tundra, no animal mobs other than rabbits and polar bears are able to spawn and strays appear at night.

Ice Spikes


Snowy Taiga

Temperature: -0.5 Rainfall: 0.4

Snow, Snowfall, Ice, Spruce Trees, Flowers, Wolves, White and some Black & White Rabbits, Foxes, Igloos, Villages[Bedrock Edition only], Pillager outposts, Sweet berry bushes

Much like the regular Taiga, the "Snowy Taiga" has large expanses of spruce trees, ferns, and their taller variants, generate here commonly, although grass can still be found. It is one of the few places where wolves and foxes spawn naturally. One may also find an igloo nestled between the trees from a more or less flat terrain, making it one of two biomes where igloos naturally generate. Villages‌[BE only] and outposts‌[BE only] may also generate here. Villages use the same architecture as taiga villages but the villagers wear snowy biome outfits.

Snowy Taiga


Snowy Beach

Temperature: 0.05 Rainfall: 0.3

Sand, Snow, Snowfall, Ice, Buried Treasure, Shipwreck, rabbit

Like a regular beach, one can find plenty of sand in this biome and buried treasure can be found underground in this snowy beach. However, sand is covered in a layer of snow. Snowy beaches are found when a snowy biome borders a frozen ocean biome. No passive mobs other than rabbits spawn in this biome.

Snowy Beach


Grove

Temperature: -0.2 Rainfall: 0.8

Snow, Powdered Snow, Snow Block, Dirt, Spruce Log, Spruce Leaves, Emerald Ore, Infested Stone, Infested Deepslate

The grove creates a forest of spruce trees beneath the mountain peaks when near a forested biome. It is quite reminiscent of the snowy taiga but the surface is covered with snow layers, snow blocks, dirt and a lot of powder snow instead of grass blocks. Rabbits, wolves and foxes can spawn in this biome.

Grove


Snowy Slopes

Temperature: -0.3 Rainfall: 0.9

Snow, Powdered Snow, Snow Block, Stone, Emerald Ore, Infested Stone, Infested Deepslate

The snowy slopes generate on beneath the mountain peaks and are covered multiple layers of snow blocks and powder snow, with some sides also having stone cliffs. Goats spawn in this biome alongside rabbits. This is the only mountain biome where igloos can generate.

Snowy Slopes


Jagged Peaks

Temperature: -0.7 Rainfall: 0.9

Snow, Snow Block, Stone, Ice, Emerald Ore, Infested Stone, Infested Deepslate

One of the three biomes that generate in the peaks of a mountain. This biome is found in taller and more jagged and pointy peaks that often pass the clouds and can peak at y=256. It is covered by a single layer of snow blocks with stone underneath often exposing ores such as coal, iron and emerald, and just like the snowy slopes, stone cliffs can generate in some sides of the mountain. Only goats spawn in this biome.

Jagged Peaks


Frozen Peaks

Temperature: -0.7 Rainfall: 0.9

Snow, Snow Block, Stone, Ice, Packed Ice, Emerald Ore, Infested Stone, Infested Deepslate

The frozen peaks are covered by snow blocks and packed ice with occasional small blobs of ice. Only goats can spawn in this biome. This biome usually generates in smoother and less jagged mountains compared to the jagged peaks biome.

Frozen Peaks

Cold biomes[]

In these biomes, it begins to snow above y=120 in windswept hills and stony shore, above y=160 in taiga and old growth spruce taiga, and above y=200 in old growth pine taiga. Otherwise, it rains. Foliage and grass are turquoise green in thsese biomes.

Biome name Features Description Screenshot

Windswept Hills

Temperature: 0.2 Rainfall: 0.3

Oak Trees[JE only], Spruce Trees[JE only], Gravel, Flowers, Emerald Ore, Infested Stone, Llamas

A highland biome with some steep hilltops. Cliffs, peaks, valleys, waterfalls, overhangs, floating islands, caverns and many other terrain features exist here, offering outstanding views. This is one of the few biomes where llamas can spawn naturally. Snowfall also occurs above certain heights up the mountain, thus creating snow layers on the top of the hills. Falling is a significant risk, as there are many steep ledges large enough to cause severe fall damage or even death. Windswept hills are one of a few biomes where emerald ore and infested stone can be found naturally. Trees cannot generate here In Bedrock and Education editions

Windswept Hills

Windswept Gravelly Hills

Temperature: 0.2 Rainfall: 0.3

Spruce Trees[JE only], Oak Trees[JE only], Gravel, Llama, Emerald ore, Infested stone, Snow

The windswept gravelly hills are mostly covered in gravel with occasional patches of grass and stone blocks. Due to the low amount of grass, the population of spruce and oak trees in this biome is sparse.[verify]

Windswept Gravelly Hills

Windswept Forest

Temperature: 0.2 Rainfall: 0.3

Stone, Dirt, Llama, Emerald ore, Infested stone, Spruce Trees, Oak Trees

This biome is found when the windswept hills are located next to forested biomes. It doesn't generate stone patches so the floor is entirely covered by grass and there are more spruce and oak trees in this biome, forming small forests with a lower tree density than the taiga biome.

Windswept Forest


Taiga

Temperature: 0.25 Rainfall: 0.8

Spruce Trees, Flowers, Fern, Wolves, Brown, salt & pepper and black rabbits, Villages, Pillager outposts, Foxes, Sweet berry bushes,

A biome covered by a forest of spruce trees. Ferns, large ferns and berry bushes grow commonly on the forest floor. One can find packs of wolves here, along with small groups of foxes or rabbits. Villages may generate in this biome; the houses in these villages are built of spruce wood. Pillager outposts may also generate in this biome.

Taiga

Old Growth Pine Taiga

Temperature: 0.3 Rainfall: 0.8

Spruce Trees, Podzol, Ferns, Wolves, Brown, salt & pepper and black rabbits[JE only], Foxes, Mossy Cobblestone, Mushrooms, Dirt, Coarse Dirt, Dead Bush

The Old Growth Pine Taiga is a cold biome composed of spruce trees, much like the standard Taiga biome. However, some trees are 2×2 thick and taller than normal, akin to large jungle trees. Mossy cobblestone boulders appear frequently, mushrooms are common, and podzol can be found on the forest floor. There are also patches of coarse dirt that do not grow grass, with some dead bushes. Wolves and foxes may also spawn here, as they do in normal Taiga biomes. Rabbits may also spawn here in Java Edition.

Old Growth Pine Taiga

Old Growth Spruce Taiga

Temperature: 0.25 Rainfall: 0.8

Spruce Trees, Podzol, Ferns, Grass, Foxes, Wolf, Mossy Cobblestone, Mushrooms, Dirt

At first glance, this biome may look almost exactly the same as its pine tree counterpart. However, the most striking feature of this biome is its giant spruce trees, which are essentially a scaled-up version of regular spruce trees. One can easily differentiate this from a old growth pine taiga by observing how the leaves almost completely cover the tree trunks, whereas in pine ones, leaves tend to cover only the top.

Old Growth Spruce Taiga

Stony Shore

Temperature: 0.2 Rainfall: 0.3

Stone, Gravel, Water, Buried Treasure

True to its name, this stone-covered biome often appears where mountains meet the ocean. Depending on the height of the nearby land, Stony Shores may generate as medium slopes or huge cliffs, its tops tall enough to be covered by snow even when near warmer biomes. No passive mobs spawn here. Buried treasure can generate here‌[BE only]. Strips of gravel can sometimes be found here.

Stony Shore

Temperate biomes[]

In these verdant biomes, it begins snowing over the 256 block height limit[verify], meaning snow does not generate naturally. Otherwise, it rains. The foliage and grass colors vary a lot in these biomes, with rivers and birch forests having a more dull shade of green, forests have a more vibrant shade of green, plains have a lighter shade of green, jungles and mushroom fields have a very lush shade of green and swamps and dark forests have unique dark shades of green.

Biome name Features Description Screenshot

Plains

Temperature: 0.8 Rainfall: 0.4

Tall Grass, Grass, Flowers, Villages, Horses, Donkeys, Pillager outposts, Oak Trees, Bee Nests

A flat and grassy biome with rolling hills and few oak trees. Villages are common. Cave openings, lava lakes and waterfalls are easily identifiable due to the flat unobstructed terrain. Farm mobs are easily found in Plains biomes; this biome and its variants are also one of the few biomes where horses spawn naturally. Pillager outposts may also be generated.

Plains


Sunflower Plains

Temperature: 0.8 Rainfall: 0.4

Grass, Sunflowers, Flowers, Donkeys, Villages[BE only], Pillager Outposts[BE only], Horses, Oak Trees, Bee Nests

A fairly uncommon variation of the plains, this biome is the only place where sunflowers naturally generate, hence the name. They grow in abundance, making yellow dye a widely available resource.

Sunflower Plains


Forest

Temperature: 0.7 Rainfall: 0.8

Oak and Birch Trees, Flowers, Wolves, Bee nests, Mushrooms

A very common biome with a lot of oak and birch trees and a fair amount of tall grass, mushrooms and flowers. This is one of the most preferred biomes to start out in, due to the abundance of wood. Like in taigas, wolves are found.

Forest


Flower Forest

Temperature: 0.7 Rainfall: 0.8

Flowers, Trees, Brown, salt & pepper and black rabbits, Bee Nests

This forest variant has fewer trees, but more than makes up for it - it is almost overflowing with nearly every type of flower and tall plant in the game, several of which grow only in this biome. Therefore, this biome is optimal for harvesting and farming dyes. Wolves do not spawn in the flower forest, although rabbits spawn occasionally.

Flower Forest


Birch Forest

Temperature: 0.6 Rainfall: 0.6

Birch Trees, Flowers, Bee nests

A forest where the grass is aqua and only birch trees generate. Unlike in the regular Forest, no wolves spawn in this forest.

Birch Forest


Old Growth Birch Forest

Temperature: 0.6[Java Edition only] 0.7[Bedrock Edition only] Rainfall: 0.6[Java Edition only] 0.8[Bedrock Edition only]

Tall Birch Trees, Flowers, Bee nests

Birch trees grow much taller than usual in this uncommon variant of the Birch Forest biome. Whereas normal birch trees grow up to 7 blocks tall, these trees usually are 11 blocks in height. This makes deforestation a much more difficult task, although it provides the player with far more resources.

Old Growth Birch Forest


Dark Forest

Temperature: 0.7 Rainfall: 0.8

Dark Oak trees, Huge Mushrooms, Mushrooms, Rose Bushes, Woodland Mansions

This biome is mainly composed of dark oak trees, a mostly closed roof of leaves, and occasional large mushrooms. Trees in this forest are so packed together, that it's dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may spawn, making the dark forest the only biome in which woodland mansions can be found.

Dark Forest


Swamp

Temperature: 0.8 Rainfall: 0.9[Java Edition only] 0.5[Bedrock Edition only]

Swamp Huts, Oak trees, Grass, Vines, Lily Pads, Clay, Mushrooms, Slimes, Huge Mushrooms[Bedrock Edition only], Fossils, Seagrass

A biome characterized by a mix of flat areas around sea level and shallow pools of green water with floating lily pads. Clay, sand, and dirt are commonly found at the bottom of these pools. Trees are covered with vines and can be found growing out from the water. Mushrooms and sugar canes are abundant. Swamp Huts with a black cat and a witch generate exclusively in swamps. Slimes also spawn naturally at night, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, making this an especially dangerous biome at night. Temperature varies within the biome, causing foliage and grass colors to vary.

In Bedrock Edition, huge mushrooms also spawn in this biome. Visibility is also lower when the player is underwater.

Swamp

Swamp in Bedrock Edition


Jungle

Temperature: 0.95 Rainfall: 0.9

Jungle trees, Oak trees, Jungle Pyramids, Ferns, Melons, Flowers, Vines, Cocoa, Ocelots, Parrots, Bamboo, Pandas

A very densely forested biome. It features ferns and large jungle trees that can reach up to 31 blocks tall with 2×2 thick trunks. Oak trees are also common though. The landscape is lush green, leaves cover much of the forest floor—these "bush trees" have single-blocks of jungle wood for trunks, surrounded by oak or jungle leaves. Vines are found alongside most blocks and may cover the surface of caves. Ocelots, pyramids, melons, cocoa, pandas and parrots exclusively generate in this biome. Melons generate in patches, similar to pumpkins, but are common.

Jungle

Sparse Jungle

Temperature: 0.95 Rainfall: 0.8

Jungle trees, Oak trees, Ferns, Melons, Flowers, Vines, Cocoa, Ocelots, Parrots, Bamboo, Pandas[BE only]

In stark contrast to the wild and overgrown vegetation of the jungle biomes, the sparse jungle consists of a few small and isolated jungle trees, with patches of melons here and there. The terrain in which this biome can generate is often flat, with some small rises in elevation. All mobs that spawn in the Jungle, including parrots, ocelots, and pandas‌[Bedrock Edition only], also spawn in the sparse jungle.

Sparse Jungle


Bamboo Jungle

Temperature: 0.95 Rainfall: 0.9

Jungle trees, Oak trees, Podzols, Vines, Ocelots[BE only], Jungle Pyramids[Java Edition only], Melons, Parrots, Bamboo, Pandas

The terrain in this biome is covered by grass with some patches of podzol. Unlike the normal Jungle, bushes still generate but do not cover the floor. Additionally, large jungle trees can generate only here, along with large or balloon oak trees. The density of trees in this biome is much less compared to jungle edge, but massive amounts of bamboo shoots generate covering this biome. Jungle exclusive mobs such as ocelots and parrots can spawn in here. Panda exclusively spawn in this biome‌[Java Edition only] or have a much higher spawn rate than in regular jungle.‌[Bedrock Edition only] Jungle pyramids can also generate.‌[Java Edition only]

Bamboo Jungle


Beach

Temperature: 0.8 Rainfall: 0.4

Sand, Gravel, Water, Sugar Cane, Turtles, Buried Treasure, Shipwreck

Generated where oceans meet other biomes, beaches are primarily composed of sand. Beaches penetrate the landscape, removing the original blocks and placing in sand blocks. These are also useful for fishing. Passive mobs other than turtles do not spawn on beaches.

Beach


Mushroom Fields

Temperature: 0.9 Rainfall: 1.0

Mushrooms, Huge Mushrooms, Mycelium, Mooshrooms

This rare biome consists of a mostly flat island and has mycelium instead of grass as its surface. However, any grass placed appears in a bright green color, even brighter than in the Jungle. Mushroom fields are always adjacent to a deep ocean and are isolated from other biomes, and they are typically a few hundred blocks wide. It is one of the few biomes where huge mushrooms can generate naturally, and where mushrooms can grow in full sunlight.

No mobs other than mooshrooms spawn naturally in this biome, including the usual night-time hostile mobs. This also applies to caves, mineshafts, and other dark structures, meaning exploring underground is safe. However, mob spawners still spawn mobs, wandering traders along with their llamas can spawn, raids can still spawn illagers, the player can still breed animals and spawn mobs using spawn eggs, and insomnia still attracts phantoms.

Mushroom Fields


Meadow

Temperature: 0.5[Java Edition only] 0.3[Bedrock Edition only] Rainfall: 0.8

Tall Grass, Grass, Flowers, Villages, Horses, Donkeys, Pillager outposts, Oak Trees, Bee Nests

The meadow is an elevated grassy biome found in plateaus near mountain ranges. It is filled with patches of flowers and turquoise-green grass and tall grass. All small flowers generate except blue orchids, tulips, lilies of the valley or wither roses. Rarely, a lone oak or birch tree can generate and always has a bee nest. Both pillager outposts and plains villages can generate in this biome. Sheep, donkeys and rabbits are the only passive mobs that spawn in this biome

Meadows


Stony Peaks

Temperature: 1.0 Rainfall: 0.3

Stone, Andesite, Calcite, Granite, Gravel, Emerald Ore, Infested Stone, Infested Deepslate

The stony peaks are a warmer variation of peak biomes that generates in warmer regions to avoid temperature clashes. It is mainly covered by stone with large strips of calcite and exposed ores. No passive mobs spawn here and there's no snow in this biome.

Stony Peaks

Warm biomes[]

"Plateau" redirects here. For the Minecraft Dungeons location, see MCD:Panda Plateau.

In these biomes, it neither rains nor snows at all, but the sky still turns overcast during inclement weather. The foliage and grass is an olive tone, except badlands biomes, which have brown grass and the sky color is much brighter specially in deserts and badlands. Additionally, a snow golem spawned or brought into one of these biomes melts (takes heat damage) unless it has the Fire Resistance effect.

Biome name Features Description Screenshot

Desert

Temperature: 2.0 Rainfall: 0.0

Sand, Cacti, Dead Bushes, Sandstone, Sugar Cane, Desert wells, Desert Pyramids, Desert Villages, Pillager Outposts, Gold Rabbits, Fossils, Husk

A barren and inhospitable biome consisting mostly of sand dunes, dead bushes, and cacti. Sandstone, and sometimes fossils, are found underneath the sand. The only passive mobs that spawn naturally in deserts are gold/creamy rabbits, their coloring well-camouflaged against the sand. At night, husks usually spawn in the place of normal zombies; the lack of visual obstruction makes hostile mobs highly visible. Sugar cane can be found if the desert is next to a river biome. Desert villages, desert wells, and desert pyramids are found exclusively in this biome. Pillager outposts can also generate here.

Desert



Savanna

Temperature: 1.2 Rainfall: 0.0

Acacia Trees, Tall Grass, Savanna Villages, Horses, Cows, Pillager Outposts, Sheep, Llamas

A relatively flat and dry biome with a dull-brown grass color and acacia trees scattered around the biome, though oak trees may generate now and then. Tall grass covers the landscape. Villages can generate in this biome, constructed of acacia wood, with some colored terracotta. Pillager outposts can also generate here. Both horses and llamas[BE only] can naturally spawn here.

Savanna


Savanna Plateau

Temperature: 1.0 Rainfall: 0.0

Acacia Trees, Tall Grass, Savanna Villages, Horses, Cows, Pillager Outposts, Sheep, Llamas, Donkeys

Savanna plateau biomes generate when a savanna biome generates at high altitudes and near mountains. It is mostly indistinguishable from the standard savanna with the main differences being the fact that llamas can spawn and villages can't generate

Savanna Plateau

Windswept Savanna

Temperature: 1.1 Rainfall: 0.0[Java Edition only] 0.5[Bedrock Edition only]

Acacia Trees, Oak Trees, Coarse Dirt, Tall Grass, Llama

Unlike the mostly flat and calm terrain of the savanna biome, this uncommon variant generates in very chaotic terrain covered in gigantic mountains covered in coarse dirt and some patch of stone. The mountains in the windswept savanna biome are extremely steep, jutting out at 90-degree angles, making it almost impossible to climb. Ocean-like lakes also generate here. On top of that, they can reach heights comparable to the mountain peak biomes - they can rise above the clouds. Massive waterfalls and lavafalls are quite common here. The unforgiving terrain means villages and outposts do not generate in this biome. Surprisingly, llamas can naturally spawn here‌[Bedrock Edition only]. In Bedrock Edition, shattered savannas are considered a temperate/lush biome, making foliage a vibrant green color and allowing rain to occur in them.[2]

Windswept Savanna


Badlands

Temperature: 2.0 Rainfall: 0.0

Dead Bushes, Terracotta, Red Sand, Cacti, Red Sandstone[JE only], Above ground mineshafts, Gold ore

An uncommon biome where large mounds of terracotta and stained terracotta generate. Red sand also generates here instead of regular sand, with occasional cacti and dead bushes. This biome is usually found alongside desert biomes and it can generate in mountainous terrain. No passive mobs spawn in this biome, even if all other spawning conditions are met. Mineshafts generate at a higher altitude than normal - occasionally a player may come across a mineshaft jutting out of the Badlands. Gold ore also occurs more frequently, because additional blobs can generate within badlands up to y=256. The composition of this biome is useful when other sources of terracotta and gold are scarce.


Badlands

Wooded Badlands

Temperature: 2.0 Rainfall: 0.0

Oak trees, Dead Bushes, Coarse Dirt, Dirt, Terracotta

The wooded badlands has layers of coarse dirt and forests of oak trees that generate atop the badlands in humid areas. The color of the grass and leaves is a dull green-brown hue, giving it a dried and dead appearance. These trees are a rare source of wood when living in the otherwise barren and lifeless badlands.

Wooded Badlands


Eroded Badlands

Temperature: 2.0 Rainfall: 0.0

Red Sand, Cactus, Red Sandstone[JE only], Dead Bushes, Terracotta, Above ground mineshaft, Gold ore

This rare variant generates unique terrain features that are similar to the structures in Utah's Bryce Canyon. Tall and narrow spires of colorful terracotta rise out of the floor of the canyon, which like all other badlands variants, is covered in red sand.

Eroded Badlands

Aquatic biomes[]

These biomes are used for the generation of bodies of water such as rivers and oceans. 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. Underwater cave entrances can be found frequently at the bottom of the ocean.

Biome name Features Description Screenshot

River

Temperature: 0.5 Rainfall: 0.5

Water, Sand, Clay, Sugar Cane, Seagrass, Salmon, Squid, Drowned

A biome that consists of water blocks that form an elongated, curving shape similar to a real river. Unlike real rivers, however, they have no current. Rivers cut through terrain or separate the main biomes. They attempt to join up with Ocean biomes, but sometimes loop around to the same area of ocean. Rarely, they can have no connection to an ocean, instead of forming a loop. The grass has a dull aqua tone, much like the ocean, and trace amounts of oak trees tend to generate there as well. Rivers are also a reliable source of clay. These biomes are good for fishing, but drowned can spawn at night. Mobs other than salmon, squid and drowned cannot spawn in this biome, even underground, except in a spawner‌[BE only].

River


Frozen River

Temperature: 0.0 Rainfall: 0.5

Ice, Water, Sand, Clay, Seagrass, Rabbit, Polar Bear, Salmon, Drowned, Stray

A river with a layer of ice covering its surface. It generates when a river goes through snowy biomes. Salmon spawn underwater while rabbits and polar bears spawn on ice. At night, Drowned can spawn below the ice with Strays on the surface. No other monsters can spawn here, even underground, except in a spawner‌[BE only].

Frozen River


Warm Ocean

Temperature: 0.5 Rainfall: 0.5

Dolphins
Pufferfish, Squid, Tropical fish, Warm underwater ruins, Coral reef, Coral Blocks, Corals, Coral Fans, Sand, Sea Pickles, Seagrass, shipwrecks, Andesite[BE only], Granite[BE only], Diorite[BE only], Dead Coral Fans[BE only], Dead Coral Blocks[BE only], Magma Blocks

A variant of the Ocean biome, with light teal water at the surface. Like the Lukewarm Ocean, it has a floor made of sand, and like all oceans, it is populated with seagrass. Unlike other ocean biomes, Warm Oceans allow for the generation of coral reefs and sea pickles. Kelp cannot spawn here.

Warm Ocean


Lukewarm Ocean

Temperature: 0.5 Rainfall: 0.5

Dolphins, Pufferfish[JE only], Tropical fishes[JE only], Squid, Salmon[BE only] Cod, warm underwater ruins, Sand, Dirt, Clay, Drowned, Kelp, Seagrass, Shipwrecks, Magma blocks

A variant of the Ocean biome, with light blue water at the surface. Its floor is made of sand with the occasional dirt or clay, kelp and seagrass spawn here. Unlike the Warm Ocean biome, cod and salmon‌[BE only] can spawn here. Coral cannot spawn here

Lukewarm Ocean


Deep Lukewarm Ocean

Temperature: 0.5 Rainfall: 0.5

Dolphins, Pufferfish[JE only], Tropical fishes[JE only], Salmon[BE only] Cod, warm underwater ruins, Sand, Dirt, Clay, Drowned, Squid, Kelp, Seagrass, Ocean monuments, Guardians, Elder guardians, shipwrecks, Magma Blocks

Similar to the Lukewarm Ocean biome, but twice as deep. Because they are a Deep Ocean variant, they can generate ocean monuments, resulting in the spawning of guardians, elder guardians, prismarine, and sponges.

Deep Lukewarm Ocean


Ocean

Temperature: 0.5 Rainfall: 0.5

Water, Gravel, Squid, Sand, Seagrass, Kelp, Shipwreck, Cold Underwater ruins, Cod, Salmon[BE only], Drowned, Magma block

The basic Ocean biome. Like its colder variants, its floor is made up of gravel. Sea grass, kelp, cod and salmon‌[Bedrock Edition only] can spawn here.

Ocean


Deep Ocean

Temperature: 0.5 Rainfall: 0.5

Water, Gravel, Clay, Squid, Guardians, Elder Guardians, Ocean monuments, Shipwreck, Cold underwater ruins, Kelp, Seagrass, Cod, Salmon, Drowned, Magma Block

A variant of the Ocean biome. In Deep Ocean biomes, the ocean can exceed 30 blocks in depth, making it twice as deep as the normal ocean. The ground is mainly covered with gravel. Ocean monuments generate in deep oceans, meaning guardian and elder guardian can spawn here. Underwater ravines often generate here, with the top layer of lava being replaced by magma blocks that create bubble columns.

Deep Ocean


Cold Ocean

Temperature: 0.5 Rainfall: 0.5

Cod, Salmon, Cold underwater ruins, Gravel, Kelp, Seagrass, Dirt, Sand, shipwreck, magma blocks, squid, Drowned

A variant of the Ocean biome, with dark blue water at the surface. Like regular Oceans and Frozen Oceans, its floor is made up of gravel, though occasional patches of dirt can be found. Salmon are able to spawn in Cold Ocean biomes.

Cold Ocean


Deep Cold Ocean

Temperature: 0.5 Rainfall: 0.5

Cod, Salmon, Cold underwater ruins, Gravel, Kelp, Seagrass, Dirt, Sand, Ocean monuments, Guardians, Elder guardians, shipwrecks, Drowned, Squid

Similar to the Cold Ocean biome, but twice as deep. Like other Deep Oceans, ocean monuments are able to generate here, which contain guardians, elder guardians, prismarine, and sponges.

Deep Cold Ocean


Frozen Ocean

Temperature: 0.0 Rainfall: 0.5

Ice, Packed Ice, Blue Ice, Water, Gravel, Clay, Squid, Sand, Cod[BE only], Drowned, Salmon, Iceberg, Shipwreck, Cold underwater ruins, Stray, Polar Bear, Rabbit

A variant of the Ocean biome with dark indigo water at the surface. Like the Cold Ocean, it has a gravel seabed and squid swimming about. However, the water's surface is frequently broken up by patches of ice and large icebergs, consisting of packed ice and, occasionally, blue ice. Strays and polar bears can spawn here, but dolphins do not.

Frozen Ocean


Deep Frozen Ocean

Temperature: 0.5 Rainfall: 0.5

Salmon, cold underwater ruins, Gravel, Ice[BE only], Packed Ice, Blue Ice, Ocean monuments, Guardians, Elder guardians, iceberg, shipwreck, polar bear, stray, rabbit, cod[BE only], drowned, squid

Like the frozen ocean biome, the only fish that spawn here are salmon and cod,‌[BE only] and the floor consists of gravel. The frozen deep ocean biome also contains ocean monuments and a deeper floor than normal oceans, like other deep oceans. Frequent floating icebergs with blue ice generate here. Polar bears, rabbits, and strays can also spawn here, but dolphins do not.

Deep Frozen Ocean

Cave biomes[]

These biomes generates inside caves. Their placement are 3D, compared to other Overworld biomes, which use 2D. They're mostly found underground but can sometimes leak out of cave entrances at any height.

Biome name Features Description Screenshot

Dripstone Caves

Temperature: 0.8[Java Edition only] 0.2[Bedrock Edition only] Rainfall: 0.4[Java Edition only] 0.0[Bedrock Edition only]

Dripstone blocks, Pointed Dripstone, Stone, Copper Ore, Drowned

These are caves filled with dripstone blocks and pointed dripstone both hanging as stalactites and growing from the ground as stalagmites and small water wells of 1 × 1 in the ground. Large dripstone clusters structures generate occasionally inside these caves. Copper ore blobs found in this biome are much bigger compared to other biomes. Drowned are able to spawn in aquifers.

Dripstone Caves


Lush Caves

Temperature: 0.5[Java Edition only] 0.9[Bedrock Edition only] Rainfall: 0.5[Java Edition only] 0.0[Bedrock Edition only]

Moss Blocks, Moss Carpets, Stone, Vines, Glow Berries, Spore Blossoms, Grass, Azalea, Azalea trees, Rooted Dirt, Clay, Dripleaf, Axolotls, Tropical Fish

As the name suggests, these caves are very lush and covered by moss, moss carpets, grass and azalea bushes on the floors. On the ceiling, vines and cave vines with glow berries grow down and light up the caves, and spore blossoms grow from the ceiling and spore particles. There are also shallow lakes with clay where dripleaf plants grow out of them and axolotls spawn, making this the only biome where they can spawn. Tropical fish can also spawn inside the aquifers in a lush cave. Azalea trees will spawn above ground when there are lush caves underneath.

Lush Caves

Neutral biomes[]

Biome name Features Description Screenshot

The Void[Java Edition only]

Temperature: 0.5 Rainfall: 0.5

Stone, Cobblestone, Void

Can be accessed only through Buffet world selection or The Void superflat preset. In a Buffet world, the landscape consists of stone, as well as water and bedrock depending on the generator type. In The Void superflat preset, the world is empty except for a single structure: a 33×33 stone platform with a single block of cobblestone in the center. No mobs (passive or hostile) can spawn without spawn eggs, spawners, or commands. It doesn't rain in this biome.

The Void


The Nether[]

The Nether is considered a different dimension. It is a hellish place and all biomes in this dimension are dry and it is not possible to place water in these biomes, though ice can still be placed. Additionally, packed ice and blue ice never melt in the nether, as with the other non-freezing biomes.

Biome name Features Description Screenshot

Nether Wastes

8

Temperature: 2.0 Rainfall: 0.0

Netherrack, Glowstone, Soul Sand, Nether Quartz Ore, Ghasts, Blazes, Zombified Piglins, Nether Fortresses, Wither Skeletons, Lava, Magma cubes, Gravel, Magma Blocks, Bastion Remnants, Ruined Portals, Piglins,Nether Gold Ore

This is one of the biomes used to generate the Nether. Within this biome mobs such as ghasts, packs of piglins, zombified piglins and the occasional magma cubes and endermen spawn. Certain structures, such as Nether quartz ore and glowstone blobs, and Nether fortresses generate only in the Nether. Overworld structures) can still generate if the Nether is used in a superflat preset.

Nether Wastes, formerly called "Nether"

Temperature: 2.0

Netherrack, Glowstone, Soul Sand, Stone, Water, Lava, Gravel, Nether fortresses (when generated through Buffet mode)

Temperature: 2.0

Netherrack, Lava, Water, Gravel, Soul Sand, Zombified Piglin, Ghast, Magma Cube (when generated in overworld)‌[Bedrock Edition only]


Soul Sand Valley
Temperature: 2.0

Rainfall: 0.0

Soul Sand, Soul Soil, Soul Fire, Netherrack, Basalt in Basalt pillars, Bone Blocks in Nether fossils, Ghast, Skeleton, Endermen, Bastion Remnants, Ruined Portals

The soul sand valley is a large grotto that is extensive and cuts through the Nether's usual terrain. Notable features of the biome are exposed nether fossils in various shapes and sizes, large amounts of lava, blue fog, large spires made of basalt, soul fire, and the occasional Nether fortress or Bastion remnant. The biome itself consists of soul sand, basalt and soul soil.

This biome is extremely dangerous to traverse due to the combination of Ghasts and Skeletons spawning here and soul sand slowing down the player's movement speed, making it easy for a player to get overwhelmed by projectile attacks. In addition, igniting soul sand or soul soil (especially since Ghast fireballs start fires near impact point) can create soul fire, which does more damage/second than regular fire if players get caught in it. It is recommended to avoid this biome unless players have sufficient equipment/strategies to navigate the terrain. The Soul Speed enchantment is especially helpful for traveling through this biome.

Soul Sand Valley


Crimson Forest
Temperature: 2.0

Rainfall: 0.0

Crimson Nylium, Crimson Fungus, Warped Fungus, Crimson Roots, Glowstone, Weeping Vines, Huge Crimson Fungus, Nether Wart Blocks, Shroomlight, Hoglins, Piglins, Zombified Piglins, Bastion Remnants, Ruined Portals

The Crimson Forest is a “red” crimson-themed biome, with warped and crimson fungus as well as huge crimson fungus scattered around the environment.

There are huge fungus structures that contain weeping vines hanging off them and may also have a few blocks of shroomlight. The floor of the biome is covered in crimson nylium, with crimson roots growing. Occasional patches of netherrack and red nether wart blocks are found scattered throughout the biome. In the ceiling, apart from glowstone clusters, there are sparse nether wart block stalactites with vines growing.

Piglins, zombified piglins and hoglins naturally spawn in this biome. As long as players equip at least one piece of gold armor, piglins should not cause any trouble. Hoglins can also be repelled by staying close to warped fungus. However, without these countermeasures, this biome can be fairly hostile to navigate. Nevertheless, the abundance of hoglins in this biome makes it a great source of food in the Nether, and the high population of piglins makes this biome an ideal location to barter with them.

Crimson Forest


Warped Forest
Temperature: 2.0

Rainfall: 0.0

Warped Nylium, Crimson Fungus, Warped Fungus, Warped Roots, Nether Sprouts, Huge Warped Fungus, Warped Wart Blocks, Shroomlight, Enderman, Bastion Remnants, Ruined Portals

The warped forest is a dense, “cyan” warped-themed biome, with warped and crimson fungus as well as huge warped fungus scattered around.

The huge fungus structures may have a few blocks of shroomlight scattered around them. The floor of the biome is covered in warped nylium, with warped roots and nether sprouts growing. Occasional patches of raw netherrack and warped wart blocks can be found scattered throughout the biome.

Apart from striders, endermen are the only mobs that spawn in this biome, making the warped forest an ideal location to collect ender pearls to access the End. This biome is also a relatively safe place to reside in the Nether, due to the fact that no hostile mobs spawn here. However, do note that other hostile mobs can still spawn from bastion remnants that generate here, as well as from Nether fortresses that have cut into a warped forest after generating in another biome.

Warped Forest


Basalt Deltas
Temperature: 2.0

Rainfall: 0.0

Basalt, blackstone, netherrack, lava, magma cubes, striders, ghasts, ruined portals

A gray biome, the basalt deltas are said to be the remnant of ancient volcanic eruptions.

The ground consists of basalt and blackstone blocks, with small patches of netherrack and pools of lava. The shape of the terrain is chaotic and uneven, making it somewhat difficult to traverse and build on. Unlike the other biomes in the Nether, bastion remnants do not generate in basalt deltas. When this biome borders a lava ocean, clusters of basalt form near the coast.

Magma cubes have a high spawn rate in this biome, making the basalt deltas the best place to farm magma cream. This biome also contains a much higher abundance of blackstone compared to other Nether biomes.

Basalt Deltas

The End[]

The End is considered a different dimension.

Biome name Features Description Screenshot

The End

Temperature: 0.5 Rainfall: 0.5

End Stone, Endermen, Obsidian, End Crystals, Ender Dragon, End gateway portal, Void

This biome is used to generate the circle of radius 1000 centered at the 0,0 coordinates in the End. The End central island is generated at the center of this circle, and it's surrounded by a complete vacuum all the way to the edge of the biome. Most of the End features are exclusive to that island, including the ender dragon, the obsidian pillars, the End crystals, the 5x5 spawn platform, the exit portal and the 20 central End gateways. Large amounts of endermen spawn in this biome. It does not rain or snow in this biome unlike the other low-temperature biomes. The outer islands in the End can be accessed using the End gateway portal after the ender dragon has been defeated. If the biome is used for a superflat world, the sky appears nearly black and an ender dragon spawns at the 0,0 coordinates in the Overworld. Only endermen spawn at night.

The End


Small End Islands

Temperature: 0.5 Rainfall: 0.5

End stone, Endermen, End gateway portals, Void

Generates as part of the outer islands of the End. This biome represents the empty expanse between the larger islands, populated by the smaller, circular islands.

Small End Islands


End Midlands

Temperature: 0.5 Rainfall: 0.5

End stone, Endermen, End gateway portals, End Cities, Shulkers

Generates as part of the outer islands of the End. This biome represents the gradual slope from the hilltops of each island down to the cliffs around the edge. End cities generate here, but chorus trees do not.

End Midlands


End Highlands

Temperature: 0.5 Rainfall: 0.5

End Stone, Endermen, Chorus Plants, End Cities, Shulkers, End gateway portals

Generates as part of the outer islands of the End. This biome represents the hilltops of each island, and is the only biome in the End where both chorus trees and end cities generate.

End Highlands


End Barrens

Temperature: 0.5 Rainfall: 0.5

End stone, Endermen, End gateway portals

Generates as part of the outer islands of the End. This biome represents the outer rims of each island, with steep cliffs below the edge. Neither end cities nor chorus trees generate in this biome.

End Barrens

Unused biomes[]

Information icon.svg
This feature is exclusive to Bedrock Edition. 
Main article: Unused features
Main article: Biome/Before 1.18

These biomes don't generate in default worlds. They have been completely removed from the game in Java Edition.

Biome name Features Description Screenshot

Legacy Frozen Ocean

Temperature: 0.0

Polar Bears, Salmon, Cod, Strays, Cold underwater ruins, Gravel, Seagrass, kelp, Snowy Rabbits, Ice, shipwrecks

Similar to the Frozen Ocean biome, but without icebergs, it is completely flat. Because they are a Frozen Ocean variant, they can spawn polar bears and strays, but not dolphins. Unlike the regular frozen ocean, polar bears, drowned, squid, salmon, cod, rabbits, skeletons, and strays are the only mobs that spawn here. Kelp also generates here. This biome doesn't generate naturally from Pocket Edition Alpha 0.9.0 onward. when Bedrock Edition 1.4.0 introduce new frozen ocean, this biome is not removed nor replace by new frozen ocean. However the id name changed from frozen_ocean to legacy_frozen_ocean

Legacy Frozen Ocean


Desert Lakes

Temperature: 2.0

Sand, Cacti, Water, Sugar Canes, Gold Rabbits, Desert well, Fossils, Husk

In this biome, patches of water are more common, and the terrain is slightly more rough. Although desert wells can be found, desert pyramids, villages, and outposts do not generate in this biome.

Desert Lakes


Mountain Edge

Temperature: 0.2

Grass, Dirt, Stone, Llamas, Emerald ore, Infested stone, Spruce trees, Oak trees, Snow

Similar to the sparce jungle biome, the mountain edge used to generate exclusively at the edge of windswept hills biomes in order to smooth the transition between biomes. This biome has lots of trees, similar to windswept forests. While the terrain is lower and gentler in nature, some areas may reach high enough to be covered by snow. This biome doesn't generate naturally from Pocket Edition v0.9.0 alpha and Java Edition 1.7.2 onward.

Mountain Edge


Deep Warm Ocean

Temperature: 0.5

Dolphins, Pufferfish, Tropical fishes, Warm underwater ruins, Sand, Seagrass, Ocean monuments, Guardians, Elder guardians, shipwrecks

Similar to the Warm Ocean biome, but without coral reefs nor sea pickles, and twice as deep. Because they are a deep ocean variant, they can generate ocean monuments, resulting in the spawning of guardians, elder guardians, prismarine, and sponges.

Deep Warm Ocean


Hills

Temperature: Same as their respective base biomes.

Hills are generated within certain biomes (including some of their variants) and are referred in the F3 menu with Hills added to their name (except Snowy Mountains).

This includes: Wooded Hills, Taiga Hills, Snowy Taiga Hills, Jungle Hills, Desert Hills, Birch Forest Hills, Tall Birch Hills, Giant Tree Taiga Hills, Giant Spruce Taiga Hills, Snowy Mountains, and Bamboo Jungle Hills.

Most hills are gentle rolling slopes on which the usual biome terrain generates, with some sharper cliffs here and there. Snowy Mountains have a lower chance of spawning passive mobs during world generation than other biomes (7% versus 10%).

Giant Spruce Taiga Hills are a special case. in Java Edition, the game code sets the values setBaseHeight and setHeightVariation to define a "hilly" biome, but uses the same values as for its non-hill variant (giant spruce taiga), meaning there is absolutely no terrain difference between the two biomes. In Bedrock Edition, this biome generates as a hillier version of the giant spruce taiga, but uses the same trees as the giant tree taiga hills (with leaves only at the top), resulting in the differences between these biomes being non-terrain aspects like water color and temperature.

Giant Tree Taiga Hills

Desert Hills

Jungle Hills

Snowy Mountains


Badlands Plateau

Temperature:
Badlands Plateau : 2.0

Badlands plateaus generate as actual biomes in Badlands biomes, and are flattened at the top, much like real-life plateaus. They come to rest at an elevation of about 20 to 30 blocks above sea level. One may discover the entrance to a mineshaft within the tall slopes of a Badlands Plateau.

Badlands Plateau


Modified Plateaus

Temperature:
Modified Badlands Plateau : 2.0
Shattered Savanna Plateau : 1.0

Two rare variants of the plateau biomes, which are variants themselves. However, neither of these biomes closely resemble their counterparts.

Compared to the average Badlands Plateau, the Modified Badlands Plateau features more variable terrain and smaller plateaus, as if a larger plateau was weathered down over time. It is the second-rarest biome in the game, after the Modified Jungle Edge.

The terrain of the Shattered Savanna Plateau biome is much less tame than its normal counterpart. It features incredibly large and steep mountains that jut out of the terrain, similar to the Shattered Savanna biome, albeit slightly smaller and gentler in comparison. In Bedrock Edition, shattered savanna plateaus are considered a temperate/lush biome, making foliage a vibrant green color and allowing rain to occur in them.[2]

Modified Badlands Plateau

Shattered Savanna Plateau


Modified Wooded Badlands Plateau

Temperature: 2.0

Oak trees, Dead Bushes, Coarse Dirt, Dirt, Terracotta

This biome features grass and oak trees on top of plateaus, much like its counterpart. However, the plateaus that generate here are generally smaller, allowing far less foliage to generate. The terrain is more erratic, and can be compared to that of the similar Modified Badlands Plateau biome, having an old and eroded appearance. Eroded badlands generate instead of desert alongside this biome.

Modified Wooded Badlands Plateau


Mushroom Field Shore

Temperature: 0.9

Mushrooms, Huge Mushrooms, Mycelium, Mooshrooms, Buried Treasure, Shipwreck

Mushroom Field Shores represent the transition between mushroom fields and the ocean, forming long strips between the biomes as a "beach", hence the name. However, it does not generate if the ocean biome is a Deep Ocean. This biome also generates when a river meets a Mushroom Fields biome, similar to what Frozen Rivers do in Snowy Plains. The terrain of this biome is much more flat and shallow than the main Mushroom Fields biome, though it contains many of the same features, such as a mycelium surface layer, huge mushrooms, and lack of hostile mobs, but shipwrecks and buried treasure can generate here.

Mushroom Field Shore

These biomes no longer exist in current versions of the game.

Biome name Features Description Screenshot

Tundra

Temperature: <50%

Snow, Grass Block, Ice

Snowy, barren terrain with few trees. The occasional trees do exist, although rarely. Ice can be found over water. Snow is common weather in tundras. It generates when the temperature is below 50% and the rainfall is less than 20%.

Tundra


Rain Forest

Temperature: >97%

Grass Block, Grass, Oak trees, Birch trees

Rainforests are wet biomes with many trees, which have a 1 in 3 chance of being big, instead of 1 in 10 like all other biomes. They generate only oak trees and have a large amount of tall grass and ferns. A biome is classified as a rainforest if the temperature is greater than 97% and the rainfall is more than 90%. This could be the biome with some of the most cliffs and hills because the world generator reduces height variation at lower rainfalls.

Rainforest


Seasonal Forest

Temperature: >97%

Grass Block, Grass, Oak trees

Seasonal Forests spawn with a temperature of 97% or greater, and a rainfall value between 45% and 90%. They are commonly found between forest and rain forests, and near plains biomes. They are identical to forests, except they have fewer trees and can spawn only oak trees. They have a little bit of tall grass.

Seasonal Forest


Ice Desert

Temperature: 0.0

Sand, Snow, Ices

An unused biome before Beta 1.8 that was in the code but never implemented into the temperature/rainfall table and thus did not actually generate. It was a biome of sand with snow on top of it and had snowfall and ice (the player can create something similar using the buffet world option and choosing the snowy beach biome).

Ice Desert Biome


Shrubland

Temperature: >50%, <97%

Grass Block, Oak trees, Birch trees

A biome with few trees and no tall grass. It is identical to the savanna biome. It is one of the smallest biomes in the game. It can generate if the temperature is between 50% and 97%, and the rainfall value is below 35%. It is too small to generate a forest.

Shrubland

Biome IDs[]

Each type of biome has its own biome ID, shown in the following table.

Java Edition:

Name Resource location Numeric ID
The Void the_void 0
Plains plains 1
Sunflower Plains sunflower_plains 2
Snowy Plains snowy_plains 3
Ice Spikes ice_spikes 4
Desert desert 5
Swamp swamp 6
Forest forest 7
Flower Forest flower_forest 8
Birch Forest birch_forest 9
Dark Forest dark_forest 10
Old Growth Birch Forest old_growth_birch_forest 11
Old Growth Pine Taiga old_growth_pine_taiga 12
Old Growth Spruce Taiga old_growth_spruce_taiga 13
Taiga taiga 14
Snowy Taiga snowy_taiga 15
Savanna savanna 16
Savanna Plateau savanna_plateau 17
Windswept Hills windswept_hills 18
Windswept Gravelly Hills windswept_gravelly_hills 19
Windswept Forest windswept_forest 20
Windswept Savanna windswept_savanna 21
Jungle jungle 22
Sparse Jungle sparse_jungle 23
Bamboo Jungle bamboo_jungle 24
Badlands badlands 25
Eroded Badlands eroded_badlands 26
Wooded Badlands wooded_badlands 27
Meadow meadow 28
Grove grove 29
Snowy Slopes snowy_slopes 30
Frozen Peaks frozen_peaks 31
Jagged Peaks jagged_peaks 32
Stony Peaks stony_peaks 33
River river 34
Frozen River frozen_river 35
Beach beach 36
Snowy Beach snowy_beach 37
Stony Shore stony_shore 38
Warm Ocean warm_ocean 39
Lukewarm Ocean lukewarm_ocean 40
Deep Lukewarm Ocean deep_lukewarm_ocean 41
Ocean ocean 42
Deep Ocean deep_ocean 43
Cold Ocean cold_ocean 44
Deep Cold Ocean deep_cold_ocean 45
Frozen Ocean frozen_ocean 46
Deep Frozen Ocean deep_frozen_ocean 47
Mushroom Fields mushroom_fields 48
Dripstone Caves dripstone_caves 49
Lush Caves lush_caves 50
Nether Wastes nether_wastes 51
Warped Forest warped_forest 52
Crimson Forest crimson_forest 53
Soul Sand Valley soul_sand_valley 54
Basalt Deltas basalt_deltas 55
The End the_end 56
End Highlands end_highlands 57
End Midlands end_midlands 58
Small End Islands small_end_islands 59
End Barrens end_barrens 60

Bedrock Edition:

Name Resource location Numeric ID
Ocean ocean 0
Legacy Frozen Ocean legacy_frozen_ocean 47
Deep Ocean deep_ocean 24
Frozen Ocean frozen_ocean 10
Deep Frozen Ocean deep_frozen_ocean 46
Cold Ocean cold_ocean 42
Deep Cold Ocean deep_cold_ocean 45
Lukewarm Ocean lukewarm_ocean 41
Deep Lukewarm Ocean deep_lukewarm_ocean 44
Warm Ocean warm_ocean 40
Deep Warm Ocean deep_warm_ocean 43
River river 7
Frozen River frozen_river 11
Beach beach 16
Stony Shore stone_beach 25
Snowy Beach cold_beach 26
Forest forest 4
Wooded Hills forest_hills 18
Flower Forest flower_forest 132
Birch Forest birch_forest 27
Birch Forest Hills birch_forest_hills 28
Old Growth Birch Forest birch_forest_mutated 155
Tall Birch Hills birch_forest_hills_mutated 156
Dark Forest roofed_forest 29
Dark Forest Hills roofed_forest_mutated 157
Jungle jungle 21
Jungle Hills jungle_hills 22
Modified Jungle jungle_mutated 149
Jungle Edge jungle_edge 23
Modified Jungle Edge jungle_edge_mutated 151
Bamboo Jungle bamboo_jungle 168
Bamboo Jungle Hills bamboo_jungle_hills 169
Taiga taiga 5
Taiga Hills taiga_hills 19
Taiga Mountains taiga_mutated 133
Snowy Taiga cold_taiga 30
Snowy Taiga Hills cold_taiga_hills 31
Snowy Taiga Mountains cold_taiga_mutated 158
Old Growth Pine Taiga mega_taiga 32
Giant Tree Taiga Hills mega_taiga_hills 33
Old Growth Spruce Taiga redwood_taiga_mutated 160
Giant Spruce Taiga Hills redwood_taiga_hills_mutated 161
Mushroom Fields mushroom_island 14
Mushroom Field Shore mushroom_island_shore 15
Swamp swampland 6
Swamp Hills swampland_mutated 134
Savanna savanna 35
Savanna Plateau savanna_plateau 36
Windswept Savanna savanna_mutated 163
Shattered Savanna Plateau savanna_plateau_mutated 164
Plains plains 1
Sunflower Plains sunflower_plains 129
Desert desert 2
Desert Hills desert_hills 17
Desert Lakes desert_mutated 130
Snowy Plains ice_plains 12
Snowy Mountains ice_mountains 13
Ice Spikes ice_plains_spikes 140
Windswept Hills windswept_hills 3
Windswept Forest windswept_forest 34
Windswept Gravelly Hills windswept_gravelly_hills 131
Gravelly Mountains+ extreme_hills_plus_trees_mutated 162
Mountain Edge extreme_hills_edge 20
Badlands mesa 37
Badlands Plateau mesa_plateau 38
Modified Badlands Plateau mesa_plateau_mutated 166
Wooded Badlands Plateau mesa_plateau_stone 39
Modified Wooded Badlands Plateau mesa_plateau_stone_mutated 167
Eroded Badlands mesa_bryce 165
Meadow meadow 186
Grove grove 185
Snowy Slopes snowy_slopes 184
Jagged Peaks jagged_peaks 182
Frozen Peaks frozen_peaks 183
Stony Peaks stony_peaks 189
Lush Caves lush_caves 187
Dripstone Caves dripstone_caves 188
Nether Wastes hell 8
Crimson Forest crimson_forest 179
Warped Forest warped_forest 180
Soul Sand Valley soulsand_valley 178
Basalt Deltas basalt_deltas 181
The End the_end 9


Biome colors[]

Main article: Tint § Biome_tints

Achievements[]

Icon Achievement In-game description Actual requirements (if different) Gamerscore earned Trophy type (PS4)
PS4 Other platforms
Adventuring TimeDiscover 17 biomes.Visit any 17 biomes. Does not have to be in a single world.40GSilver
Sail the 7 SeasVisit all ocean biomesVisit all ocean biomes except the deep warm ocean/legacy frozen ocean (as they are unused)40GGold
Hot tourist destinationVisit all Nether biomesThe achievement can be completed if you visit biomes in different worlds.30GSilver

Advancements[]

Icon Advancement In-game description Parent Actual requirements (if different) Resource location
Advancement-fancy-raw.pngHot Tourist Destinations
Explore all Nether biomes This Boat Has LegsVisit all of the 5 following biomes: The advancement is only for Nether biomes. Other biomes, if any, may also be visited, but are ignored for this advancement.nether/explore_nether
Advancement-fancy-raw.pngAdventuring Time
Discover every biome Sweet DreamsVisit all of these 50 biomes: The advancement is only for Overworld biomes. Other biomes, if any, may also be visited, but are ignored for this advancement.adventure/adventuring_time
Advancement-plain-raw.pngSound of Music
Make the Meadows come alive with the sound of music from a jukebox Sweet DreamsWhile in a meadow biome, place down a jukebox and use a music disc on it.adventure/play_jukebox_in_meadows


History[]

Java Edition Alpha
v1.0.4Added Winter Mode. Maps now have a snowy or grassy theme randomly determined when creating the world.
v1.2.0previewAdded true biomes; they were rain forest, seasonal forest, forest, shrubland, taiga, tundra, savanna, plains, swampland, desert, and frozen desert.
World saves remained unchanged, other than a change in the hue of the grass. If the player moves into ungenerated chunks, the new biomes would generate.
Java Edition Beta
1.6Added the Sky Dimension with its own biome. It could be viewed only through the use of modifications.
1.8August 18, 2011Notch tweeted a screenshot of a revamped river biome.
September 2, 2011Notch teases a screenshot of the new desert biome.
September 3, 2011Notch teases a screenshot of the new swamp biome.
pre1Biomes got an overhaul, removing some biomes, such as the tundra and the taiga, and others replaced with nine fractal-based biomes that were a mix of the previous biomes and new biomes. See here for more details.
Java Edition
1.0.0September 14, 2011Notch mentions "snow biomes".
September 15, 2011Notch teases a screenshot of snow biomes.
Beta 1.9 PrereleaseRe-added tundra (as ice plains).
Added mushroom islands and frozen ocean.
12w01aAdded hills and beaches.
Smoothed color transitions between biomes – swampland grass, foliage and water smoothly transition into other biomes.
1.2.1January 18, 2012Jens Bergensten tweeted a teaser screenshot of a new jungle biome.
January 19, 2012He tweeted another jungle screenshot, showcasing the bright green foliage.
12w03aAdded the jungle biome.
12w07aThe Anvil file format was introduced and it allows for biomes to be stored in the world data. In contrast, the Region file format relies on the seed to dynamically calculate biome placement. This would cause biome placement in older worlds to change when the biome generation code was changed. With the current Anvil format, the biome data is stored along with the rest of the world data, meaning it does not change after the world is generated and can be edited by third-party map-editing tools. Furthermore, "edge" biomes allow for biomes to continue to extend beyond the edge chunks of an old world. This allows for smooth transitions in world generation after the generation code changes in an update.
1.3.1?Some sections of ice plains biomes were replaced with taiga biomes.
1.7.2August 2, 2013Jens tweeted the first image of the mesa biome. He jokingly referred to them as "disco mountains."
August 7, 2013Jens tweeted the first image of a mega taiga, unofficially dubbed the Redwood Forest. The name was changed following 1.7's release.
August 9, 2013Jens tweeted the first image of a stone beach, which was then referred to as a "cliff" biome.
13w36aMesa, mega taiga, roofed forest, birch forest, savanna, extreme hills+, deep ocean and snowless taiga biomes were added as well as variations for many of the biomes. Biomes were also separated by temperature, and snowing was added to extreme hills.
Biomes avoid getting placed next to a biome that is too different from itself, temperature-wise.
The frozen ocean and extreme hills edge biomes no longer generate naturally.
Biome-hopping achievement "Adventuring Time" added, but it was broken until 1.8 making the goal of getting all achievements impossible in 1.7.
1.814w17aThe End's biome name is now "The End" instead of "Sky".
Adventuring Time is now available without commands. Before, the 38 biomes had to be visited without visiting any other biomes, which made the achievement unavailable because the End has to be visited for its prerequisite, The End?. The "no other biomes" restriction is now lifted.
Visiting the frozen ocean and extreme hills edge biomes, which no longer generate since 13w36a, is no longer required for Adventuring Time.
1.915w37aAdded new biome "The Void", which is used in Superflat preset "The Void".
16w02aA lot of M type biomes no longer generate due to MC-95612.
16w03aM biomes generate again, with the exception of birch forest M (which messes with a lot of other things), see MC-98995.
1.1116w43aBirch forest M biomes generate once again.
1.1318w06aThe outer islands of the End biome are now divided up into four separate biomes: The End - Floating Islands, The End - Medium island, The End - High island, and The End - Barren island.
Slightly tweaked the placements of all modified biomes.
18w08aAdded ocean variants, including warm ocean, lukewarm ocean, cold ocean, warm deep ocean, deep lukewarm ocean, deep cold ocean, and deep frozen ocean.
Frozen ocean now generates naturally again, for the first time since 13w36a.
18w08bDeep warm ocean biome no longer generates.
18w16aBiome names are now translatable.
Cleaned up several biome names, mainly by adding missing spaces and changing "Biome M" for "Mutated Biome".
18w19aNames of several biomes are changed. The exact name changes are listed here.
pre5Changed several biome IDs, mostly to comply with their names, listed here.
1.1418w43aAdded bamboo jungles.
1.1519w36aBiome information now stores Y-coordinates, allowing biomes to be changed based on height. However, this is not yet implemented.
September 28, 2019Nether biomes were shown at Minecon Live 2019.
1.1620w06aImplemented vertical biomes in the Nether.
Added soul sand valleys, crimson forests, and warped forests.
"Nether" biome has been renamed to "Nether Wastes".
Added the /locatebiome command that shows the coordinates of the nearest biomes.
20w15aAdded the basalt deltas.
20w19aTweaked biome distribution in the Nether.
1.16.220w28aExperimental Support for Custom Biomes was added.
October 3, 2020Cave biomes and new mountains were shown at Minecraft Live 2020.
1.1720w46aBiome-specific sky colors now blend more smoothly.
20w49aAdded the dripstone caves biome. Currently only accessible using the buffet world options at the time.
21w10aAdded the lush caves biome. Currently only accessible using the buffet world options at the time.
October 16, 2021New swamps were shown and overhauls for other biomes were hinted at Minecraft Live 2021.
1.18Experimental Snapshot 1Implemented multi-noise biome generation in the Overworld.
Biomes no longer control the terrain height.
Added the meadow, grove, snowy slopes, lofty peaks, and snowcapped peaks biomes.
Dripstone caves, lush caves, and deep warm ocean biomes can now generate naturally.
Several variant biomes no longer generate naturally. Affected biomes are listed here.
Swamp does not generate properly.
Experimental Snapshot 2Savanna plateau, eroded badlands and ice spikes can now generate naturally once again.
Swamp now generates properly.
Experimental Snapshot 3Added the stony peaks biome.
Experimental Snapshot 5Jungle edge now generates naturally once again.
21w40aNames of several biomes changed. The exact name changes are listed here.
Unused height variation sub-biomes have been removed and merged with their base counterparts. See here for more details.
Non-cave biomes no longer change with height.
Increased biome sizes to better match pre-1.18 sizes.
21w43aRemoved the deep warm ocean biome.
Pocket Edition Alpha
v0.1.0Added biomes, these 5 biomes include: snowy tundra, snowy taiga, plains, forest, and desert, from Java Edition Alpha v1.2.0.
v0.1.3Cacti now generates in deserts.
v0.8.0build 2The color of the sky now changes slightly depending on the biome.
v0.9.0build 1All biomes as of Java Edition 1.7.2 have been added. These include: Jungles, mesa, roofed forests, savannas, extreme hills, mushroom islands, flower forest, mega taiga, mega spruce taiga, swampland, deep ocean, and legacy frozen ocean (unused).
Worlds created before this version have had all biomes in them converted into plains.
v0.9.5Added bryce mesa, extreme hills+, and jungle M.
v0.10.0build 1Mesa biomes have gold at every elevation and can generate mineshafts on the surface.
Water in swamps is tinted dark gray.
Huge mushrooms generate in swamps.
v0.11.0build 1Added birch forest M, birch forest hills M, extreme hills M, and extreme hills+ M.
build 8Changed the default biome.
build 10Increased the amount of gravel on extreme hills M biome.
v0.12.1build 1Added the Nether biome.
build 10Leaves coloring shaders are now used only when the color for a biome actually changes.
v0.16.0?The biomes can now be viewed on maps based on the grass color.
Pocket Edition
1.0.0alpha 0.17.0.1Added End biome.
Bedrock Edition
1.2.0beta 1.2.0.2Added snow covers to extreme hills.
1.4.0beta 1.2.14.2Added Warm Ocean, Lukewarm Ocean, Cold Ocean, and their deep variant, including new frozen ocean and frozen deep ocean.
Old Frozen Ocean id changed to legacy_frozen_ocean to avoid conflict with new frozen ocean names.
1.9.0beta 1.9.0.0Added Bamboo Jungle and Bamboo Jungle Hills biome.
1.16.0beta 1.16.0.51Added soul sand valleys, crimson forests, and warped forests.
beta 1.16.0.57Added basalt deltas.
1.16.220beta 1.16.220.50Added lofty peaks, snow capped peaks, snowy slopes, mountain grove and mountain meadow.
releaseNew mountain biomes have been made inaccessible in the full release.
1.17.0beta 1.17.0.50Added dripstone caves and lush caves behind experimental gameplay toggle.
Legacy Console Edition
TU1Added true biomes; they were rain forest, seasonal forest, forest, shrubland, taiga, tundra, savanna, plains, swampland, desert.
TU5CU1 1.00 Patch 1Added swampland, ice plains, extreme hills and ocean biomes.
Removed rain forest, seasonal forest, savanna, shrubland and taiga.
TU7Re-added tundra (as ice plains) and added Mushroom Islands.
TU9Re-added beaches and snow in taigas, added hills.
Smoothed color transitions between biomes – swampland grass, foliage and water smoothly transition into other biomes.
TU12Added jungle biome.
TU14 1.04 Hills in forests and deserts are taller.
TU19CU7 1.12 Water lakes no longer generate in deserts.
TU31CU19 1.22 Patch 3Added mesa, mega taiga, roofed forest, birch forest, forest, savanna, extreme hills+, deep ocean, snowless taiga and 20 technical biomes.
Changed generation of marsh-like areas in swamp and extreme hills biomes.

Issues[]

Issues relating to "Biome" are maintained on the bug tracker. Report issues there.

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.[3][4]
  • Most biomes in the Overworld are based on real world counterparts. Dark forests or swamps parallel real world biomes except for the addition of giant mushrooms, which don't exist in reality. Biomes in the nether and the end don't exist either.
  • It is possible for biomes to be a single block in size.[5]

Gallery[]

Screenshots[]

Sunrises and sunsets[]

See also[]

References[]

  1. MC-128784 in the bug tracker
  2. a b MCPE-34936
  3. "Biome" on Wikipedia
  4. "biome" on Dictionary.com
  5. MC-69731 – "Random 1 block biome generating?" resolved as "Won't Fix"

Biomes

Advertisement