Biomes
A biome describes a region of the world: its climate, its colors and sounds, which mobs spawn there, which carvers dig through it and which features decorate it. It does not decide where it appears - that is the job of the biome source of a dimension.
References: Biome, Biome definition, misode's biome generator
Where Biomes Land In The World
The vanilla Overworld places biomes in a 6-dimensional climate space. Each biome claims an interval on every axis, and the game picks the closest match for a position. These are the same six parameters a multiNoise biome source lists per entry:
| Parameter | Controls | Vanilla range |
|---|---|---|
temperature |
Snow and ice coverage, vegetation types | 5 bands: -1.0..-0.45, -0.45..-0.15, -0.15..0.2, 0.2..0.55, 0.55..1.0 |
humidity |
Vegetation density, arid to humid | 5 bands: -1.0..-0.35, -0.35..-0.1, -0.1..0.1, 0.1..0.3, 0.3..1.0 |
continentalness |
Ocean, beach or inland | Mushroom fields -1.2..-1.05, deep ocean -1.05..-0.455, ocean -0.455..-0.19, coast -0.19..-0.11, near inland -0.11..0.03, mid inland 0.03..0.3, far inland 0.3..1.0 |
erosion |
Flat versus mountainous terrain | 7 bands: -1.0..-0.78, -0.78..-0.375, -0.375..-0.2225, -0.2225..0.05, 0.05..0.45, 0.45..0.55, 0.55..1.0 |
weirdness |
Biome variants, for example Jungle to Bamboo Jungle | -1.0..1.0, cut into slices at ±0.05, ±0.2667, ±0.4, ±0.5667, ±0.7667 and ±0.9333. A slice entirely below 0.0 picks the standard biome, the others its variant |
depth |
Surface versus cave biome | Surface biomes at 0.0 and 1.0, cave biomes in 0.2..0.9, deep_dark at 1.1 |
The vanilla Overworld uses the built-in overworld multi-noise preset, so these bands are fixed in the game and not in a datapack file (bounds above are rounded to four decimals). In its table of standard middle-terrain biomes, snowy_plains sits at temperature -1.0..-0.45 with humidity -1.0..0.1, dark_forest at temperature -0.15..0.2 with humidity 0.3..1.0, and desert at temperature 0.55..1.0 with every humidity.
The temperature and downfall fields on the biome itself are a different thing: they drive in-world behavior such as snow instead of rain, water freezing, and cauldrons filling.
Climate Fields
| Field | Type | Default | Vanilla | Effect |
|---|---|---|---|---|
temperature |
Float |
0.8 |
plains 0.8, snowy_plains 0.0, desert 2.0 |
Below 0.15, precipitation falls as snow and water freezes. |
downfall |
Float |
0.4 |
plains 0.4, snowy_plains 0.5, desert 0.0 |
Wetness, driving foliage tinting and how fast fire spreads. |
hasPrecipitation |
Boolean |
true |
desert false |
Whether rain or snow falls at all. |
temperatureModifier |
enum | none | frozen_ocean FROZEN |
FROZEN applies the noise-based warm patches of the frozen ocean. |
Colors And Atmosphere
Two blocks share this job, and the split matters:
attributes { }covers everything the camera sees or hears - sky, fog, particles, music, ambient sounds - plus gameplay rules. It is the same system dimension types use, so a biome value simply overrides the dimension value. See Environment Attributes.effects { }covers the biome-local block and liquid tints, which are not attributes.
Colors serialize as decimal integers. grassColorModifier applies the vanilla SWAMP or DARK_FOREST post-processing on top of the computed grass color.
Reference: Biome definition - Effects
Mob Spawns
Mob spawns are the natural_mob_spawns environment attribute, set in the attributes { } block of the biome (or of a dimension type), as is the creatureWorldGenSpawnProbability of the initial creature spawn during world generation.
spawnsByCategory declares what may spawn per mob category. Within a category, weight is a relative probability against the other entries, and count is the size of a spawned group, written by minCount/maxCount or set to any int provider.
Categories: ambient, axolotls, creature, misc, monster, undergroundWaterCreature, waterAmbient, waterCreature.
spawnCosts caps density with an energy budget instead of a raw count. Each mob spends charge from a shared energyBudget, so a crowded area stops spawning before it becomes a mob farm.
References: Mob spawning, Spawn costs
Carvers
carvers is a flat list of carver IDs, or a single carver tag. They run during the carvers step, after the terrain noise and before any feature.
See Carvers.
Features
features lists placed features per decoration step. Every property is a plain list, and leaving one empty simply means nothing of yours generates at that step.
See Features.
Complete Example
See Also
- Carvers - the caves and canyons a biome runs
- Dimensions - biome sources placing biomes in a world
- Environment Attributes - the full attribute reference
- Features - the placed features a biome lists
- World Generation - overview of the worldgen system
