World generation/History
Java Edition[edit | edit source]
Overworld[edit | edit source]
Classic, Indev and early Infdev[edit | edit source]
[hide]Java Edition pre-Classic | |||||||
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rd-131655 | The terrain is rough and full of caves as shown in Notch's video.[verify] | ||||||
Levels are 256×64×256 blocks in size. | |||||||
rd-132211 | The terrain is now flat with one layer of grass and lots of stone under that. | ||||||
rd-20090515 | The terrain is now varied in height, with a layer of grass at the top, a few layers of dirt under it, and then stone going down to the bottom. | ||||||
Cliffs occasionally generate. | |||||||
rd-161348 | Cliffs are now more common. | ||||||
[hide]Java Edition Classic | |||||||
0.0.3a | Caves now generate underground. | ||||||
0.0.12a | New terrain generator, terrain is now rougher and changes in elevation often happen in 2-high intervals. | ||||||
Added water and lava to world generation. | |||||||
Bedrock now generates around the sides and bottom of the map. | |||||||
Terrain now generates in islands above sea level. Some worlds can be 95% water because of this. | |||||||
All dirt with access to sunlight below sea level does not become grass upon world generation. | |||||||
0.0.13a | Dirt generation is now two blocks thick. | ||||||
Terrain generation changed, terrain is now a little smoother than earlier. | |||||||
The world no longer generates in islands, but instead, generates lakes within the main land mass, sometimes connecting to the infinite ocean around the world. | |||||||
Worlds were huge in size (512×512). | |||||||
0.0.13a_03 | Lava no longer generates on the surface. | ||||||
Worlds have been reverted to the normal size (256×256). | |||||||
0.0.14a | Added sand, gravel, ore blobs and trees. | ||||||
Added world size option: levels can now be Small (128×128), Normal (256×256), or Huge (512×512). | |||||||
New noise generator: Less bumps on the surface, smoother hill transition, dirt layer can once again be more than two blocks thick. | |||||||
Ores generate in large blobs on the sides of cliffs and in caves. | |||||||
Beaches of both sand and gravel generate on and below ocean level. | |||||||
0.0.14a_08 | Tree shape changed - now has a plus shape on top. | ||||||
0.0.15a (Multiplayer Test 1) | Gravel now spawns only in water. | ||||||
Added modern small trees. | |||||||
0.0.21a | Caves generate slightly differently than before.[more information needed] | ||||||
0.24_SURVIVAL_TEST | Rougher terrain and more cliffs. | ||||||
Longer and narrower caves, these get bigger the deeper in the world that you are. | |||||||
Lava generates right above the bedrock layer. | |||||||
Mushrooms and Flowers now generate naturally. | |||||||
The noise generator is more reminiscent of the one used in 0.0.11a: Cliffs can be sheer walls again. | |||||||
[hide]Java Edition Indev | |||||||
0.31 | 20091223-0040 | Levels start off as a small size now. | |||||
20091223-1457 | Due to leaves blocking light, the ground immediately around a tree log generates as dirt. | ||||||
20091231-1856 | Grass can grow in slightly darker areas meaning the ground around trees is back to grass. | ||||||
20100106 | Added new level generation options, see below: | ||||||
Level type (island, floating, flat, original).[note 1] | |||||||
Level shape (square, long, deep). | |||||||
Level size (small, normal, huge). See below for a guide to map sizes:[note 2] | |||||||
The default setting is Island, Small, Normal, Normal. | |||||||
The bottommost layer of the world no longer has an infinite lava sea.[verify for Java Edition] | |||||||
Flowers removed from terrain generation. | |||||||
Removed water from above the surface. | |||||||
20100107 | Added the Hell and Normal, World Theme[note 1]
| ||||||
Deep floating maps now have layers of islands. | |||||||
20100109-1939 | Added "Inland" Level Type option: like the Original type but with grass instead of water surrounding the map. | ||||||
Removed "Original" Level Type. | |||||||
Grass Blocks in Hell replaced with dirt. | |||||||
20100110 | Islands now have more sand. | ||||||
20100113 | Ocean water is still infinite even though other water is finite. | ||||||
20100122 | Liquids can now spawn.[more information needed] | ||||||
Liquids can spawn above sea level and on floating islands. | |||||||
New lighting pass, preventing stack overflows on huge deep floating maps. | |||||||
Flowers added to world generation. | |||||||
20100124-2119 | Added the moss stone Indev House for players to spawn in.[note 3] | ||||||
20100124-2310 | All air directly above bedrock layer is turned into lava.[verify] | ||||||
20100128-2200 | Added Diamond Ore, which gets generated in the world. | ||||||
20100130 | Re-added the Infinite Lava Sea at the bottom of the map, this time its infinitely deep. | ||||||
20100131 | The Lava sea generates only when caves cut through the top layer of bedrock. | ||||||
The bottom layer of bedrock can rarely have gaps. | |||||||
20100201-2227 | The Lava no longer spawns on the surface | ||||||
When generating a new level any grass block below flower turns into dirt. | |||||||
20100203 | Flowers no longer spawn with dirt under them. | ||||||
20100212-1210 | Hell now starts off bright and gets darkened. | ||||||
20100213 | The Indev House is now made of wooden planks and stone. | ||||||
Hell worlds no longer start off fully bright before getting darkened. | |||||||
20100214 | Added the Paradise and Woods themes. | ||||||
Dirt exposed to enough light upon world generation gets turned into grass (visible in Hell). | |||||||
When there is no good place to spawn an Indev House, it simply won't spawn. | |||||||
[hide]Java Edition Infdev | |||||||
20100227-1414 | The terrain generation changed greatly in this version.[note 4] | ||||||
World generation has been greatly simplified (with the removal of sand, blobs) in order to make infinite world generation implementation easier to work with. | |||||||
Added brick pyramids. | |||||||
Added obsidian walls. | |||||||
All generation beyond 33,554,432 blocks is solid stone. | |||||||
20100227-1433 | Brick pyramid generation changed - they now always come to a single point at the top, rather than sometimes being truncated, resulting in "brick square frusta". | ||||||
20100313 | Removed obsidian walls. | ||||||
Oceans are considerably larger than before.[check the code] | |||||||
20100320 | Reimplemented primitive ore blob generation, in which they spawn as scattered, single blocks. | ||||||
Reimplemented tree generation. | |||||||
20100325-1545 | Ore blob generation has been changed to the modern generation type. However, a float is used in their generation, causing their generation to break down at excessive distances. | ||||||
Added caves. They generate through all blocks, not just terrain blocks. | |||||||
20100327 | The terrain generation changed greatly in this version.[note 4] | ||||||
World generation has been significantly overhauled, which is visually obvious. | |||||||
Removed brick pyramids. | |||||||
Removed caves. | |||||||
Removed random patches of flowers. | |||||||
The large stone wall at 33,554,432 no longer generates. Instead, the Far Lands generate at 12,550,824. | |||||||
20100413-1949 | All trees are now large trees. | ||||||
Sand and gravel now generate with the world again. | |||||||
20100420 | The terrain generation changed greatly in this version.[note 4] | ||||||
World generation seems considerably less mountainous. | |||||||
20100608 | All trees are now small trees again - big trees do not generate. |
Alpha-era terrain[edit | edit source]
[hide]Java Edition Infdev | |||||||
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20100611 | The terrain generation changed greatly in this version.[note 4] | ||||||
Terrain now appears to come in large islands. | |||||||
Terrain can now generate high enough to be higher than the world height limit, causing it to be cut off. | |||||||
Monoliths now have the potential to generate.[verify] | |||||||
The amount of trees that generate appears to be different now. | |||||||
20100616 | The terrain generation changed significantly in this version.[note 4] | ||||||
Terrain generation in ocean areas is now different.[verify] | |||||||
Reimplemented caves. | |||||||
Random patches of flowers and mushrooms now generate. | |||||||
Springs now generate. | |||||||
Lava now naturally generates, although how it does so exactly is unknown. | |||||||
20100617-1205 | Bedrock now generates at the bottom of the world again.[verify] | ||||||
Tree generation has changed such that logs generate only at layers having no leaves. | |||||||
Coastlines are now "more gradual". | |||||||
20100617-1531 | Caves have been changed to be "more regional", and allegedly can form large clusters. The thickness of tunnels can also vary, affecting the frequency of branching. | ||||||
Springs are now more common and can generate on the surface. | |||||||
Added dirt and gravel blobs. | |||||||
Bedrock now generates at the bottom of maps,[verify] even though this was already added in the previous version. | |||||||
Lava no longer generates at the bottom of worlds. | |||||||
Ore blocks were "generated with a random amount of blobs regardless to the type of ore" prior to this version. | |||||||
20100618 | Log blocks now generate in the leaf layers of trees again. | ||||||
20100624 | Mountains no longer cut off at the height limit. | ||||||
20100625-1917 | Added dungeons. | ||||||
20100627 | The density of trees has been reduced. | ||||||
20100630 | Caves can be bigger than before. | ||||||
[hide]Java Edition Alpha | |||||||
v1.0.1 | Added redstone ore blobs. | ||||||
Coal ore blobs can now vary in size.[verify] | |||||||
v1.0.4 | Added winter mode worlds, with their own block palette of snow and ice. Normal worlds appear unaffected in this version though. | ||||||
v1.0.6 | Added cactus to world generation. | ||||||
Readded large trees to world generation. | |||||||
v1.0.11 | Added clay disks and sugar cane random patches to world generation. | ||||||
v1.1.0 | Clay generation is apparently more common. |
Beta-era terrain[edit | edit source]
[hide]Java Edition Alpha | |||||||
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v1.2.0 | preview | The terrain generation changed greatly in this version.[note 4] | |||||
Added biomes. | |||||||
An in-game value corresponding to the Old Customized depth noise scale has been changed from 100 to 200. | |||||||
v1.2.6 | Added water and lava lakes. | ||||||
[hide]Java Edition Beta | |||||||
1.2 | Added birch trees. | ||||||
Added spruce trees. | |||||||
Added lapis lazuli ore blobs to world generation. | |||||||
There is allegedly more coal ore, iron ore and diamond ore found in caves. Whether this refers to blob size or frequency is unknown. | |||||||
1.2_02 | Lapis lazuli ore is apparently more common and can be found at bedrock level. | ||||||
1.3 | Sandstone now generates beneath natural sand. | ||||||
Fixed a grassland/sand biome border issue.[more information needed] | |||||||
1.6 | Test Build 3 | Added random patches of grass, ferns and dead bushes to world generation. | |||||
? | The frequency of blobs no longer varies per quadrant of the world. | ||||||
1.7 | Clay generation has been fixed and no longer exclusively spawns when x and z are equal. |
Early Release-era terrain[edit | edit source]
[hide]Java Edition Beta | |||||||
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1.8 | Pre-release | The terrain generation changed greatly in this version.[note 4] | |||||
Terrain generation has been outright overhauled, adding and removing several biomes and changing how height is applied. The full list of precise changes may be listed later, although would end up massive. | |||||||
Terrain now generates in the form of large continents in an endless, open ocean. | |||||||
Height is now controlled by biomes instead of climate. | |||||||
Biomes are now generated with a fractal based algorithm instead of a climate system. | |||||||
Removed roses from world generation. | |||||||
Removed savanna, shrubland, rainforest, seasonal forest, and tundra biomes. | |||||||
Added extreme hills, river, and ocean biomes. | |||||||
Added strongholds, villages, mineshafts, and ravines. | |||||||
Snow no longer generates in taigas. | |||||||
The sea level has been decreased by one block (64 to 63). | |||||||
Oceans, rivers and extreme hills are now exclusive to their respective biomes. | |||||||
Added sand, gravel and clay disks. | |||||||
Sand and gravel beaches no longer generate. | |||||||
Fancy oak trees now share the same height per biome and are randomized when the game is restarted.[note 5] | |||||||
The Far Lands and Farther Lands no longer generate. | |||||||
[hide]Java Edition | |||||||
1.0.0 | Beta 1.9 Prerelease | The terrain generation changed slightly in this version.[note 6] | |||||
Reduced the size of islands and oceans.[note 7] | |||||||
Added mushroom island, mushroom island shore, ice plains, ice mountains, frozen river, and frozen ocean biomes. | |||||||
Added nether fortresses and added an (empty) portal room to strongholds. | |||||||
Readded roses to world generation. | |||||||
Beta 1.9 Prerelease 3 | Added a glass tower to strongholds. | ||||||
Added more chests to strongholds. | |||||||
Beta 1.9 Prerelease 4 | Added the End. | ||||||
Removed the glass towers of strongholds. Grass and flowers can now generate in snowy biomes - previously they could generate only under shade, for example from trees. When the previous behavior started is unknown. | |||||||
1.1 | 11w48a | Changed temperature value of taigas from 0.3 to 0.05, making them generate with snow again. | |||||
12w01a | Added more biomes, these are: beaches, and biome variants such as desert hills, extreme hills edge, Forest hills, and taiga hills. | ||||||
Reduced the height of extreme hills ever so slightly. | |||||||
Added superflat world type. | |||||||
Blacksmith buildings in villages now hold chests with loot. | |||||||
1.2.1 | 12w03a | The terrain generation changed slightly in this version.[note 6] | |||||
Added jungle and jungle hills biomes. | |||||||
12w04a | Added desert wells to deserts. | ||||||
12w05a | Mineshafts now bridge over ravines. | ||||||
12w07a | Caves[more information needed] no longer generate. | ||||||
12w08a | Caves generate once more. | ||||||
1.3.1 | 12w16a | Added an optional bonus chest. | |||||
12w19a | Changed height scale and height depth of desert hills, forest hills, extreme hills edge, ice mountains, jungle hills and taiga hills to make these hill biomes slightly taller. | ||||||
12w21a | Added desert pyramids to deserts. | ||||||
Added emerald ore, which generates on blobs of up 10 blocks in extreme hills biome and variants. | |||||||
Changed desert villages to have desert-specific blocks. | |||||||
12w22a | Added jungle pyramids to jungles. | ||||||
Changed emerald ore blob size to 1 block. | |||||||
1.4.2 | 12w36a | Added carrots and potatoes to villages. | |||||
12w38a | Stone monster eggs now rarely generate in Extreme Hills biomes and variants. | ||||||
12w40a | Added swamp huts to swamps. | ||||||
1.6.1 | 13w17a | Lakes no longer spawn on desert biomes. |
Major Release-era terrain[edit | edit source]
[hide]Java Edition | |||||||
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1.7.2 | 13w36a | The terrain generation changed greatly in this version.[note 4] | |||||
Just like Beta 1.8, Terrain generation has been outright overhauled. | |||||||
Re-added savanna, and added several of its variants. | |||||||
Oceans are now much smaller. | |||||||
Added mesa and its variants. | |||||||
Each 48-bit world seed generated 64 layers of terracotta that repeated every 64 blocks on the Y-axis, for use in generating terracotta layers in mesa biomes. | |||||||
Added roofed forest and its variants. | |||||||
Added sunflower plains as a plains variant. | |||||||
Added birch forest and its variants. | |||||||
Added flower forest as a forest variant. | |||||||
Added extreme hills+ as a extreme hills variant. | |||||||
Taiga now normally generates without snow, similar to taiga from Beta 1.8 to 1.1. | |||||||
The previous Taiga has become its own biome, cold taiga | |||||||
Added mega taiga and its variants. | |||||||
Added deep ocean as a ocean variant. | |||||||
Added several biome variants. | |||||||
Added Amplified world type. | |||||||
Jungle is now much rarer. | |||||||
Several changes to swampland, plains, and extreme hills. | |||||||
Extreme hills edge no longer generates naturally. | |||||||
Removed frozen ocean. | |||||||
Changed biome categorization into 4 categories. | |||||||
Biome elevation now has much greater variation. | |||||||
Caverns are now less interconnected. | |||||||
Fancy oak trees no longer naturally generate in forests due to performance issues.[note 8] | |||||||
1.8 | 14w02a | Added diorite, andesite, and granite, which generates randomly underground. | |||||
14w17a | Added Customized world type. | ||||||
14w25a | Added ocean monuments, which generates in oceans. | ||||||
14w32a | Added red sandstone, which generates in mesa caves instead of chiseled sandstone.[note 9] | ||||||
1.9 | 15w31a | There are now 128 strongholds per world, instead of 3. | |||||
Added Igloos. | |||||||
15w44a | Fancy oak trees now generate in forests again.[note 10] | ||||||
1.10 | 16w20a | Added fossils, which generates underground. | |||||
Added trees to plains and sunflower plains. | |||||||
1.11 | 16w39a | Added woodland mansions, which generates rarely in roofed forests. | |||||
1.13 | 18w06a | The terrain generation changed slightly in this version.[note 6] | |||||
Removed Customized world. | |||||||
Mutated/Modified biome variants now conform to biome and river boundries.[note 11] | |||||||
Spawning positions of Jungle Pyramids, Igloos, and Swamp Huts were changed slightly in each world. | |||||||
18w07a | The height of fancy oak trees now vary within biomes.[note 5] | ||||||
18w08a | Added warm ocean and its deep variant. | ||||||
Added lukewarm ocean and its deep variant. | |||||||
Added cold ocean and its deep variant. | |||||||
Re-added frozen ocean, although its different from the original version. | |||||||
Added deep frozen ocean as a frozen ocean variant. | |||||||
18w08b | Deep warm ocean no longer generates naturally. | ||||||
18w09a | Added underwater ruins, which generate in all oceans. | ||||||
18w10d | Added coral reefs, which generate in warm ocean. | ||||||
18w11a | Added shipwrecks, which generate in all oceans. | ||||||
18w15a | Added icebergs, which generate in frozen ocean. | ||||||
18w16a | Added Buffet world type. | ||||||
1.14 | 18w43a | Added bamboo jungle and its mutated variant. | |||||
18w47a | Added pillager outposts, which generates in most land biomes. | ||||||
18w49a | Added snowy tundra villages. | ||||||
19w07a | Added snowy tundra zombie villages. | ||||||
1.16 | 20w16a | Added ruined portals. | |||||
1.17 | 20w45a | Added amethyst geodes, which generate underground. | |||||
Added copper ore, a new ore that generates in the Overworld. | |||||||
20w49a | Added dripstone caves, which is accessible only through the Buffet or Custom world types. | ||||||
21w06a | Complete overhaul of caves. | ||||||
The World has been extended 64 blocks up and 64 blocks down, which means that it is possible to build from -64 to 319 in the overworld. | |||||||
Ore generation has been tweaked to match the new world height. | |||||||
Added Aquifers. | |||||||
Added Spaghetti and Cheese caves. | |||||||
Removed Underwater canyons and Underwater caves. | |||||||
21w07a | Added grimstone, which generates below Y=0. | ||||||
21w08a | Added smooth basalt, which generates as part of amethyst geodes. | ||||||
Added deepslate ores, which now generates when an ore replaces deepslate. | |||||||
Added crack carvers, which are like canyons but deeper. | |||||||
21w10a | Added lush caves, which is accessible only through the Buffet or Custom world types. | ||||||
21w15a | Reverted most of the changes from 21w06a back to the original, as the changes have moved to Java Edition 1.18. This can be bypassed by using the official Caves and Cliffs datapack. | ||||||
Tuff and deepslate now generates in blobs between Y 0 and Y 16. | |||||||
21w16a | (Experimental changes) Aquifers below Y=0 are now sometimes made of lava. | ||||||
21w17a | (Experimental changes) Added noodle caves. |
Mountainous Release-era terrain[edit | edit source]
[hide]Java Edition | |||||||
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1.18 | 1.18 Experimental Snapshot 1 | The terrain generation changed greatly in this version.[note 4] | |||||
For the first time since Java Edition 1.7.2 in 2013, Terrain generation has been completely overhauled once again. | |||||||
Java Edition now uses xoroshiro128++ as its pseudorandom number generator for Overworld terrain generation, changing from the LCG it used previously. | |||||||
All of the cave changes from 21w06a to 21w17a has been re-implemented. | |||||||
Lush caves and dripstone caves now generates naturally. | |||||||
Complete overhaul of mountains. | |||||||
Added 5 sub-biomes for the new mountains; mountain meadow, mountain grove, snowy slopes, lofty peaks, and snow capped peaks. | |||||||
Terrain generation is now independent from biomes, with biomes adapting to whatever terrain they happen to generate throughout. | |||||||
Terrain is now smooth and more extreme. | |||||||
Removed Large Biomes and Amplified world type. | |||||||
Removed most of the sub-biomes. | |||||||
World seeds now generate 192 layers of terracotta per world seed, instead of 64 layers of terracotta, for use in generating terracotta in badlands biomes. | |||||||
Eroded badlands and ice spikes were added back in Java Edition 1.18 experimental snapshot 2. | |||||||
Swamps do not generate correctly. | |||||||
1.18 experimental snapshot 2 | The terrain generation changed slightly in this version.[note 6] | ||||||
Swamps now generate properly. | |||||||
Eroded badlands and ice spikes now once again generates naturally. | |||||||
Biomes are now smoother and less noisy, with less microbiomes. | |||||||
Beaches are now larger. Some areas don't generate them to provide some variation. | |||||||
Reduced the size of cheese caves. | |||||||
Cave entrances are now smaller, and less likely to go down all the way to deepslate level. | |||||||
Lush caves are now rarer and smaller. | |||||||
Underground biomes interfere less with surface biomes. They can still leak out sometimes. | |||||||
1.19 | Deep Dark Experimental Snapshot 1 | Added the deep dark. | |||||
Added the ancient city. | |||||||
22w14a | Added mangrove swamps. | ||||||
1.20 (Experimental) | 23w12a | Added cherry groves. | |||||
Added the trail ruins. | |||||||
1.20.3 Experiment | 23w45a | Added the trial chambers. | |||||
1.21.2 Experiment | 24w40a | Added pale gardens. | |||||
1.21.5 | 25w02a | Pale gardens now generate more frequently and are overall larger. | |||||
Woodland mansions now generate in pale gardens. |
The Nether[edit | edit source]
- did 13w36a's cave generation changes affect the Nether?
- overworld-style lava lakes with stone generated in the Nether for a period of time in 1.13's development, when did this happen and when were they removed?
- for how long did large crimson/warped fungi generate on the Nether roof during 1.16's development, and when was this removed?.
[hide]Java Edition Alpha | |||||||
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v1.2.0 | preview | Added the Nether. | |||||
v1.2.0_01 | Areas where soul sand would have generated in the Nether in v1.2.0 now generate with gravel instead. | ||||||
v1.2.0_02 | Soul sand now generates in the Nether again. | ||||||
[hide]Java Edition Beta | |||||||
1.8 | Pre-release | The Far Lands and Farther Lands no longer generate. | |||||
[hide]Java Edition | |||||||
? | Mushrooms now generate on top of the Nether. | ||||||
1.5 | 13w01a | Added nether quartz ore, which generates in the Nether. | |||||
13w02a | Added hidden lava, which generates in the Nether. | ||||||
1.6.1 | 13w18a | Added loot chests to nether fortresses. | |||||
1.10 | 16w20a | Added magma blocks, which generates in the Nether. | |||||
1.13 | 18w07a | Ravines now generates in the Nether. | |||||
? | Nether caves now have a lava level - they previously generated with air down to bedrock. | ||||||
1.16 | 20w06a | Added crimson forests to the Nether. | |||||
Added warped forests to the Nether. | |||||||
Added soul sand valleys to the Nether. | |||||||
The original Nether biome has been renamed to the nether wastes. | |||||||
Added ancient debris, a rare ore in the Nether. | |||||||
20w11a | Added nether gold ore to the Nether. | ||||||
20w15a | Added basalt deltas to the Nether. | ||||||
20w16a | Added bastion remnants, which generates in the Nether. |
The End[edit | edit source]
[hide]Java Edition | |||||||
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1.0.0 | Beta 1.9 Prerelease 4 | Added the End. | |||||
1.2.1 | 12w07a | The End no longer generates any terrain, making the dimension almost completely void. | |||||
12w08a | The End now generates once again. | ||||||
1.9 | 15w31a | Terrain generation in the End has been completely changed. | |||||
Added End Islands, which generates hundreds of blocks from the main island. | |||||||
Added End City, which generates at the End Islands. | |||||||
Added End Ship, which sometimes generates at the End city. | |||||||
1.11 | 16w39a | Added return portals, which generates randomly in End Islands. | |||||
1.13 | ? | The End now uses dedicated biomes for generating outer islands. | |||||
1.17 | 21w13a | The End now generates using the full 256 blocks of world height rather than the 128 used previously. | |||||
21w14a | The End now generates as it did earlier.[1] |
Bedrock Edition[edit | edit source]
Overworld[edit | edit source]
Early Alpha-era-terrain[edit | edit source]
[hide]Pocket Edition Alpha | |||||||
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v0.1.0 | Added a simple world generator. The world is similar to pre-Java Edition Beta 1.8 world generation. | ||||||
The world is 256 blocks wide and 128 blocks high. | |||||||
There are five visually distinct biomes: snowy tundra, snowy taiga, plains, desert, and forest. | |||||||
v0.1.3 | Cacti now generates in deserts. | ||||||
v0.2.1 | Oak trees now generate with spruce logs instead of oak logs. | ||||||
v0.4.0 | Oak trees once again generate with oak logs. | ||||||
v0.5.0 | Mushrooms can no longer generate exposed to sunlight. | ||||||
Sugar cane is now able to generate on top of sand. |
Pocket Edition-era-terrain[edit | edit source]
The terrain generator was made infinite in mid-2014 with the addition of biomes from the then Java 1.7.2 generator. This world generator remained identical until Caves and Cliffs Part 2 was released in late 2021.
[hide]Pocket Edition Alpha | |||||||
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v0.9.0 | build 1 | The terrain generation changed greatly in this version.[note 4] | |||||
The world is now infinite. The old limited world can be created by using the Old world type. | |||||||
Added most biomes that exist as of Java Edition 1.8. | |||||||
Frozen Ocean no longer generates naturally. | |||||||
Added villages, mineshafts, strongholds and dungeons. | |||||||
Added the Flat world type. | |||||||
Mesa biomes have a bug where new chunks generate with clay banding layers reset to a fixed preset after reloading the world.[note 12] | |||||||
v0.9.5 | Added mesa bryce, extreme hills+, and jungle M. | ||||||
v0.10.0 | build 1 | Mesa biomes now has gold at every elevation, and can generate mineshafts on the surface. | |||||
Huge mushrooms generate in swamps. | |||||||
Added desert wells. | |||||||
v0.11.0 | build 1 | Added birch forest M, birch forest hills M, extreme hills M, and extreme hills+ M. | |||||
build 8 | Changed the default biome. | ||||||
build 10 | Increased the amount of gravel in the extreme hills M Biome. | ||||||
v0.12.1 | build 1 | ||||||
Mesa Plateau F biomes no longer generate properly.[note 13] | |||||||
build 10 | Leaves coloring shaders are now used only when the color for a biome actually changes. | ||||||
v0.13.0 | build 1 | Added desert pyramids. | |||||
v0.14.0 | build 1 | Added swamp huts. | |||||
Cauldrons in swamp huts are filled with a random potion. | |||||||
v0.15.0 | build 1 | Added jungle temples. | |||||
Added savanna and taiga village variants. | |||||||
Villages can now generate in snowy taiga and snowy tundra biomes, where village buildings are constructed with spruce wood like in taiga villages. | |||||||
Villages have a slim chance to generate as abandoned villages, which spawn zombified villagers. Cobwebs and moss stone replace some blocks in the buildings of such villages. | |||||||
v0.16.0 | build 1 | Added ocean monuments. | |||||
[hide]Pocket Edition | |||||||
1.0.0 | alpha 0.17.0.1 | Added igloos. | |||||
1.1.0 | alpha 1.1.0.0 | Added woodland mansions. | |||||
1.1.0 | Mesa biomes now generate the same pattern of clay banding layers per world seed after reloading the world.[note 12] | ||||||
1.1.3 | alpha 1.1.3.0 | Added fossils. | |||||
[hide]Bedrock Edition | |||||||
1.2.0 | beta 1.2.0.2 | Added ravines. | |||||
1.4.0 | beta 1.2.14.2 | World generation is equivalent to Java Edition 1.13 Added warm oceans and their deep variant. | |||||
Added lukewarm ocean and its deep variant. | |||||||
Added cold ocean and its deep variant. | |||||||
Added frozen ocean, although its different from the original version. | |||||||
Added deep frozen ocean as a Frozen Ocean variant. | |||||||
Added shipwrecks, buried treasure, coral reefs, icebergs, and underwater ravines. | |||||||
beta 1.2.20.1 | Added underwater ruins. | ||||||
Caves can now generate underwater. | |||||||
1.6.0 | beta 1.6.0.5 | Birch forest m, birch forest hills m, savanna m, savanna plateau m, and mesa plateau f biomes now have the wrong grass color.[note 14] | |||||
1.9.0 | beta 1.9.0.0 | World generation is equivalent to Java Edition 1.14 Added bamboo jungles. | |||||
1.10.0 | beta 1.10.0.3 | Added pillager outposts. | |||||
Added new villages. | |||||||
1.11.0 | beta 1.11.0.1 | Mesa plateau f biomes now properly generate.[note 13] | |||||
1.17.0 | beta 1.16.220.50 | World generation is equivalent Java Edition 1.17 Added the new mountain biomes: lofty peaks, snow capped peaks, snowy slopes, mountain grove, and mountain meadow behind experimental gameplay. | |||||
Added Dripstone Caves. | |||||||
beta 1.16.220.52 | Added lush caves. | ||||||
Extended altitude. | |||||||
1.16.220 | All above features are unavailable in release. | ||||||
beta 1.16.230.50 | Re-added all above. | ||||||
beta 1.16.230.52 | Deepslate now generates under Y 16. | ||||||
beta 1.16.230.54 | Added dripstone clusters. | ||||||
beta 1.16.230.56 | Added noise, cheese, and spaghetti caves. | ||||||
Added Aquifers. | |||||||
beta 1.17.0.50 | Added amethyst geodes. | ||||||
Lush and dripstone caves generate rarely underground. | |||||||
release | Mountain biomes are unavailable in release. | ||||||
1.17.10 | Re-added Mountain Biomes behind experimental gameplay. |
Mountainous Bedrock Edition-era terrain[edit | edit source]
[hide]Bedrock Edition | |||||||
---|---|---|---|---|---|---|---|
1.18.0 | beta 1.18.0.20 | World generation is equivalent to Java Edition 1.18. | |||||
All world generator changes now available outside experimental gameplay. | |||||||
Caves now reach to the surface. | |||||||
Changed mountains to look like jagged peaks. | |||||||
beta 1.18.0.22 | The old world type has been removed from the world creation screen. Existing old worlds are still playable, but do not receive new features anymore. | ||||||
Wild Update (Experimental) | beta 1.18.30.28 | Added the deep dark behind experimental gameplay. | |||||
beta 1.18.30.32 | Added ancient cities behind experimental gameplay. | ||||||
1.19.0 | beta 1.19.0.20 | Added mangrove swamps. | |||||
Deep Dark and Mangrove Swamp are available outside experimental gameplay. | |||||||
1.19.40 | Preview 1.19.40.20 | Old growth birch forest, windswept savanna, and dark forest biomes now have the correct grass color, matching that of Java Edition.[note 14] | |||||
Next Major Update (Experimental) | Preview 1.19.80.20 | Added cherry groves behind experimental gameplay. | |||||
Preview 1.19.80.22 | Added the trail ruins behind experimental gameplay. | ||||||
1.20.0 | Preview 1.20.0.21 | Cherry groves and the trail ruins are now available outside experimental gameplay. | |||||
1.21.60 | Preview 1.21.60.24 | Canyons now generate more often | |||||
Canyons can once again generate on the ocean floor | |||||||
Canyons now completely carve through copper veins | |||||||
Canyons now properly interact with aquifers, filling with water instead of generating as disconnected segments. |
The Nether[edit | edit source]
[hide]Pocket Edition Alpha | |||||||
---|---|---|---|---|---|---|---|
v0.12.1 | build 1 | Added the Nether biome. | |||||
Added Nether fortresses. | |||||||
[hide]Bedrock Edition | |||||||
1.16.0 | beta 1.16.0.51 | World generation is equivalent to Java Edition 1.16 Added crimson forests. | |||||
Added warped forests. | |||||||
Added soul sand valleys. | |||||||
Added basalt pillars, huge crimson fungi, and huge warped fungi. | |||||||
beta 1.16.0.57 | Added basalt deltas. | ||||||
Added ruined portals and piglin bastions. |
The End[edit | edit source]
[hide]Pocket Edition | |||||||
---|---|---|---|---|---|---|---|
1.0.0 | alpha 0.17.0.1 | Added the End biome. | |||||
Added End cities. |
Legacy Console Edition[edit | edit source]
Legacy Console Edition was historically updated roughly following Java Edition major releases, and as such, mirrored Java Edition changes for much of its update history.
Overworld[edit | edit source]
Beta-era terrain[edit | edit source]
Xbox 360 edition was released with features roughly equivalent to Java Edition Beta 1.6, and therefore matched its terrain generation identically.
[hide]Legacy Console Edition | |||||||
---|---|---|---|---|---|---|---|
Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
TU1 | World generation is equivalent to Java Edition Beta 1.6.6 First release with features and terrain generation roughly equivalent to Java Edition Beta 1.6 | ||||||
World sizes are limited to 864x864 blocks. | |||||||
TU3 | World generation is equivalent to Java Edition Beta 1.7.3 Added a seed display to the level load screen (requires existing levels to be saved out again to add the display). | ||||||
Clay generation has been fixed and no longer exclusively spawns when x and z are equal.[more information needed] |
Early release-era terrain[edit | edit source]
Xbox 360 version TU5 released features identical to Java Edition Beta 1.8, and therefore, all seeds have changed. The addition of Jungle biomes in TU12 shuffled positions of all major land biomes, changing a decent portion of world seeds again on Xbox 360. All other console editions except for Nintento Switch edition were initially released with the latter world generation.
[hide]Legacy Console Edition | |||||||
---|---|---|---|---|---|---|---|
Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
TU5 | World generation is equivalent to Java Edition Beta 1.8.1 The terrain generation changed greatly in this version.[note 4] | ||||||
Added biomes: swampland, ice plains, extreme hills, ocean. | |||||||
Added villages, mineshafts, strongholds, ravines. | |||||||
Removed biomes - rainforest, seasonal forest, savanna, shrubland and tundra. | |||||||
Removed the Void by making it impossible to break the bottom/top layer of bedrock. | |||||||
TU7 | Added Mushroom island biome. | ||||||
TU9 | World generation is equivalent to Java Edition 1.0.0 Re-added beaches. | ||||||
TU12 | 1.00 | 1.00 | 1.00 | World generation is equivalent to Java Edition 1.2.5 The terrain generation changed slightly in this version. | |||
Added Jungle biomes, changing positions of all major land biomes. | |||||||
Biome data is now saved to world, meaning biome positions no longer change in existing worlds after new game updates to world generation. | |||||||
Build height limit changed from 128 to 256. | |||||||
Cocoa grows on jungle trees. | |||||||
Very rare desert wells can be found in desert biomes. | |||||||
Mineshafts can generate with wooden bridges now when generated over a cave or over top another tunnel. | |||||||
TU14 | 1.04 | World generation is equivalent to Java Edition 1.3.2 Added desert temples, desert village, jungle temple. | |||||
Hills in select hill biomes are now slightly taller. | |||||||
CU1 | 1.00 | First initial release of Xbox One and PS4 editions with, classic, small, medium, and large world sizes, up to 5120x5120 blocks, and increased render distance to 18 chunks from 10 chunks. | |||||
Villages on larger world sizes do not spawn as common as they do on classic 864x864 world sizes. The rarity of villages on larger world sizes more reflects that of Java's spawn rate than classic world size spawn rate. | |||||||
TU19 | CU7 | 1.12 | 1.12 | 1.12 | World generation is equivalent to Java Edition 1.6.4 Added witch huts. | ||
Lakes no longer generate naturally in deserts. | |||||||
TU25 | CU14 | 1.17 | 1.17 | 1.17 | Patch 1 | Added custom superflat world option. |
Major release-era terrain[edit | edit source]
Nintendo Switch edition was the only Legacy Console Edition to be initially released during this world generation's stage.
[hide]Legacy Console Edition | |||||||
---|---|---|---|---|---|---|---|
Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
TU31 | CU19 | 1.22 | 1.22 | 1.22 | Patch 3 | 1.0.1 | World generation is equivalent to Java Edition 1.8.9 The terrain generation changed greatly in this version.[note 4] |
Added ocean monuments | |||||||
Added biomes: Mesa, Mega Taiga, Roofed Forest, Birch Forest, Forest, Savanna, Extreme Hills+, Deep Ocean, Snowless Taiga, and 20 new technical biomes. | |||||||
Melons can now be found in jungle biomes similar to pumpkins. | |||||||
Swamp biomes now spawn with blue orchid flowers and the coast is covered in staggered dirt block with lily pads between them. | |||||||
Plains biomes now generate with azure bluets, oxeye daises, tulips and double tall grass. | |||||||
Extreme hills biomes now have snow at higher elevations, gravel, flat valleys near sea level and are slightly higher. Extreme Hills Edge biomes no longer naturally generate. | |||||||
Ocean biomes contains only gravel on the floor instead of sand, dirt and gravel. | |||||||
Desert temples now spawn with stained clay instead of dyed wool. | |||||||
Due to limited world sizes, biomes are now downscaled 4x (16x area) in order to fit more biomes in each world (all world sizes). This differs from the "Biome Size 2" configuration in Java Edition Old Customized world type in that the 4x size downscaling occurs before hill biomes, edge biomes, and beach/shore are applied, not after like on Java. This is an exclusive feature to Legacy Console Editions. | |||||||
TU32 | CU20 | 1.23 | 1.23 | 1.23 | Fix for worlds generating slightly differently every time even with the same seed. | ||
Mutated/Modified biomes now generate correctly the same each time using a set world seed. | |||||||
Fixed a world generation bug where large areas of land biomes would generate underwater as river biomes | |||||||
TU39 | CU27 | 1.31 | 1.31 | 1.31 | Patch 10 | Fix for an issue with hills generation. Hills and mountains are now slightly taller and more varied. | |
TU43 | CU33 | 1.36 | 1.36 | 1.36 | Patch 13 | Added Fossils and igloos | |
There's now a small chance for villages to spawn as zombie villages | |||||||
Villages are no longer restricted by biome boundaries. They now spawn with grass paths and have bridges when generated over water. Village farms now include beetroots. | |||||||
Mineshafts now generate in mesa biomes - previously they did not spawn at all, even underground.[verify] | |||||||
Updated loot for loot chests in dungeons, temples, mineshafts etc. | |||||||
Plains and sunflower plains biomes now have a chance to spawn trees. | |||||||
Villages now generate naturally in the Taiga biome. | |||||||
TU46 | CU36 | 1.38 | 1.38 | 1.38 | Patch 15 | World generation is equivalent to Java Edition 1.10.2 [verify] | |
TU54 | CU44 | 1.52 | 1.52 | 1.52 | Patch 24 | 1.0.4 | World generation is equivalent to Java Edition 1.12.2 Added Woodland mansions. These generate a lot more common than on Java Edition due to limited world sizes as a exclusive feature to Legacy Console Edition. |
Improved spawn chances of ocean monuments. | |||||||
Added Biome Scale Slider, Find Balanced Seed options as exclusive features to Legacy Console Edition. | |||||||
Small biome setting was the default option since TU31, Biome Scale Slider adds new medium and large scale options. large scale option matches biome size of default Java Edition worlds. Medium scale option is 2x (4x area) smaller biomes than default Java Edition biomes. | |||||||
Increased spawning frequency of biome specific structures as exclusive features to Legacy Console Edition. | |||||||
TU60 | CU51 | 1.64 | 1.64 | 1.64 | Patch 30 | 1.0.11 | Added fallen, dying and vined trees. |
Lake generation has changed. | |||||||
Villages Tables have brown carpet instead of a pressure plate. | |||||||
Added Ice Plains & Cold Taiga Villages. These generate with chests, but won't generate crops. | |||||||
Paths around village wells now made up of grass path (sandstone in desert). | |||||||
TU69 | 1.76 | 1.76 | 1.76 | Patch 38 | World generation is equivalent to Java Edition 1.13 Added warm, lukewarm, and cold oceans. Frozen oceans now generate naturally again. Added deep ocean variants for lukewarm, cold, and frozen oceans. | ||
Added Shipwrecks, Underwater Ruins, Coral Reefs, Icebergs, Underwater Caves, Underwater Ravines, and Buried Treasure | |||||||
1.88 | Added new flowers: Lily of the Valley and Cornflower. | ||||||
1.91 | World generation is equivalent to Java Edition 1.14 Added sweet berry bushes, pillager outposts, and bamboo jungles. | ||||||
Note on World Generation: In order to deliver the coolest generated villages possible, some world seeds may have villages generate in different areas than they used to before this update | |||||||
Villages now have a new look, differing per biome. | |||||||
Added village job sites and gathering sites. | |||||||
Number of houses depends on beds. | |||||||
Taiga villages are now more common. | |||||||
Removed zombie villages, due to new village changes. |
The Nether[edit | edit source]
[hide]Legacy Console Edition | |||||||
---|---|---|---|---|---|---|---|
Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
TU1 | CU1 | 1.00 | 1.00 | 1.00 | Patch 1 | 1.0.1 | Added The Nether |
TU7 | Added Nether fortresses. |
The End[edit | edit source]
[hide]Legacy Console Edition | |||||||
---|---|---|---|---|---|---|---|
Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
TU9 | CU1 | 1.00 | 1.00 | 1.00 | Patch 1 | 1.0.1 | Added The End |
The world is not infinite, but has a block placement limit similar to that of the Nether. | |||||||
Obsidian pillars are generated in a spiral circling an unactivated exit portal. | |||||||
The crystals on the two tallest obsidian pillars are surrounded by iron bars. | |||||||
TU46 | CU36 | 1.38 | 1.38 | 1.38 | Patch 15 | The End has changed when generating a new world and can also be updated for old worlds. To get the new End in an old world, select "Reset End" in the "More Options" menu when loading the world. | |
After killing the ender dragon in the new End, an end gateway spawns nearby. Throwing an ender pearl into this teleports the player to a new area in the End with an end city and end ship. | |||||||
There is 1 outer end island on classic worlds, and large world sizes have up to 4 outer end islands. These spawn about 2,048 blocks from the center island in each cardinal direction and are not directly connected. This is exclusive to Legacy Console Edition. | |||||||
Within the End City and End Ship the player can find shulkers, elytra and a dragon head. |
New Nintendo 3DS Edition[edit | edit source]
Overworld[edit | edit source]
[hide]New Nintendo 3DS Edition | |||||||
---|---|---|---|---|---|---|---|
0.1.0 | Added features as of Pocket Edition Alpha 0.15.4. | ||||||
World seeds are 32 bit, and biomes match that of the equivalent seed on Pocket Edition between alpha 0.9.0 and Bedrock 1.17.41. Due to limited worlds, the world center is based on the spawnpoint of that seed, not at coordinate 0,0. | |||||||
Despite limited worlds, biome sizes match that of Pocket Edition, this means that even on large worlds, there are no more than a dozen biomes per world, and almost all worlds do not have all biomes. Biome size is the same across all world sizes, so smaller worlds contain no more than a few biomes. | |||||||
1.3.12 | Added ocean monuments. | ||||||
1.5.25 | Added coarse dirt. | ||||||
1.7.10 | Strongholds now lead to The End.[more information needed] | ||||||
1.9.19 | Added woodland mansions and underground fossils. |
The Nether[edit | edit source]
[hide]New Nintendo 3DS Edition | |||||||
---|---|---|---|---|---|---|---|
0.1.0 | Added features as of Pocket Edition Alpha 0.15.4. | ||||||
1.9.19 | Added natural magma block generation into the Nether. |
The End[edit | edit source]
[hide]New Nintendo 3DS Edition | |||||||
---|---|---|---|---|---|---|---|
1.7.10 | Added the End with end cities, end ships, chorus trees, and exit portals. |
Glacier seed comparison[edit | edit source]
The specific instructions are: Bedrock Edition from MCPE 0.1.0 to current day, Legacy Console Edition from Xbox 360 TU1 to PS4 1.95 (use small biomes after introduction of LCE biome size, but LCE large biomes as bonus extra is okay), and New Nintendo 3DS Edition. Also add zoom level 3 maps (in most cases center it at 0,0) from the introduction of the filled map item for Java, Bedrock, Legacy Console, and New 3DS Edition.
-
The seed Glacier in Alpha v1.1.2_01.
-
The seed Glacier in Beta 1.7.3.
-
The seed Glacier in Beta 1.8.
-
The seed Glacier in 1.0.0.
-
The seed Glacier in 1.2.5.
-
The seed Glacier in 1.6.4. Minor differences.
-
The seed Glacier in 1.7.2.
-
The seed Glacier in 1.15.2.
-
The seed Glacier in 1.18 Experimental Snapshot 1, the first Glacier seed to actually generates glaciers at spawn.
-
The seed Glacier in 1.18 experimental snapshot 2.
-
The seed Glacier in 1.18 experimental snapshot 5.
-
The seed Glacier in 1.20.
-
The seed Glacier in 1.12.2 with the "Neo-Beta" Old Customized preset.
-
The seed Glacier in Alpha v1.1.2_01, at exactly 0,0.
-
The seed Glacier in Beta 1.7.3, at exactly 0,0.
-
The seed Glacier in Beta 1.8, at exactly 0,0.
-
The seed Glacier in 1.0.0, at exactly 0,0.
-
The seed Glacier in 1.1, at exactly 0,0.
-
The seed Glacier in 1.2.5, at exactly 0,0.
-
The seed Glacier in 1.6.4, at exactly 0,0.
-
The seed Glacier in 1.15.2, at exactly 0,0.
-
The seed Glacier in 1.18 Experimental Snapshot 1, at exactly 0,0.
-
The seed Glacier in 1.18 experimental snapshot 2, at exactly 0,0.
-
The seed Glacier in 1.18 experimental snapshot 3, at exactly 0,0.
-
The seed Glacier in 1.18 experimental snapshot 4, at exactly 0,0.
-
The seed Glacier in 1.20, at exactly 0,0.
-
The seed Glacier in 1.12.2 with the "Neo-Beta" preset, at exactly 0,0.
Notes[edit | edit source]
- ↑ Jump up to: a b See Notes §
- ↑ See Notes §
- ↑ See Indev_House#History for detailed information about Indev House history.
- ↑ Jump up to: a b c d e f g h i j k l This means that worlds converted from versions before this change the distribution of chunks generated after.
- ↑ Jump up to: a b MC-11208
- ↑ Jump up to: a b c d This means that worlds converted from versions before this may change the distribution of chunks generated after.
- ↑ This can be observed by using a program like MCA selector.
- ↑ https://www.reddit.com/r/Minecraft/comments/1m97cw/while_you_are_all_crying_over_the_name_change_of/
- ↑ MC-55228
- ↑ MC-29844
- ↑ MC-125037
- ↑ Jump up to: a b MCPE-18734
- ↑ Jump up to: a b MCPE-23081
- ↑ Jump up to: a b MCPE-34936
Map sizes (width × length × height) Square Long Deep Small 128×128×64 256×64×64 64×64×256 Normal 256×256×64 512×128×64 128×128×256 Huge 512×512×64 1024×256×64 256×256×256
Indev world types[edit | edit source]
- Island: World spawns as a large island surrounded with water, smaller island off the coast are comon too. Border block is water as well, sand generates.
- Floating: World generates in rings of floating islands high in the air. Border block is water. Sand is common although caves often lead into the void.
- Flat: world is a perfectly flat plane with trees growing. Border block is grass. Sand does not generate.
- Original: Resembles classic 0.30 terrain generation
- Inland: