A river intersecting two jungle biomes.
Biomes are regions in a Minecraft world with varying geographical features, flora, heights, temperatures, humidity ratings, sky colours and foliage colours. Introduced in the Halloween Update, biomes separate every generated world into different environments, paralleling the real world; examples of biomes include the forest, jungle, desert and tundra. Prior to the Halloween Update, every world had only a single theme, either grassy or snowy.
In the Anvil file format, biomes are stored directly in the world data. This differs from the previous Region file format format, where biomes were dynamically calculated from the seed.
The term biome is analogous to its scientific usage: on Earth, 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.[1][2]
Biome types
There are 11 biomes as of Minecraft version 1.3.1. They can generally be distinguished by the grass and leaf colors in the biome, along with the types of blocks present (e.g. types of trees or other plants like cacti, sand coverage in deserts). The biomes are pseudo-randomly generated using the map seed.
| Name and Features | Description and Sample |
|---|---|
| Forest | A biome with a lot of trees, occasional hills and a fair amount of grass. Oak and birch trees grow in this biome. Mushrooms, tall grass, roses and flowers can occasionally be found. Forests can occasionally be generated as a technical biome in plains biomes. This is one of the best biomes to start out in, due to the abundance of wood. However, it's one of the most hazardous biomes to walk in at night, due to the possibility of mobs spawning atop trees. |
| Desert | A barren biome consisting mostly of sand, large dunes, dead bushes and cacti, just like a real desert. Sandstone is found underneath the sand. Rain never falls in this biome. Sugar Cane can be found next to pools of water. It has been claimed that more hostile mobs spawn in the desert than in any other biome; whether or not that is true, the lack of visual obstruction and contrast against the light-colored sand make them very easy to see at night. NPC Villages will often spawn, Desert Wells and Desert Temples are found exclusively in this biome. |
| Plains | A relatively flat biome with rolling hills and a large amount of tall grass (more than in any other biome) but with few Oak Trees. Gullies, water holes and NPC Villages are common. Passive mobs spawn here often. Pools of lava can be found around the surface. |
| Swampland | A biome characterized by a mix of flat dry areas (including lots of small islands) a few blocks above the sea level and shallow pools of water (usually 1 block deep) with floating lily pads and clay, sand and dirt at the bottom. Trees are often covered with vines and can be found growing out from the water. Mushrooms spawn abundantly in this biome, which is good news for anyone with a bowl and a crafting table (to make a bowl if necessary) and stalks of sugar cane can be found along the shores. The colors of the water, grass, leaves, vines and the whole biome in general are much darker than in other biomes. As of 1.3 update, lily pads floating in the water no longer present an obstacle to boat travel, lily pads break after a collision. |
| Jungle | A very dense, tropical biome. It features large jungle trees that can reach 31 blocks tall and 2 blocks in diameter. It can often be found next to desert biomes. The landscape is lush green and quite hilly, with many small lakes of water often nestled into deep valleys. When inside a jungle, the sky will become noticeably lighter. This is the only biome containing ferns and the aforementioned jungle trees. Leaf "bushes" cover much of the forest floor—these are actually single-block oaks with a jungle wood trunk. There is a huge amount of vines, which can be climbed if they are directly attached to another block, allowing the player to reach higher areas of the jungle easily. Caves in this biome are frequently filled with vines. In many areas, the greenery is so dense that the leaves form a canopy, where travel may be easier than at ground level. Ocelots and Cocoa Plants can be found, Jungle Temples spawn exclusively. Occasionally a lake would appear above ocean level. |
| Ice Plains
Snow, Snowfall, Spruce Trees, Ice, Wolves. |
A very large (compared to other biomes), flat biome with a huge amount of snow. It does not rain in this biome — it snows instead. Lakes and rivers are frozen over, and spruce trees are scarce. Hills tend to be more mountainous. Sugar canes will spawn in this biome, but tend to become uprooted when chunks load because of the ice that spreads over open water sources. There are very few natural Oak trees in this biome. Due to lack of that resource, it makes it very hard to survive there. There are no above ground structures, but there are underground stuctures such as, dungeons, caverns, and abandoned mineshafts. |
| Taiga
Snow, Snowfall, Ice, Spruce Trees, Grass, Flowers, Wolves, Tall Grass. |
A hilly biome with loads of spruce trees and dull gray-blue grass. Snowfall also occurs in this biome, forming snow and ice. Hills are common, and wolves are found in this biome more frequently than in others. |
| Extreme Hills | A highly mountainous biome (with some mountains reaching over y=100) with dull gray-blue grass and a few scattered oak trees. Cliffs, peaks, valleys, waterfalls, overhangs, floating islands and lavafalls (not very likely), and many other structures exist, creating outstanding views. More underground cave systems are present here than in any other biome. Falling is a significant risk, as there are many ledges and sudden drops, often not visible, and the drops can be large enough to cause severe fall damage or even death. Extreme Hills are the only biome where Emerald Ores spawn. |
| Ocean | An extremely large, flat open biome made entirely of water, with underwater relief such as small mountains and plains which usually include dirt, sand, and clay on the sea floor. There is no maximum limit to the size of oceans.[3] Oceans have been seen to extend over 100,000 blocks in rare situations, but are generally less than 25,000 blocks long in any direction. Occasional small islands, which usually do not have larger vegetation such as trees, can be found in oceans. Epic caves are very common below sea level, and entrances to underground ravines can be found at the bottom of the ocean, as well as abandoned mine shafts (whose upper parts are mostly flooded due to the proximity of the ocean). |
| Mushroom Island | This extremely rare biome consists of flat landscape and hills, has mycelium instead of grass as its common surface block. It is always connecting to an Ocean and it is often found as islands farway from other biomes, though rarely it can be found connecting to other biomes (what is known as a landlocked Mushroom Biome). It is the only biome where huge mushrooms can spawn naturally, and where mushrooms can grow in full sunlight.
No mobs (including hostile mobs) other than Mooshrooms spawn naturally in this biome. This also applies to caves, abandoned mine shafts, etc. below mushroom biomes, meaning exploring underground is relatively safe. However, Monster Spawners will still be able to spawn mobs, Golems can still be created by players and Spawn Eggs can still be used to spawn mobs. Contrary to popular belief, trees can be grown in this biome, but not next to mycelium, which will take over the dirt square from the sapling and uproot it. A player can create a mycelium-free zone with cobblestone and grow a tree in the middle of it on freshly placed dirt. A player is also able to place saplings on mycelium and use bone meal on the sapling to grow it. Otherwise, it is advised to collect wood (and saplings) before settling here. Also, Snow does not generate in this biome. Player-made structures in this biome are not exempt from the "no mob spawn" rule: All terrain within the biome will not spawn any mobs (except for Mooshrooms), even by the player. |
| Hell | This is the biome used to generate the Nether, unlike other biomes it has bedrock at the top and the bottom of the map. It is the only biome where ghasts, blazes, magma cubes and zombie pigmen can spawn, excluding near a Portal in the over-world. |
| Enderland
Endstone, Obsidian, Ender Crystals. |
This is the biome used to generate the End, unlike other biomes it is composed almost entirely of Endstone, with the exception of obsidian towers and Ender Crystals. It is the only biome where Endermen can spawn. This biome can only be found in The End. |
| Sky Biome
Same elements as in the Overworld |
This is the sole biome in the Sky Dimension. It is unknown if this biome spawns mobs. This biome, along with the Sky Dimension, were replaced with The End before they were released. In Indev, there was a map type called "Floating". If you created a world on Floating, you would spawn in the Sky Dimension, but the clouds below would mark the boundary into the Void. |
Technical biomes
Technical biomes are found alongside or within their larger counterparts. They are not considered true biomes, but more a part of the terrain itself. However, these technical biomes serve an important role in the Minecraft world in creating more realistic terrain.
There are seven known technical biomes.
| Name | Description | Sample |
|---|---|---|
| River | A biome that consists of water blocks that form in an elongated, curving shape similar to a river. Rivers cut through terrain or separate the main biomes. They attempt to join up with ocean on the other side, but will sometimes loop around to the same area of ocean. They have no current. Rivers have also been known to be a reliable source of clay. Although a technical biome, they are referred as biomes in the code. It can also be found in aforementioned jungle lakes nestled into deep valleys, and when a river meets an Ocean. It can also be found in small lakes in Swampland. |
|
| Frozen River | This variant of the river only spawns in taiga and tundra biomes. The surface layer of water is frozen. |
|
| Beach | Generated on the shores of almost any body of water, beaches are composed of sand. Beaches penetrate the landscape, removing the original blocks and placing in sand blocks.
For the history of beaches, see the Beach page. |
File:Minecraft Beaches.png |
| Mushroom Island Shore | Mushroom shores represent the flat shore area of the mushroom biome. |
|
| Frozen Ocean | Found near snowy biomes, frozen oceans contain ice on the top layer of water. |
|
| Extreme Hills Edge | Acts as a fringe between mountains and most other biomes. | File:Extreme Hills Edge.png |
| Hills | Hills are generated within Forest, Taiga, Desert, Jungle, and Tundra biomes and are referred in the F3 menu as "ForestHills", "TaigaHills", etc. Forest hills seem to be generate more rarely than the other hills in their respective main biome. Tundra Hills are usually taller. In update 1.3 hills generated in forest and desert biomes are now taller. | File:2012-05-20 08.54.26.png
|
History
Biome history
A very old image of biomes work-in-progress. "To the right of the player is a taiga, to the left is either a forest, or woods, I can’t remember. In the distance is probably tundra." -Notch
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|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1.2.0
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| Added biomes. | ||||||||||||||||||||||||||||||||||
| beta | |||||||||||||||||||||||||||||||||||
1.8{{Extension DPL}}<ul><li>[[Raw Copper|Raw Copper]]<br/>{{Item
| image = Raw Copper.png
| renewable = No
| stackable = Yes (64)
}}
'''Raw copper''' is a raw metal resource obtained from mining [[copper ore]].
== Obtaining ==
=== Mining ===
Copper ore and deepslate copper ore mined with a [[stone pickaxe]] or better drops 2–5 units of raw copper. If the pickaxe is enchanted with [[Fortune]], it can drop extra raw copper, allowing for a maximum of 20 units per ore block with Fortune III, or an average of 7.7 units of raw copper per ore block. If the ore is mined using a pickaxe enchanted with [[Silk Touch]], it drops the ore block instead.
=== Crafting ===
{{Crafting
|showname=1
|Block of Raw Copper
|Output=Raw Copper,9
|type=Material
|foot=1
}}
== Usage ==
The primary usage of raw copper is [[smelting]] it into [[copper ingot]]s.
=== Crafting ===
{{crafting usage}}
=== Smelting ingredient ===
{{Smelting
|showname=2
|Raw Copper
|Copper Ingot
|0.7
}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showitemtags=y
|showforms=y
|generatetranslationkeys=y
|displayname=Raw Copper
|spritetype=item
|nameid=raw_copper
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Raw Copper
|spritetype=item
|nameid=raw_copper
|form=item
|id=507
|foot=1}}
== History ==
{{History|java}}
{{History||1.17|snap=21w14a|[[File:Raw Copper JE1.png|32px]] Added raw copper.}}
{{History|||snap=April 13, 2021|slink={{Tweet|JasperBoerstra|1381991999952277513}}|[[File:Raw Copper JE2.png|32px]] [[JAPPA]] shows a new raw copper texture.}}
{{History|||snap=21w15a|[[File:Raw Copper JE2.png|32px]] The texture of raw copper has been changed.
|Raw copper can now be used to craft [[block of raw copper]].}}
{{History|||snap=April 16, 2021|slink={{Tweet|JasperBoerstra|1383047666037325829}}|[[File:Raw Copper (pre-release).png|32px]] [[JAPPA]] shows a new raw copper texture again.}}
{{History|||snap=21w16a|[[File:Raw Copper JE3.png|32px]] The texture of raw copper has been changed.}}
{{History|||snap=21w17a|[[Copper ore]] now drops 2-3 raw copper when mined instead of a single unit.}}
{{History||1.18|snap=21w40a|[[Copper ore]] now drops 2-5 raw copper when mined.}}
{{History|bedrock}}
{{History||1.17.0|snap=beta 1.17.0.50|[[File:Raw Copper JE2.png|32px]] Added raw copper.}}
{{History|||snap=beta 1.17.0.52|Raw copper are now available without enabling [[experimental gameplay]].}}
{{History|||snap=beta 1.17.0.54|[[File:Raw Copper JE3.png|32px]] The texture of raw copper has been changed.}}
{{History|foot}}
== Issues ==
{{Issue list}}
==Gallery==
<gallery>
JE 1.17 Dev Raw Metals.jpg|Jappa shows raw ore textures.
Jappa Raw Ores 1.jpg|Jappa shows raw ore textures.
Jappa Raw Ores 2.png|Jappa shows raw ore textures.
Jappa Raw Ores 3.jpg|Jappa shows raw ore textures.
Jappa Raw Ores 4.jpg|Jappa shows raw ore textures.
Jappa Raw Ores 5.jpg|Jappa shows raw ore textures.
</gallery>
{{Items}}
[[Category:Non-renewable resources]]
[[de:Rohkupfer]]
[[es:Cobre en bruto]]
[[fr:Cuivre brut]]
[[it:Rame grezzo]]
[[ja:銅の原石]]
[[pl:Surowa miedź]]
[[pt:Cobre bruto]]
[[ru:Необработанная медь]]
[[tr:Ham Bakır]]
[[uk:Необроблена мідь]]
[[zh:粗铜]]</li><li>[[Echo Shard|Echo Shard]]<br/>{{Item
| title = Echo Shard
| image = Echo Shard.png
| renewable = No
| stackable = Yes (64)
}}
An '''echo shard''' is an item found in [[ancient cities]] which can be used to craft [[recovery compass]]es.
== Obtaining ==
=== Chest loot ===
{{LootChestItem|echo-shard}}
== Usage ==
=== Crafting ingredient ===
{{crafting usage|Echo Shard}}
== History ==
{{History|java}}
{{History||1.19|snap=22w14a|[[File:Echo Shard JE1 BE1.png|32px]] Added echo shards.}}
{{History|bedrock}}
{{History||1.19.0|snap=beta 1.19.0.24|[[File:Echo Shard JE1 BE1.png|32px]] Added echo shards.
|Currently cannot be found inside [[ancient city]] chests due to outdated structures and loot chests.}}
{{History||1.19.0|snap=beta 1.19.0.26|Echo shards now generate inside [[ancient city]] loot chests.}}
{{History|foot}}
== Issues ==
{{issue list}}
{{Items}}
[[Category:Non-renewable resources]]
[[de:Echoscherbe]]
[[es:Fragmento resonante]]
[[fr:Éclat d'écho]]
[[ja:残響の欠片]]
[[lzh:回音殘片]]
[[pt:Fragmento de eco]]
[[pl:Odłamek pogłosu]]
[[ru:Осколок эха]]
[[th:เศษเอคโค]]
[[uk:Уламок відлуння]]
[[zh:回响碎片]]</li></ul> | Biomes 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. | ||||||||||||||||||||||||||||||||||
Anvil file format
The Anvil file format 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 will 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 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.
Effect on gameplay
It can be difficult to play and gather sufficient resources if the player starts in the middle of a biome with no trees, such as deserts, tundras, and especially oceans.
There have been several reports of players spawning on tiny islands in the middle of a vast ocean with no trees for several Minecraft days in any direction. It appears that these desert islands generate in the Ocean biome, where animals cannot spawn (on the water); sometimes, the island spawns with no trees, forcing players to delete the world and start again, swim great distances to a landmass, or search for nearby underwater openings into abandoned mineshafts to acquire wood. Of course, this is not a problem if the player uses Creative Mode.
Gallery
- Biomes1.2.5.png
This is the biome colors template for 1.2.5
References
See also
- The Overworld
- Generated structures
- Seed (Level Generation)
- Weather
- History of biomes and generated structures
- Large Biomes























