Biome

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For the definition of biomes in data packs, see Biome definition.
Minecraft contains different biomes that can be traveled to, examples from left to right: forest, badlands, lukewarm ocean, snowy taiga, desert, and warped forest

A biome is a region in a world with distinct geographical features, plants, mobs, temperatures, humidity levels, colors, and more. Biomes separate every generated world into different environments, such as forests, deserts, and oceans.

The biome of a location is determined during world generation rather than by the current environment, even if all blocks in a large area are altered to imitate the terrain of other biomes. In Java Edition, the /fillbiome command can be used to change the biome in a selected area. Existing biomes can be located with the /locate biome command.

List of biomes[edit | edit source]

Biome types[edit | edit source]

In Java Edition, there are 65 different biome types: 54 for the Overworld, 5 for the Nether, and 5 for the End, plus one used only for a superflat preset. In Bedrock Edition, there are 87 biome types: 54 for the Overworld, 5 for the Nether, 1 for the End, and 27 unused.

On this page, for convenience of description and reading, the biomes in Overworld are divided into 8 categories, which are not official. Biomes in each category may be further divided into some sub-categories.

Overworld[edit | edit source]

Non-land biomes[edit | edit source]

These biomes are used for the generation of oceans and mushroom fields. They are large, open biomes made entirely of water going up to Y=63, with underwater relief on the sea floor, such as small mountains and plains, usually including gravel, dirt, and sand. Squids and fish spawn frequently in the water, and dolphins spawn in non-frozen oceans.

These biomes are further divided into three categories: oceans, deep oceans, and mushroom fields.

Biome name Description [hide]Screenshot
Ocean

The basic ocean biome. Like its colder variants, its floor is largely made up of gravel, covered with kelp and seagrass. However, small patches of dirt, sand and clay can also appear. Cod and salmon[BE only] can spawn here.

Ocean
Deep ocean

A variant of the ocean biome. In deep ocean biomes, the ocean can exceed 30 blocks in depth, making it twice as deep as the normal ocean. The ground is mainly covered with gravel. Ocean monuments generate in deep oceans, meaning guardians, elder guardians, prismarine and sponges can spawn here.

Deep ocean
Warm ocean

A variant of the ocean biome, with light teal water at the surface. Like the lukewarm ocean, it has a floor made of sand and like all oceans, it is populated with seagrass, but without kelp. Pufferfish and tropical fish spawn here. Unlike other ocean biomes, warm oceans allow for the generation of coral reefs and sea pickles. It is the only ocean biome that does not have a deep equivalent, but the terrain in this biome can reach the same depth as deep oceans.

Warm ocean
Lukewarm ocean

A variant of the ocean biome, with light blue water at the surface. Its floor is made of sand with an occasional patch of dirt or clay. Kelp and seagrass generates here. Unlike the warm ocean biome, cod and salmon[BE only] can spawn here, together with pufferfish[JE only] and tropical fish. Coral reefs cannot generate here.

Lukewarm ocean
Deep lukewarm ocean

Similar to the lukewarm ocean biome, but twice as deep. Because they are a deep ocean variant, they can generate ocean monuments, resulting in the spawning of guardians, elder guardians, prismarine and sponges.

Deep lukewarm ocean
Cold ocean

A variant of the ocean biome, with dark blue water at the surface. Like regular oceans and frozen oceans, its floor is made up of gravel, though occasional patches of dirt can be found. Kelp and seagrass generates here. Salmon and cod can spawn in cold ocean biomes.

Cold ocean
Deep cold ocean

Similar to the cold ocean biome, but twice as deep. Like other deep oceans, ocean monuments can generate here, which contain guardians, elder guardians, prismarine and sponges.

Deep cold ocean
Frozen ocean

A variant of the ocean biome with dark indigo water at the surface. Like the cold ocean, it has a gravel seabed and squids swimming about. However, the water's surface is frequently broken up by patches of ice and large icebergs, consisting of packed ice and blue ice, and occasionally topped with snow blocks and snow[BE only]. Strays, polar bears, and rabbits[BE only] can spawn here, but dolphins can't.

Frozen ocean
Deep frozen ocean

Like the frozen ocean biome, the only fishes that spawn here are salmon and cod‌[BE only], and the floor consists of gravel. The frozen deep ocean biome also contains ocean monuments and a deeper floor than normal oceans, like other deep oceans. Frequent floating icebergs with blue ice generate here. Polar bears and strays can also spawn here, but dolphins can't.

Deep frozen ocean
Mushroom fields

This rare biome consists of a mostly flat island and has mycelium instead of grass as its surface. Mushroom fields are always adjacent to a deep ocean and are isolated from other biomes, and they are typically a few hundred blocks wide. It is one of the few biomes where huge mushrooms can generate naturally, and where mushrooms can grow in full sunlight.

No mobs other than mooshrooms, bats[JE only], and glow squids spawn naturally in this biome, including the usual night-time hostile mobs. This also applies to caves, mineshafts and other dark structures, meaning exploring underground is safe. However, monster spawners still spawn mobs, wandering traders along with their llamas can spawn, raids can still spawn illagers, the player can still breed animals and spawn mobs using spawn eggs and insomnia still attracts phantoms.

Mushroom fields

Highland biomes[edit | edit source]

Highland biomes are biomes with a higher Y-level. Rugged terrain and snow-covered peaks appear above the snow line.

These biomes are further divided into two categories: mountains and windswept hills.

Biome name Description [hide]Screenshot
Jagged peaks

One of the three biomes that generate in the peaks of a mountain. This biome is found in taller and more jagged and pointy peaks that often pass the clouds and can peak at Y=256. It is covered by a single layer of snow blocks with stone underneath often exposing ores such as coal, iron and emerald. Just like the snowy slopes, stone cliffs can generate in some sides of the mountain. Only goats spawn in this biome.

Jagged peaks
Frozen peaks

The frozen peaks are covered by snow blocks and packed ice with occasional small blobs of ice. Only goats can spawn in this biome. This biome usually generates in smoother and less jagged mountains compared to the jagged peaks biome.

Frozen peaks
Stony peaks

The stony peaks are a warmer variation of peak biomes that generates in warmer regions to avoid temperature clashes. It is mainly covered by stone with large strips of calcite and exposed ores. No passive mobs spawn here and there's no snow in this biome.

Stony peaks
Meadow

The meadow is an elevated grassy biome found in plateaus near mountain ranges. It is filled with patches of flowers and turquoise-green short grass and tall grass. All small flowers generate except blue orchids, tulips, lilies of the valley or wither roses. Rarely, a lone oak or birch tree can generate and always has a bee nest. Both pillager outposts and plains villages can generate in this biome. Sheep, donkeys and rabbits are the only passive mobs that spawn in this biome.

Meadow
Cherry grove

Cherry groves are grasslands with a lot of short grass, tall grass and, instead of the traditional dandelions and poppies flowers, the ground is covered with pink petals. The main environmental feature of the cherry grove are cherry trees identified by their striking pink color. The cherry trees may generate densely enough to create a cover of leaves.

Cherry grove
Grove

The grove creates a forest of spruce trees beneath the mountain peaks when near a forested biome. It is quite reminiscent of the snowy taiga, but the surface is covered with snow blocks and powder snow instead of grass blocks. Rabbits, wolves and foxes can spawn in this biome.

Grove
Snowy slopes

The snowy slopes generate beneath the mountain peaks and are covered with multiple layers of snow blocks and powder snow, with some sides also having stone cliffs. Goats spawn in this biome alongside rabbits. This is the only mountain biome where igloos can generate, making it one of the three biomes where igloos naturally generate.

Snowy slopes
Windswept hills

A highland biome with some steep hilltops and an occasional oak or spruce tree‌[JE only]. The terrain is usually flat, but sometimes hilly and shattered. This is one of the few biomes where llamas can spawn naturally. Snowfall also occurs above certain heights, rarely creating snow layers on the top of the hills. Windswept hills are one of six biomes where emerald ore and infested stone can be found naturally.

Windswept hills
Windswept gravelly hills

The windswept gravelly hills are mostly covered in gravel with occasional patches of grass and stone blocks. Due to the low amount of grass, the population of spruce and oak trees in this biome is sparse.

Windswept gravelly hills
Windswept forest

This biome is found when windswept hills are located next to forested biomes. It does not generate stone patches, so the floor is entirely covered by grass. There are more spruce and oak trees in this biome, forming small forests with a lower tree density than other forest biomes.

Windswept forest

Woodland biomes[edit | edit source]

Woodland biomes are rich in plants with a variety of trees, flowers and grasses.

These biomes are further divided into 7 categories: forests, taiga, old growth taigas, snowy taiga, birch forests, dark forest and jungles.

Biome name Description [hide]Screenshot
Forest

A common biome with many oak and birch trees and a fair amount of short grass, mushrooms and flowers. The ground beneath the trees is covered with leaf litter. Wolves can spawn in this biome.

Forest
Flower forest

This forest variant has fewer trees but contains nearly every type of flower and tall plant in the game. Wolves do not spawn in the flower forest, although rabbits spawn occasionally. Bee nests have a higher chance to generate in this biome.

Flower forest
Taiga

A biome covered by a forest of spruce trees. Ferns, large ferns and sweet berry bushes grow commonly on the forest floor. One can find packs of wolves here, along with small groups of foxes or rabbits. Villages may generate in this biome; the houses in these villages are built with spruce wood. Pillager outposts may also generate in this biome. This is one of the few biomes where trail ruins can generate.

Taiga
Old growth pine taiga

A biome composed of spruce trees (despite it being called a pine taiga, since there is no pine in the game), much like the standard taiga biome. However, some trees are 2×2 thick and taller than normal, akin to large jungle trees. Mossy cobblestone boulders appear frequently, mushrooms are common, and podzol can be found on the forest floor. There are also patches of coarse dirt that do not grow grass, with some dead bushes.

Wolves and foxes can spawn here, as they do in normal taiga biomes. Rabbits may also spawn here‌[JE only].

Old growth pine taiga
Old growth spruce taiga

At first glance, this biome may look almost exactly the same as its pine tree counterpart. However, the most striking feature of this biome is its giant spruce trees, which are essentially a scaled-up version of regular spruce trees. One can easily differentiate this from an old growth pine taiga by observing how the leaves almost completely cover the tree trunks, whereas in pine ones, leaves tend to cover only the top. Like the old growth pine taiga, wolves and foxes spawn here, and trail ruins can also generate.

Old growth spruce taiga
Snowy taiga

Similar to the standard taiga, except much of the biome is covered in snow. Ferns and large ferns generate here commonly, however sweet berry bushes generate more rarely than in the regular taiga.

Wolves, foxes, and rabbits can spawn here. One may also find an igloo nestled between the trees, making it one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here‌[BE only]. Villages use the same architecture as taiga villages, but the villagers wear snowy biome outfits.

Snowy taiga
Birch forest

A forest that is solely made of birch trees. The grass is aqua in color, and unlike the regular forest, no wolves spawn in this biome. Wildflowers are very common in birch forests.

Birch forest
Old growth birch forest

Birch trees grow much taller than usual in this uncommon variant of the birch forest biome. Whereas normal birch trees grow up to 7 blocks tall, these trees can grow up to 13 blocks in height. This makes deforestation a much more difficult task, although it provides the player with far more resources.

This is one of the few biomes where trail ruins can generate.

Old growth birch forest
Dark forest

This biome is mainly composed of dark oak trees, which create a mostly closed roof of leaves. Oak trees, birch trees, and huge mushrooms can also be found occasionally, and the ground is covered with leaf litter. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate.

Dark forest
Pale garden

The pale garden is a rarer variation of the dark forest biome. It is, in fact, the rarest biome. The dark oak trees are replaced with pale oak trees, with lots of pale hanging moss hanging from the trees. Patches of pale moss blocks and pale moss carpets cover much of the ground, and patches of eyeblossoms dot the landscape. The sky, foliage, and water in this biome are gray and desaturated, and no music plays inside the biome.

Some of the pale oak trees may have a creaking heart hidden within them, which will spawn a creaking at night. No passive mobs spawn in this biome. On rare occasions, a woodland mansion may generate, making the pale garden one of only two biomes where it can be found.

Pale garden
Jungle

A dense forested biome that includes many different plants and features. Jungle trees and mega jungle trees are common, with the mega trees having 2x2 thick trunks and possibly growing up to 31 blocks in height. Fancy oak trees are also common, and jungle bushes often cover much of the forest floor. Ferns and large ferns are found commonly, and vines are found growing on most types of blocks, especially on jungle trees. Additionally, cocoa can also grow on the sides of jungle trees. Melons can generate here in patches, similar to pumpkins, although they are much more common. Single shoots of bamboo can be found scattered throughout the biome.

The foliage in the jungle is a bright, lush green color. Jungle pyramids and trail ruins can generate, and ocelots, parrots, and pandas can spawn in this biome.

Jungle
Sparse jungle

In contrast to the wild and overgrown vegetation of the jungle biome, the sparse jungle consists of jungle trees, fancy oak trees, and jungle bushes that are spaced out and isolated, creating a much more open environment. The terrain of this biome is often flat, but there may be some small rises in elevation.

Parrots, ocelots, and pandas can still spawn in the sparse jungle‌[Bedrock Edition only]. Wolves can also spawn in this biome.

Sparse jungle
Bamboo jungle

In this biome, large areas of the landscape are covered with massive amounts of bamboo. Patches of podzol can be found underneath the densely packed bamboo. Additionally, mega jungle trees, fancy oak trees, and jungle bushes can also generate here.

Pandas have a much higher chance to spawn here than the other jungle biomes, making this the best place to find them. Ocelots[BE only] and parrots are also able to spawn, and jungle pyramids can generate here‌[JE only].

Bamboo jungle

Wetland biomes[edit | edit source]

Wetland biomes contains rivers, swamps and beaches. They have a large amount of water resources. Rivers separate other biomes; beaches generate as a transition between the ocean and land.

Biome name Description [hide]Screenshot
River

A biome that consists of water blocks that form an elongated, curving shape similar to a real river. Rivers cut through terrain or separate the main biomes. They attempt to join up with ocean biomes, but sometimes loop around to the same area of ocean. Rarely, they can have no connection to an ocean, instead forming a loop, or ending in a swamp or far inland. The grass has a dull aqua tone, much like the ocean, and trace amounts of oak trees, bushes, and firefly bushes tend to generate there as well. Rivers are also a reliable source of clay. These biomes are good for fishing, but drowned can spawn at night. In Bedrock Edition, mobs other than salmon, squid and drowned cannot spawn in this biome, even underground, except from a monster spawner.

River
Frozen river

A river with a layer of ice covering its surface. It generates when a river goes through snowy biomes. Salmon spawn underwater while rabbits and polar bears spawn on ice. At night, drowned can spawn below the ice with strays on the surface. In Bedrock Edition, no other hostile mobs can spawn here, even underground, except from a monster spawner.

Frozen river
Swamp

A biome characterized by a mix of flat areas around sea level, and shallow pools of green water with floating lily pads. Clay, sand and dirt are commonly found at the bottom of these pools. Trees are covered with vines and can be found growing out from the water. Mushrooms, firefly bushes, dead bushes, and sugar canes are abundant, and blue orchids grow exclusively here. Frogs of the temperate variant can spawn here as well. Swamp huts with a black cat and a witch generate exclusively in swamps. Slimes also spawn naturally at night, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by boggeds, making this an especially dangerous biome at night. Temperature varies within the biome, causing foliage and grass colors to vary. In Bedrock Edition, huge mushrooms also spawn in this biome. Visibility is also lower than other biomes when the player is underwater.

Swamp
Swamp in Bedrock Edition.
Mangrove swamp

A biome characterized by a dense foliage, featuring plenty of mangrove trees of varying heights. The floor is mainly composed of mud blocks with occasional grass patches. The grass has the same color as in the normal swamp but leaves and vines have a unique light green tint and the water is teal rather than gray. Frogs often spawn in this biome and all frogs spawned here are warm frogs. Slimes also spawn naturally at night, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by boggeds, making this an especially dangerous biome at night. Visibility is also lower than other biomes when the player is underwater.

Mangrove swamp
Beach

Generated where oceans meet other biomes, beaches are primarily composed of sand. Beaches penetrate the landscape, removing the original blocks and placing in sand blocks. These are also useful for fishing. Buried treasure can be found under few blocks of sand, and an occasional shipwreck can also generate here. Passive mobs other than turtles do not spawn on beaches.

Beach
Snowy beach

Like a regular beach, one can find plenty of sand in this biome and buried treasure can be found underground in this snowy beach. However, sand is covered in a layer of snow. Snowy beaches are found when a snowy biome borders a frozen ocean biome. No passive mobs other than rabbits[BE only] spawn in this biome.

Snowy beach
Stony shore

This stone-covered biome generates at shores with low erosion values, usually close to mountains. Depending on the height of the nearby land, stony shores may generate as medium slopes or huge cliffs, its tops tall enough to be covered by snow even when near warmer biomes.[1] No passive mobs spawn here. Buried treasure can generate here‌[BE only]. Strips of gravel can sometimes be found here.

Stony shore

Flatland biomes[edit | edit source]

These biomes have a flat terrain and a wide view. Trees spawn less here and water sources are plentiful. They also have a higher number of passive mob spawns.

These biomes are further divided into two categories: plains and snowy plains.

Biome name Description [hide]Screenshot
Plains

A flat and grassy biome with rolling hills and few oak trees. Villages are common. Cave openings, lava lakes and waterfalls are easily identifiable due to the flat unobstructed terrain. Passive mobs are easily found in plains biomes; this biome is also of the few biomes where horses spawn naturally. Pillager outposts may also be generated.

Plains
Sunflower plains

A fairly uncommon variation of the plains, this biome is the only place where sunflowers naturally generate. In Bedrock Edition, villages and pillager outposts may also generate here.

Sunflower plains
Snowy plains

An expansive biome with a huge amount of snow. Sugar cane can generate in this biome, but can become uprooted when chunks load as the water sources freeze to ice. There are few spruce trees in this biome. No animal mobs other than rabbits and polar bears can spawn; however, it is one of the few biomes where strays appear. In Bedrock Edition, this biome does not spawn monsters other than strays and skeletons, but monster spawners can still spawn monsters. This is one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here.

Snowy plains
Ice spikes

A rare variation of the snowy plains biome that features large spikes and glaciers of packed ice. Usually, the spikes are 10 to 20 blocks tall, but some long, thin spikes can reach over 50 blocks in height. The floor in this biome is entirely covered in snow blocks instead of grass, and ice patches made of packed ice can generate on it. Like the regular snowy plains, no animal mobs other than rabbits and polar bears can spawn and strays appear at night.

Ice spikes

Arid-land biomes[edit | edit source]

In these biomes, it neither rains or snows, but the sky still turns overcast during inclement weather. The surface is covered with sparse vegetation.

These biomes are further divided into three categories: deserts, savannas and badlands.

Biome name Description [hide]Screenshot
Desert

A barren biome consisting mostly of sand dunes, dead bushes, dry grass, and cacti. Sandstone and sometimes fossils are found underneath the sand. The only passive mobs that spawn naturally in deserts are gold/creamy rabbits. At night, husks usually spawn in the place of normal zombies. Sugar cane can be found if the desert is next to a river biome. Desert villages, desert wells and desert pyramids are found exclusively in this biome. Pillager outposts can also generate here.

Desert
Savanna

A relatively flat and dry biome with a dull-brown grass color and acacia trees scattered around the biome, though oak trees may generate occasionally. Tall grass covers the landscape. Villages can generate in this biome, constructed of acacia wood, with some stained terracotta. Pillager outposts can also generate here. Horses, llamas[BE only], and armadillos can naturally spawn here.

Savanna
Savanna plateau

This biome generates when a normal savanna biome spawns at high altitudes and near mountains. It is mostly indistinguishable from the standard savanna, with the main differences being the fact that llamas and wolves can spawn, and villages and pillager outposts cannot generate.

Savanna plateau
Windswept Savanna

In contrast to the mostly flat and calm terrain of the savanna biome, this uncommon variant generates chaotic terrain, with gigantic mountains covered in coarse dirt and some patches of stone. The mountains in the windswept savanna are extremely steep, sometimes jutting out at 90-degree angles, making it almost impossible to climb. On top of that, they can reach heights comparable to the mountain peak biomes, sometimes rising above the clouds. Massive waterfalls and lavafalls are quite common, and ocean-like lakes can also generate. Unlike the regular savanna, villages and pillager outposts do not generate in this biome.

Windswept savanna
Badlands

An uncommon biome where large mounds of terracotta and stained terracotta generate. Red sand also generates here instead of regular sand, with occasional cacti, dead bushes, and dry grass. This biome is usually found alongside desert biomes and it can generate in mountainous terrain. Armadillos and warm animal variants can spawn here. Mineshafts generate at a higher altitude than normal - occasionally a player may come across a mineshaft jutting out of the badlands. Gold ore also occurs more frequently, because additional veins can generate within badlands up to Y=256. The composition of this biome is useful when other sources of terracotta and gold are scarce.

Badlands
Wooded badlands

The wooded badlands has layers of coarse dirt and grass blocks, and forests of oak trees with leaf litter that generate at higher altitudes in humid areas. The lower parts don't generate the oak forests, exposing terracotta and red sand to the sky. The color of the grass and leaves is a dull green-brown hue, giving it a dried and dead appearance. These trees are a rare source of wood when living in the otherwise barren badlands. Wolves and armadillos, and warm animal variants can spawn here during the day.

Wooded badlands
Eroded badlands

This rare variant generates unique terrain features that are similar to the structures in Utah's Bryce Canyon. Tall and narrow spires of colorful terracotta rise out of the floor of the canyon, which like all other badlands variants, is covered in red sand. Armadillos and warm animal variants are the only passive mobs that can spawn here.

Eroded badlands

Cave biomes[edit | edit source]

These biomes generate inside caves in the Overworld. They're mostly found underground but can sometimes leak out of cave entrances.

Biome name Description [hide]Screenshot
Deep dark

A dimly lit cave biome that generates deep underground mostly within the deepslate layer. It is largely sculk blocks 1 block thick upon all surfaces, with frequent sculk sensors and occasional sculk shriekers, the latter of which can directly summon a warden. An ancient city is a large structure that can generate here, containing chests with unique loot. No mobs aside from wardens spawn here.

Deep dark
Dripstone caves

These are caves filled with dripstone blocks and pointed dripstone both hanging as stalactites and growing from the ground as stalagmites and small water wells of 1×1 in the ground. Large dripstone clusters structures generate occasionally inside these caves. Copper ore blobs found in this biome are much bigger compared to other biomes. Drowned can spawn in aquifers.

Dripstone caves
Lush caves

Lush caves are often found underground below azalea trees. These caves are covered by moss blocks, moss carpets, short grass and azalea bushes on the floors. On the ceiling, vines and cave vines with glow berries grow down and light up the caves, and spore blossoms grow from the ceiling and spore particles. There are also shallow lakes with clay where dripleaf plants grow out of them and axolotls spawn, making this the only biome where they can spawn. Tropical fish can also spawn inside the aquifers in a lush cave.

Lush caves

Void biomes[edit | edit source]

These are spawned in an open area in the void.

Biome name Description [hide]Screenshot
The Void[Java Edition only]

Can be accessed only through Single Biome world selection or The Void superflat preset. In a single biome world, the landscape consists of stone, as well as water and bedrock depending on the generator type. In The Void superflat preset, the world is completely empty except for a single structure: a 33×33 stone platform with a single block of cobblestone in the center. No mobs (passive or hostile) can spawn without spawn eggs, monster spawners or commands. It does not rain in this biome.

The Void

The Nether[edit | edit source]

The Nether is considered a different dimension. All biomes in this dimension are dry, and it is not possible to place water; ice can still be placed, though it does not turn into water upon melting. Lava oceans are generated as a feature and are therefore not considered a separate biome.

Biome name Description [hide]Screenshot
Nether wastes

The Nether wastes is the most common biome in the Nether. The terrain mainly consists of netherrack, with glowstone clusters growing and lava leaking from the ceiling and gravel and soul sand lining its shores. Most of the Nether’s mobs can spawn here, including ghasts, zombified piglins, magma cubes, striders, piglins, and the occasional enderman.

Nether wastes
Soul sand valley

The soul sand valley mainly consists of soul sand, basalt and soul soil. Notable features of the biome are exposed nether fossils in various shapes and sizes, large amounts of lava, blue fog, large spires made of basalt, soul fire, and the occasional nether fortress or bastion remnant. Ghasts and skeletons are common in this biome.

Soul sand valley
Crimson forest

The crimson forest consists of many huge crimson fungi, which act as the "trees" of this biome. The huge fungi often generate with weeping vines hanging from them, and shroomlights which light up the landscape. The floor is mostly covered with crimson nylium, with occasional patches of bare netherrack or nether wart blocks. Crimson roots, crimson fungus, and occasionally warped fungus grow on the ground. Small patches of nether wart blocks and weeping vines can also be found growing on the ceiling.

Hoglins, piglins, zombified piglins, and striders can spawn in this biome.

Crimson forest
Warped forest

The warped forest consists of many huge warped fungi, which act as the "trees" of this biome. The huge fungi often generate with shroomlights, which light up the landscape. Twisting vines grow throughout the biome in patches. The floor is mostly covered with warped nylium, with occasional patches of bare netherrack or warped wart blocks. Warped roots, warped fungus, nether sprouts, and occasionally crimson fungus grow on the ground.

Endermen and striders are the only mobs that spawn in this biome. The biome emits out a magenta-purple fog upon entry.

Warped forest
Basalt deltas

A gray biome, the basalt deltas are said to be the remnant of ancient volcanic eruptions. The ground consists of basalt and blackstone blocks, with small patches of netherrack and pools of lava. The shape of the terrain is chaotic and uneven, making it somewhat difficult to traverse and build on. Unlike the other biomes in the Nether, bastion remnants do not generate in basalt deltas. When this biome borders a lava ocean, clusters of basalt form near the coast. Fog is colored light-gray and particles of dust can be seen falling from the ceiling upon entry.

Magma cubes have a high spawn rate in this biome, making the basalt deltas the best place to farm magma cream. This biome also contains a much higher abundance of blackstone compared to other Nether biomes.

Basalt deltas

The End[edit | edit source]

The End is considered a different dimension.

Biome name Description [hide]Screenshot
The End

This biome is used to generate the circle of radius 1000 centered at the 0,0 coordinates in the End. The End central island is generated at the center of this circle, and it's surrounded by a complete vacuum all the way to the edge of the biome. Most of the End features are exclusive to that island, including the ender dragon, the obsidian pillars, the end crystals, the 5×5 spawn platform, the exit portal and the 20 central end gateways. Large amounts of endermen spawn in this biome. It does not rain or snow in this biome unlike the other low-temperature biomes. The outer islands in the End can be accessed using end gateways after the ender dragon has been defeated.

If the biome is used for a superflat world, the sky appears nearly black and an ender dragon spawns at the 0,0 coordinates in the Overworld. Only endermen spawn at night.

The End
Small End islands[JE only]

Generates as part of the outer islands of the End. This biome represents the empty expanse between the larger islands, populated by the smaller, circular islands.

Small end islands
End midlands[JE only]

Generates as part of the outer islands of the End. This biome represents the gradual slope from the hilltops of each island down to the cliffs around the edge. End cities generate here, but chorus trees do not.

End midlands
End highlands[JE only]

Generates as part of the outer islands of the End. This biome represents the hilltops of each island, and is the only biome in the End where both chorus trees and end cities generate.

End highlands
End barrens[JE only]

Generates as part of the outer islands of the End. This biome represents the outer rims of each island, with steep cliffs below the edge. Neither end cities nor chorus trees generate in this biome.

End barrens

Unused biomes[edit | edit source]

BlockSprite rose.png: Sprite image for rose in Minecraft
This section describes content that exists only in outdated versions of Java Edition.
 
This feature used to be in the game but has since been removed.
This section describes content that has been officially made unobtainable in Bedrock Edition.
 
It can still be obtained using third-party software. However, this can cause unexpected behavior such as bugs and crashes.
Main article: Biome/Before 1.18

These biomes have been completely removed from the game in Java Edition. In Bedrock Edition, they still exist in the code, but do not generate. Most biomes were removed from the generator because the terrain was the only difference with their regular biome variant.

Biome name Description [hide]Screenshot
Legacy frozen ocean Similar to the frozen ocean biome, but without icebergs, it was completely flat. Because they were a frozen ocean variant, they could spawn polar bears and strays, but not dolphins. Unlike the regular frozen ocean, polar bears, drowned, squid, salmon, cod, rabbits, skeletons and strays were the only mobs that spawn here. Kelp also generated here.

This biome doesn't generate naturally from Pocket Edition Alpha 0.9.0 onward. When Bedrock Edition 1.4.0 introduced the new frozen ocean, this biome was not removed or replaced by the new frozen ocean, although the id name changed from frozen_ocean to legacy_frozen_ocean.

Legacy frozen ocean
Desert lakes In this biome, patches of water were more common, and the terrain was slightly more rough. Although desert wells could be found, desert pyramids, villages and outposts did not generate in this biome.
Desert lakes
Mountain edge Similar to the sparse jungle biome, the mountain edge used to generate exclusively at the edge of windswept hills biomes in order to smooth the transition between biomes. This biome had lots of trees, similar to windswept forests. While the terrain was lower and gentler in nature, some areas might reach high enough to be covered by snow.

This biome doesn't generate naturally from Pocket Edition v0.9.0 alpha and Java Edition 1.7.2 onward.

Mountain edge
Deep warm ocean Similar to the warm ocean biome, but without coral reefs or sea pickles, and twice as deep. Because they were a deep ocean variant, they could generate ocean monuments.

The deep warm ocean did not naturally generate in any non-snapshot or non-beta version.

Deep warm ocean
Hills Hills biomes were generated as small spots scattered throughout certain biomes. This included:

Most hills were gentle rolling slopes on which the usual biome terrain generated, with some sharper cliffs here and there. Snowy mountains had a lower chance of spawning passive mobs during world generation than other biomes (7% versus 10%).

Swamp hills and dark forest hills generated as 'modified' biomes instead of hills biomes, making them slightly rarer but also bigger in size.

Tall birch hills generated as 'modified hills' biomes, which made them even rarer than modified biomes. Tall birch hills had much more mountainuous terrain than most hills biomes.

Giant tree taiga hills
Desert hills
Jungle hills
Snowy mountains
Tall birch hills
Giant spruce taiga hills Giant spruce taiga hills were a special case. In Java Edition, the game code sets the values setBaseHeight and setHeightVariation to define a "hilly" biome, but used the same values as for its non-hill variant (giant spruce taigagiant spruce taiga), meaning there was absolutely no terrain difference between the two biomes.

In Bedrock Edition, this biome did generate as a much hillier version of the giant spruce taiga, even more mountainuous than regular hills biomes. However, the giant spruce taiga hills used the same trees as the giant tree taiga hills (with leaves only at the top), making this biome very similar to the giant tree taiga hills.

Giant spruce taiga hills
Badlands plateau Badlands plateaus generated as actual biomes in badlands biomes, and were flattened at the top, much like real-life plateaus. They came to rest at an elevation of about 20 to 30 blocks above sea level. One may discover the entrance to a mineshaft within the tall slopes of a badlands plateau.

With the new terrain generation in Caves & Cliffs: Part II, the regular badlands biome also featured these plateaus and this biome became redundant.

Badlands plateau
Shattered savanna plateau The terrain of the shattered savanna plateau biome was much less tame than its normal counterpart. It featured incredibly large and steep mountains that jut out of the terrain, similar to the shattered savannashattered savanna biome, albeit slightly smaller and gentler in comparison.

In Bedrock Edition, the grass and foliage color was lush green (the same color as in mushroom fields), making it easily distinctable from the regular shattered savanna.

Shattered savanna plateau
Modified wooded badlands plateau This biome featured grass and oak trees on top of plateaus, much like its counterpart. However, the plateaus that generated here were generally smaller, allowing far less foliage to be generated. The terrain was more erratic, and could be compared to that of the similar modified badlands plateau biome, having an old and eroded appearance. Eroded badlands generated instead of desert alongside this biome.
Modified wooded badlands plateau
Modified badlands plateau Compared to the average badlands plateau, the modified badlands plateau featured more variable terrain and smaller plateaus, as if a larger plateau was weathered down over time. It was the second-rarest biome in the game, after the modified jungle edge.
Modified badlands plateau
Mushroom field shore Mushroom field shores represented the transition between mushroom fields and the ocean, forming long strips between the biomes as a "beach", hence the name. However, it did not generate if the ocean biome was a deep ocean. This biome also generated when a river meeted a mushroom fields biome, similar to what frozen rivers did in snowy plains. The terrain of this biome was much more flat and shallow than the main mushroom fields biome, though it contained many of the same features, such as a mycelium surface layer, huge mushrooms and lack of hostile mobs, but shipwrecks and buried treasures could generate here‌[Bedrock Edition only].

Because the terrain was the only difference with the regular mushroom fields biome, this biome became redundant after Caves & Cliffs: Part II.

Mushroom field shore
Gravelly mountains+ The gravelly mountains+ had exactly the same terrain and features as the regular gravelly mountainsgravelly mountains.

In Bedrock Edition, the regular gravelly mountains did not have any trees, but this biome did, making it slightly different. Because almost no grass blocks were generated between the gravel, trees did rarely generate.

Gravelly mountains+
Modified jungle The modified jungle featured very mountainuous terrain, with many cliffs and overhangs.
Modified jungle
Modified jungle edge The very rare modified jungle edge only generated when a rare swamp hills biome bordered a jungle. Like the regular modified jungle, this biome had much more mountainuous terrain, but it was very small in size.
Modified jungle edge
Taiga mountains Like the snowy taiga mountains, this biome featured very mountainuous terrain, sometimes passing snowfall hight. The taiga mountains were very similar to the windswept forest, but with a higher density of trees and slightly lower elevation.
Taiga mountains
Snowy taiga mountains The very rare snowy taiga mountains featured even more mountainuous terrain than the snowy taiga hills, although not as much as the windswept hills.
Snowy taiga mountains


Removed biomes[edit | edit source]

These biomes no longer exist in current versions of the game.

Biome name Features Description [hide]Screenshot
Tundra

Snow, grass blocks, ice

Snowy, barren terrain with few trees. The occasional trees do exist, although rarely. Ice can be found over water. Snow is common weather in tundras. It generates when the temperature is below 50% and the downfall is less than 20%.
Tundra
Rainforest

Grass block, short grass, ferns, oak trees, birch trees

Rainforests are wet biomes with many trees, which have a 1 in 3 chance of being big, instead of 1 in 10 like all other biomes. They generate only oak trees and have a large amount of short grass and ferns. A biome is classified as a rainforest if the temperature is greater than 97% and the downfall is more than 90%. This could be the biome with some of the most cliffs and hills, because the world generator reduces height variation at lower downfalls.
Rainforest
Seasonal forest

Grass block, short grass, oak trees

Seasonal forests spawn with a temperature of 97% or greater, and a downfall value between 45% and 90%. They are commonly found between forest and rainforests, and near plains biomes. They are identical to forests, except they have fewer trees and can spawn only oak trees. They have a little bit of short grass.
Seasonal forest
Ice desert

Sand, snow, ice

An unused biome before Beta 1.8 that was in the code but never implemented into the temperature/downfall table and thus did not actually generate. It was a biome of sand with snow on top of it and had snowfall and ice (the player can create something similar using the buffet world option and choosing the snowy beach biome).
Ice desert
Shrubland

Grass block, oak trees, birch trees

A biome with few trees and no short grass. It is identical to the savanna biome. It is one of the smallest biomes in the game. It can generate if the temperature is between 50% and 97%, and the downfall value is below 35%. It is too small to generate a forest.
Shrubland

Joke biomes[edit | edit source]

These biomes can appear only in April Fools snapshots of the game.

Biome name Features Description [hide]Screenshot
_generated:id All mobs, blocks, particles and structures in 20w14a _generated:id is the resource location of the generated biome. Its namespace is _generated and its name is the biome's numeric ID.

This "biome" includes all the other non-custom dimensions biomes. All mobs, blocks, particles and structures in 20w13b (vanilla) can generate in this biome. A dimension can have multiple of these randomly generated biomes.

A randomly generated biome.
Arboretum All types of trees, including potato trees, huge mushrooms, park lanes, potato villages A forested biome, with every type of tree added to Minecraft thus far. Non-uniform foliage color and trees generating close to each other distinguish this biome from other forest-type biomes. Generates in the Potato dimension.
Arboretum.
Between End ships Grid of end ships. Generates in the fleet dimension as well as some other random ones. There is no elytra as loot, but dragon heads still generate. Chests generate, but contain only a book titled "orders" written by a mess of changing letters. The contents have at least one word, usually an order (eg: build), a mess of constantly changing letters with varying lengths and another word(s) (eg: Lost Floppy).
A between biome generated in a buffet world.
Biome For Player With No Time For Nonsense Generates as a normal snowy taiga, but all ores are mineral blocks or redstone components.
Biome for player with no time for nonsense, generated in the "busy" dimension. A redstone block can be seen on the mountain.
Corruption Potato trees, potato buds, potato villages A forested biome, covered in potato trees of various sized, as well as potato buds, that grow upward like stalagmites. Phantoms here spawn naturally during the day and they don't burn. Generates in the Potato dimension.
Corruption.
Fields Fields of potatoes, potato villages Large percent of the surface is covered with poison farmland, and potatoes grow on top of it. Generates in the Potato dimension.
Fields.
Hash Hash wells, fossils, venomous columns A dry biome, with almost no vegetation. Only biome where gravtater and vicious potatoes occur naturally. Generates in the Potato dimension.
Hash.
The Moon Moon cow, lunar base, cheese Generates flat terrain with craters made of blocks that can be "eaten" to change their shape. The only mob that spawns here is the moon cow. There is also the Lunar Base that can be expanded by stepping on the pressure plate, the only feature in the moon.
The moon.
Shapes Terracotta, glazed terracotta, concrete, concrete powder, wool, carpets, stained glass, stained glass pane Generates spheres, cubes, octahedra etc. of various colors and materials.
Shapes.
Wasteland Poisonous water and rain, columns of ancient debris, toxifin slabs A desolate and dangerous biome. Water and rain applies the Poison effect to players and mobs. Toxifin slabs spawn in large numbers, causing more Poison and Wither. Ancient debris is common in this biome. Generates in the Potato dimension.
Wasteland.

Tint[edit | edit source]

Plants[edit | edit source]

Biome grass and foliage colors are selected from two 256×256 colormap images: grass.png and foliage.png under assets/minecraft/textures/colormap[JE only] or textures/colormap[BE only]. The grass.png colormap sets the colors for grass block, short grass, tall grass, ferns, large ferns, ferns in flower pots, sugar canes, bushes and stems of pink petals and wildflowers. Meanwhile, the foliage.png colormap sets the colors for vines and tree leaves of oak, jungle, acacia, dark oak and mangrove. The dry_foliage.png colormap sets the colors for leaf litter. Only the colors in the lower-left halfs of the images are used, even though the upper-right side of foliage.png and dry_foliage.png is colored.

The adjusted temperature and adjusted downfall values (recognized as AdjTemp and AdjDownfall in the following, respectively) are used when determining the biome color to select from the colormap. They are computed as follows:

AdjTemp = clamp( Temperature, 0.0, 1.0 )

AdjDownfall = clamp( Downfall, 0.0, 1.0 ) * AdjTemp.

"clamp" limits the range of the temperature and downfall to 0.0—1.0. The clamped downfall value is then multiplied by the adjusted temperature value, bringing its value to be inside the lower left triangle. Treating the bottom-right corner of the colormap as AdjTemp = 0.0 and AdjDownfall = 0.0, the adjusted temperature increases to 1.0 along the X-axis, and the adjusted downfall increases to 1.0 along the Y-axis.

Special plant tints[edit | edit source]

In the following cases, the plants are not tinted exactly according to the colormap. In Java Edition, several of them are specified in biome Jsons in vanilla data pack.

Swamps

In swamps and mangrove swamps, the grass color (used for grass blocks, short and tall grass, small and large ferns, ferns in flower pots, sugar canes, bushes and the stems of pink petals and wildflowers) is based on a noise on XZ plane. When the value of this noise is less than -0.1, it uses the color
 #4c763c
. Otherwise using
 #6a7039
. The foliage color (used for vines and leaves of oaks, jungles, acacias, dark oaks and mangroves) is
 #6a7039
in swamps and
 #8db127
in mangrove swamps, which are not affected by the colormap. The dry foliage color (used for leaf litter) in swamps and mangrove swamps is
 #7b5334
, which also ignores the colormap.

Dark forest

In dark forests, the grass color (used for grass blocks, short and tall grass, small and large ferns, ferns in flower pots, sugar canes, bushes and the stems of pink petals and wildflowers) is the result of the bitwise AND between the color in the colormap and
 #fefefe
, and then averaging with
 #28340a
. In vanilla, that is
 #507a32
.

Badlands

In badlands, wooded badlands and eroded badlands, the grass color (used for grass blocks, short and tall grass, small and large ferns, ferns in flower pots, sugar canes, bushes and the stems of pink petals and wildflowers) is
 #90814d
. The foliage color (used for vines and leaves of oaks, jungles, acacias, dark oaks and mangroves) is
 #9e814d
. The dry foliage color (used for leaf litter) is
 #9e814d
. They are not affected by the colormap.

Cherry grove

The color for grass and foliage in cherry groves is always
 #b6db61
, which is not affected by the colormap.

Pale garden

In the pale garden, the grass color (used for grass blocks, short and tall grass, small and large ferns, ferns in flower pots, sugar canes, bushes and the stems of pink petals and wildflowers) is
 #778272
. The foliage color (used for vines and leaves of oaks, jungles, acacias, dark oaks and mangroves) is
 #878d76
. The dry foliage color (used for leaf litter) is
 #a0a69c
They are not affected by the colormap.

Other leaves

The color for spruce leaves is
 #619961
and the color for birch leaves is
 #80a755
. Both are not affected by the biome.

Environment[edit | edit source]

The color of the sky in Overworld changes according to the basic temperature value of the biome. The basic temperature is first modified as T = clamp( Temperature / 3 , -1.0, 1.0 ). Then the triple (0.62222224-0.05T, 0.5+0.1T, 1) is the sky color. The color of the sky in the pale garden biome is
 #b9b9b9
, which is unaffected by the above formula.

The colors of water, underwater fog and fog in a biome are defined in the vanilla data pack‌[JE only] or vanilla resource packs‌[BE only].

See the List of biome climates for these colors.

Transition[edit | edit source]

When plants or water are at the borders between or among biomes, the color is affected by the biome of the surrounding blocks at the same Y-level. The range of the block involved in the calculation is determined by the biome blend radius in options. Takes the plant color or water color of the biomes within a square centered on this block and with the side length being the biome blend radius, and calculates their average value to get the final color for this block.

The sky color ‌[JE only] and the fog color use the color processed by Gaussian blur from colors of the biomes at each block in the range of 5×5×5 centered on the block the camera is in.

Climate[edit | edit source]

A biome has three climate attributes: temperature, downfall and precipitation.

Temperature[edit | edit source]

Each biome has a base temperature value (see the List of biome climates), but the actual temperature value at each location in the biome is also affected by the height of the location. Locations with Y≤80 use the base temperature as actual temperature. At Y=81, the actual temperature value randomly fluctuates up and down by -0.00875 — +0.01125 from the base temperature based on a noise on the XZ plane, and at Y≥81 the actual temperature decreases by 0.00125 (1800) every block up.

In Java Edition, especially in Frozen Ocean and Deep Frozen Ocean, it is also affected by a noise value on the XZ plane. In some regions according to the noise, the base temperature value is always regarded as 0.2. The actual temperature values for these regions are also calculated on this basis. This is detectable in Frozen Ocean, as its base temperature is low enough to freeze or snow, so that only these regions do not freeze or snow at sea level.

Downfall[edit | edit source]

The downfall value is a number between 0.0 and 1.0 (see the List of biome climates). When the downfall value is greater than 0.85, the biome is marked as humid, which is related only to the random extinction of fire. This value doesn't affect the weather. See Rain.

Precipitation[edit | edit source]

The precipitation value can be "true" or "false". If the precipitation of the biome is false, no rain or snow occur. Otherwise, a location is rainable when its temperature value is greater than 0.15, and snowable otherwise.

So, if the base temperature is not greater than 0.15, it's snowable at any Y level. And if greater than 0.15, it can snow above a certain Y level, which are listed below:

Biomes [hide]Minimum height for snowfall
Windswept Hills
Windswept Gravelly Hills
Windswept Forest
Stony Shore[1]
Dripstone Caves[BE only][2]
Some regions of Frozen Ocean and Deep Frozen Ocean
120±8
Old Growth Spruce Taiga
Taiga
160±8
Old Growth Pine Taiga
Meadow[BE only]
Cherry Grove[BE only]
200±8
Others 356±8 (out of world)

The exact minimum height for snowfall is randomized per block, with a margin of 8 blocks. In Bedrock Edition, this is a transition layer where both snow and rain particles are visible at the same time. This transition also appears when moving horizontally between snowy and rainy biomes.

Snow accumulation[edit | edit source]

In Java Edition, the maximum snow accumulation layer can be set by snowAccumulationHeight game rules. In Bedrock Edition, the maximum snow layer is based on the snow accumulation value of the biome. The value is an array of 2 numbers, representing the minimum and maximum snow heights, with 0.0 being no snow and 1.0 being the full height of one block.

List of biome climates[edit | edit source]

Overworld[edit | edit source]

Biomes Base temperature Downfall Precipitation Snow accumulation‌[BE only] Grass color Leaf color Sky color Fog color
The Void[JE only] 0.5 0.5 FALSE N/A
 #8eb971

 #71a74d

 #7ba4ff

 #c0d8ff
[JE only]

 #abd2ff
[BE only]
Warm Ocean TRUE 0.0-0.125
Lukewarm Ocean
Deep Lukewarm Ocean
Ocean
Deep Ocean
Cold Ocean
Deep Cold Ocean
River
Deep Frozen Ocean 0.5‌[JE only]
0.0‌[BE only]
0.5 0.125-0.25
 #8eb971
[JE only]

 #80b497
[BE only]

 #71a74d
[JE only]

 #60a17b
[BE only]

 #7ba4ff
[JE only]

 #7fa1ff
[BE only]
Lush Caves 0.5‌[JE only]
0.9‌[BE only]
0.5‌[JE only]
0.0‌[BE only]
0.0-0.125
 #8eb971
[JE only]

 #b9b75b
[BE only]

 #71a74d
[JE only]

 #a6a432
[BE only]

 #7ba4ff
[JE only]

 #77a8ff
[BE only]
Plains 0.8 0.4
 #91bd59

 #77ab2f

 #78a7ff
Beach
Sunflower Plains
Deep Dark
Dripstone Caves 0.8‌[JE only]
0.2‌[BE only]
0.4‌[JE only]
0.0‌[BE only]

 #91bd59
[JE only]

 #8db58a
[BE only]

 #77ab2f
[JE only]

 #70a26c
[BE only]

 #78a7ff
[JE only]

 #7da2ff
[BE only]
Frozen River 0.0 0.5 0.125-0.25
 #80b497

 #60a17b

 #7fa1ff
Frozen Ocean
Snowy Plains 0.25-1.0
Ice Spikes 0.5‌[JE only]
1.0‌[BE only]
0.5-1.5
Grove -0.2 0.8 0.125-0.25
 #81a0ff
Frozen Peaks -0.7 0.9
 #859dff
Jagged Peaks
Snowy Slopes -0.3 0.9 0.125-0.5
 #829fff
Snowy Taiga -0.5 0.4
 #839eff
Snowy Beach 0.05 0.3 0.125-0.25
 #83b593

 #64a278

 #7fa1ff
Meadow 0.5‌[JE only]
0.3‌[BE only]
0.8 0.0-0.125
 #83bb6d
[JE only]

 #86b87f
[BE only]

 #63a948
[JE only]

 #68a55f
[BE only]

 #7ba4ff
[JE only]

 #7ca3ff
[BE only]
Cherry Grove 0.5‌[JE only]
0.3‌[BE only]

 #b6db61

 #b6db61

 #7ba4ff
[JE only]

 #7ca3ff
[BE only]
Desert 2.0 0.0 FALSE
 #bfb755

 #aea42a

 #6eb1ff
Savanna 2.0‌[JE only]
1.2‌[BE only]

 #6eb1ff
[JE only]

 #75aaff
[BE only]
Savanna Plateau 2.0‌[JE only]
1.0‌[BE only]

 #6eb1ff
[JE only]

 #76a8ff
[BE only]
Windswept Savanna 2.0 0.0
 #bfb755

 #aea42a

 #6eb1ff
[JE only]

 #76a9ff
[BE only]
Badlands 2.0 0.0
 #90814d

 #9e814d

 #6eb1ff
Wooded Badlands
Eroded Badlands
Forest 0.7 0.8 TRUE
 #79c05a

 #59ae30

 #79a6ff
Flower Forest
Dark Forest
 #507a32
Pale Garden
 #778272

 #878D76

 #B9B9B9

 #817770
Birch Forest 0.6 0.6
 #88bb67

 #6ba941

 #7aa5ff

 #c0d8ff
[JE only]

 #abd2ff
[BE only]
Old Growth Birch Forest
Old Growth Pine Taiga 0.3 0.8
 #86b87f

 #68a55f

 #7ca3ff
Old Growth Spruce Taiga 0.25 0.8
 #86b783

 #68a464

 #7da3ff
Taiga
Windswept Gravelly Hills 0.2 0.3
 #8ab689

 #6da36b

 #7da2ff
Windswept Forest
Windswept Hills 0.0-0.25
Stony Shore
Jungle 0.95 0.9 0.0-0.125
 #59c93c

 #30bb0b

 #77a8ff
Bamboo Jungle
Sparse Jungle 0.8
 #64c73f

 #3eb80f
Mushroom Fields 0.9 1.0
 #55c93f

 #2bbb0f
Stony Peaks 1.0 0.3
 #9abe4b

 #82ac1e

 #76a8ff
Mangrove Swamp 0.8 0.9
 #6a7039


 #4c763c

 #6a7039

 #78a7ff
Swamp 0.9‌[JE only]
0.5‌[BE only]

 #8db127
Biome Water color in Bedrock Edition Water fog color in Bedrock Edition Water color in Java Edition Water fog color in Java Edition
Swamp
 #4c6559

 #4c6559

 #617b64

 #232317
Mangrove Swamp
 #3a7a6a

 #4d7a60

 #3a7a6a

 #4d7a60
Warm Ocean
 #02b0e5

 #0289d5

 #43d5ee

 #041f33
Lukewarm Ocean
 #0d96db

 #0a74c4

 #45adf2

 #041633
Deep Lukewarm Ocean
 #0e72b9
Cold Ocean
 #2080c9

 #14559b

 #3d57d6

 #050533
Deep Cold Ocean
 #185390
Snowy Beach
 #1463a5

 #1463a5
Snowy Taiga
 #205e83

 #205e83
Frozen Ocean
 #2570b5

 #174985

 #3938c9
Deep Frozen Ocean
 #1a4879
Frozen River
 #185390

 #185390
Meadow
 #44aff5

 #44aff5

 #0e4ecf
Cherry Grove
 #5db7ef

 #5db7ef

 #5db7ef
Ocean
 #1787d4

 #1165b0

 #3f76e4
Deep Ocean
 #1463a5
River
 #0084ff

 #0084ff
Beach
 #157cab

 #157cab
Stony Shore
 #0d67bb

 #0d67bb
Snowy Plains
Ice Spikes

 #14559b

 #14559b
Taiga
 #287082

 #287082
Old Growth Pine Taiga
Old Growth Spruce Taiga

 #2d6d77

 #2d6d77
Dark Forest
 #3b6cd1

 #3b6cd1
Pale Garden
 #76889D

 #556980

 #76889D

 #556980
Flower Forest
 #20a3cc

 #20a3cc

 #3f76e4

 #050533
Forest
 #1e97f2

 #1e97f2
Birch Forest
 #0677ce

 #0677ce
Old Growth Birch Forest
 #0a74c4

 #0a74c4
Bamboo Jungle
Jungle

 #14a2c5

 #14a2c5
Sparse Jungle
 #0d8ae3

 #0d8ae3
Savanna
 #2c8b9c

 #2c8b9c
Windswept Savanna
Savanna Plateau

 #2590a8

 #2590a8
Desert
 #32a598

 #32a598
Badlands
 #4e7f81

 #4e7f81
Eroded Badlands
 #497f99

 #497f99
Mushroom Fields
 #8a8997

 #8a8997
Wooded Badlands
 #55809e

 #55809e
Windswept Forest
Windswept Gravelly Hills

 #0e63ab

 #0e63ab
Windswept Hills
 #007bf7

 #007bf7
Dripstone Caves
Deep Dark
Lush Caves
Frozen Peaks
Jagged Peaks
Stony Peaks
Plains
Sunflower Plains
Grove
Snowy Slopes

 #44aff5

 #44aff5
The Void[JE only] N/A N/A

The Nether[edit | edit source]

Biome Base temperature Downfall Precipitation Grass color Leaf color Sky color Water color Water fog color Fog color
Nether Wastes 2.0 0.0 FALSE
 #bfb755

 #aea42a

 #6eb1ff

 #3f76e4
[JE only]

 #905957
[BE only]

 #050533
[JE only]

 #905957
[BE only]

 #330808
Warped Forest
 #1a051a
Crimson Forest
 #330303
Soul Sand Valley
 #1b4745
Basalt Deltas
 #3f76e4

 #050533
[JE only]

 #423e42
[BE only]

 #685f70

The End[edit | edit source]

Biome Base temperature Downfall Precipitation Grass color Leaf color Sky color Water color Water fog color Fog color
The End
End Highlands[JE only]
End Midlands[JE only]
Small End Islands[JE only]
End Barrens[JE only]
0.5 0.5 FALSE
 #8eb971

 #71a74d

 #000000

 #3f76e4
[JE only]

 #62529e
[BE only]

 #050533
[JE only]

 #62529e
[BE only]

 #a080a0
[JE only]

 #0b080c
[BE only]

Generation[edit | edit source]

Biome distribution in Java Edition 1.21.4[edit | edit source]

Overworld[edit | edit source]

Overworld surface biomes
Biome [hide]Surface area cover
Forest 12.354%
Plains 10.627%
Ocean 7.158%
River 6.208%
Lukewarm Ocean 4.506%
Cold Ocean 4.359%
Savanna 3.899%
Deep Ocean 3.813%
Taiga 3.344%
Snowy Plains 2.897%
Desert 2.473%
Beach 2.422%
Deep Lukewarm Ocean 2.413%
Birch Forest 2.327%
Deep Cold Ocean 2.301%
Snowy Taiga 2.280%
Old Growth Birch Forest 2.179%
Dark Forest 2.043%
Frozen Ocean 2.041%
Warm Ocean 2.032%
Jungle 2.026%
Sparse Jungle 1.404%
Meadow 1.189%
Stony Shore 1.187%
Deep Frozen Ocean 1.123%
Swamp 1.071%
Badlands 0.876%
Frozen River 0.822%
Grove 0.782%
Sunflower Plains 0.690%
Wooded Badlands 0.685%
Old Growth Pine Taiga 0.668%
Bamboo Jungle 0.648%
Flower Forest 0.642%
Old Growth Spruce Taiga 0.619%
Mangrove Swamp 0.517%
Savanna Plateau 0.398%
Snowy Slopes 0.359%
Snowy Beach 0.332%
Windswept Hills 0.298%
Eroded Badlands 0.290%
Cherry Grove 0.285%
Ice Spikes 0.249%
Windswept Savanna 0.218%
Windswept Forest 0.186%
Jagged Peaks 0.173%
Frozen Peaks 0.157%
Mushroom Fields 0.145%
Stony Peaks 0.103%
Windswept Gravelly Hills 0.103%
Pale Garden 0.078%
Overworld cave biomes
Biome Area cover by altitude Volume cover
Y = -55 Y = -32 Y = 0 Y = 32 Y = 64 Y < 64 Y < 320
Surface biomes 88.16% 86.42% 76.38% 87.95% 96.29% 85.74% 95.00%
Dripstone Caves 0.914% 4.41% 12.66% 8.75% 3.03% 6.78% 2.48%
Lush Caves 0.886% 5.23% 10.18% 3.20% 0.668% 4.74% 1.62%
Deep Dark 10.04% 3.94% 0.776% 0.108% 0.013% 2.74% 0.915%

The Nether[edit | edit source]

Biome Volume cover
Nether Wastes 36.30%
Crimson Forest 22.22%
Soul Sand Valley 17.08%
Basalt Deltas 15.86%
Warped Forest 8.54%

The End[edit | edit source]

Biome Area cover
Small End Islands 45.81%
End Midlands 25.70%
End Highlands 17.66%
End Barrens 10.82%[note 1]
The End 9.14 × 10-10
  1. This ignores the regions of End terrain that fail to generate due to MC-159283, which entirely consist of end barrens.

Biome IDs[edit | edit source]

Java Edition[edit | edit source]

Each type of biome has its own Resource Location, shown in the following tables.

Before 1.13 biomes used to have a numerical ID. These can be seen in this page: Biome/IDs before 1.13

In versions after 1.13 biomes use a numerical ID which is determined by the alphabetical ordering of their resource locations. This information is however only used by the game internals and is not included below.

Name [hide]Resource location
BiomeSprite the-void.png: Sprite image for the-void in Minecraft The Void the_void
BiomeSprite plains.png: Sprite image for plains in Minecraft Plains plains
BiomeSprite sunflower-plains.png: Sprite image for sunflower-plains in Minecraft Sunflower Plains sunflower_plains
BiomeSprite snowy-plains.png: Sprite image for snowy-plains in Minecraft Snowy Plains snowy_plains
BiomeSprite ice-spikes.png: Sprite image for ice-spikes in Minecraft Ice Spikes ice_spikes
BiomeSprite desert.png: Sprite image for desert in Minecraft Desert desert
BiomeSprite swamp.png: Sprite image for swamp in Minecraft Swamp swamp
BiomeSprite mangrove-swamp.png: Sprite image for mangrove-swamp in Minecraft Mangrove Swamp mangrove_swamp
BiomeSprite forest.png: Sprite image for forest in Minecraft Forest forest
BiomeSprite flower-forest.png: Sprite image for flower-forest in Minecraft Flower Forest flower_forest
BiomeSprite birch-forest.png: Sprite image for birch-forest in Minecraft Birch Forest birch_forest
BiomeSprite dark-forest.png: Sprite image for dark-forest in Minecraft Dark Forest dark_forest
BiomeSprite pale-garden.png: Sprite image for pale-garden in Minecraft Pale Garden pale_garden
BiomeSprite old-growth-birch-forest.png: Sprite image for old-growth-birch-forest in Minecraft Old Growth Birch Forest old_growth_birch_forest
BiomeSprite old-growth-pine-taiga.png: Sprite image for old-growth-pine-taiga in Minecraft Old Growth Pine Taiga old_growth_pine_taiga
BiomeSprite old-growth-spruce-taiga.png: Sprite image for old-growth-spruce-taiga in Minecraft Old Growth Spruce Taiga old_growth_spruce_taiga
BiomeSprite taiga.png: Sprite image for taiga in Minecraft Taiga taiga
BiomeSprite snowy-taiga.png: Sprite image for snowy-taiga in Minecraft Snowy Taiga snowy_taiga
BiomeSprite savanna.png: Sprite image for savanna in Minecraft Savanna savanna
BiomeSprite savanna-plateau.png: Sprite image for savanna-plateau in Minecraft Savanna Plateau savanna_plateau
BiomeSprite windswept-hills.png: Sprite image for windswept-hills in Minecraft Windswept Hills windswept_hills
BiomeSprite windswept-gravelly-hills.png: Sprite image for windswept-gravelly-hills in Minecraft Windswept Gravelly Hills windswept_gravelly_hills
BiomeSprite windswept-forest.png: Sprite image for windswept-forest in Minecraft Windswept Forest windswept_forest
BiomeSprite windswept-savanna.png: Sprite image for windswept-savanna in Minecraft Windswept Savanna windswept_savanna
BiomeSprite jungle.png: Sprite image for jungle in Minecraft Jungle jungle
BiomeSprite sparse-jungle.png: Sprite image for sparse-jungle in Minecraft Sparse Jungle sparse_jungle
BiomeSprite bamboo-jungle.png: Sprite image for bamboo-jungle in Minecraft Bamboo Jungle bamboo_jungle
BiomeSprite badlands.png: Sprite image for badlands in Minecraft Badlands badlands
BiomeSprite eroded-badlands.png: Sprite image for eroded-badlands in Minecraft Eroded Badlands eroded_badlands
BiomeSprite wooded-badlands.png: Sprite image for wooded-badlands in Minecraft Wooded Badlands wooded_badlands
BiomeSprite meadow.png: Sprite image for meadow in Minecraft Meadow meadow
BiomeSprite cherry-grove.png: Sprite image for cherry-grove in Minecraft Cherry Grove cherry_grove
BiomeSprite grove.png: Sprite image for grove in Minecraft Grove grove
BiomeSprite snowy-slopes.png: Sprite image for snowy-slopes in Minecraft Snowy Slopes snowy_slopes
BiomeSprite frozen-peaks.png: Sprite image for frozen-peaks in Minecraft Frozen Peaks frozen_peaks
BiomeSprite jagged-peaks.png: Sprite image for jagged-peaks in Minecraft Jagged Peaks jagged_peaks
BiomeSprite stony-peaks.png: Sprite image for stony-peaks in Minecraft Stony Peaks stony_peaks
BiomeSprite river.png: Sprite image for river in Minecraft River river
BiomeSprite frozen-river.png: Sprite image for frozen-river in Minecraft Frozen River frozen_river
BiomeSprite beach.png: Sprite image for beach in Minecraft Beach beach
BiomeSprite snowy-beach.png: Sprite image for snowy-beach in Minecraft Snowy Beach snowy_beach
BiomeSprite stony-shore.png: Sprite image for stony-shore in Minecraft Stony Shore stony_shore
BiomeSprite warm-ocean.png: Sprite image for warm-ocean in Minecraft Warm Ocean warm_ocean
BiomeSprite lukewarm-ocean.png: Sprite image for lukewarm-ocean in Minecraft Lukewarm Ocean lukewarm_ocean
BiomeSprite deep-lukewarm-ocean.png: Sprite image for deep-lukewarm-ocean in Minecraft Deep Lukewarm Ocean deep_lukewarm_ocean
BiomeSprite ocean.png: Sprite image for ocean in Minecraft Ocean ocean
BiomeSprite deep-ocean.png: Sprite image for deep-ocean in Minecraft Deep Ocean deep_ocean
BiomeSprite cold-ocean.png: Sprite image for cold-ocean in Minecraft Cold Ocean cold_ocean
BiomeSprite deep-cold-ocean.png: Sprite image for deep-cold-ocean in Minecraft Deep Cold Ocean deep_cold_ocean
BiomeSprite frozen-ocean.png: Sprite image for frozen-ocean in Minecraft Frozen Ocean frozen_ocean
BiomeSprite deep-frozen-ocean.png: Sprite image for deep-frozen-ocean in Minecraft Deep Frozen Ocean deep_frozen_ocean
BiomeSprite mushroom-fields.png: Sprite image for mushroom-fields in Minecraft Mushroom Fields mushroom_fields
BiomeSprite dripstone-caves.png: Sprite image for dripstone-caves in Minecraft Dripstone Caves dripstone_caves
BiomeSprite lush-caves.png: Sprite image for lush-caves in Minecraft Lush Caves lush_caves
BiomeSprite deep-dark.png: Sprite image for deep-dark in Minecraft Deep Dark deep_dark
BiomeSprite nether-wastes.png: Sprite image for nether-wastes in Minecraft Nether Wastes nether_wastes
BiomeSprite warped-forest.png: Sprite image for warped-forest in Minecraft Warped Forest warped_forest
BiomeSprite crimson-forest.png: Sprite image for crimson-forest in Minecraft Crimson Forest crimson_forest
BiomeSprite soul-sand-valley.png: Sprite image for soul-sand-valley in Minecraft Soul Sand Valley soul_sand_valley
BiomeSprite basalt-deltas.png: Sprite image for basalt-deltas in Minecraft Basalt Deltas basalt_deltas
BiomeSprite the-end.png: Sprite image for the-end in Minecraft The End the_end
BiomeSprite end-highlands.png: Sprite image for end-highlands in Minecraft End Highlands end_highlands
BiomeSprite end-midlands.png: Sprite image for end-midlands in Minecraft End Midlands end_midlands
BiomeSprite small-end-islands.png: Sprite image for small-end-islands in Minecraft Small End Islands small_end_islands
BiomeSprite end-barrens.png: Sprite image for end-barrens in Minecraft End Barrens end_barrens

Bedrock Edition[edit | edit source]

Each type of biome has its own Resource Location / IDs, shown in the following tables.

Name Resource location [hide]Numeric ID
BiomeSprite ocean.png: Sprite image for ocean in Minecraft Ocean ocean 0
BiomeSprite legacy-frozen-ocean.png: Sprite image for legacy-frozen-ocean in Minecraft Legacy Frozen Ocean legacy_frozen_ocean 10
BiomeSprite deep-ocean.png: Sprite image for deep-ocean in Minecraft Deep Ocean deep_ocean 24
BiomeSprite frozen-ocean.png: Sprite image for frozen-ocean in Minecraft Frozen Ocean frozen_ocean 46
BiomeSprite deep-frozen-ocean.png: Sprite image for deep-frozen-ocean in Minecraft Deep Frozen Ocean deep_frozen_ocean 47
BiomeSprite cold-ocean.png: Sprite image for cold-ocean in Minecraft Cold Ocean cold_ocean 44
BiomeSprite deep-cold-ocean.png: Sprite image for deep-cold-ocean in Minecraft Deep Cold Ocean deep_cold_ocean 45
BiomeSprite lukewarm-ocean.png: Sprite image for lukewarm-ocean in Minecraft Lukewarm Ocean lukewarm_ocean 42
BiomeSprite deep-lukewarm-ocean.png: Sprite image for deep-lukewarm-ocean in Minecraft Deep Lukewarm Ocean deep_lukewarm_ocean 43
BiomeSprite warm-ocean.png: Sprite image for warm-ocean in Minecraft Warm Ocean warm_ocean 40
BiomeSprite deep-warm-ocean.png: Sprite image for deep-warm-ocean in Minecraft Deep Warm Ocean deep_warm_ocean 41
BiomeSprite river.png: Sprite image for river in Minecraft River river 7
BiomeSprite frozen-river.png: Sprite image for frozen-river in Minecraft Frozen River frozen_river 11
BiomeSprite beach.png: Sprite image for beach in Minecraft Beach beach 16
BiomeSprite stony-shore.png: Sprite image for stony-shore in Minecraft Stony Shore stone_beach 25
BiomeSprite snowy-beach.png: Sprite image for snowy-beach in Minecraft Snowy Beach cold_beach 26
BiomeSprite forest.png: Sprite image for forest in Minecraft Forest forest 4
BiomeSprite wooded-hills.png: Sprite image for wooded-hills in Minecraft Wooded Hills forest_hills 18
BiomeSprite flower-forest.png: Sprite image for flower-forest in Minecraft Flower Forest flower_forest 132
BiomeSprite birch-forest.png: Sprite image for birch-forest in Minecraft Birch Forest birch_forest 27
BiomeSprite birch-forest-hills.png: Sprite image for birch-forest-hills in Minecraft Birch Forest Hills birch_forest_hills 28
BiomeSprite old-growth-birch-forest.png: Sprite image for old-growth-birch-forest in Minecraft Old Growth Birch Forest birch_forest_mutated 155
BiomeSprite tall-birch-hills.png: Sprite image for tall-birch-hills in Minecraft Tall Birch Hills birch_forest_hills_mutated 156
BiomeSprite dark-forest.png: Sprite image for dark-forest in Minecraft Dark Forest roofed_forest 29
BiomeSprite dark-forest-hills.png: Sprite image for dark-forest-hills in Minecraft Dark Forest Hills roofed_forest_mutated 157
BiomeSprite pale-garden.png: Sprite image for pale-garden in Minecraft Pale Garden pale_garden 193
BiomeSprite jungle.png: Sprite image for jungle in Minecraft Jungle jungle 21
BiomeSprite jungle-hills.png: Sprite image for jungle-hills in Minecraft Jungle Hills jungle_hills 22
BiomeSprite modified-jungle.png: Sprite image for modified-jungle in Minecraft Modified Jungle jungle_mutated 149
BiomeSprite sparse-jungle.png: Sprite image for sparse-jungle in Minecraft Sparse Jungle jungle_edge 23
BiomeSprite modified-jungle-edge.png: Sprite image for modified-jungle-edge in Minecraft Modified Jungle Edge jungle_edge_mutated 151
BiomeSprite bamboo-jungle.png: Sprite image for bamboo-jungle in Minecraft Bamboo Jungle bamboo_jungle 48
BiomeSprite bamboo-jungle-hills.png: Sprite image for bamboo-jungle-hills in Minecraft Bamboo Jungle Hills bamboo_jungle_hills 49
BiomeSprite taiga.png: Sprite image for taiga in Minecraft Taiga taiga 5
BiomeSprite taiga-hills.png: Sprite image for taiga-hills in Minecraft Taiga Hills taiga_hills 19
BiomeSprite taiga-mountains.png: Sprite image for taiga-mountains in Minecraft Taiga Mountains taiga_mutated 133
BiomeSprite snowy-taiga.png: Sprite image for snowy-taiga in Minecraft Snowy Taiga cold_taiga 30
BiomeSprite snowy-taiga-hills.png: Sprite image for snowy-taiga-hills in Minecraft Snowy Taiga Hills cold_taiga_hills 31
BiomeSprite snowy-taiga-mountains.png: Sprite image for snowy-taiga-mountains in Minecraft Snowy Taiga Mountains cold_taiga_mutated 158
BiomeSprite old-growth-pine-taiga.png: Sprite image for old-growth-pine-taiga in Minecraft Old Growth Pine Taiga mega_taiga 32
BiomeSprite giant-tree-taiga-hills.png: Sprite image for giant-tree-taiga-hills in Minecraft Giant Tree Taiga Hills mega_taiga_hills 33
BiomeSprite old-growth-spruce-taiga.png: Sprite image for old-growth-spruce-taiga in Minecraft Old Growth Spruce Taiga redwood_taiga_mutated 160
BiomeSprite giant-spruce-taiga-hills.png: Sprite image for giant-spruce-taiga-hills in Minecraft Giant Spruce Taiga Hills redwood_taiga_hills_mutated 161
BiomeSprite mushroom-fields.png: Sprite image for mushroom-fields in Minecraft Mushroom Fields mushroom_island 14
BiomeSprite mushroom-field-shore.png: Sprite image for mushroom-field-shore in Minecraft Mushroom Field Shore mushroom_island_shore 15
BiomeSprite swamp.png: Sprite image for swamp in Minecraft Swamp swampland 6
BiomeSprite swamp-hills.png: Sprite image for swamp-hills in Minecraft Swamp Hills swampland_mutated 134
BiomeSprite mangrove-swamp.png: Sprite image for mangrove-swamp in Minecraft Mangrove Swamp mangrove_swamp 191
BiomeSprite savanna.png: Sprite image for savanna in Minecraft Savanna savanna 35
BiomeSprite savanna-plateau.png: Sprite image for savanna-plateau in Minecraft Savanna Plateau savanna_plateau 36
BiomeSprite windswept-savanna.png: Sprite image for windswept-savanna in Minecraft Windswept Savanna savanna_mutated 163
BiomeSprite shattered-savanna-plateau.png: Sprite image for shattered-savanna-plateau in Minecraft Shattered Savanna Plateau savanna_plateau_mutated 164
BiomeSprite plains.png: Sprite image for plains in Minecraft Plains plains 1
BiomeSprite sunflower-plains.png: Sprite image for sunflower-plains in Minecraft Sunflower Plains sunflower_plains 129
BiomeSprite desert.png: Sprite image for desert in Minecraft Desert desert 2
BiomeSprite desert-hills.png: Sprite image for desert-hills in Minecraft Desert Hills desert_hills 17
BiomeSprite desert-lakes.png: Sprite image for desert-lakes in Minecraft Desert Lakes desert_mutated 130
BiomeSprite snowy-plains.png: Sprite image for snowy-plains in Minecraft Snowy Plains ice_plains 12
BiomeSprite snowy-mountains.png: Sprite image for snowy-mountains in Minecraft Snowy Mountains ice_mountains 13
BiomeSprite ice-spikes.png: Sprite image for ice-spikes in Minecraft Ice Spikes ice_plains_spikes 140
BiomeSprite windswept-hills.png: Sprite image for windswept-hills in Minecraft Windswept Hills extreme_hills 3
BiomeSprite windswept-forest.png: Sprite image for windswept-forest in Minecraft Windswept Forest extreme_hills_plus_trees 34
BiomeSprite windswept-gravelly-hills.png: Sprite image for windswept-gravelly-hills in Minecraft Windswept Gravelly Hills extreme_hills_mutated 131
BiomeSprite modified-gravelly-mountains.png: Sprite image for modified-gravelly-mountains in Minecraft Gravelly Mountains+ extreme_hills_plus_trees_mutated 162
BiomeSprite mountain-edge.png: Sprite image for mountain-edge in Minecraft Mountain Edge extreme_hills_edge 20
BiomeSprite badlands.png: Sprite image for badlands in Minecraft Badlands mesa 37
BiomeSprite badlands-plateau.png: Sprite image for badlands-plateau in Minecraft Badlands Plateau mesa_plateau 39
BiomeSprite modified-badlands-plateau.png: Sprite image for modified-badlands-plateau in Minecraft Modified Badlands Plateau mesa_plateau_mutated 167
BiomeSprite wooded-badlands.png: Sprite image for wooded-badlands in Minecraft Wooded Badlands mesa_plateau_stone 38
BiomeSprite modified-wooded-badlands-plateau.png: Sprite image for modified-wooded-badlands-plateau in Minecraft Modified Wooded Badlands Plateau mesa_plateau_stone_mutated 166
BiomeSprite eroded-badlands.png: Sprite image for eroded-badlands in Minecraft Eroded Badlands mesa_bryce 165
BiomeSprite meadow.png: Sprite image for meadow in Minecraft Meadow meadow 186
BiomeSprite cherry-grove.png: Sprite image for cherry-grove in Minecraft Cherry Grove cherry_grove 192
BiomeSprite grove.png: Sprite image for grove in Minecraft Grove grove 185
BiomeSprite snowy-slopes.png: Sprite image for snowy-slopes in Minecraft Snowy Slopes snowy_slopes 184
BiomeSprite jagged-peaks.png: Sprite image for jagged-peaks in Minecraft Jagged Peaks jagged_peaks 182
BiomeSprite frozen-peaks.png: Sprite image for frozen-peaks in Minecraft Frozen Peaks frozen_peaks 183
BiomeSprite stony-peaks.png: Sprite image for stony-peaks in Minecraft Stony Peaks stony_peaks 189
BiomeSprite lush-caves.png: Sprite image for lush-caves in Minecraft Lush Caves lush_caves 187
BiomeSprite dripstone-caves.png: Sprite image for dripstone-caves in Minecraft Dripstone Caves dripstone_caves 188
BiomeSprite deep-dark.png: Sprite image for deep-dark in Minecraft Deep Dark deep_dark 190
BiomeSprite nether-wastes.png: Sprite image for nether-wastes in Minecraft Nether Wastes hell 8
BiomeSprite crimson-forest.png: Sprite image for crimson-forest in Minecraft Crimson Forest crimson_forest 179
BiomeSprite warped-forest.png: Sprite image for warped-forest in Minecraft Warped Forest warped_forest 180
BiomeSprite soul-sand-valley.png: Sprite image for soul-sand-valley in Minecraft Soul Sand Valley soulsand_valley 178
BiomeSprite basalt-deltas.png: Sprite image for basalt-deltas in Minecraft Basalt Deltas basalt_deltas 181
BiomeSprite the-end.png: Sprite image for the-end in Minecraft The End the_end 9

Biome colors[edit | edit source]

Achievements[edit | edit source]

[hide]
IconAchievementIn-game descriptionActual requirements (if different)Gamerscore earnedTrophy type (PS)
PS4Other
Adventuring TimeDiscover 17 biomes.Visit any 17 biomes. Does not have to be in a single world.40Silver
Hot tourist destinationVisit all Nether biomesThe achievement can be completed if one visit biomes in different worlds.30Silver
Sail the 7 SeasVisit all ocean biomesVisit all ocean biomes except the deep warm ocean/legacy frozen ocean (as they are unused).40Gold
Sound of MusicMake the Meadows come alive with the sound of music from a jukebox.Use a music disc on a jukebox in the Meadow biome.10Bronze

Advancements[edit | edit source]

IconAdvancementIn-game descriptionActual requirements (if different)
Adventuring TimeDiscover every biome The advancement is only for Overworld biomes. Other biomes may also be visited, but are ignored for this advancement.
Hot Tourist DestinationsExplore all Nether biomesVisit all of the 5 following biomes: The advancement is only for Nether biomes. Other biomes may also be visited, but are ignored for this advancement.
Sound of MusicMake the Meadows come alive with the sound of music from a JukeboxUse a music disc on a jukebox that stands within a meadow biome.

History[edit | edit source]

Biome additions and changes[edit | edit source]

[hide]Java Edition Alpha
v1.0.4Added Winter Mode. Maps now have a snowy or grassy theme randomly determined when creating the world.
v1.2.0previewAdded true biomes; they were rainforest, seasonal forest, forest, shrubland, taiga, tundra, savanna, plains, swampland, desert and frozen desert.
World saves remained unchanged, other than a change in the hue of the grass. If the player moves into ungenerated chunks, the new biomes would generate.
[hide]Java Edition Beta
1.6Added the Sky Dimension with its own biome. It could be viewed only through the use of modifications.
1.8August 18, 2011Notch tweeted a screenshot of a revamped river biome.
September 2, 2011Notch teases a screenshot of the new desert biome.
September 3, 2011Notch teases a screenshot of the new swamp biome.
Pre-releaseBiomes got an overhaul, removing some biomes, such as the tundra, and others replaced with nine fractal-based biomes that were a mix of the previous biomes and new biomes. See here for more details.
[hide]Java Edition
1.0.0September 14, 2011Notch mentions "snow biomes".
September 15, 2011Notch teases a screenshot of snow biomes.
Beta 1.9 PrereleaseRe-added tundra (as ice plains).
Added mushroom islands and frozen ocean.
1.112w01aAdded desert, wooded and taiga hills, mountain edges and beaches.
Smoothed color transitions between biomes – swampland grass, foliage and water smoothly transition into other biomes.
1.2.1January 18, 2012Jens Bergensten tweeted a teaser screenshot of a new jungle biome.
January 19, 2012He tweeted another jungle screenshot, showcasing the bright green foliage.
12w03aAdded the jungle biome.
12w07aThe Anvil file format was introduced and it allows for biomes to be stored in the world data. In contrast, the Region file format relies on the seed to dynamically calculate biome placement. This would cause biome placement in older worlds to change when the biome generation code was changed. With the current Anvil format, the biome data is stored along with the rest of the world data, meaning it does not change after the world is generated and can be edited by third-party map-editing tools. Furthermore, "edge" biomes allow for biomes to continue to extend beyond the edge chunks of an old world. This allows for smooth transitions in world generation after the generation code changes in an update.
1.3.1?Some sections of ice plains biomes were replaced with taiga biomes.
12w19aIncreased the scale and depth of desert hills, forest hills, extreme hills, ice mountains, jungle hills and taiga hills biomes.
1.7.2August 2, 2013Jens tweeted the first image of the mesa biome. He jokingly referred to them as "disco mountains."
August 7, 2013Jens tweeted the first image of a mega taiga, unofficially dubbed the redwood forest. The name was changed following 1.7's release.
August 9, 2013Jens tweeted the first image of a stone beach, which was then referred to as a "cliff" biome.
13w36aMesa, mega taiga, roofed forest, birch forest, savanna, extreme hills+, deep ocean and snowless taiga biomes were added as well as variations for many of the biomes. Biomes were also separated by temperature, and snowing was added to extreme hills.
Biomes avoid getting placed next to a biome that is too different from itself, temperature-wise.
The frozen ocean and extreme hills edge biomes no longer generate naturally.
"Adventuring Time" achievement added, but it was broken until 1.8, making the goal of getting all achievements impossible in 1.7.
1.814w17aThe End's biome name is now "The End" instead of "Sky".
Adventuring Time is now available without commands. Before, the 38 biomes had to be visited without visiting any other biomes, which made the achievement unavailable because the End has to be visited for its prerequisite, The End?. The "no other biomes" restriction is now lifted.
Visiting the frozen ocean and extreme hills edge biomes, which no longer generate since 13w36a, is no longer required for Adventuring Time.
1.915w37aAdded new biome "The Void", which is used in superflat preset "The Void".
16w02aA lot of M type biomes no longer generate due to MC-95612.
16w03aM biomes generate again, with the exception of birch forest M (which messes with a lot of other things), see MC-98995.
1.1116w43aBirch forest M biomes generate once again.
1.1318w06aThe outer islands of the End biome are now divided up into four separate biomes: The End - floating islands, The End - medium island, The End - high island and The End - barren island.
Slightly tweaked the placements of all modified biomes.
18w08aAdded ocean variants, including warm ocean, lukewarm ocean, cold ocean, warm deep ocean, deep lukewarm ocean, deep cold ocean and deep frozen ocean.
Frozen ocean now generates naturally again, for the first time since 13w36a.
18w08bDeep warm ocean biome no longer generates.
18w16aBiome names are now translatable.
Cleaned up several biome names, mainly by adding missing spaces and changing "Biome M" for "Mutated Biome".
18w19aNames of several biomes are changed. The exact name changes are listed here.
pre5Changed several biome IDs, mostly to comply with their names, listed here.
1.1418w43aAdded bamboo jungles.
1.1519w36aBiome information now stores Y-coordinates, allowing biomes to be changed based on height. However, this is not yet implemented.
September 28, 2019Nether biomes were shown at Minecon Live 2019.
1.1620w06aImplemented vertical biomes in the Nether.
Added soul sand valleys, crimson forests and warped forests.
"Nether" biome has been renamed to "Nether Wastes".
Added the /locatebiome command that shows the coordinates of the nearest biomes.
20w15aAdded the basalt deltas.
20w19aTweaked biome distribution in the Nether.
1.16.220w28aExperimental Support for Custom Biomes was added.
October 3, 2020Cave biomes and new mountains were shown at Minecraft Live 2020.
1.1720w46aBiome-specific sky colors now blend more smoothly.
20w49aAdded the dripstone caves biome. Currently accessible only using the buffet world options.
21w10aAdded the lush caves biome. Currently accessible only using the buffet world options.
October 16, 2021New swamps were shown and overhauls for other biomes were hinted at Minecraft Live 2021.
1.18Experimental Snapshot 1Implemented multi-noise biome generation in the Overworld.
Biomes no longer control the terrain height.
Added the meadow, grove, snowy slopes, lofty peaks and snowcapped peaks biomes.
Dripstone caves, lush caves and deep warm ocean biomes can now generate naturally.
Several variant biomes no longer generate naturally. Affected biomes are listed here.
Swamp does not generate properly.
Experimental Snapshot 2Savanna plateau, eroded badlands and ice spikes can now generate naturally once again.
Swamp now generates properly.
Experimental Snapshot 3Added the stony peaks biome.
Experimental Snapshot 5Jungle edge now generates naturally once again.
21w40aNames of several biomes changed. The exact name changes are listed here.
Unused height variation sub-biomes have been removed and merged with their base counterparts. See here for more details.
Non-cave biomes no longer change with height.
Increased biome sizes to better match pre-1.18 sizes.
21w42aBeaches are no longer created when a desert borders an ocean.[3]
21w43aRemoved the deep warm ocean biome.
1.18.222w03aEroded badlands now require positive weirdness instead of negative weirdness.
22w05aTemporarily reverted changes to badlands in the previous snapshot.
1.19Deep Dark Experimental Snapshot 1Added the deep dark biome.
22w13aEroded badlands once again require positive weirdness instead of negative weirdness.
22w14aAdded the mangrove swamp biome.
1.19.423w03aThe precipitation value of a biome can now only be "true" or "false", meaning whether it rains or snows in a biome is determined only by its temperature.[4]
1.19.4
Experiment
Update 1.20
23w07aAdded the cherry grove biome.
1.2023w12aCherry groves are now available without using the "Update 1.20" experimental data pack.
1.21.2
Experiment
Winter Drop
24w40aAdded the pale garden biome.
[hide]Pocket Edition Alpha
v0.1.0Added biomes, these 5 biomes include: snowy tundra, snowy taiga, plains, forest and desert, from Java Edition Alpha v1.2.0.
v0.1.3Cacti now generates in deserts.
v0.8.0build 1The color of the sky now changes slightly depending on the biome.
v0.9.0build 1All biomes as of Java Edition 1.7.2 have been added. These include: Jungles, mesa, roofed forests, savannas, extreme hills, mushroom islands, flower forest, mega taiga, mega spruce taiga, swampland, deep ocean and legacy frozen ocean (unused).
Worlds created before this version have had all biomes in them converted into plains.
v0.9.5Added bryce mesa, extreme hills+ and jungle M.
v0.10.0build 1Mesa biomes have gold at every elevation and can generate mineshafts on the surface.
Water in swamps is tinted dark gray.
Huge mushrooms generate in swamps.
v0.11.0build 1Added birch forest M, birch forest hills M, extreme hills M and extreme hills+ M.
build 8Changed the default biome.
build 10Increased the amount of gravel on extreme hills M biome.
v0.12.1build 1Added the Nether biome.
build 10Leaves coloring shaders are now used only when the color for a biome actually changes.
v0.16.0build 1The biomes can now be viewed on maps based on the grass color.
[hide]Pocket Edition
1.0.0alpha 0.17.0.1Added the End biome.
[hide]Bedrock Edition
1.2.0beta 1.2.0.2Added snow covers to extreme hills.
1.4.0beta 1.2.14.2Added warm ocean, lukewarm ocean, cold ocean and their deep variants, including new frozen ocean and frozen deep ocean.
Old Frozen Ocean id changed to legacy_frozen_ocean to avoid conflict with new frozen ocean names.
1.9.0beta 1.9.0.0Added bamboo jungle and bamboo jungle hills biome.
1.16.0beta 1.16.0.51Added soul sand valleys, crimson forests and warped forests.
1.16.0beta 1.16.0.57Added basalt deltas.
1.16.220beta 1.16.220.50Added lofty peaks, snow capped peaks, snowy slopes, mountain grove and mountain meadow.
releaseNew mountain biomes have been made inaccessible in the full release.
1.17.0
Experiment
Caves and Cliffs
beta 1.17.0.50Added dripstone caves and lush caves.
1.18.30
Experiment
Wild Update
beta 1.18.30.28Added the deep dark biome.
1.19.80
Experiment
Next Major Update
Preview 1.19.80.20Added the cherry grove biome.
1.21.50Preview 1.21.50.20Added the pale garden biome.
1.21.60Preview 1.21.60.23The vegetation of many Overworld biomes has been updated to more closely match Java Edition.
[hide]Legacy Console Edition
Xbox 360Xbox OnePS3PS4PS VitaWii USwitch
TU1 Added true biomes; they were rainforest, seasonal forest, forest, shrubland, taiga, tundra, savanna, plains, swampland, desert.
TU5CU11.001.001.00Patch 11.0.1Added swampland, ice plains, extreme hills and ocean biomes.
Removed rainforest, seasonal forest, savanna, shrubland and taiga.
TU7Re-added tundra (as ice plains) and added mushroom islands.
TU9Re-added beaches and snow in taigas, added hills.
Smoothed color transitions between biomes – swampland grass, foliage and water smoothly transition into other biomes.
TU12Added jungle biome.
TU31CU191.221.221.22Patch 3Added mesa, mega taiga, roofed forest, birch forest, forest, savanna, extreme hills+, deep ocean, snowless taiga and 20 technical biomes.
Due to limited world sizes, biomes are now downscaled 4x (16x area) in order to fit more biomes in each world (all world sizes).
TU54CU441.521.521.52Patch 241.0.4Added a Biome Scale Slider.
TU69 1.761.761.76Patch 38 Added warm, lukewarm and cold oceans, as well as deep ocean variants for lukewarm, cold and frozen oceans. Frozen oceans now generate naturally again.
1.91 Added bamboo jungles.
[hide]New Nintendo 3DS Edition
0.1.0Added biomes including, but not limited to: jungles, savannas, rivers and the Nether.​[more information needed]
1.7.10Added the End biome.

April Fools biomes[edit | edit source]

[hide]Java Edition
20w14∞Added _generated:id, between, biome for player with no time for nonsense and shapes biomes
23w13a or bAdded the Moon biome.
24w14potatoAdded the arboretum, corruption, fields, hash, and wasteland biomes.

Issues[edit | edit source]

Issues relating to "Biome" are maintained on the bug tracker. Issues should be reported and viewed there.

Java Edition

  • MC-250276 – The server sometimes freezes when attempting to locate structures or biomes that are far away
  • MC-238689 – Villages and pillager outposts don't generate in savanna plateau biomes
  • MC-218642 – Ores can generate within water in lush cave biomes
  • MC-264579 – Basins are missing in most biomes
  • MC-130658 – Grass/foliage colors on maps still use the colors from Alpha v1.1.2_01 and earlier / do not change color with biomes
  • MC-239041 – The surface in single biome worlds set to use nether or end biomes consists of grass blocks and dirt
  • MC-1788 – Ocelots do not spawn naturally on peaceful difficulty in jungle and bamboo jungle biomes
  • MC-55863 – It rains over unloaded chunks, ignoring the biome
  • MC-127599 – Phantoms can spawn in the void biome
  • MC-131746 – Shipwrecks won't spawn in river biomes
  • And 88 other open issues.

Bedrock Edition

  • MCPE-100700 – [Experimental] - Custom Biomes No Longer Generate
  • MCPE-190718 – Client Biome Jsons Do Not Inherit Vanilla Defaults
  • MCPE-187013 – Snow layers are destroyed even with a valid support block when their covering mushroom is destroyed by light in cold biomes
  • MCPE-189693 – Leaves in cold biomes no longer turn white while it's snowing
  • MCPE-189816 – client_biome files without foliage_appearance and grass_appearance components cause biomes to fall back to incorrect colors
  • MCPE-189891 – Credits music become silent if you open the credits screen while inside Pale Garden biome
  • MCPE-17651 – Only Strays spawn in various frozen biomes
  • MCPE-44796 – Corals Spawn From Bone Mealing Biomes Other Than Warm Oceans
  • MCPE-47297 – Some villagers have missing/misplaced head layers based on what profession/biome they spawn
  • MCPE-61412 – You can catch jungle fishing loot in non-jungle biomes
  • And 37 other open issues.

Trivia[edit | edit source]

  • The term biome is slightly similar to its scientific usage: in the real world, a biome is climatically and geographically defined by distinctive communities of plants, animals and soil organisms supported by similar climatic conditions. They are often referred to as ecosystems.[5][6] Minecraft biomes are defined by all of the blocks that compose them, not just the plants and animals found in them.
  • A biome can sometimes generate with an area of only one block.[7]

Gallery[edit | edit source]

Screenshots[edit | edit source]

See also[edit | edit source]

References[edit | edit source]

  1. Jump up to: a b MC-240697 — It snows in the stony shore biomes from Y = 118 and above
  2. MCPE-142225 — Dripstone Caves biome temperature is too cold
  3. MC-238582 — Beaches generate between desert and ocean — resolved as "Fixed".
  4. To fix MC-230678, MC-233893, MC-238904, MC-247836, MC-254132 and MC-255811.
  5. "Biome" on Wikipedia
  6. "biome" on Dictionary.com
  7. MC-69731 — Random 1 block biome generating — resolved as "Won't Fix".

External links[edit | edit source]

Navigation[edit | edit source]