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Clarification on some claims about structure generation[]

At several points in the article, it is stated that certain structures don't generate certain biomes due to their terrain—most often, a structure (such as a pillager outpost) can generate one biome (such as a savannah), but not in a more jagged variant (such as shattered savannah); the article will then state, for example, "\[t\]he unforgiving terrain means villages and outposts do not generate in this biome."

I'm a little unclear about what the *exact* parameters are; does the game's code simply not generate those structures (that is to say, when generating the biome, it doesn't even consider the structure)? Or is it that, while the structure is permitted to generate in that biome, the terrain generally won't meet the conditions for it to generate? In the former case, it's not really "due to the jagged terrain," it's just the way the game is programmed; in the latter case, they probably DO generate in extremely rare cases where the Random Number God decides to make the terrain hospitable. Hppavilion (talk) 21:23, 16 May 2020 (UTC)

MINECON LIVE 2019 BIOME VOTE IMAGE.PNG

Basalt Deltas exist IRL, right?[]

Most biomes in the Overworld are based on real world counterparts. Mushroom Fields, Roofed Forest/Dark Forest, and Swamp biomes (and their variants) parallel real world biomes except for the addition of giant mushrooms, which don't exist in reality. Biomes in the Nether and The End obviously don't exist either.

Should this say "with the exception of Basalt Deltas"? Flarn2006 (talk) 23:08, 4 July 2020 (UTC)

You guys need to add twisting vines to the warped forests biome –Preceding unsigned comment was added by 69.61.249.178 (talk) at 16:37, 29 September 2020 (UTC). Please sign your posts with ~~~~

What counts as "Common", "Uncommon", "Rare", etc... in regards to biome rarity?[]

Just wondering –Preceding unsigned comment was added by 162.157.228.240 (talk) at 19:55, 10 October 2020 (UTC). Please sign your posts with ~~~~

Common means you see this biome nearly all the time. Uncommon means you see this biome quite a couple of times. Rare means you don't see this biome very much like mushroom islands. But any biome rarer than rare means you can only see 1 or 2 times in each world, sometimes rarely, not at all. --Charge Minecraft (talk) 01:26, 9 November 2020 (UTC)

Rarities of Giant Tree Taigas, Jungles, and Badlands[]

Percentage of land covered Rarity
Giant Tree Taiga 1.6% Uncommon
Jungle 1.5% Rare
Badlands 0.9% Rare

While all 3 biomes cover around 1% of land, Giant Tree Taigas are considered uncommon, unlike the other 2 (rare). I am not sure if I should change the rarities of all the biomes in the table above to uncommon or rare. It seems odd for 3 biomes of similar percentages of land covered to have different rarities. Vortexian1220 (talk) 08:03, 8 March 2021 (UTC)

Updating According to the New World Generation System[]

1.18 Experimental Snapshot 1 introduced a completely new world generation system according to Henrik Kniberg's video. Terrain now generates completely independently from biomes, and biomes instead adapt to the varied terrain, introducing their features throughout it. I don't know any of the specifics or implications, like how the terrain itself is generated and how the biomes are distributed throughout it. All I know is that the biomes now are indeed 3D, and that certain biomes will only generate within specific terrain formations. Can anyone look into the gamecode and investigate the specifics and order of the new world generation so that we can update this article? I'd suggest making changes to the article later on though, when the actual snapshots are launched around September, since the current snapshots are experimental and there are still a lot of gameplay changes that will be made. Just intending to keep this as a notice, since I know some people don't know the system or scope of the world generation changes. Ziad El-Moursy (talk) 02:37, 15 July 2021 (UTC)