Seeds are values made up of character(s) (including negative or positive integers) that are used as the basis for generating every Minecraft world.
Reason: Create a page that focuses specifically on how Minecraft generates its terrain
Whenever the game has to generate a new world, it calls upon an algorithm known as Perlin noise. This algorithm outputs a pseudo-random value that is then used to determine the characteristics and features of the world. However, the algorithm always outputs the same value each time for a constant starting point (seed). Thus, the same seed generates the same terrain every time.
A world's seed is set when that world is created. By default, it is decided automatically, but it can also be set manually. Setting and reusing a seed from one world generates the same world. Either a number or a word/phrase can be used, including negatives. If a word/phrase is used, it is converted into a 32-bit integer.
Whenever the world generation algorithm is updated (usually by adding new biomes to the game), the same seed no longer generates the same terrain. If the seed or generator changes in a saved world, new chunks are based on the new seed and no longer match those from the old seed. Deleted chunks can regenerate if the seed and generator remain the same, but changes if either the seed or generator changes. In fact, deleting chunks is sometimes done to let newly-introduced features appear in an old world; see Tutorials/Updating old oceans in 1.13 using MCEdit.
Because seeds are simply random values read into an algorithm and not actually names of different worlds, using a certain seed does not result in a world with any relevance to the value of that seed. For instance, using a biome name as the seed does not necessarily result in the creation of a world with primarily that biome, nor does it spawn the player within the said biome.
Determining the seed
In Java Edition, the player can enter the command
/seed to view the world's seed. This command is available in singleplayer worlds even if cheats are off. The player can also select 'Re-create' in the Worlds menu to see the seed.
In Bedrock Edition, the seed can be found on the world options screen. There is also a seed picker that offers the player several pre-set seeds to generate worlds with specific features near the spawn point. Additionally, the beta version has a visible seed on the top of the screen.
If the seed contains characters other than numbers or is greater than or equal to 20 characters in length, the Java
String.hashCode() function is used to generate a number seed. This restricts Minecraft to a subset of the possible worlds to 232 (or 4,294,967,296), due to the
int datatype used. Number seeds or a default world seed must be used to access the full set of possible worlds (264, or 18,446,744,073,709,551,616).
Overlap between editions
All Java and Bedrock Edition seeds in the range from -9,223,372,036,854,775,808 to 9,223,372,036,854,775,807, generate the same terrain and biomes in both Java and Bedrock editions, although with differing structures, decorator placements, carver caves, and mob spawns.
Through certain seeds, it is possible to observe interesting effects.
Changing terrain without changing some structures
Only certain sections of the seed are used to generate specific features within the world. It is possible to generate multiple worlds with identical cave systems, Nether biomes and other arrangements of generated structures simply by converting the seed into binary and tweaking the desired bits. An example is the seed generator using only the first 48 bits to generate cave systems and badlands clay banding layers.
Reason: Do this fixed in Caves & Cliffs: Part II? If not, please replace the seeds with the new one.
Certain seeds return 0 in the internal code, causing infinite arrays of caves and other structures to generate. In Java and Legacy Console editions, the seed
107038380838084 returns 0 on the first call and
164311266871034 returns 0 on the second call, causing mineshafts, caves and underwater ravines to loop on the X and Z axes respectively.
Features in seeds can repeat, such as decorations. These generate diagonally.
In Bedrock Edition, diagonal cave, ravine, dungeon, and decoration repetition occur with the seeds
1669320484. Mineshaft generation repeats vertically in the seeds
Reason: Bedrock experimental changes
|Java Edition pre-Classic|
|rd-160052||Added a simple level generator.|
|Java Edition Classic|
|0.0.12a||Added a new level generator.|
|August 25, 2009||Showed another new level generator, which generates cliffs more commonly.|
|Java Edition Indev|
|0.31||20091223-2||Isometric level rendering screenshot added.|
|20100106||The player can now select island, floating, flat, or original as the level type when generating a world.|
|Players can also select square, long, or deep as the level shape.|
|Players can also select small, normal, or huge as the level size.|
|20100107||Deep floating maps now have layers of islands.|
|Players can now select a level theme; normal or hell.|
|20100110||Islands now generate with more sand.|
|20100113||Oceans now generate with infinite water.|
|20100122||Water now spawns naturally above sea level and on floating islands.|
|Caves are now less flooded.|
|Java Edition Infdev|
|20100227-1||Terrain-breaking change to world gen: using any given seed on older versions now generates a different world.|
|World generation has been greatly simplified (with the removal of sand, blobs) in order to make infinite world generation implementation easier to work with.|
|20100227-2||Brick pyramid generation changed - they will now always come to a single point at the top, rather than sometimes being truncated, resulting in "brick square frusta".|
|20100313||Oceans are considerably larger than before.[check the code]|
|20100320||Reimplemented primitive blob generation, in which they spawn as scattered, single blocks.|
|Reimplemented tree generation.|
|20100325||Blob generation has been changed to the modern generation type. However, a float is used in their generation, causing their generation to break down at excessive distances.|
|Added caves. They generate through all blocks, not just terrain blocks.|
|20100327||Terrain-breaking change to world gen: using any given seed on older versions now generates a different world.|
|World generation has been significantly overhauled, which is visually very obvious.|
|Removed random patches of flowers.|
|The large stone wall at 33,554,432 no longer generates. Instead, the Far Lands generate at 12,550,824.|
|20100413||All trees are now large trees.|
|Sand and gravel now generate with the world again.|
|20100420||Terrain-breaking change to world gen: using any given seed on older versions now generates a different world.|
|World generation seems considerably less mountainous.|
|20100608||All trees are now small trees again - big trees do not generate.|
|Terrain now appears to come in large islands.|
|Terrain can now generate high enough to be higher than the world height limit, causing it to be cut off.|
|Monoliths now have the potential to generate.[verify]|
|The amount of trees that generate appears to be different now.|
|Terrain generation in ocean areas is now different.[verify]|
|Random patches of flowers and mushrooms now generate.|
|Springs now generate.|
|Lava now naturally generates, although how it does so exactly is unknown.|
|Java Edition Alpha|
|Java Edition Beta|
|1.3||It is now possible to manually determine the seed upon world creation.|
|1.8||Pre-release||Terrain-breaking change to world gen.|
|The debug screen now displays the seed number.|
|1.2.1||?||Multiplayer servers no longer send the seed to clients.|
|1.3.1||12w18a||Due to singleplayer becoming multiplayer, the world's seed is no longer displayed on the debug screen.|
|1.7.2||13w36a||Terrain-breaking change to world gen with the introduction of many new biomes.|
|1.13||18w06a||World generator rewritten in a non-breaking way.|
|1.18||1.18 Experimental Snapshot 1||Terrain-breaking change to the world gen with the introduction of multinoise, terrain noise, biome builders, and new caves.|
|Seed limit is now 48-bit.|
|1.18 experimental snapshot 2||World generator rewritten in a non-breaking way.|
|21w41a||Replaced the random number generator used in world generation, which reverted the seed limit back to 64-bit.|
|Seeds have been reshuffled due to this change. Worlds will not look like as they did in previous snapshots.|
|21w43a||Seeds have been reshuffled again. Worlds will not look like as they did in previous snapshots.|
|1.18.2||22w03a||The seed "0" (zero) can now be used normally.|
|Any spaces before or after an inputted seed will now be trimmed.|
|Pocket Edition Alpha|
|1.18.0||beta 18.104.22.168||Terrain-breaking change to the world gen. Revamp Caves, Mountains, and Terrain height system.|
|beta 22.214.171.124||Replaced the random number generator used in world generation, resulting in different terrain being generated using same seed.|
|beta 126.96.36.199||Seeds have been reshuffled again. Worlds will not look like as they did in previous betas.|
|1.18.30||beta 188.8.131.52||Worlds can now be created with 64-bit seeds.|
|Single-digit seeds such as "0" can now be used normally.|
Notable Java Edition seeds
The following map seeds have, at one point or another, been used for generating official Minecraft maps and resources or otherwise significant community material.
- The Java Edition demo world seed can be played in the full version by entering
North Carolinain the seed input.
- The PC Gamer demo world seed can be played in the appropriate era by entering
glacier, all lowercase unlike the famous seed where the G is capitalized, in the seed input.
- The seed for each title screen panorama are as follows:
- The panorama used between Beta 1.8 Pre-release and 18w22c is either
8091867987493326313, generated between Beta 1.6.6 and Beta 1.7.
- The panorama used for Java Edition 1.13 is
1458140401, which is the seed resulting from typing
18w22ain as a seed, generated in snapshot 18w22a.
- Java Edition 1.14 is
2802867088795589976, taken in 18w48a.
- Java Edition 1.15 is
-4404205509303106230, taken in 19w40a.
- Java Edition 1.16 is
6006096527635909600, taken in 20w13a.
- Java Edition 1.18 is
2151901553968352745, taken in 21w40a.
- The panorama used for Java Edition 1.19 is
-1696067516, which is the seed resulting from typing
thewildupdatein as a seed, generated in snapshot 22w15a.
- The panorama used between Beta 1.8 Pre-release and 18w22c is either
- The seed for the original pack.png file is
3257840388504953787, generated in Alpha v1.2.2. It can also be generated between Alpha v1.2.0 and Beta 1.7.3 with minor population differences.
- The seed for the Skull on Fire painting is either
-1044887956651363087, generated in Alpha v1.1.2_01 or prior.
- The seed used for the original Herobrine doctored screenshot is
478868574082066804, generated in Alpha v1.0.16_02.
- A Sohrt Demystification of the 'Map Seed' - Jens Bergensten on Mojang.com; February 23, 2011
Bedrock and Java Editions
- Chunkbase Minecraft Apps: Online seed/map explorer tool
- Minecraft Seeds on Reddit: Community-driven Minecraft Seeds
- Minecraft Seeds: Community-driven Minecraft Seeds
- LookingForSeed: Find Minecraft seeds from various categories
- Minemap.org: High resolution maps for good seeds for the Java and Windows 10 (Bedrock) Edition
Java Edition only
- Random Seed Reader: Local Java tool
- Minecraft SeedHunt: Selected Seeds from various categories for Java 1.16
- Minecraft Seeds Java Edition: New Seeds for 1.16.4 Version
- SeedCracker: guess a seed from a multiplayer server
- Seeder: Seed/map explorer tool and finder for Java