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Biome Documentation - minecraft:biome_definition

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.%+-]+$".