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Official Minecraft Wiki

Biomes are areas in a Minecraft world with various geographical options, flora, heights, temperatures, humidity ratings, and sky and foliage colours. Biomes separate each generated world into different environments, resembling forests, jungles, deserts, and taigas.

1 Temperature
2 Biome types 2.1 Snowy biomes
2.2 Cold biomes
2.Three Medium/Lush biomes
2.Four Dry/Heat biomes
2.5 Neutral and different biomes
2.6 Unused biomes

four.1 Arduous-coded colors four.1.1 Swampland shade
4.1.2 Roofed forest coloration
four.1.Three Mesa color
four.1.4 Different colors

11.1 Sunrises and Sunsets

Biomes have a temperature value that determines if it snows, rains, or doesn’t have either. The required values are less than zero.15 for snow, 0.15 – 0.Ninety five for rain, or larger than 1.0 for neither. These values can be used to find out the heights that snow generates in different biomes. The temperature additionally drops 0.00166667(1⁄600) per meter above the default sea stage (Y=64), however doesn’t change stone island reviews beneath sea level. For instance, extreme hills generate snow at Y=ninety five, on account of highland local weather, as the bottom worth is 0.2, and savannas do not expertise rain or snow on account of their heat. The “sea degree” setting of a customized world does not have an effect on this.

Biomes are cut up into 5 classes based mostly on their temperature: snow-coated, cold, medium, dry/warm, and neutral. They have been separated to stop biomes with enormous temperature variations being positioned aspect-by-side (akin to cold taiga subsequent to a desert), and to allow biomes with comparable temperatures to be positioned next to each other more usually. (Reminiscent of forest and swampland)

Biome types
There are 38 essential biomes within the Overworld (with two being unused), one in the Nether, one in the long run and 22 technical biomes, bringing the total quantity to 62 distinct biomes. Biomes can be distinguished by the grass and leaf colours within the biome, along with the sorts of blocks present (e.g. sorts of bushes or different plants like cacti, sand protection in deserts). Biomes are pseudo-randomly generated using the map seed.

Biomes are separated into 5 classes. The snow-covered biomes are marked in blue, chilly in inexperienced, medium/lush in orange and dry/warm in red. The biomes which aren’t labeled are either impartial or unknown. Temperatures are given at sea level.

Snowy biomes
In these biomes, it snows at any height. The foliage and grass is a dark aqua-inexperienced.

Snow, Snowfall, Oak Timber, Ice, Spruce Trees, Igloos, Strays, White and a few Black & White Rabbits, Polar Bears, Occasional Tall Grass

Packed Ice, Snow, Snow Blocks, Strays, White and a few Black & White Rabbits, Polar Bears, Ice Spikes

Snow, Snowfall, Ice, Spruce Trees, Flowers, Wolves, White and a few Black & White Rabbits, Igloos
Spruce Trees, Snow, Snowfall, Ferns, Wolves, White and a few Black & White Rabbits

Ice, Water, Sand, Clay
Sand, Snow, Snowfall, Ice

Chilly biomes
In these biomes, it begins to snow over a certain height, but earlier than the 256 block peak restrict. Otherwise, it rains. The foliage and grass is an aqua-inexperienced.

Oak Bushes, Spruce Trees, Gravel, Flowers, Emerald Ore, Monster Egg, Llamas
Spruce Bushes, Oak Bushes, Gravel, Snow

Stone, Dirt, Spruce Bushes, Oak Bushes
Spruce Trees, Oak Trees, Gravel, Grass

Spruce Timber, Flowers, Fern, Wolves, Brown, salt & pepper and black rabbits, Villages


Spruce Bushes, Podzol, Ferns, Grass, Moss Stone, Mushrooms, Dirt
Stone, Gravel, Water

Medium/Lush biomes
In these biomes, it begins snowing over the 256 blocks peak restrict. Otherwise, it rains. The foliage and grass is a vibrant mild inexperienced, besides swamps and roofed forests, which have a dark green grass. Rivers are also exempt from this, as they’ve a dull blue hue.

Tall Grass, Grass, Flowers, NPC Villages, Horses, Donkeys, Oak Timber
Grass, Sunflowers, Horses, Oak Bushes

Oak and Birch Trees, Flowers, Wolves, Mushrooms
Flowers, Bushes, Brown, salt & pepper and black rabbits

Birch Timber, Flowers
Tall Birch Bushes, Flowers

Dark Oak Bushes, Enormous Mushrooms, Mushrooms, Rose Bushes Woodland Mansions
Darkish Oak Trees, Large Mushrooms

Witch Huts, Oak Bushes, Grass, Vines, Lily Pads, Clay, Mushrooms, Slimes, Huge Mushrooms[Bedrock Version only], Fossils

In Pocket Edition, large mushrooms may also spawn in this biome, and the water is dark grey as a substitute of blue. Visibility can be extraordinarily low when the participant is beneath the surface of the water

Swamp Trees, Vines, Lilypads, Water, Witches, Fossils

Jungle Bushes, Jungle Temples, Ferns, Flowers, Vines, Ocelots, Cocoa Pods, Melons
Jungle Bushes, Ferns, Melons, Flowers, Vines, Ocelots, Parrots

Jungle Timber, Oak Timber, Grass, Flowers, Vines, Melons, Ocelots, Parrots
Water, Sand, Clay, Sugar Cane

Sand, Gravel, Water, Sugar Cane
Technically no mobs apart from mooshrooms spawn naturally on this biome, together with the standard evening-time hostile mobs. This additionally applies to caves, abandoned mine shafts, and other darkish structures, which means exploring underground is supposedly protected. Nevertheless, mob spawners will still spawn mobs, and the player will even nonetheless be capable to breed animals and spawn mobs using eggs.

Mushrooms, Enormous Mushrooms, Mycelium, Mooshrooms, No Hostile Mobs
Finish Stone, Endermen, Obsidian, Finish Crystals, Ender Dragon, Chorus Plants, End Cities, Shulkers

This biome is used to generate the tip. The ender dragon, and enormous quantities of endermen, spawn on this biome. Most of the top’s structure is offered by the dimension itself moderately than the biome. It doesn’t rain or snow on this biome not like the other low temperature biomes. The outer islands ultimately could be accessed using the top gateway portal after the ender dragon has been defeated. These contain endermen, chorus plants and Finish cities. End cities are the only place where shulkers naturally spawn. If the biome is used for a superflat world, the sky will probably be dark grey and an ender dragon will spawn at zero,0 coordinates in the Overworld. Only endermen will spawn at evening. Beds will explode if used in this biome.

Dry/Warm biomes
In these biomes, it neither rains nor snows at all, but the sky will still flip overcast throughout inclement weather. The foliage and grass is an olive color, except mesa biomes, which have brown grass.


Acacia Timber, Tall Grass, NPC Villages, Horses, Cows, Sheep, Llamas

Acacia Trees, Coarse Dirt, Tall Grass
Lifeless Bushes, Terracotta, 6 colors of Terracotta, Crimson Sand, Cacti, Pink Sandstone, Above ground mineshafts, Gold ore

Crimson Sand, Cacti, Purple Sandstone, Useless Bushes, Hardened Clay, 6 colors of Stained Clay
Oak timber, Lifeless Bushes, Dirt, Hardened Clay, 6 colours of Stained Clay

In comparison with the common mesa plateau, this rare variant features more variable terrain and smaller plateaus, as if a larger plateau was weathered down over time.

The terrain of the savanna plateau M biome is way much less tame than its normal counterpart. It features extremely massive and steep mountains that jut out of the terrain, similar to the savanna M biome, albeit barely smaller and gentler as compared.


That is the biome used to generate the Nether. Inside this biome spawn mobs such as ghasts, packs of zombie pigmen and the occasional magma cubes and endermen. Sure buildings, corresponding to Nether quartz, glowstone veins, and Nether fortresses will only generate within the Nether. Whereas water can’t be placed in the Nether dimension, ice can, and water lakes (and other Overworld buildings) can nonetheless generate if the Nether is utilized in a superflat preset. Beds will explode if used in this biome.

Neutral and different biomes
These biomes are normally lined with water and have little or no land uncovered. Both that, or they have many variants of themselves which are additionally variants of different non-neutral biomes.

Water, Gravel, Squid

Stone, Cobblestone, Void

Most hills are gentle rolling slopes on which the same old biome terrain generates, with some sharper cliffs right here and there. Ice Mountains are usually taller, with top comparable to Excessive Hills biomes, and has a decrease likelihood of spawning passive mobs throughout world era than different biomes (7% versus 10%).

Redwood Taiga Hills M are a particular case, nonetheless. The game code sets the values setBaseHeight and setHeightVariation to be able to outline a “hilly” biome, however these values are the same for the Redwood Taiga Hills M and its non-hill variant (Mega Spruce Taiga), that means there is absolutely no terrain distinction between the 2 biomes.

Unused biomes
These biomes don’t generate in default worlds, however they can be accessed using the Personalized world sort.

Ice, Water, Gravel, Squid
Grass, Dirt, Stone, Pigs, Sheep, Cows, Wolves, Spruce bushes, Oak bushes, Snow (often)

Biome IDs
Each sort of biome has its own biome quantity, shown in the following table. These biome numbers are used when creating a custom-made superflat world. Essential biomes have an ID quantity from 0 to 127, whereas biome variations usually have an ID number of 128 + . Two biomes, FrozenOcean (10) and Extreme Hills Edge (20) are not naturally generated.

Biome colours
The temperature and rainfall values of a biome are used when determining the colors of grass, foliage, and other options comparable to water and the sky.

A biome’s rainfall value is usually a worth from 0.Zero to 1.Zero, and – as stated above – a biome’s temperature begins at a given value at sea degree (e.g. 2.0 for Desert or -0.5 for Cold Taiga) and decreases by 0.00166667 for every meter above sea level.

Biome grass and foliage colours are chosen from two 256×256 colormap images: grass.png and foliage.png. Each colormaps, shown to the precise, may be found in assets\minecraft\textures\colormap. The grass.png colormap sets the colours for the grass block high and sides (along with different forms of grass, resembling tall grass, ferns, double tall grass, and so forth.). In the meantime, the foliage.png colormap sets the colours for tree leaves (with the exception of spruce and birch).

Biome colormaps use a triangular gradient by default. Nevertheless, solely the colours within the lower-left half of the picture are used, regardless that the upper-right aspect of foliage.png is coloured. Furthermore, as shown in the template picture to the left, solely choose few pixels are thought-about when the colormap is read by the sport, and are determined by the code below.

The adjusted temperature and adjusted rainfall values (acknowledged as AdjTemp and AdjRainfall in the code, respectively) are used when determining which biome color to select from the colormap. Treating the underside-proper corner of the colormap as Temperature = 0.Zero and Rainfall = 0.Zero, the adjusted temperature increases to 1.0 along the X-axis, and the adjusted rainfall will increase to 1.0 alongside the Y-axis. The values used to retrieve the colours are computed as follows:

“clamp” limits the vary of the temperature and rainfall to zero.Zero-1.0. The clamped rainfall worth is then multiplied by the zero.0-1.0 adjusted temperature worth, which brings its worth to be inside the lower left triangle. Some biomes’ ranges are shown within the template above; the multiplication makes all the line segments level towards the lower proper corner.

At borders between or amongst biomes, the colours of the block and its eight neighbors are computed and the average is used for the ultimate block color.

Exact temperature and rainfall values for biomes might be present in numerous initiatives, e.g. this biome code.

Arduous-coded colors
Sure biome colors are laborious-coded, which implies they are locked into the Minecraft code and are usually not retrievable from any texture file. Thus, they can’t be modified with out the usage of exterior instruments, equivalent to MCPatcher/OptiFine, that help the usage of custom colormaps.

Swampland color
Swampland temperature, which begins at 0.8, shouldn’t be affected by altitude. Relatively, a Perlin noise operate is used to regularly vary the temperature of the swampland. When this temperature goes beneath -zero.1, a lush green colour is used (0x4C763C) otherwise it is ready to a sickly brown (0x6A7039). As well as, the colour of the water in swamplands is always multiplied by a very gentle green tinge (0xE0FFAE).

Roofed forest shade
The roofed forest biomes’ grass color is retrieved normally, then averaged with a dark inexperienced color (0x28340A) to produce the ultimate colour.

Mesa color
All mesa biomes’ grass and foliage have exhausting-coded colors, which are two tan colors (0x90814D and 0x9E814D respectively). These should not modifiable by grass.png and foliage.png, and are unaffected by temperature.

Other colors
Several different biome colours are set into the game and currently require external instruments in an effort to be modified. This contains blocks similar to birch and spruce leaves and water (which have a tough-coded overlay set onto them), and other options such as the sky and fog.



Points regarding “Biome” are maintained on the issue tracker. Report issues there.

– The term biome is analogous to its scientific utilization: in actual life, a biome is climatically and geographically outlined by distinctive communities of plants, animals and soil organisms supported by comparable climatic circumstances. They’re also known as ecosystems.[2][3]
– The one fictional biomes are the Nether (Hell), the top and those with big mushrooms. All of the others are totally or virtually totally based mostly on real-life counterparts.

Notch took this screenshot whereas testing a revamped river biome.

The first image of a mega taiga, as tweeted by Jeb.
The same image, brightened.

This is the first image offered of the mesa biome.
The first image of a stone seaside (then known as cliff) biome, offered by Jeb.

Jeb’s first picture of the jungle biome.
Jeb’s second jungle teaser screenshot.

A uncommon mesa variant referred to as Mesa Plateau F M.
An above view of a flower forest biome.

A roofed forest bordering onto a lake.
A roofed forest biome within the Pocket Edition. The stone variants granite, diorite and andesite will also be seen in the cliff.

A large cold taiga biome, with a seaside off to the facet.
A mountainous mushroom island.

A variant of excessive hills, where massive swaths of gravel generate.
A frozen ocean biome, with fog obscuring the space.

A big river separating a desert and a forest.
A mesa biome as seen from the bottom.

A mesa biome with a small lake nearby. An F variant could be seen within the higher nook.
A small space of a jungle with desert biome coloring knowledge.

A desert with a jungle right beside it.
A relatively massive island.

A swamp generated in the course of an ocean, inflicting miscolored water and lily pads with none actual swampland.

A rare occurrence of a mushroom biome touching the mainland.
A section of a mushroom island that’s a unique biome.

A rare biome transition of a colder biome touching a hotter biome.(e.g. mesa and ice plains spikes.)

A mesa and jungle biome generated together in Pocket Version. Notice the exposed mineshaft in the lower proper.

A river runs via a flower forest, a sunflower plains, a jungle, and a jungle edge biome.
A river that splits off into two rivers.

Two extreme hills variants. On the left is a normal excessive hills. On the fitting is an excessive hills+.

Jungle terrain without any trees. A jungle M may be seen to the left.
Comparability of mega taiga and mega spruce biomes. Notice how the mega spruce bushes are much thicker.