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Contains a description and components to define a Biome.
Biome Definition Biome Properties
Name | Default Value | Type | Description | Example Values |
---|---|---|---|---|
components | not set | Components item | Components for this Biome. | |
description | not set | Description item | Non-component settings, including the Biome name. |
Components item type
Any components that this Biome uses.
Biome Components Properties
Name | Default Value | Type | Description | Example Values |
---|---|---|---|---|
minecraft:climate | not set | Climate item | Describes temperature, humidity, precipitation, and similar. Biomes without this component will have default values. | |
minecraft:creature_spawn_probability | not set | Creature Spawn Probability item | Probability that creatures will spawn within the biome when a chunk is generated. | |
minecraft:humidity | not set | Humidity item | Forces a biome to ether always be humid or never humid. Humidity effects the spread chance, and spread rate of fire in the biome | |
minecraft:map_tints | not set | Map Tints item | Sets the color grass and foliage will be tinted by in this biome on the map. | |
minecraft:mountain_parameters | not set | Mountain Parameters item | Noise parameters used to drive mountain terrain generation in Overworld. | |
minecraft:multinoise_generation_rules | not set | Multinoise Generation Rules item | Controls how this biome is instantiated (and then potentially modified) during world generation of the nether. | |
minecraft:overworld_generation_rules | not set | Overworld Generation Rules item | Controls how this biome is instantiated (and then potentially modified) during world generation of the overworld. | |
minecraft:overworld_height | not set | Overworld Height item | Noise parameters used to drive terrain height in the Overworld. | |
minecraft:partially_frozen | not set | Object | Component will impact the temperature in a frozen biome, causing some areas to not be frozen. Ex: patchy ice, patchy snow | |
minecraft:replace_biomes | not set | Replace Biomes item | Replaces a specified portion of one or more Minecraft biomes. | |
minecraft:surface_builder | not set | Surface Builder item | Controls the materials used for terrain generation. | |
minecraft:surface_material_adjustments | not set | Surface Material Adjustments item | Specify fine-detail changes to blocks used in terrain generation (based on a noise function). | |
minecraft:tags | not set | Tags item | Attach arbitrary string tags to this biome. Most biome tags are referenced by JSON settings, but some meanings of tags are directly implemented in the game's code. These tags are listed here: birch: Biome uses wildflowers (mutually exclusive with other flower biome tags). Does nothing if biome is tagged "hills". cold: Villagers will be dressed for snowy weather. deep: Pre-Caves and Cliffs, prevents an ocean from having islands or connected rivers and makes the biome less likely to have hills. desert: Allows partially-buried ruined portals to be placed in the biome. Sand blocks will play ambient sounds when the player is nearby. extreme_hills: Ruined portals can be placed higher than normal. Biomes tagged "forest" or "forest_generation" will use normal Overworld flowers instead of forest flowers. flower_forest: Biome uses forest flowers (mutually exclusive with other flower biome tags). forest: Biome uses forest flowers (mutually exclusive with other flower biome tags). Does nothing if biome is tagged tagged "taiga" or "extreme_hills". forest_generation: Equivalent to "forest". frozen: Villagers will be dressed for snowy weather. Prevents the biome from containing lava springs if it is also tagged "ocean". ice: Around ruined portals, lava is always replaced by Netherrack and Netherrack cannot be replaced by magma. ice_plains: Prevents the biome from containing lava springs if it is also tagged "mutated". jungle: Ruined portals will be very mossy. hills: Biomes tagged "meadow" or "birch" will use normal Overworld flowers instead of wildflowers. meadow: Biome uses wildflowers (mutually exclusive with other flower biome tags). Does nothing if biome is tagged "hills". mesa: Sand blocks will play ambient sounds when the player is nearby. mountain: Ruined portals can be placed higher than normal. mutated: Pre-Caves and Cliffs, prevents switching to the specified "mutate_transformation" as the biome is already considered mutated. Prevents the biome from containing lava springs if it is also tagged "ice_plains". no_legacy_worldgen: Prevents biome from using legacy world generation behavior unless the biome is being placed in the Overworld. ocean: Prevents the biome from containing lava springs if it is also tagged "frozen". Allows ruined portals to be found underwater. Pre-Caves and Cliffs, determines if shorelines and rivers should be placed at the edges of the biome and identifies the biome as a shallow ocean for placing islands, unless the "deep" tag is present. pale_garden: Biome uses closed-eye blossoms (mutually exclusive with other flower biome tags). plains: Biome uses plains flowers (mutually exclusive with other flower biome tags). rare: Pre-Caves and Cliffs, this tag flags the biome as a special biome. Oceans cannot be special. swamp: Allows ruined portals to be found underwater. Biome uses swamp flowers (mutually exclusive with other flower biome tags). taiga: Biomes tagged "forest" or "forest_generation" will use normal Overworld flowers instead of forest flowers. |
Climate item type
Describes temperature, humidity, precipitation, and similar. Biomes without this component will have default values.
Climate Properties
Name | Default Value | Type | Description | Example Values |
---|---|---|---|---|
ash | not set | Decimal number | Density of ash precipitation visuals | |
blue_spores | not set | Decimal number | Density of blue spore precipitation visuals | |
downfall | not set | Decimal number | Amount that precipitation affects colors and block changes | |
red_spores | not set | Decimal number | Density of blue spore precipitation visuals | |
snow_accumulation | not set | Array of numbers | Minimum and maximum snow level, each multiple of 0.125 is another snow layer Value must have at least 2 items. Value must have at most 2 items. | |
temperature | not set | Decimal number | Temperature affects a variety of visual and behavioral things, including snow and ice placement, sponge drying, and sky color | |
white_ash | not set | Decimal number | Density of white ash precipitation visuals |
Creature Spawn Probability item type
Probability that creatures will spawn within the biome when a chunk is generated.
Creature Spawn Probability Properties
Name | Default Value | Type | Description | Example Values |
---|---|---|---|---|
probability | not set | Decimal number | Probabiltity between [0.0, 0.75] of creatures spawning within the biome on chunk generation. Value must be <= 0.75. |
Humidity item type
Forces a biome to ether always be humid or never humid. Humidity effects the spread chance, and spread rate of fire in the biome.
Humidity Properties
Name | Default Value | Type | Description | Example Values |
---|---|---|---|---|
is_humid | not set | Boolean true/false |
Map Tints item type
Sets the color grass and foliage will be tinted by in this biome on the map.
Map Tints Properties
Name | Default Value | Type | Description | Example Values |
---|---|---|---|---|
foliage | not set | String | Sets the color foliage will be tinted by in this biome on the map. | |
foliage (Alternate 1) | not set | Array of numbers | ||
grass | not set | Object | Controls whether the grass will use a custom tint color or a noise based tint color. |
Mountain Parameters item type
Noise parameters used to drive mountain terrain generation in Overworld.
Mountain Parameters Properties
Name | Default Value | Type | Description | Example Values |
---|---|---|---|---|
steep_material_adjustment | not set | Steep Material Adjustment item | Defines surface material for steep slopes | |
top_slide | not set | Top Slide item | Controls the density tapering that happens at the top of the world to prevent terrain from reaching too high |
Steep Material Adjustment item type
Defines surface material for steep slopes.
Mountain Parameters - Steep Material Adjustment Settings Properties
Name | Default Value | Type | Description | Example Values |
---|---|---|---|---|
east_slopes | not set | Boolean true/false | Enable for east-facing slopes | |
material | not set | Object | Block type use as steep material | |
north_slopes | not set | Boolean true/false | Enable for north-facing slopes | |
south_slopes | not set | Boolean true/false | Enable for south-facing slopes | |
west_slopes | not set | Boolean true/false | Enable for west-facing slopes |
Top Slide item type
Controls the density tapering that happens at the top of the world to prevent terrain from reaching too high.
Mountain Parameters - Top Slide Settings Properties
Name | Default Value | Type | Description | Example Values |
---|---|---|---|---|
enabled | not set | Boolean true/false | If false, top slide will be disabled. If true, other parameters will be taken into account. |
Multinoise Generation Rules item type
Controls how this biome is instantiated (and then potentially modified) during world generation of the nether.
Multinoise Generation Rules Properties
Name | Default Value | Type | Description | Example Values |
---|---|---|---|---|
target_altitude | not set | Decimal number | Altitude with which this biome should be generated, relative to other biomes. | |
target_humidity | not set | Decimal number | Humidity with which this biome should be generated, relative to other biomes. | |
target_temperature | not set | Decimal number | Temperature with which this biome should be generated, relative to other biomes. | |
target_weirdness | not set | Decimal number | Weirdness with which this biome should be generated, relative to other biomes. | |
weight | not set | Decimal number | Weight with which this biome should be generated, relative to other biomes. |
Overworld Generation Rules item type
Controls how this biome is instantiated (and then potentially modified) during world generation of the overworld.
Overworld Generation Rules Properties
Name | Default Value | Type | Description | Example Values |
---|---|---|---|---|
generate_for_climates | not set | Array of objects | Controls the world generation climate categories that this biome can spawn for. A single biome can be associated with multiple categories with different weightings. | |
hills_transformation | not set | Array of strings | What biome to switch to when converting to a hilly biome | |
hills_transformation (Alternate 1) | not set | Object | ||
mutate_transformation | not set | Array of strings | What biome to switch to when converting to a mutated biome | |
mutate_transformation (Alternate 1) | not set | Object | ||
river_transformation | not set | Array of strings | What biome to switch to when converting to a river biome (if not the Vanilla 'river' biome) | |
river_transformation (Alternate 1) | not set | Object | ||
shore_transformation | not set | Array of strings | What biome to switch to when adjacent to an ocean biome | |
shore_transformation (Alternate 1) | not set | Object |
Overworld Height item type
Noise parameters used to drive terrain height in the Overworld.
Overworld Height Properties
Name | Default Value | Type | Description | Example Values |
---|---|---|---|---|
noise_params | not set | Array of numbers | First value is depth - more negative means deeper underwater, while more positive means higher. Second value is scale, which affects how much noise changes as it moves from the surface. Value must have at least 2 items. Value must have at most 2 items. | |
noise_type | not set | String | Specifies a preset based on a built-in setting rather than manually using noise_params |
Replace Biomes item type
Replaces a specified portion of one or more Minecraft biomes.
Replace Biomes Properties
Name | Default Value | Type | Description | Example Values |
---|---|---|---|---|
replacements | not set | Array of Replacements items | List of biome replacement configurations. Retroactively adding a new replacement to the front of this list will cause the world generation to change. Please add any new replacements to the end of the list. |
Replacements item type
Represents the replacement information used to determine the placement of the overriding biome.
Biome Replacement Properties
Name | Default Value | Type | Description | Example Values |
---|---|---|---|---|
amount | not set | Decimal number | Noise value used to determine whether or not the replacement is attempted, similar to a percentage. Must be in the range (0.0, 1.0]. Value must be <= 1. | |
dimension | not set | String | Dimension in which this replacement can happen. Must be 'minecraft:overworld'. | |
noise_frequency_scale | not set | Decimal number | Scaling value used to alter the frequency of replacement attempts. A lower frequency will mean a bigger contiguous biome area that occurs less often. A higher frequency will mean smaller contiguous biome areas that occur more often. Must be in the range (0.0, 100.0]. Value must be <= 100. | |
targets | not set | Array of objects | Biomes that are going to be replaced by the overriding biome. Target biomes must not contain namespaces. Value must have at least 1 items. |
Surface Builder item type
Controls the materials used for terrain generation.
Surface Builder Properties
Name | Default Value | Type | Description | Example Values |
---|---|---|---|---|
builder | not set | Object | Controls the block types used for terrain generation. |
Surface Material Adjustments item type
Specify fine-detail changes to blocks used in terrain generation (based on a noise function).
Surface Material Adjustments Properties
Name | Default Value | Type | Description | Example Values |
---|---|---|---|---|
adjustments | not set | Array of Adjustments items | All adjustments that match the column's noise values will be applied in the order listed. |
Adjustments item type
An adjustment to generated terrain, replacing blocks based on the specified settings.
Surface Material Adjustments - Surface Adjustment Settings Properties
Name | Default Value | Type | Description | Example Values |
---|---|---|---|---|
height_range | not set | Decimal number | Defines a range of noise values [min, max] for which this adjustment should be applied. Value must have at least 2 items. Value must have at most 2 items. | |
height_range (Alternate 1) | not set | Boolean true/false | ||
height_range (Alternate 2) | not set | String | ||
materials | not set | Materials item | The specific blocks used for this surface adjustment | |
noise_frequency_scale | not set | Decimal number | The scale to multiply by the position when accessing the noise value for the material adjustments. | |
noise_range | not set | Array of numbers | Defines a range of noise values [min, max] for which this adjustment should be applied. Value must have at least 2 items. Value must have at most 2 items. |
Materials item type
The specific blocks used for this surface adjustment.
Surface Material Adjustments - Surface Adjustment Materials Settings Properties
Name | Default Value | Type | Description | Example Values |
---|---|---|---|---|
foundation_material | not set | Object | Controls the block type used deep underground in this biome when this adjustment is active. | |
mid_material | not set | Object | Controls the block type used in a layer below the surface of this biome when this adjustment is active. | |
sea_floor_material | not set | Object | Controls the block type used as a floor for bodies of water in this biome when this adjustment is active. | |
sea_material | not set | Object | Controls the block type used in the bodies of water in this biome when this adjustment is active. | |
top_material | not set | Object | Controls the block type used for the surface of this biome when this adjustment is active. |
Tags item type
Attach arbitrary string tags to this biome. Most biome tags are referenced by JSON settings, but some meanings of tags are directly implemented in the game's code. These tags are listed here: birch: Biome uses wildflowers (mutually exclusive with other flower biome tags). Does nothing if biome is tagged "hills". cold: Villagers will be dressed for snowy weather. deep: Pre-Caves and Cliffs, prevents an ocean from having islands or connected rivers and makes the biome less likely to have hills. desert: Allows partially-buried ruined portals to be placed in the biome. Sand blocks will play ambient sounds when the player is nearby. extreme_hills: Ruined portals can be placed higher than normal. Biomes tagged "forest" or "forest_generation" will use normal Overworld flowers instead of forest flowers. flower_forest: Biome uses forest flowers (mutually exclusive with other flower biome tags). forest: Biome uses forest flowers (mutually exclusive with other flower biome tags). Does nothing if biome is tagged tagged "taiga" or "extreme_hills". forest_generation: Equivalent to "forest". frozen: Villagers will be dressed for snowy weather. Prevents the biome from containing lava springs if it is also tagged "ocean". ice: Around ruined portals, lava is always replaced by Netherrack and Netherrack cannot be replaced by magma. ice_plains: Prevents the biome from containing lava springs if it is also tagged "mutated". jungle: Ruined portals will be very mossy. hills: Biomes tagged "meadow" or "birch" will use normal Overworld flowers instead of wildflowers. meadow: Biome uses wildflowers (mutually exclusive with other flower biome tags). Does nothing if biome is tagged "hills". mesa: Sand blocks will play ambient sounds when the player is nearby. mountain: Ruined portals can be placed higher than normal. mutated: Pre-Caves and Cliffs, prevents switching to the specified "mutate_transformation" as the biome is already considered mutated. Prevents the biome from containing lava springs if it is also tagged "ice_plains". no_legacy_worldgen: Prevents biome from using legacy world generation behavior unless the biome is being placed in the Overworld. ocean: Prevents the biome from containing lava springs if it is also tagged "frozen". Allows ruined portals to be found underwater. Pre-Caves and Cliffs, determines if shorelines and rivers should be placed at the edges of the biome and identifies the biome as a shallow ocean for placing islands, unless the "deep" tag is present. pale_garden: Biome uses closed-eye blossoms (mutually exclusive with other flower biome tags). plains: Biome uses plains flowers (mutually exclusive with other flower biome tags). rare: Pre-Caves and Cliffs, this tag flags the biome as a special biome. Oceans cannot be special. swamp: Allows ruined portals to be found underwater. Biome uses swamp flowers (mutually exclusive with other flower biome tags). taiga: Biomes tagged "forest" or "forest_generation" will use normal Overworld flowers instead of forest flowers.
Tags Properties
Name | Default Value | Type | Description | Example Values |
---|---|---|---|---|
tags | not set | Array of strings | Array of string tags used by other systems such as entity spawning |
Description item type
Contains non-component settings for a Biome.
Biome Description Properties
Name | Default Value | Type | Description | Example Values |
---|---|---|---|---|
identifier | not set | Object | The name of the Biome, used by other features like the '/locate biome' command. Identifiers should only be lowercase. Value must match a regular expression pattern of "^[a-z0-9.%+-]+:[a-z0-9.%+-]+$". |