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
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 |
|---|---|
temperature |
Snow and ice coverage, vegetation types |
humidity |
Vegetation density, arid to humid |
continentalness |
Ocean, beach or inland |
erosion |
Flat versus mountainous terrain |
weirdness |
Biome variants, for example Jungle to Bamboo Jungle |
depth |
Surface versus cave biome |
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 | Effect |
|---|---|---|---|
temperature |
Float |
0.8 |
Below 0.15, precipitation falls as snow and water freezes. |
downfall |
Float |
0.4 |
Wetness, driving foliage tinting and how fast fire spreads. |
hasPrecipitation |
Boolean |
true |
Whether rain or snow falls at all. |
temperatureModifier |
enum | none | FROZEN applies the noise-based warm patches of the frozen ocean. |
creatureSpawnProbability |
Float? |
none | Chance per chunk for the initial creature spawn during world generation. |
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
spawners declares what may spawn per mob category. Within a category, weight is a relative probability against the other entries, and minCount/maxCount bound the size of a spawned group.
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 configured 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
