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Biome

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For the definition of biomes in data/behavior packs, see Biome definition.
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Minecraft contains many different biomes that can be traveled to. Some examples, from left to right, are forest, badlands, deep ocean, grove, cherry grove, 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.

Existing biomes can be located with the /locate biome command. The /fillbiome command in Java Edition, or the "Biome Data Assignment" tool in Bedrock Editor can be used to change the biome in a selected area.

List of biomes

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Biome types

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In Java Edition, there are 66 different biome types: 55 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 88 biome types: 55 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.

Overworld

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Offshore biomes

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These biomes are used for the generation of oceans and mushroom fields. They are large, open biomes made almost 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. Squid, fish and nautilus spawn frequently in the water, and dolphins spawn in non-frozen oceans. Regular hostile mobs can spawn at rare dry grounds, while drowned and sometimes zombie nautilus jockeys spawn underwater. Shipwrecks and underwater ruined portals are found in all ocean biomes, and ocean ruins may spawn with stone bricks in regular and colder oceans, or sandstone in lukewarm oceans.

Biome name Description Screenshot
Ocean

The basic ocean biome, a vast body of water with occasional grassy islands. 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 salmonβ€Œ[BE only] can spawn here alongside dolphins, squid, and nautiluses.

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Deep ocean

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 and kelp can grow much higher. Ocean monuments generate in deep oceans, where guardians, elder guardians, prismarine, and sponges can be found.

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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 alongside dolphins, squid, and nautiluses, while cod and salmon do not spawn. 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.

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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 salmonβ€Œ[BE only] can spawn here, together with pufferfishβ€Œ[JE only] and tropical fish. Dolphins, squid, and nautiluses may also spawn.

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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.

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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, cod and nautiluses can spawn in cold ocean biomes alongside squid and dolphins.β€Œ[BE only]

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Deep cold ocean

Similar to the cold ocean biome, but twice as deep. Like other deep oceans, ocean monuments can generate here.

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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 squid 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.β€Œ[BE only] Strays, polar bears, rabbits,β€Œ[BE only] and nautiluses can spawn here, but dolphins can't. Salmon and codβ€Œ[BE only] may also spawn here.

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Deep frozen ocean

Like the frozen ocean biome, but twice as deep. There are no patches of ice on the surface or low enough temperatures for snowfall, instead icebergs are floating standalone in the dark indigo water. Ocean monuments can generate here.

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Mushroom fields

This rare biome consists of a mostly flat island and has mycelium as its surface. Mushroom fields are always adjacent to a deep ocean and isolated from other biomes, ranging in size from only tens of blocks to thousands. 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,β€Œ[JE only] and glow squid 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, mobs can still spawn through other means than the regular spawn cycle, such as monster spawners and wandering traders. Phantoms cannot spawn in Bedrock Edition.

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Highland biomes

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See also: Mountains

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

Biome name Description Screenshot
Jagged peaks

One of the three biomes that only 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. Goats spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms.β€Œ[BE only] Pillager outposts can generate here with tall foundations.

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Frozen peaks

Similar to the jagged peaks, but the snow block cover is varied with packed ice and occasional small blobs of ice. Like jagged peaks, mobs that spawn here include goats, polar bears, rabbits, and strays.β€Œ[BE only] This biome usually generates in smoother and less jagged mountains compared to the jagged peaks biome. Pillager outposts can generate here.

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Stony peaks

The stony peaks are a warmer variation of peak biomes that generate in warmer regions, without snowfall. It is mainly covered by stone with large strips of calcite and exposed ores. No passive mobs spawn here, and pillager outposts can generate.

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Meadow

The meadow is an elevated grassy biome found in plateaus near mountain ranges. It is filled with patches of almost every type of flower and turquoise-green short grass and tall grass. Rarely, a lone oak or birch tree can generate and always has a bee nest. Sheep, donkeys and rabbits are the only passive mobs that spawn in this biome. Pillager outposts and plains villages commonly generate here.

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Cherry grove

Cherry groves are grassland plateaus with a lot of short grass, tall grass and, instead of the traditional dandelion and poppy 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 and leaf particles filling the atmosphere. The cherry trees may generate densely enough to create a cover of leaves. Sheep, pigs and rabbits are the only passive mobs that spawn in this biome.

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Grove

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

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Snowy slopes

The snowy slopes generate beneath the colder 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 and polar bears.β€Œ[BE only] Strays may also spawn here at night and during thunderstorms.β€Œ[BE only] This is the only mountain biome where igloos can generate.

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Windswept hills

A highland biome with some steep hilltops and an occasional oak or spruce tree in Java Edition. 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. Cold animal variants may also spawn here.

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Windswept gravelly hills A variant of the windswept hills mostlyβ€Œ[JE only] or almost entirelyβ€Œ[BE only] covered in gravel with occasional patches of grass and stone blocks. In Java Edition, spruce and oak trees can generate here but due to the low amount of grass, the population is sparse. Cold animal variants and llamas may spawn on the rare grass blocks. πŸ‘ Image
Windswept forest

This variant 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 blocks, and there are more spruce and oak trees, forming small forests with a lower tree density than other forest biomes. Cold animal variants and llamas may spawn here.

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Woodland biomes

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

Biome name Description 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.

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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.

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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, rabbits or cold animal variants. Pillager outposts, taiga villages, and trail ruins can generate here.

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Old growth pine taiga

A biome composed of spruce trees, much like the standard taiga biome. However, many trees are 2Γ—2 thick and taller than normal, with few leaves at the top resembling pines. 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, foxes and cold animal variants can spawn here, as they do in normal taiga biomes. Rabbits may also spawn here.β€Œ[JE only]

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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 almost entirely covered with leaves unlike the trees in the old growth pine taiga which only have leaves at the top. Like the old growth pine taiga, wolves, foxes, cold animal variants, and rabbitsβ€Œ[JE only] spawn here. Trail ruins can generate here.

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Snowy taiga

A hybrid of the normal taiga and the snowy plains. Ferns and large ferns generate commonly, however sweet berry bushes generate more rarely than in the normal taiga. In Bedrock Edition, taiga villages with snowy villagers and pillager outposts can generate here.

Wolves, foxes, rabbits and cold animal variants can spawn here. One may also find an igloo nestled between the trees.

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Birch forest

A forest that is solely made of birch trees. The grass has an aqua color, and unlike the regular forest, no wolves spawn in this biome. Wildflowers cover the ground and give the biome a slight yellow tint.

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Old growth birch forest

Birch trees grow much taller than usual in this 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. It is one of the few biomes where trail ruins can generate.

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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 areas are dark enough for hostile mobs to spawn, even during the day. Woodland mansions can generate here.

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Pale garden

A rarer variation of the dark forest biome found on higher grounds, where the dark oak trees are replaced with pale oak trees, with lots of pale hanging moss. Patches of pale moss blocks and pale moss carpets cover much of the ground, and eyeblossoms dot the landscape. The sky, foliage, and water in this biome are gray and desaturated, and no music plays inside the biome. Gray fog with Vibrant Visuals is extremely dense and obstructs almost all view.

Some of the pale oak trees may have a creaking heart hidden within them, which spawns a creaking at night. Like dark forests, hostile mobs can spawn even at day under the dark trees and woodland mansions generate here.

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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 2Γ—2 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 and hanging on most types of blocks. 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. Ocelots, parrots, pandas, and warm animal variants can spawn in this biome. Jungle pyramids and trail ruins generate here.

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Sparse jungle

In contrast to the wild and overgrown vegetation of the jungle biome, the sparse jungle consists of small jungle and oak trees, and jungle bushes that are spaced out and isolated, creating a much more open environment.

Parrots, ocelots, and pandas can still spawn in the sparse jungle.β€Œ[Bedrock Edition only] Wolves can also spawn in this biome along with warm animal variants.

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Bamboo jungle

In this jungle biome, large areas of the landscape are covered with massive amounts of bamboo. The ground consist of podzol 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,β€Œ[BE only] parrots, and warm animal variants are also able to spawn. Jungle pyramids can generate here.β€Œ[JE only]

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Dappled forest​[upcoming: Third Drop 2026]

A forest vegetated by poplar trees on an orange-brown grass tint with red shrubs. The biome also has various mushrooms, fallen trees, and coarse dirt. Foxes and rabbits spawn here alongside cold animals.

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Wetland biomes

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Wetland biomes are 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 Screenshot
River

A biome that consists of water blocks that form an elongated, curving shape. 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.

On the landside, or rare occasions where rivers generate entirely dry, the grass has a dull aqua tone, and trace amounts of oak trees and firefly bushes tend to generate there. Rivers are also a reliable source of clay and sand. Drowned, squid, cod, and salmon spawn underwater. In Bedrock Edition, no other mobs can spawn through the spawn cycle, even common hostile mobs.

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Frozen river

A river with a layer of ice covering its surface, generating when a river goes through snowy biomes. Salmon spawn underwater while rabbitsβ€Œ[BE only] and polar bearsβ€Œ[BE only] spawn on the surface. At night and during thunderstorms, drowned can spawn below the ice with straysβ€Œ[BE only] and skeletons on the surface. In Bedrock Edition, no other hostile mobs can spawn here.

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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. Oak trees are covered with vines and can be found growing out from the water, and in Bedrock Edition, huge mushrooms also generate. 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, and fossils are rarely found underground. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons, and some skeletons are replaced by bogged. Green volumetric fog and underwater fog is much denser than in other biomes.

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Mangrove swamp

A warmer variant of the swamp, 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. Warm frogs often spawn in this biome. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons, and some skeletons are replaced by bogged. Fossils generate underground, but swamp huts do not.

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Beach

Generated where oceans meet land biomes, beaches are primarily composed of sand. Buried treasures 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.

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Snowy beach

Like a regular beach, one can find plenty of sand in this biome and buried treasures 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 rabbitsβ€Œ[BE only] spawn in this biome, and shipwrecks occasionally generate on land.

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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 treasures can generate here.β€Œ[BE only] Strips of gravel can sometimes be found here.

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Flatland biomes

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These biomes have a wide view because less trees spawn here and the terrain usually does not contain mountains or cliffs, although hills and plateaus are common. They also have a higher number of passive mob spawns.

Biome name Description Screenshot
Plains

A grassy biome with rolling hills and few oak trees, as well as many flowers and grasses. Villages and pillager outposts are common. Cave openings, lava lakes and waterfalls are easily identifiable due to the unobstructed terrain. Passive mobs are easily found in plains biomes; this biome is also one of the few biomes where horses and donkeys spawn naturally. Hostile zombie horses spawn rarely at night as zombie horsemen.

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Sunflower plains

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

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Snowy plains

A variant of plains entirely covered with snow, and freezing water. There are few spruce trees in this biome, and less grass and flowers generate compared to regular plains. No animal mobs other than rabbits and polar bears can spawn; however, it is one of the few biomes where strays and zombie horsemen spawn at night. In Bedrock Edition, this biome does not spawn any other monsters except skeletons, strays, and zombie horsemen. Snowy villages, pillager outposts, and igloos can generate here.

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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 or during thunderstorms.

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Arid-land biomes

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In these biomes, it neither rains nor snows. The surface is covered with sparse vegetation.

Biome name Description 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 and camels. At night and during dry thunderstorms, husks, parched, and camel husk jockeys usually spawn in the place of normal zombies and skeletons. The biome is rich in structures, including desert villages, desert wells, desert pyramids, and pillager outposts.

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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. Savanna villages can generate in this biome, constructed of acacia wood, and pillager outposts also generate. Horses, armadillos and warm animal variants can naturally spawn here, and it is one of the only biomes with rare zombie horsemen. Llamas may also spawn here.β€Œ[BE only]

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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. Villages and pillager outpost do not generate.

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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 and there are floating islands and overhangs. 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 lakes can also generate.

Horses, armadillos and warm animal variants can still spawn in the windswept savanna, as well as zombie horsemen and llamas.β€Œ[BE only]

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Badlands

An uncommon mountainous and desertic biome composed of layers of terracotta and stained terracotta on higher grounds. Red sand covers this in valleys, with occasional cacti, dead bushes, and dry grass. Armadillos are the only mobs that can be found here. Mineshafts generate at a higher altitude than normal, allowing them to be exposed to the surface, and have dark oak planks instead of oak planks. Gold ore also generates more frequently.

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Wooded badlands

On higher altitudes, the wooded badlands have layers of coarse dirt and grass blocks, and forests of small oak trees with leaf litter. 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. Armadillos can spawn here during the day, and wolves and warm animal variants can spawn on the wooded plateaus.

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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 are the only passive mobs that can be found here.

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Cave biomes

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

Biome name Description Screenshot
Deep dark

A dimly lit cave biome that generates deep underground mostly within the deepslate layer under mountains. 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. Large structures known as ancient cities can generate here, containing chests with unique loot. No mobs spawn here from the natural spawn cycle.

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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 1Γ—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 and rarely zombie nautiluses can spawn in aquifers.

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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 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.

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Sulfur caves

A biome composed of sulfur and cinnabar blocks, sulfur spikes, as well as potent sulfur in water pools that inflicts the Nausea effect. Sulfur cubes can spawn here. Cave spiders can spawn making it the only biome where they can spawn naturally. Sulfur springs generate at the surface, indicating there are sulfur caves below.

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The Void

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Biome name Description Screenshot
The Voidβ€Œ[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 superflat preset, the world is completely empty except for a stone start platform. No mobs from the regular spawn cycle spawn here, and it does not rain.

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The Nether

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The Nether is considered a different dimension. All biomes in this dimension are hot and 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 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 endermen.

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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 while endermen are rare. Striders can spawn here as well. This is the only place to find dried ghasts naturally.

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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.

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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.

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Basalt deltas

A gray biome, the basalt deltas are said to be the remnant of ancient volcanic eruptions.[citation needed] 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. Ghasts and striders can spawn in this biome as well.

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The End

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The End is considered a different dimension. The terrain consists of end stone islands of varying sizes, floating in the void. They use five different biomes in Java Edition, or all use the End in Bedrock Edition, with no terrain differences.

Biome name Description 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 5Γ—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. In Bedrock Edition, this biome is instead the biggest, as it is used to generate the whole dimension.

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.

πŸ‘ Image
Small End islandsβ€Œ[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. Large amounts of endermen spawn in this biome.

πŸ‘ Image
End midlandsβ€Œ[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. Large amounts of endermen spawn in this biome.

πŸ‘ Image
End highlandsβ€Œ[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. Large amounts of endermen spawn in this biome.

πŸ‘ Image
End barrensβ€Œ[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. Large amounts of endermen spawn in this biome.

πŸ‘ Image

Unused biomes

[edit | edit source]
Main article: Biome/Before 1.18

Many biomes, made redundant via Caves & Cliffs world generation changes, still exist in Bedrock Edition but have been removed from Java Edition, and are documented on the page linked above.

Removed biomes

[edit | edit source]
Main article: Biome/Before Beta 1.8

Joke biomes

[edit | edit source]
It has been suggested that this page be split into Biome/Joke versions.
 [discuss]
If this split affects many pages, or may potentially be controversial, do not split until a consensus has been reached.
Reason: this page should only document canonical versions of the game; we should list these elsewhere on a dedicated page

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

Biome name Description Screenshot
_generated:id _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.

πŸ‘ Image
Between 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). πŸ‘ Image
Biome For Player With No Time For Nonsense Generates as a normal snowy taiga, but all ores are mineral blocks or redstone components. πŸ‘ Image
Shapes Generates spheres, cubes, octahedra etc. of various colors of terracotta, glazed terracotta, concrete, concrete powder, wool, carpets, stained glass and stained glass panes. πŸ‘ Image
Biome name Description Screenshot
The Moon Generates flat terrain with craters made of blocks of cheese, which 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. πŸ‘ Image
Biome name Description Screenshot
Arboretum A forested biome, with every type of tree that exists in 24w12a, along with huge mushrooms and potato trees. Non-uniform foliage color distinguishes this biome from other forest-type biomes. πŸ‘ Image
Corruption A forested biome, covered in potato trees of various sizes, as well as potato buds, that grow upward like stalagmites. Phantoms here spawn naturally during the day and they don't burn. πŸ‘ Image
Fields A flat and open biome. Much of the surface is covered with poison farmland, and potatoes grow on top of it. πŸ‘ Image
Hash A dry biome, with almost no vegetation. Only biome where gravtater and vicious potatoes occur naturally. Hash wells and fossils generate here. πŸ‘ Image
Wasteland 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. πŸ‘ Image
Biome name Description Screenshot
Hub A biome consisting of a "+"-shaped room with a mine crafter in the center, with shimmering doors on opposite sides, which lead to additional rooms once unlocked. On the third side lies the entrance to the memory lane, a long corridor lined with mine revisitors. All the rooms are surrounded in sky blocks. πŸ‘ Image

All biomes use a set of colors for various environmental aspects such as the sky, water, fog, and some blocks. In Bedrock Edition, biomes specify their colors in the client_biome JSON files in the vanilla resource packs. Some biomes specify their colors directly, while others use colormaps or separate JSON files which can also control other environmental effects.

In Bedrock Edition, all biome colors for blocks are also visible on maps.[2]

Plants

[edit | edit source]
πŸ‘ Image
Example of different grass colors for different biomes

Biome grass and foliage colors are selected from three 256Γ—256 colormap images: grass.png, foliage.png, and dry_foliage.png under assets/minecraft/textures/colormapβ€Œ[JE only] or textures/colormapβ€Œ[BE only] in the vanilla resource pack. The grass.png colormap sets the colors for grass blocks, 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 base temperature and downfall values are used when determining the biome color to select from the colormap. Treating the bottom-right corner of the colormap as 0 for both values, the temperature increases to 1.0 along the X-axis, and the downfall increases to 1.0 along the Y-axis. When a biome's temperature or downfall extends past the lower-left half, it will use the color on the closest edge of the image.

Special plant tints

[edit | edit source]

In the following cases, the plants are not tinted exactly according to the default colormap.

Swamps

In swamps and mangrove swamps, the grass color is based on a noise on the XZ plane. When the value of this noise is less than -0.1, it uses the color
 #4c763c
, otherwise using
 #6a7039
. The foliage color is
 #6a7039
in swamps and
 #8db127
in mangrove swamps. The dry foliage color in swamps and mangrove swamps is
 #7b5334
.

In Bedrock Edition, all swamp biomes use colormaps to determine these colors, similar to regular colormaps described above.

Dark forest

In dark forests, the grass color 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 is
 #90814d
and the foliage color and dry foliage color is
 #9e814d
.

Cherry grove

The color for grass and foliage in cherry groves is always
 #b6db61
.

Pale garden

In the pale garden, the grass color is
 #778272
, the foliage color is
 #878d76
, and the dry foliage color is
 #a0a69c
.

Sulfur caves

In sulfur caves, the grass color is
 #aba64f
.

Other leaves

The color for spruce leaves is
 #619961
and the color for birch leaves is
 #80a755
. Both are not affected by the biome, but determined by biome colormaps in Bedrock Edition.

Environment

[edit | edit source]

The base color of the daytime 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. See Β§ List of biome climates below for all sky colors.

The colors and surface opacity of water are defined in the vanilla data packβ€Œ[JE only] or client biome JSON files in vanilla resource packs.β€Œ[BE only] Some biomes in Java Edition, or most biomes in Bedrock Edition have unique water colors. Swamps and warm oceans in Bedrock Edition have unique water surface opacities, 65% and 55% respectively.

The color and density of water and sky fog is different for most biomes, defined by separate JSON files for each biome in Bedrock Edition. The underwater fog color is
 #050533
with a few exceptions in Java Edition, or the same as the water surface color with some exceptions in Bedrock Edition. The sky fog color is
 #c0d8ff
β€Œ[JE only] or
 #abd2ff
β€Œ[BE only] in all Overworld biomes, except pale gardens which use
 #817770
, and sulfur caves use
 #8cb831
. Nether biomes and the End have unique fog colors.

Vibrant Visuals

[edit | edit source]

Vibrant Visuals ignores default colors for the sky, water, and fog, and adds new effects for each biome or a set of biome. Which environmental settings are used is determined by the biome JSON file, and all environmental settings are stored in separate directories in resource packs. In vanilla, the following effects are affected by the biome:

  • Lighting, which includes directional lighting from the sun and moon and ambient lighting. These have a specified brightness and color, and constantly change with the daylight cycle. Certain biomes have unique sunlight or moonlight colors, and a few biomes have lower sunlight illuminances. The End has slightly brighter ambient light, and the Nether has much brighter ambient light. See Vibrant Visuals/Configurations Β§ Lighting for a full overview.
  • Atmospherics, which colors atmospherics, a replacement of the classic sky box created by distance fog. The sky color of a biome is defined at zenith and at the horizon, with specified heights where the colors are blended. It is further illuminated and tinted by directional lighting, rayleigh scattering, and mie scattering, and the atmosphere is constantly changing with the daylight cycle. Some biomes have unique zenith or horizon colors at daytime or nighttime, and a few have fully custom colors. The Nether and the End have static atmospherics that tint the distance fog with the classic colors. See Vibrant Visuals/Configurations Β§ Atmospherics for a full overview.
  • Volumetric fog is an additional layer of fog with large differences between biomes. There are 9 different fog effects, mainly depending on the biome's humidity, but some biomes like swamps and pale gardens have unique dense fog effects with different colors. The final strength and tint depends on atmospherics and directional lighting. See Fog Β§ Vanilla volumetric fog settings for a full overview.
  • Color grading is applied to the final image rendering. This rebalances saturation levels for RGB colors at different illumination levels, and changes the image's color temperature. Most Overworld biomes are identified by different color temperatures, while a few also change saturation or contrast. See Vibrant Visuals/Configurations Β§ Color grading for a full overview.

Water colors are not visible with Vibrant Visuals, but all non-air fog colors still apply asides from the volumetric fog. Vibrant Visuals effects are dynamically blended at biome transitions.

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. In Java Edition, the range of the block involved in the calculation can be decreased with the biome blend radius in the options. It 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 and the fog color use the color processed by Gaussian blur from colors of the biomes at each block in the range of 5Γ—5Γ—5 centered on the block the camera is in.

Climate

[edit | edit source]
πŸ‘ Image
For climates in unused biomes, see Biome/Before 1.18 Β§ Climate.

Temperature

[edit | edit source]

Each biome has a base temperature value (see Β§ 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 β€” +0.01125 from the base temperature based on a noise on the XZ plane, and at Yβ‰₯81 the actual temperature decreases by 0.00125 (1⁄800) every block up.

In frozen oceans and deep frozen oceans, 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 oceans, as its base temperature is low enough to freeze or snow, so that only these regions do not freeze or snow at sea level.

The temperature affects at which height snowfall can occur, the sky and block colors, and whether sponges dry in the air.β€Œ[BE only]

Downfall

[edit | edit source]

The downfall value is a number between 0.0 and 1.0 (see Β§ List of biome climates) mainly used for block colors. 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.

Additionally, the downfall controls whether a biome is arid in Bedrock Edition; if it is 0.0, no rain or snow occurs. Otherwise, a location is rainable when its temperature value is equal or greater than 0.15, and snowable otherwise.

Precipitation

[edit | edit source]

In Java Edition, precipitation is separate from downfall, which can be "true" or "false".

If the base temperature is less than 0.15, it's snowable at any Y level. If equal or greater than 0.15, it will still snow above a certain Y level, caused by temperature decrease above Y=81.

Biomes Minimum height for snowfall
πŸ‘ Image
Frozen River

πŸ‘ Image
Snowy Plains

πŸ‘ Image
Ice Spikes

πŸ‘ Image
Grove

πŸ‘ Image
Frozen Peaks

πŸ‘ Image
Jagged Peaks

πŸ‘ Image
Snowy Slopes

πŸ‘ Image
Snowy Taiga

πŸ‘ Image
Snowy Beach

Some regions of πŸ‘ Image
Frozen Ocean

Any
πŸ‘ Image
Windswept Hills

πŸ‘ Image
Windswept Gravelly Hills

πŸ‘ Image
Windswept Forest

πŸ‘ Image
Stony Shore
[1]
πŸ‘ Image
Dripstone Caves
β€Œ[BE only][3][note 1]
Some regions of πŸ‘ Image
Frozen Ocean
and πŸ‘ Image
Deep Frozen Ocean
120Β±8
πŸ‘ Image
Old Growth Spruce Taiga

πŸ‘ Image
Taiga
160Β±8
πŸ‘ Image
Old Growth Pine Taiga

πŸ‘ Image
Meadow
β€Œ[BE only]
πŸ‘ Image
Cherry Grove
β€Œ[BE only]
200Β±8
Others 356Β±8 (out of world)

The exact minimum height for snowfall is randomized per block because the temperature slightly shifts, with a margin of up to 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, and the particle density decreases when moving to a dry biome.

Snow accumulation

[edit | edit source]
This feature is exclusive to Bedrock Edition.
 

The amount of snow layers generated on the surface is based on the snow accumulation value of the biome. The first value calculates how snow is randomly stacked – a value of 0 results in all blocks covered by 1 snow layer; a value of 0.125 results in some areas not being covered by snow, and snow gets stacked when next to a full block; a higher value adds random patches of higher piles which increase in size and height with the value.

During snowfall, snow can stack infinitely on top of generated snow, unlike in Java Edition where this is controlled by a snow accumulation game rule. The second value calculates how quickly snow accumulates during snowfall.

List of biome climates

[edit | edit source]
πŸ‘ Image
For a full list of block renders with biome colors, see Block colors Β§ Biome colors.

Overworld

[edit | edit source]
Climate and environment colors
Biomes Base temperature Downfall Precipitationβ€Œ[JE only] Snow accumulationβ€Œ[BE only] Grass color Foliage color Dry foliage color Sky color
πŸ‘ Image
Badlands
2.0 0.0 FALSE 0.0-0.125
 #90814d

 #9e814d

 #9e814d

 #6eb1ff
πŸ‘ Image
Wooded Badlands
πŸ‘ Image
Eroded Badlands
πŸ‘ Image
Desert

 #bfb755

 #aea42a

 #a38046
πŸ‘ Image
Windswept Savanna
πŸ‘ Image
Savanna
2.0β€Œ[JE only]
1.2β€Œ[BE only]

 #6eb1ff
β€Œ[JE only]

 #75aaff
β€Œ[BE only]
πŸ‘ Image
Savanna Plateau
2.0β€Œ[JE only]
1.0β€Œ[BE only]

 #6eb1ff
β€Œ[JE only]

 #76a8ff
β€Œ[BE only]
πŸ‘ Image
Stony Peaks
1.0 0.3 TRUE
 #9abe4b

 #82ac1e

 #927957

 #76a8ff
πŸ‘ Image
Jungle
0.95 0.9
 #59c93c

 #30bb0b

 #a36346

 #77a8ff
πŸ‘ Image
Bamboo Jungle
πŸ‘ Image
Sparse Jungle
0.8
 #64c73f

 #3eb80f
πŸ‘ Image
Mushroom Fields
0.9 1.0
 #55c93f

 #2bbb0f

 #a36246
πŸ‘ Image
Mangrove Swamp
0.8 0.9
 #6a7039


 #4c763c

 #6a7039

 #7b5334

 #78a7ff
πŸ‘ Image
Swamp
0.9β€Œ[JE only]
0.5β€Œ[BE only]

 #8db127
πŸ‘ Image
Plains
0.8 0.4
 #91bd59

 #77ab2f

 #a37546

 #78a7ff
πŸ‘ Image
Beach
πŸ‘ Image
Sunflower Plains
πŸ‘ Image
Deep Dark
πŸ‘ Image
Sulfur Caves

 #aba64f
πŸ‘ Image
Dripstone Caves
0.8β€Œ[JE only]
0.2β€Œ[BE only]
0.4β€Œ[JE only]
0.0β€Œ[BE only]

 #91bd59
β€Œ[JE only]

 #8db58a
β€Œ[BE only]

 #77ab2f
β€Œ[JE only]

 #70a26c
β€Œ[BE only]

 #a37546
β€Œ[JE only]

 #957754
β€Œ[BE only]

 #78a7ff
β€Œ[JE only]

 #7da2ff
β€Œ[BE only]
πŸ‘ Image
Forest
0.7 0.8
 #79c05a

 #59ae30

 #a36d46

 #79a6ff
πŸ‘ Image
Flower Forest
πŸ‘ Image
Dark Forest

 #507a32

 #7b5334
πŸ‘ Image
Pale Garden

 #778272

 #878d76

 #a0a69c

 #b9b9b9
πŸ‘ Image
Birch Forest
0.6 0.6
 #88bb67

 #6ba941

 #a37246

 #7aa5ff
πŸ‘ Image
Old Growth Birch Forest
πŸ‘ Image
Dappled Forest
​[upcoming: Third Drop 2026]

 #df6827

 #e68e30

 #8c3a04

 #7ca3ff
πŸ‘ Image
Lush Caves
0.5β€Œ[JE only]
0.9β€Œ[BE only]
0.5β€Œ[JE only]
0.0β€Œ[BE only]

 #8eb971
β€Œ[JE only]

 #b9b75b
β€Œ[BE only]

 #71a74d
β€Œ[JE only]

 #a6a432
β€Œ[BE only]

 #a17448
β€Œ[JE only]

 #A37E46
β€Œ[BE only]

 #7ba4ff
β€Œ[JE only]

 #77a8ff
β€Œ[BE only]
πŸ‘ Image
The Void
β€Œ[JE only]
0.5 0.5 FALSE N/A
 #8eb971

 #71a74d

 #a17448

 #7ba4ff
πŸ‘ Image
River
TRUE 0.0-0.125
πŸ‘ Image
Warm Ocean
πŸ‘ Image
Lukewarm Ocean
πŸ‘ Image
Deep Lukewarm Ocean
πŸ‘ Image
Ocean
πŸ‘ Image
Deep Ocean
πŸ‘ Image
Cold Ocean
πŸ‘ Image
Deep Cold Ocean
πŸ‘ Image
Deep Frozen Ocean
πŸ‘ Image
Cherry Grove
0.5β€Œ[JE only]
0.3β€Œ[BE only]
0.8
 #b6db61

 #b6db61

 #a17148
β€Œ[JE only]


 #9c754d
β€Œ[BE only]


 #7ba4ff
β€Œ[JE only]

 #7ca3ff
β€Œ[BE only]
πŸ‘ Image
Meadow

 #83bb6d
β€Œ[JE only]

 #86b87f
β€Œ[BE only]

 #63a948
β€Œ[JE only]

 #68a55f
β€Œ[BE only]
πŸ‘ Image
Old Growth Pine Taiga
0.3
 #86b87f

 #68a55f

 #9c754d

 #7ca3ff
πŸ‘ Image
Old Growth Spruce Taiga
0.25
 #86b783

 #68a464

 #9a764f

 #7da3ff
πŸ‘ Image
Taiga
πŸ‘ Image
Windswept Gravelly Hills
0.2 0.3
 #8ab689

 #6da36b

 #977752

 #7da2ff
πŸ‘ Image
Windswept Forest
πŸ‘ Image
Windswept Hills
0.0-0.25
πŸ‘ Image
Stony Shore
πŸ‘ Image
Snowy Beach
0.05 0.125-0.25
 #83b593

 #64a278

 #917958

 #7fa1ff
πŸ‘ Image
Frozen River
0.0 0.5
 #80b497

 #60a17b

 #8f7a5a

 #7fa1ff
πŸ‘ Image
Frozen Ocean
πŸ‘ Image
Snowy Plains
0.25-1.0
πŸ‘ Image
Ice Spikes
0.5β€Œ[JE only]
1.0β€Œ[BE only]
0.5-1.5
πŸ‘ Image
Grove
-0.2 0.8 0.125-0.25
 #81a0ff
πŸ‘ Image
Snowy Slopes
-0.3 0.9 0.125-0.5
 #829fff
πŸ‘ Image
Snowy Taiga
-0.5 0.4
 #839eff
πŸ‘ Image
Frozen Peaks
-0.7 0.9 0.125-0.25
 #859dff
πŸ‘ Image
Jagged Peaks
Water colors
Biome Water color in Bedrock Edition Water fog color in Bedrock Edition Water color in Java Edition Water fog color in Java Edition
πŸ‘ Image
Mangrove Swamp

 #3a7a6a

 #4d7a60

30 blocks distance

 #3a7a6a

 #4d7a60

Decreased
πŸ‘ Image
Swamp

 #617b64

65% opacity

 #232317

30 blocks distance

 #617b64

 #232317

Decreased
πŸ‘ Image
Pale Garden

 #76889D

 #556980

 #76889D

 #556980
πŸ‘ Image
Sulfur Caves

 #34BF89

 #5bc313

 #34BF89

 #17543c
πŸ‘ Image
Dappled Forest
​[upcoming: Third Drop 2026]

 #375154

100% opacity

 #ccd8e2

30 blocks distance

 #375154

 #375154
πŸ‘ Image
Badlands

 #4e7f81

 #3f76e4

 #050533
πŸ‘ Image
Wooded Badlands

 #55809e
πŸ‘ Image
Eroded Badlands

 #497f99
πŸ‘ Image
Desert

 #32a598
πŸ‘ Image
Windswept Savanna

πŸ‘ Image
Savanna Plateau

 #2590a8
πŸ‘ Image
Savanna

 #2c8b9c
πŸ‘ Image
Bamboo Jungle

πŸ‘ Image
Jungle

 #14a2c5
πŸ‘ Image
Sparse Jungle

 #0d8ae3
πŸ‘ Image
Mushroom Fields

 #8a8997
πŸ‘ Image
Beach

 #157cab
πŸ‘ Image
Forest

 #1e97f2
πŸ‘ Image
Flower Forest

 #20a3cc
πŸ‘ Image
Dark Forest

 #3b6cd1
πŸ‘ Image
Birch Forest

 #0677ce
πŸ‘ Image
River

 #0084ff
πŸ‘ Image
Warm Ocean

 #02b0e5

55% opacity

 #0289d5

 #43d5ee

 #041f33
πŸ‘ Image
Lukewarm Ocean

 #0d96db

 #0a74c4

 #45adf2

 #041633
πŸ‘ Image
Deep Lukewarm Ocean

 #0e72b9
πŸ‘ Image
Ocean

 #1787d4

 #1165b0

 #3f76e4

 #050533
πŸ‘ Image
Deep Ocean

 #1463a5
πŸ‘ Image
Cold Ocean

 #2080c9

 #14559b

 #3d57d6
πŸ‘ Image
Deep Cold Ocean

 #185390
πŸ‘ Image
Frozen Ocean

 #2570b5

 #174985

 #3938c9
πŸ‘ Image
Deep Frozen Ocean

 #1a4879
πŸ‘ Image
Frozen River

 #185390
πŸ‘ Image
Meadow

 #44aff5

 #0e4ecf
πŸ‘ Image
Cherry Grove

 #5db7ef

 #5db7ef
πŸ‘ Image
Old Growth Pine Taiga

 #2d6d77

 #3f76e4
πŸ‘ Image
Taiga

 #287082
πŸ‘ Image
Windswept Forest

πŸ‘ Image
Windswept Gravelly Hills

 #0e63ab
πŸ‘ Image
Windswept Hills

 #007bf7
πŸ‘ Image
Stony Shore

 #0d67bb
πŸ‘ Image
Snowy Plains

πŸ‘ Image
Ice Spikes

 #14559b
πŸ‘ Image
Snowy Beach

 #1463a5

 #3d57d6
πŸ‘ Image
Snowy Taiga

 #205e83
πŸ‘ Image
Dripstone Caves

πŸ‘ Image
Deep Dark

πŸ‘ Image
Lush Caves

πŸ‘ Image
Frozen Peaks

πŸ‘ Image
Jagged Peaks

πŸ‘ Image
Stony Peaks

πŸ‘ Image
Plains

πŸ‘ Image
Sunflower Plains

πŸ‘ Image
Old Growth Birch Forest

πŸ‘ Image
Old Growth Spruce Taiga

πŸ‘ Image
Grove

πŸ‘ Image
Snowy Slopes

 #44aff5

 #3f76e4
πŸ‘ Image
The Void
β€Œ[JE only]
N/A

The Nether

[edit | edit source]
Biome Base temperature Downfall Precipitation Grass color Foliage color Dry foliage color Sky color Water color Water fog color Fog color
πŸ‘ Image
Nether Wastes
2.0 0.0 FALSE
 #bfb755

 #aea42a

 #a38046

 #6eb1ff

 #3f76e4
β€Œ[JE only]

 #905957
β€Œ[BE only]

 #050533
β€Œ[JE only]

 #905957

15 blocks distanceβ€Œ[BE only]

 #330808
πŸ‘ Image
Warped Forest

 #1a051a
πŸ‘ Image
Crimson Forest

 #330303
πŸ‘ Image
Soul Sand Valley

 #1b4745
πŸ‘ Image
Basalt Deltas

 #3f76e4

 #050533
β€Œ[JE only]

 #423e42

15 blocks distanceβ€Œ[BE only]

 #685f70

The End

[edit | edit source]
Biome Base temperature Downfall Precipitation Grass color Foliage color Dry foliage color Sky color Water color Water fog color Fog color
πŸ‘ Image
The End

πŸ‘ Image
End Highlands
β€Œ[JE only]
πŸ‘ Image
End Midlands
β€Œ[JE only]
πŸ‘ Image
Small End Islands
β€Œ[JE only]
πŸ‘ Image
End Barrens
β€Œ[JE only]
0.5 0.5 FALSE
 #8eb971

 #71a74d

 #a17448

 #000000

 #3f76e4
β€Œ[JE only]

 #62529e
β€Œ[BE only]

 #050533
β€Œ[JE only]

 #62529e

15 blocks distanceβ€Œ[BE only]

 #a080a0
β€Œ[JE only]

 #0b080c
β€Œ[BE only]

Generation

[edit | edit source]

Biome distribution

[edit | edit source]
This section needs to be updated.
 
Please update this section to reflect recent updates or newly available information. The talk page may contain suggestions.
Reason: Sulfur caves
Overworld surface biomes
Biome Surface area cover
πŸ‘ Image
Forest
12.288%
πŸ‘ Image
Plains
10.627%
πŸ‘ Image
Ocean
7.158%
πŸ‘ Image
River
6.208%
πŸ‘ Image
Lukewarm Ocean
4.506%
πŸ‘ Image
Cold Ocean
4.359%
πŸ‘ Image
Savanna
3.899%
πŸ‘ Image
Deep Ocean
3.813%
πŸ‘ Image
Taiga
3.344%
πŸ‘ Image
Snowy Plains
2.897%
πŸ‘ Image
Desert
2.473%
πŸ‘ Image
Beach
2.422%
πŸ‘ Image
Deep Lukewarm Ocean
2.413%
πŸ‘ Image
Birch Forest
2.327%
πŸ‘ Image
Deep Cold Ocean
2.301%
πŸ‘ Image
Snowy Taiga
2.280%
πŸ‘ Image
Old Growth Birch Forest
2.179%
πŸ‘ Image
Dark Forest
2.043%
πŸ‘ Image
Frozen Ocean
2.041%
πŸ‘ Image
Warm Ocean
2.032%
πŸ‘ Image
Jungle
2.026%
πŸ‘ Image
Sparse Jungle
1.404%
πŸ‘ Image
Meadow
1.189%
πŸ‘ Image
Stony Shore
1.187%
πŸ‘ Image
Deep Frozen Ocean
1.123%
πŸ‘ Image
Swamp
1.071%
πŸ‘ Image
Badlands
0.876%
πŸ‘ Image
Frozen River
0.822%
πŸ‘ Image
Grove
0.782%
πŸ‘ Image
Sunflower Plains
0.690%
πŸ‘ Image
Wooded Badlands
0.685%
πŸ‘ Image
Old Growth Pine Taiga
0.668%
πŸ‘ Image
Bamboo Jungle
0.648%
πŸ‘ Image
Flower Forest
0.642%
πŸ‘ Image
Old Growth Spruce Taiga
0.619%
πŸ‘ Image
Mangrove Swamp
0.517%
πŸ‘ Image
Savanna Plateau
0.398%
πŸ‘ Image
Snowy Slopes
0.359%
πŸ‘ Image
Snowy Beach
0.332%
πŸ‘ Image
Windswept Hills
0.298%
πŸ‘ Image
Eroded Badlands
0.290%
πŸ‘ Image
Cherry Grove
0.285%
πŸ‘ Image
Ice Spikes
0.249%
πŸ‘ Image
Windswept Savanna
0.218%
πŸ‘ Image
Windswept Forest
0.186%
πŸ‘ Image
Jagged Peaks
0.173%
πŸ‘ Image
Frozen Peaks
0.157%
πŸ‘ Image
Pale Garden
0.156%
πŸ‘ Image
Mushroom Fields
0.135%
πŸ‘ Image
Stony Peaks
0.107%
πŸ‘ Image
Windswept Gravelly Hills
0.098%
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%
πŸ‘ Image
Dripstone Caves
0.914% 4.41% 12.66% 8.75% 3.03% 6.78% 2.48%
πŸ‘ Image
Lush Caves
0.886% 5.23% 10.18% 3.20% 0.668% 4.74% 1.62%
πŸ‘ Image
Deep Dark
10.04% 3.94% 0.776% 0.108% 0.013% 2.74% 0.915%
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Biome Volume cover
πŸ‘ Image
Nether Wastes
36.30%
πŸ‘ Image
Crimson Forest
22.22%
πŸ‘ Image
Soul Sand Valley
17.08%
πŸ‘ Image
Basalt Deltas
15.86%
πŸ‘ Image
Warped Forest
8.54%
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This only applies to Java Edition, in Bedrock Edition the entire dimension is set to the End biome.

Biome Area cover
πŸ‘ Image
Small End Islands
45.81%
πŸ‘ Image
End Midlands
25.70%
πŸ‘ Image
End Highlands
17.66%
πŸ‘ Image
End Barrens
10.82%[note 2]
πŸ‘ Image
The End
9.14 Γ— 10-10
  1. ↑ Arid biome, this height only causes snow to generate and water to freeze
  2. ↑ This ignores the regions of End terrain that fail to generate due to MC-159283, which entirely consist of End barrens.
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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.[verify] This information is however only used by the game internals and is not included below.

Name Resource location
πŸ‘ BiomeSprite the-void.png: Sprite image for the-void in Minecraft
The Void
the_void
πŸ‘ BiomeSprite plains.png: Sprite image for plains in Minecraft
Plains
plains
πŸ‘ BiomeSprite sunflower-plains.png: Sprite image for sunflower-plains in Minecraft
Sunflower Plains
sunflower_plains
πŸ‘ BiomeSprite snowy-plains.png: Sprite image for snowy-plains in Minecraft
Snowy Plains
snowy_plains
πŸ‘ BiomeSprite ice-spikes.png: Sprite image for ice-spikes in Minecraft
Ice Spikes
ice_spikes
πŸ‘ BiomeSprite desert.png: Sprite image for desert in Minecraft
Desert
desert
πŸ‘ BiomeSprite swamp.png: Sprite image for swamp in Minecraft
Swamp
swamp
πŸ‘ BiomeSprite mangrove-swamp.png: Sprite image for mangrove-swamp in Minecraft
Mangrove Swamp
mangrove_swamp
πŸ‘ BiomeSprite forest.png: Sprite image for forest in Minecraft
Forest
forest
πŸ‘ BiomeSprite flower-forest.png: Sprite image for flower-forest in Minecraft
Flower Forest
flower_forest
πŸ‘ BiomeSprite birch-forest.png: Sprite image for birch-forest in Minecraft
Birch Forest
birch_forest
πŸ‘ BiomeSprite dark-forest.png: Sprite image for dark-forest in Minecraft
Dark Forest
dark_forest
πŸ‘ BiomeSprite pale-garden.png: Sprite image for pale-garden in Minecraft
Pale Garden
pale_garden
πŸ‘ BiomeSprite old-growth-birch-forest.png: Sprite image for old-growth-birch-forest in Minecraft
Old Growth Birch Forest
old_growth_birch_forest
πŸ‘ BiomeSprite old-growth-pine-taiga.png: Sprite image for old-growth-pine-taiga in Minecraft
Old Growth Pine Taiga
old_growth_pine_taiga
πŸ‘ BiomeSprite old-growth-spruce-taiga.png: Sprite image for old-growth-spruce-taiga in Minecraft
Old Growth Spruce Taiga
old_growth_spruce_taiga
πŸ‘ BiomeSprite taiga.png: Sprite image for taiga in Minecraft
Taiga
taiga
πŸ‘ BiomeSprite snowy-taiga.png: Sprite image for snowy-taiga in Minecraft
Snowy Taiga
snowy_taiga
πŸ‘ BiomeSprite savanna.png: Sprite image for savanna in Minecraft
Savanna
savanna
πŸ‘ BiomeSprite savanna-plateau.png: Sprite image for savanna-plateau in Minecraft
Savanna Plateau
savanna_plateau
πŸ‘ BiomeSprite windswept-hills.png: Sprite image for windswept-hills in Minecraft
Windswept Hills
windswept_hills
πŸ‘ BiomeSprite windswept-gravelly-hills.png: Sprite image for windswept-gravelly-hills in Minecraft
Windswept Gravelly Hills
windswept_gravelly_hills
πŸ‘ BiomeSprite windswept-forest.png: Sprite image for windswept-forest in Minecraft
Windswept Forest
windswept_forest
πŸ‘ BiomeSprite windswept-savanna.png: Sprite image for windswept-savanna in Minecraft
Windswept Savanna
windswept_savanna
πŸ‘ BiomeSprite jungle.png: Sprite image for jungle in Minecraft
Jungle
jungle
πŸ‘ BiomeSprite sparse-jungle.png: Sprite image for sparse-jungle in Minecraft
Sparse Jungle
sparse_jungle
πŸ‘ BiomeSprite bamboo-jungle.png: Sprite image for bamboo-jungle in Minecraft
Bamboo Jungle
bamboo_jungle
πŸ‘ BiomeSprite badlands.png: Sprite image for badlands in Minecraft
Badlands
badlands
πŸ‘ BiomeSprite eroded-badlands.png: Sprite image for eroded-badlands in Minecraft
Eroded Badlands
eroded_badlands
πŸ‘ BiomeSprite wooded-badlands.png: Sprite image for wooded-badlands in Minecraft
Wooded Badlands
wooded_badlands
πŸ‘ BiomeSprite meadow.png: Sprite image for meadow in Minecraft
Meadow
meadow
πŸ‘ BiomeSprite cherry-grove.png: Sprite image for cherry-grove in Minecraft
Cherry Grove
cherry_grove
πŸ‘ BiomeSprite grove.png: Sprite image for grove in Minecraft
Grove
grove
πŸ‘ BiomeSprite snowy-slopes.png: Sprite image for snowy-slopes in Minecraft
Snowy Slopes
snowy_slopes
πŸ‘ BiomeSprite frozen-peaks.png: Sprite image for frozen-peaks in Minecraft
Frozen Peaks
frozen_peaks
πŸ‘ BiomeSprite jagged-peaks.png: Sprite image for jagged-peaks in Minecraft
Jagged Peaks
jagged_peaks
πŸ‘ BiomeSprite stony-peaks.png: Sprite image for stony-peaks in Minecraft
Stony Peaks
stony_peaks
πŸ‘ BiomeSprite river.png: Sprite image for river in Minecraft
River
river
πŸ‘ BiomeSprite frozen-river.png: Sprite image for frozen-river in Minecraft
Frozen River
frozen_river
πŸ‘ BiomeSprite beach.png: Sprite image for beach in Minecraft
Beach
beach
πŸ‘ BiomeSprite snowy-beach.png: Sprite image for snowy-beach in Minecraft
Snowy Beach
snowy_beach
πŸ‘ BiomeSprite stony-shore.png: Sprite image for stony-shore in Minecraft
Stony Shore
stony_shore
πŸ‘ BiomeSprite warm-ocean.png: Sprite image for warm-ocean in Minecraft
Warm Ocean
warm_ocean
πŸ‘ BiomeSprite lukewarm-ocean.png: Sprite image for lukewarm-ocean in Minecraft
Lukewarm Ocean
lukewarm_ocean
πŸ‘ BiomeSprite deep-lukewarm-ocean.png: Sprite image for deep-lukewarm-ocean in Minecraft
Deep Lukewarm Ocean
deep_lukewarm_ocean
πŸ‘ BiomeSprite ocean.png: Sprite image for ocean in Minecraft
Ocean
ocean
πŸ‘ BiomeSprite deep-ocean.png: Sprite image for deep-ocean in Minecraft
Deep Ocean
deep_ocean
πŸ‘ BiomeSprite cold-ocean.png: Sprite image for cold-ocean in Minecraft
Cold Ocean
cold_ocean
πŸ‘ BiomeSprite deep-cold-ocean.png: Sprite image for deep-cold-ocean in Minecraft
Deep Cold Ocean
deep_cold_ocean
πŸ‘ BiomeSprite frozen-ocean.png: Sprite image for frozen-ocean in Minecraft
Frozen Ocean
frozen_ocean
πŸ‘ BiomeSprite deep-frozen-ocean.png: Sprite image for deep-frozen-ocean in Minecraft
Deep Frozen Ocean
deep_frozen_ocean
πŸ‘ BiomeSprite mushroom-fields.png: Sprite image for mushroom-fields in Minecraft
Mushroom Fields
mushroom_fields
πŸ‘ BiomeSprite dripstone-caves.png: Sprite image for dripstone-caves in Minecraft
Dripstone Caves
dripstone_caves
πŸ‘ BiomeSprite lush-caves.png: Sprite image for lush-caves in Minecraft
Lush Caves
lush_caves
πŸ‘ BiomeSprite deep-dark.png: Sprite image for deep-dark in Minecraft
Deep Dark
deep_dark
πŸ‘ BiomeSprite nether-wastes.png: Sprite image for nether-wastes in Minecraft
Nether Wastes
nether_wastes
πŸ‘ BiomeSprite warped-forest.png: Sprite image for warped-forest in Minecraft
Warped Forest
warped_forest
πŸ‘ BiomeSprite crimson-forest.png: Sprite image for crimson-forest in Minecraft
Crimson Forest
crimson_forest
πŸ‘ BiomeSprite soul-sand-valley.png: Sprite image for soul-sand-valley in Minecraft
Soul Sand Valley
soul_sand_valley
πŸ‘ BiomeSprite basalt-deltas.png: Sprite image for basalt-deltas in Minecraft
Basalt Deltas
basalt_deltas
πŸ‘ BiomeSprite the-end.png: Sprite image for the-end in Minecraft
The End
the_end
πŸ‘ BiomeSprite end-highlands.png: Sprite image for end-highlands in Minecraft
End Highlands
end_highlands
πŸ‘ BiomeSprite end-midlands.png: Sprite image for end-midlands in Minecraft
End Midlands
end_midlands
πŸ‘ BiomeSprite small-end-islands.png: Sprite image for small-end-islands in Minecraft
Small End Islands
small_end_islands
πŸ‘ 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 Numeric ID
πŸ‘ BiomeSprite ocean.png: Sprite image for ocean in Minecraft
Ocean
ocean 0
πŸ‘ BiomeSprite legacy-frozen-ocean.png: Sprite image for legacy-frozen-ocean in Minecraft
Legacy Frozen Ocean
legacy_frozen_ocean 10
πŸ‘ BiomeSprite deep-ocean.png: Sprite image for deep-ocean in Minecraft
Deep Ocean
deep_ocean 24
πŸ‘ BiomeSprite frozen-ocean.png: Sprite image for frozen-ocean in Minecraft
Frozen Ocean
frozen_ocean 46
πŸ‘ BiomeSprite deep-frozen-ocean.png: Sprite image for deep-frozen-ocean in Minecraft
Deep Frozen Ocean
deep_frozen_ocean 47
πŸ‘ BiomeSprite cold-ocean.png: Sprite image for cold-ocean in Minecraft
Cold Ocean
cold_ocean 44
πŸ‘ BiomeSprite deep-cold-ocean.png: Sprite image for deep-cold-ocean in Minecraft
Deep Cold Ocean
deep_cold_ocean 45
πŸ‘ BiomeSprite lukewarm-ocean.png: Sprite image for lukewarm-ocean in Minecraft
Lukewarm Ocean
lukewarm_ocean 42
πŸ‘ BiomeSprite deep-lukewarm-ocean.png: Sprite image for deep-lukewarm-ocean in Minecraft
Deep Lukewarm Ocean
deep_lukewarm_ocean 43
πŸ‘ BiomeSprite warm-ocean.png: Sprite image for warm-ocean in Minecraft
Warm Ocean
warm_ocean 40
πŸ‘ BiomeSprite deep-warm-ocean.png: Sprite image for deep-warm-ocean in Minecraft
Deep Warm Ocean
deep_warm_ocean 41
πŸ‘ BiomeSprite river.png: Sprite image for river in Minecraft
River
river 7
πŸ‘ BiomeSprite frozen-river.png: Sprite image for frozen-river in Minecraft
Frozen River
frozen_river 11
πŸ‘ BiomeSprite beach.png: Sprite image for beach in Minecraft
Beach
beach 16
πŸ‘ BiomeSprite stony-shore.png: Sprite image for stony-shore in Minecraft
Stony Shore
stone_beach 25
πŸ‘ BiomeSprite snowy-beach.png: Sprite image for snowy-beach in Minecraft
Snowy Beach
cold_beach 26
πŸ‘ BiomeSprite forest.png: Sprite image for forest in Minecraft
Forest
forest 4
πŸ‘ BiomeSprite wooded-hills.png: Sprite image for wooded-hills in Minecraft
Wooded Hills
forest_hills 18
πŸ‘ BiomeSprite flower-forest.png: Sprite image for flower-forest in Minecraft
Flower Forest
flower_forest 132
πŸ‘ BiomeSprite birch-forest.png: Sprite image for birch-forest in Minecraft
Birch Forest
birch_forest 27
πŸ‘ BiomeSprite birch-forest-hills.png: Sprite image for birch-forest-hills in Minecraft
Birch Forest Hills
birch_forest_hills 28
πŸ‘ BiomeSprite old-growth-birch-forest.png: Sprite image for old-growth-birch-forest in Minecraft
Old Growth Birch Forest
birch_forest_mutated 155
πŸ‘ BiomeSprite tall-birch-hills.png: Sprite image for tall-birch-hills in Minecraft
Tall Birch Hills
birch_forest_hills_mutated 156
πŸ‘ BiomeSprite dark-forest.png: Sprite image for dark-forest in Minecraft
Dark Forest
roofed_forest 29
πŸ‘ BiomeSprite dark-forest-hills.png: Sprite image for dark-forest-hills in Minecraft
Dark Forest Hills
roofed_forest_mutated 157
πŸ‘ BiomeSprite pale-garden.png: Sprite image for pale-garden in Minecraft
Pale Garden
pale_garden 193
πŸ‘ BiomeSprite jungle.png: Sprite image for jungle in Minecraft
Jungle
jungle 21
πŸ‘ BiomeSprite jungle-hills.png: Sprite image for jungle-hills in Minecraft
Jungle Hills
jungle_hills 22
πŸ‘ BiomeSprite modified-jungle.png: Sprite image for modified-jungle in Minecraft
Modified Jungle
jungle_mutated 149
πŸ‘ BiomeSprite sparse-jungle.png: Sprite image for sparse-jungle in Minecraft
Sparse Jungle
jungle_edge 23
πŸ‘ BiomeSprite modified-jungle-edge.png: Sprite image for modified-jungle-edge in Minecraft
Modified Jungle Edge
jungle_edge_mutated 151
πŸ‘ BiomeSprite bamboo-jungle.png: Sprite image for bamboo-jungle in Minecraft
Bamboo Jungle
bamboo_jungle 48
πŸ‘ BiomeSprite bamboo-jungle-hills.png: Sprite image for bamboo-jungle-hills in Minecraft
Bamboo Jungle Hills
bamboo_jungle_hills 49
πŸ‘ BiomeSprite taiga.png: Sprite image for taiga in Minecraft
Taiga
taiga 5
πŸ‘ BiomeSprite taiga-hills.png: Sprite image for taiga-hills in Minecraft
Taiga Hills
taiga_hills 19
πŸ‘ BiomeSprite taiga-mountains.png: Sprite image for taiga-mountains in Minecraft
Taiga Mountains
taiga_mutated 133
πŸ‘ BiomeSprite snowy-taiga.png: Sprite image for snowy-taiga in Minecraft
Snowy Taiga
cold_taiga 30
πŸ‘ BiomeSprite snowy-taiga-hills.png: Sprite image for snowy-taiga-hills in Minecraft
Snowy Taiga Hills
cold_taiga_hills 31
πŸ‘ BiomeSprite snowy-taiga-mountains.png: Sprite image for snowy-taiga-mountains in Minecraft
Snowy Taiga Mountains
cold_taiga_mutated 158
πŸ‘ BiomeSprite old-growth-pine-taiga.png: Sprite image for old-growth-pine-taiga in Minecraft
Old Growth Pine Taiga
mega_taiga 32
πŸ‘ BiomeSprite giant-tree-taiga-hills.png: Sprite image for giant-tree-taiga-hills in Minecraft
Giant Tree Taiga Hills
mega_taiga_hills 33
πŸ‘ BiomeSprite old-growth-spruce-taiga.png: Sprite image for old-growth-spruce-taiga in Minecraft
Old Growth Spruce Taiga
redwood_taiga_mutated 160
πŸ‘ BiomeSprite giant-spruce-taiga-hills.png: Sprite image for giant-spruce-taiga-hills in Minecraft
Giant Spruce Taiga Hills
redwood_taiga_hills_mutated 161
πŸ‘ BiomeSprite mushroom-fields.png: Sprite image for mushroom-fields in Minecraft
Mushroom Fields
mushroom_island 14
πŸ‘ BiomeSprite mushroom-field-shore.png: Sprite image for mushroom-field-shore in Minecraft
Mushroom Field Shore
mushroom_island_shore 15
πŸ‘ BiomeSprite swamp.png: Sprite image for swamp in Minecraft
Swamp
swampland 6
πŸ‘ BiomeSprite swamp-hills.png: Sprite image for swamp-hills in Minecraft
Swamp Hills
swampland_mutated 134
πŸ‘ BiomeSprite mangrove-swamp.png: Sprite image for mangrove-swamp in Minecraft
Mangrove Swamp
mangrove_swamp 191
πŸ‘ BiomeSprite savanna.png: Sprite image for savanna in Minecraft
Savanna
savanna 35
πŸ‘ BiomeSprite savanna-plateau.png: Sprite image for savanna-plateau in Minecraft
Savanna Plateau
savanna_plateau 36
πŸ‘ BiomeSprite windswept-savanna.png: Sprite image for windswept-savanna in Minecraft
Windswept Savanna
savanna_mutated 163
πŸ‘ BiomeSprite shattered-savanna-plateau.png: Sprite image for shattered-savanna-plateau in Minecraft
Shattered Savanna Plateau
savanna_plateau_mutated 164
πŸ‘ BiomeSprite plains.png: Sprite image for plains in Minecraft
Plains
plains 1
πŸ‘ BiomeSprite sunflower-plains.png: Sprite image for sunflower-plains in Minecraft
Sunflower Plains
sunflower_plains 129
πŸ‘ BiomeSprite desert.png: Sprite image for desert in Minecraft
Desert
desert 2
πŸ‘ BiomeSprite desert-hills.png: Sprite image for desert-hills in Minecraft
Desert Hills
desert_hills 17
πŸ‘ BiomeSprite desert-lakes.png: Sprite image for desert-lakes in Minecraft
Desert Lakes
desert_mutated 130
πŸ‘ BiomeSprite snowy-plains.png: Sprite image for snowy-plains in Minecraft
Snowy Plains
ice_plains 12
πŸ‘ BiomeSprite snowy-mountains.png: Sprite image for snowy-mountains in Minecraft
Snowy Mountains
ice_mountains 13
πŸ‘ BiomeSprite ice-spikes.png: Sprite image for ice-spikes in Minecraft
Ice Spikes
ice_plains_spikes 140
πŸ‘ BiomeSprite windswept-hills.png: Sprite image for windswept-hills in Minecraft
Windswept Hills
extreme_hills 3
πŸ‘ BiomeSprite windswept-forest.png: Sprite image for windswept-forest in Minecraft
Windswept Forest
extreme_hills_plus_trees 34
πŸ‘ BiomeSprite windswept-gravelly-hills.png: Sprite image for windswept-gravelly-hills in Minecraft
Windswept Gravelly Hills
extreme_hills_mutated 131
πŸ‘ BiomeSprite modified-gravelly-mountains.png: Sprite image for modified-gravelly-mountains in Minecraft
Gravelly Mountains+
extreme_hills_plus_trees_mutated 162
πŸ‘ BiomeSprite mountain-edge.png: Sprite image for mountain-edge in Minecraft
Mountain Edge
extreme_hills_edge 20
πŸ‘ BiomeSprite badlands.png: Sprite image for badlands in Minecraft
Badlands
mesa 37
πŸ‘ BiomeSprite badlands-plateau.png: Sprite image for badlands-plateau in Minecraft
Badlands Plateau
mesa_plateau 39
πŸ‘ BiomeSprite modified-badlands-plateau.png: Sprite image for modified-badlands-plateau in Minecraft
Modified Badlands Plateau
mesa_plateau_mutated 167
πŸ‘ BiomeSprite wooded-badlands.png: Sprite image for wooded-badlands in Minecraft
Wooded Badlands
mesa_plateau_stone 38
πŸ‘ BiomeSprite modified-wooded-badlands-plateau.png: Sprite image for modified-wooded-badlands-plateau in Minecraft
Modified Wooded Badlands Plateau
mesa_plateau_stone_mutated 166
πŸ‘ BiomeSprite eroded-badlands.png: Sprite image for eroded-badlands in Minecraft
Eroded Badlands
mesa_bryce 165
πŸ‘ BiomeSprite meadow.png: Sprite image for meadow in Minecraft
Meadow
meadow 186
πŸ‘ BiomeSprite cherry-grove.png: Sprite image for cherry-grove in Minecraft
Cherry Grove
cherry_grove 192
πŸ‘ BiomeSprite grove.png: Sprite image for grove in Minecraft
Grove
grove 185
πŸ‘ BiomeSprite snowy-slopes.png: Sprite image for snowy-slopes in Minecraft
Snowy Slopes
snowy_slopes 184
πŸ‘ BiomeSprite jagged-peaks.png: Sprite image for jagged-peaks in Minecraft
Jagged Peaks
jagged_peaks 182
πŸ‘ BiomeSprite frozen-peaks.png: Sprite image for frozen-peaks in Minecraft
Frozen Peaks
frozen_peaks 183
πŸ‘ BiomeSprite stony-peaks.png: Sprite image for stony-peaks in Minecraft
Stony Peaks
stony_peaks 189
πŸ‘ BiomeSprite lush-caves.png: Sprite image for lush-caves in Minecraft
Lush Caves
lush_caves 187
πŸ‘ BiomeSprite dripstone-caves.png: Sprite image for dripstone-caves in Minecraft
Dripstone Caves
dripstone_caves 188
πŸ‘ BiomeSprite deep-dark.png: Sprite image for deep-dark in Minecraft
Deep Dark
deep_dark 190
πŸ‘ BiomeSprite sulfur-caves.png: Sprite image for sulfur-caves in Minecraft
Sulfur Caves
sulfur_caves 194
πŸ‘ BiomeSprite dappled-forest.png: Sprite image for dappled-forest in Minecraft
Dappled Forest​[upcoming: Third Drop 2026]
dappled_forest 195
πŸ‘ BiomeSprite nether-wastes.png: Sprite image for nether-wastes in Minecraft
Nether Wastes
hell 8
πŸ‘ BiomeSprite crimson-forest.png: Sprite image for crimson-forest in Minecraft
Crimson Forest
crimson_forest 179
πŸ‘ BiomeSprite warped-forest.png: Sprite image for warped-forest in Minecraft
Warped Forest
warped_forest 180
πŸ‘ BiomeSprite soul-sand-valley.png: Sprite image for soul-sand-valley in Minecraft
Soul Sand Valley
soulsand_valley 178
πŸ‘ BiomeSprite basalt-deltas.png: Sprite image for basalt-deltas in Minecraft
Basalt Deltas
basalt_deltas 181
πŸ‘ BiomeSprite the-end.png: Sprite image for the-end in Minecraft
The End
the_end 9

Achievements

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IconAchievementIn-game descriptionActual requirements (if different)Gamerscore earnedTrophy type (PS)
PS4Other
πŸ‘ Image
πŸ‘ Image
Adventuring TimeDiscover 17 biomes.Visit any 17 biomes. Does not have to be in a single world.40Silver
πŸ‘ Image
πŸ‘ Image
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
πŸ‘ Image
πŸ‘ Image
Sail the 7 SeasVisit all ocean biomesVisit all ocean biomes except the deep warm ocean/legacy frozen ocean (as they are unused).40Gold
πŸ‘ Image
πŸ‘ Image
Hot tourist destinationVisit all Nether biomesNote: Can be completed if the player visits the biomes in different worlds.30Silver

Advancements

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IconAdvancementIn-game descriptionActual requirements (if different)
πŸ‘ Image
πŸ‘ Image
Hot Tourist DestinationsExplore all Nether biomesVisit all of the 5 following : The advancement is only for Nether biomes. Other biomes may also be visited, but are ignored for this advancement.
πŸ‘ Image
πŸ‘ Image
Adventuring TimeDiscover every biome The advancement is only for Overworld biomes. Other biomes may also be visited, but are ignored for this advancement.
πŸ‘ Image
πŸ‘ Image
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

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Java Edition

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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, frozen desert and the Nether.
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.
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-releaseAdded extreme hills, river and ocean.
Biomes 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.
Java Edition
1.0.0September 14, 2011Notch mentions "snow biomes".
September 15, 2011Notch teases a screenshot of the ice plains, which was then referred to as a "snow biome".
Beta 1.9 PrereleaseRe-added tundra as ice plains.
Added ice mountains, frozen river, frozen ocean, mushroom island and mushroom island shore.
Beta 1.9 Prerelease 4Added the End.
1.112w01aAdded the desert hills, wooded hills, taiga hills, mountain edge, and beach biomes.
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 world 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.
1.3.112w19aIncreased the scale and depth of desert hills, forest hills, extreme hills, ice mountains, jungle hills and taiga hills biomes.
12w27aSome sections of ice plains biomes were replaced with taiga biomes.
1.7.2August 2, 2013Jens Bergensten tweeted the first image of the mesa biome. He jokingly referred to them as "disco mountains."
August 7, 2013Jens Bergensten 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 Bergensten 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 translateable.
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.[4]
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.[5]
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.
1.21.424w44aPale gardens are now available without using the "Winter Drop" experimental data pack.
1.21.1125w42aAdded environment attributes for biomes.
26.2snap1Added the sulfur caves biome.
Upcoming Java Edition
26.3snap1Added the dappled forest biome.

Bedrock Edition

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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 ore 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 in 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.
Pocket Edition
1.0.0alpha 0.17.0.1Added the End biome.
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.
1.21.90Preview 1.21.90.26Added unique atmospherics, lighting, color grading, and volumetric fog settings for each biome with Vibrant Visuals.
26.20
Experiment
Drop 2 of 2026
Preview 26.20.23Added the sulfur caves biome.
Upcoming Bedrock Edition
26.40
Experiment
Drop 3 of 2026
Preview 26.40.27Added the dappled forest biome.

Legacy Console Edition

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Legacy Console Edition
Xbox 360Xbox OnePS3PS4PS VitaWii USwitch
TU1CU11.001.001.00Patch 11.0.1Added true biomes; they were rainforest, seasonal forest, forest, shrubland, taiga, tundra, savanna, plains, swampland, desert.[verify]
TU5Added 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 ocean, lukewarm ocean, cold ocean, deep ocean, deep lukewarm ocean, deep cold ocean and deep frozen ocean.
Frozen oceans now generate naturally again.
1.91 Added bamboo jungles.

New Nintendo 3DS Edition

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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

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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

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

Trivia

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  • 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.[6][7] 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.[8]

Gallery

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Screenshots

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Historical screenshots

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Templates

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Mojang images

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See also

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References

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  1. ↑ a b MC-240697 β€“ It snows in the stony shore biomes from Y = 118 and above
  2. ↑ MC-130658
  3. ↑ MCPE-142225 β€“ Dripstone Caves biome temperature is too cold
  4. ↑ MC-238582 β€“ Beaches generate between desert and ocean β€“ resolved as "Fixed".
  5. ↑ To fix MC-230678, MC-233893, MC-238904, MC-247836, MC-254132 and MC-255811.
  6. ↑ "Biome" on Wikipedia
  7. ↑ "biome" on Dictionary.com
  8. ↑ MC-69731 β€“ Random 1 block biome generating β€“ resolved as "Won't Fix".

External links

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Navigation

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