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Talk:Biome

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Latest comment: Yesterday at 22:59 by FeedbackBot in topic Feedback (Thu, 25 Jun 2026 22:59:24 UTC)
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Clarification on some claims about structure generation

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Latest comment: 16 May 20201 comment1 person in discussion

At several points in the article, it is stated that certain structures don't generate certain biomes due to their terrain—most often, a structure (such as a pillager outpost) can generate one biome (such as a savannah), but not in a more jagged variant (such as shattered savannah); the article will then state, for example, "\[t\]he unforgiving terrain means villages and outposts do not generate in this biome."

I'm a little unclear about what the *exact* parameters are; does the game's code simply not generate those structures (that is to say, when generating the biome, it doesn't even consider the structure)? Or is it that, while the structure is permitted to generate in that biome, the terrain generally won't meet the conditions for it to generate? In the former case, it's not really "due to the jagged terrain," it's just the way the game is programmed; in the latter case, they probably DO generate in extremely rare cases where the Random Number God decides to make the terrain hospitable. Hppavilion (talk) 21:23, 16 May 2020 (UTC)

MINECON LIVE 2019 BIOME VOTE IMAGE.PNG

Basalt Deltas exist IRL, right?

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Latest comment: 29 September 20202 comments2 people in discussion

Most biomes in the Overworld are based on real world counterparts. Mushroom Fields, Roofed Forest/Dark Forest, and Swamp biomes (and their variants) parallel real world biomes except for the addition of giant mushrooms, which don't exist in reality. Biomes in the Nether and The End obviously don't exist either.

Should this say "with the exception of Basalt Deltas"? Flarn2006 (talk) 23:08, 4 July 2020 (UTC)

You guys need to add twisting vines to the warped forests biome –Preceding unsigned comment was added by 69.61.249.178 (talk) at 16:37, 29 September 2020 (UTC). Please sign your posts with ~~~~

Rarities of Giant Tree Taigas, Jungles, and Badlands

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Latest comment: 8 March 20211 comment1 person in discussion
Percentage of land covered Rarity
Giant Tree Taiga 1.6% Uncommon
Jungle 1.5% Rare
Badlands 0.9% Rare

While all 3 biomes cover around 1% of land, Giant Tree Taigas are considered uncommon, unlike the other 2 (rare). I am not sure if I should change the rarities of all the biomes in the table above to uncommon or rare. It seems odd for 3 biomes of similar percentages of land covered to have different rarities. Vortexian1220 (talk) 08:03, 8 March 2021 (UTC)

Updating According to the New World Generation System

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Latest comment: 15 July 20211 comment1 person in discussion

1.18 Experimental Snapshot 1 introduced a completely new world generation system according to Henrik Kniberg's video. Terrain now generates completely independently from biomes, and biomes instead adapt to the varied terrain, introducing their features throughout it. I don't know any of the specifics or implications, like how the terrain itself is generated and how the biomes are distributed throughout it. All I know is that the biomes now are indeed 3D, and that certain biomes will only generate within specific terrain formations. Can anyone look into the gamecode and investigate the specifics and order of the new world generation so that we can update this article? I'd suggest making changes to the article later on though, when the actual snapshots are launched around September, since the current snapshots are experimental and there are still a lot of gameplay changes that will be made. Just intending to keep this as a notice, since I know some people don't know the system or scope of the world generation changes. Ziad El-Moursy (talk) 02:37, 15 July 2021 (UTC)

Visualizing Biome Creation

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Latest comment: 6 August 20211 comment1 person in discussion

I recommend adding the following visualization of biome creation to the appropriate section of the Biomes page as it helps demonstrate how biomes generate via layers:

https://youtu.be/Z2mm9MJMoAI

RufusAtticus (talk) 23:57, 6 August 2021 (UTC)

Should rivers, beaches and mushroom fields be moved to the aquatic biome category?

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Rivers are obviously aquatic biomes and have temperature variants just like the oceans, and the default variant has the same temperature and rainfall values as most ocean variatns (0.5 for temperature and 0.5 for rainfall). Both beaches and mushroom fields aren't necessarialy aquatic biomes but both are related to oceans so it would still make sense to place them in that category, plus beaches also have temperature variants and mushroom fields generation isn't affected by temperature but instead by continentalness (mainly in 1.18).

What are rainfall biomes?

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Latest comment: 10 December 20213 comments3 people in discussion

I've noticed that although they are referenced, the "rainfall" value is never actually defined anywhere on the wiki as far as I can tell. What does it do? Can we add a definition?

Loopsi17 (talk) 05:20, 10 December 2021 (UTC)

I think it's just sloppiness in the writing of this article. As far as I know, there is no "rainfall biome". Most biomes get precipitation (rain or snow). Desert biomes don't get precipitation, and neither do biomes that aren't in the Overworld. Amatulic (talk) 17:15, 10 December 2021 (UTC)
Hi Loopsi17 and Amatulic. The precipitation controlled the positioning of biomes before Java Edition Beta 1.8. For exemple, from the tundra biome: "tundras generated when the temperature is below 50% and the rainfall is less than 20% and could often be found near taiga." At that time, all taigas were snowy. At this rate, rainfall biomes were biomes that had a high level of humidity and got precipitation.MelinahSz (talk) 20:32, 10 December 2021 (UTC)

Windswept Savanna on Bedrock

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Latest comment: 23 April 20231 comment1 person in discussion

I’ve removed the part from the list entry that says Bedrock classifies the biome in question as a lush biome, because that was recently fixed. GamingBren (talk) 18:00, 23 April 2023 (UTC)

Is the cold ocean screenshot incorrect?

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Latest comment: 16 December 20231 comment1 person in discussion

The picture for the cold ocean biome is incorrect, it depicts a sand floor with dirt patches while the information suggests a gravel floor. I believe the picture may be of a regular ocean biome. Could anyone with good knowledge of how the info boxes work fix this? Hezman20 (talk) 01:53, 16 December 2023 (UTC)

Biome images should all use the same seed/location/view within a single biome world (or datapack for other dimensions), on this page & Biome/Before 1.18

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Latest comment: 23 May 202511 comments4 people in discussion

Currently, this page and the /before 1.18 page use a variety of screenshots to showcase each biome. This makes it hard to compare characteristics of each biome. It would make more sense to use the same seed at the same location with the same view for each biome, using a single biome world. This would make it easier to compare characteristics of each biome for the reader on the wiki. It would provide the wiki with a standardized view of each biome in the game.

  • Just about all overworld land biomes should be fine in using the same view at the same location.
  • Shattered Savannas prior to 1.18 may need a higher viewpoint
  • Ocean biomes before and after 1.18 may need to be taken underwater, if needed.
  • Cave biomes may be taken underground, but at the same location.
  • Standardized views also would apply to plateau, river, beach, and edge biomes.
  • Nether and End biomes may need to use a datapack to only load a single biome within its home dimension to avoid taking them in the overworld.
  • In all cases they should use the same seed, and in almost all cases at the same X/Z coordinates.
  • Biomes removed in 1.18 would be taken in 1.17.1 (biomes that existed prior to 1.18 may also need a second standardized view within 1.17 for comparison with the 1.18 removed biomes)

The standardized views would also apply to the infobox image of all the individual biome pages as well. The current existing screenshots and renders of the biomes can be moved to the gallery section.

World generation/History#Glacier seed comparison already uses standardized views, but I am quite surprised the wiki hasn't done this for all biomes.

Delvin4519 (talk) 02:12, 12 July 2024 (UTC)

Addendum: When using 👁 Image
 oppose or support, use them on each bullet point individually. Given nuances, each bullet point listed above should have its support and oppose done individually. Below is an example of all nether biomes standardized:
Delvin4519 (talk) 15:56, 12 July 2024 (UTC)
I finally had time to go through and add standardized single seed, single view screenshots for all the JE 1.17.1 biomes except for the End. I didn't have the time, motivation, or energy for the past 11 months; but now I felt the mood to get the 1.17.1 standardized biomes done. For 1.18+ and current biomes, I haven't had time to figure out how I will actually do it if I want to do it, plus I would need to be around to update it, if new blocks or biomes get added. So doing the post 1.18+ biomes is quite a hassle for me for now. Delvin4519 (talk) 01:42, 23 May 2025 (UTC)
👁 Image
 Oppose for 1.18 biome pages as biomes no longer affect terrain generation and using the single biome world type to take screenshots with the same seed at the same coordinates can lead to unnatural generation like mountainous swamps (terrain shape is the same regardless of the set biome). 👁 Image
 Neutral for pre-1.17, I understand your reasons but I think taking screenshots that look good and do a good job at showcasing the main features of a biome is more important than forcing consistency. Capopanzo (talk | contribs) 05:06, 12 July 2024 (UTC)
. - Zamburger (talk) 12:38, 12 July 2024 (UTC)
The wiki should still be able to standardize groups of biomes even if 1.18 necessates that highland and wetland biomes be done differently. For example all of the "middle biomes" can be standardized against each other as one standalone group of standardized biomes, since they all have the same spawning locations relative to mountains and coastlines. The only thing they differ is in humidity and temperature. The same with ocean biomes as its own separate group. Essentially, if the only difference between a 1.18+ biome is humidity and temperature, then they can be standardized against each other. Swamp and Mangrove swamp, for example, can have standardized views against each other independently. It would make it easier to show the difference between the two biomes, since they only differ in temperature. Data packs can be used to control humidity and temperature to get the desired biomes. For some biomes where they differ in positive and negative weirdness (such as cherry grove and meadow, or tall birch forest and regular birch forest), then data packs can be used to invert/negate weirdness to get each of the biomes to be standardized. Delvin4519 (talk) 15:56, 12 July 2024 (UTC)
Okay, I see how that would work and I see the benefits of doing that. Though I do wonder how exactly peak, beach and river biomes would be handled so that they do not look unnatural (for example beaches looking like deserts, snowy beaches looking like snowy deserts, jagged peaks looking like snowy plains, etc.)? - Zamburger (talk) 22:07, 12 July 2024 (UTC)
It is the same process as with middle biomes. As long as the only differing factor is temperature and humidity (or negative weirdness), then manipulating temperature and humidity (or negation of weirdness) through data packs to get each temperature variant of each highland biome should be reasonable enough. Beaches just need to be standardized against frozen beaches in their own standalone group. Rivers just need to be standardized against frozen rivers in their own standalone group. I have compiled the list of 1.18 biomes to be standardized in different groups. They all still need to use the same seed, though, but data packs are to be used to manipulate temperature/humidity/weirdness/etc.. Searching "Minecraft Datapack Map" on the web and using that tool can allow one to preview data packs to make sure the correct biome will generate.
1.18+ biome screenshot/render standardization
Standardized against river biomes
Standardized against beach biomes
Standardized against swamp biomes
Standardized against cave biomes (it seems like all cave biomes can generate below Y=0)
Special case biomes
Standardized against nether biomes
Standardized against end biomes
(in 1.17 there is no need for special arrangements except for maybe the ocean biome group, the nether biome group, a dedicated group for shattered savanna/shattered savanna plateau, and/or keeping the beach group and river group biomes separate. The vast majority of 1.17 biomes can be standardized in a single large group)
Delvin4519 (talk) 23:23, 12 July 2024 (UTC)
Well, nevermind then. If there's the use of datapacks to make the generation natural looking then I see no problem with it. :) - Zamburger (talk) 12:42, 14 July 2024 (UTC)
Yes, the purpose of the data packs is simply to replace "temperature" and "vegetation" with constants to generate only a single temperature or vegetation zone. That way it preserves all the wetland and highland biomes in the correct place. Weirdness can be negated by changing the amplitude to be negative to generate biomes that alternate between positive and negative weirdness. Delvin4519 (talk) 17:36, 14 July 2024 (UTC)
A couple corrections:
  • Jagged peaks and frozen peaks use different terrain (different amount of jaggedness), stony peaks can have terrain matching either jagged or frozen peaks
  • Deep and normal ocean biomes obviously use different terrain, while warm ocean can use either.
  • Deep dark generates at deeper depth than lush and dripstone caves, leading to different terrain (i.e. only deepslate, more lava etc.)
Also, there are many places where a biome can generate in different terrains. Most notably:
  • forest, taiga, old growth spruce taiga, old growth pine taiga, snowy plains, ice spikes, snowy taiga and jungle biomes also generate on plateaus.
  • snowy plains, ice spikes and snowy taiga can generate in swamp terrain (leading to large frozen areas)
  • badlands, eroded badlands and wooded badlands biomes can generate in either mountain peak terrain (eroded only like frozen peaks)
  • most middle biomes can generate in windswept savanna terrain.
  • many middle biomes can generate in shattered terrain.
I'm not saying we should have screenshots of all combinations, but we should make sure to avoid causing the impressions that there are e.g. only a handful biomes that can be on plateaus. -- jacobsjo (talk) 14:45, 14 July 2024 (UTC)

Pale oak biome new resin and flowers.

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Latest comment: 23 October 20241 comment1 person in discussion

Somebody has to update the description of the pale oak biome so that it will accurately reflect the new content. I can't do it as I have no clue how to edit those blocks, don't even think you can on the phone anyways. There's some bug that prevents it. Pokeymarmot7168 (talk) 23:09, 23 October 2024 (UTC)

Interactive Biome Map.

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Latest comment: 25 September 20259 comments5 people in discussion

Similarly to the other interactive maps. It would be amazing to a map(maybe it could even look like an in game map) and have it include every biome in the overworld. One for the nether could also be made but I don't think we need one for the end in my opinon. Being interactive, it would provide links to every biome in the game. CrockCraftMC (talk) 16:19, 25 September 2025 (UTC)

👁 Image
 Neutral Ummm... I think we already have a Chunkbase-based map with the biomes of all three dimensions. As of an interactive map, like in the Minecraft Dungeons main page, I 👁 Image
 Support a tad little. 👁 Image
BigEarsQuake 2 16:23, 25 September 2025 (UTC)
👁 Image
 Soft oppose a Dungeons main page style map
, it doesn't really make sense as biomes are random. 👁 Image
 Soft support adding a chunkbase map showing biomes (of all dimensions) on this page. == Rout | Talk 16:46, 25 September 2025 (UTC)
Changing that to a 👁 Image
 Strong oppose to a Dungeons main page style map per GameCatastrophe. It makes no sense. == Rout | Talk 17:11, 25 September 2025 (UTC)
I never said it would be related to minecraft dungeons in any way, so I don't know people are opposing for that reason. CrockCraftMC (talk) 17:54, 25 September 2025 (UTC)
That's true, but it would still be unrealistic to the random nature of Minecraft and not very useful. A picture containing multiple common biomes suffices imo. == Rout | Talk 18:03, 25 September 2025 (UTC)
So maybe not an interactive map, but something like it should be included. Maybe just a chunkbase map for now. CrockCraftMC (talk) 18:28, 25 September 2025 (UTC)
So, like a top-down view of {{BiomeLink}}-esque biome-representing art, blended together into some sort of theme park? I think that may be a bit too gimmick-y for a wiki article. GameCatastrophe (talk) 16:52, 25 September 2025 (UTC)
Maybe it could be just the same Chunkbase map but then clicking on a biome links to an article. Don't know how that would be possible though. MinecraftBedrockPlayer7 (talk) (contribs) 👁 Image
17:21, 25 September 2025 (UTC)

What counts as warm, temperate, or cold?

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Latest comment: 22 December 20253 comments2 people in discussion

Sorry if this is always mentioned anywhere and I missed it, but cows and chickens have different variants depending on the whether biome they spawn in counts as "warm temperate or cold," and this page does not clarify what constitutes those classifications. Are they hard-coded on a per-biome basis, or does it involve some property already on the page? Catscratcher07 (talk) 15:46, 22 December 2025 (UTC)

This is simply coded per animal variant, there isn't a property. See the Pig, Cow, Sheep, and Chicken spawning sections for a list of biomes per variant. MinecraftBedrockPlayer7 (talk) (contribs) 👁 Image
16:01, 22 December 2025 (UTC)
That makes sense, but no such list exists in the spawning section for sheep. Catscratcher07 (talk) 22:32, 22 December 2025 (UTC)

Biome distribution table source

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Latest comment: 11 March1 comment1 person in discussion

Where did the table "Biome distribution in Java Edition 1.21.4" come from? Can it be verified? ~2026-CherrySkeletonCave5474 (talk) 05:58, 11 March 2026 (UTC)

Categorizing biome-dependent colors

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Latest comment: 11 March1 comment1 person in discussion

Hi everyone! I noticed that the current description of biome-dependent colors could benefit from a clearer classification. I suggest structuring it by distinguishing between two categories: surface (which apply to physical blocks) and atmospheric (which apply to the player's environment).

I propose using the following summary:

'The visual identity of biomes is defined by two categories: surface (block colors) and atmospheric (sky color, fog, and underwater visibility).'

The specific wording of the sentence can be adjusted, but the core idea — specifically distinguishing between 'surface' and 'atmospheric' — is crucial. This would make the technical aspect of biome colors much easier for readers to understand.

What do you think about implementing this classification?

Фарманчик (talk) 16:51, 11 March 2026 (UTC)

Pale garden in biome distribution

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Latest comment: 31 March1 comment1 person in discussion

In 1.21.5, Pale gardens were made around twice as common. The biome distribution must be done again for the newer version to accurately show that. Manjuew (talk) 06:22, 31 March 2026 (UTC)

Feedback (Thu, 25 Jun 2026 22:59:24 UTC)

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Latest comment: Yesterday at 22:591 comment1 person in discussion
Resolved

The History section doesn't contain dappled forest in Upcoming Java Edition 26.3 but is listed in the Java Edition 26.3 Snapshot 1 page.

--FeedbackBot 22:59, 25 June 2026 (UTC)
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