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Biome

Biome

A biome is a region in a world with distinct geographical features, plants, mobs, temperatures, humidity levels, colors, and more. Biomes separate every…

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Biomes Environment
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Contents (40)
  1. List of biomes
  2. Biome types
  3. Overworld
  4. The Nether
  5. The End
  6. Unused biomes
  7. Removed biomes
  8. Joke biomes
  9. Tint
  10. Plants
  11. Environment
  12. Transition
  13. Climate
  14. Temperature
  15. Downfall
  16. Precipitation
  17. Snow accumulation
  18. List of biome climates
  19. Generation
  20. Biome distribution
  21. Biome IDs
  22. Java Edition
  23. Bedrock Edition
  24. Achievements
  25. Advancements
  26. History
  27. Java Edition
  28. Bedrock Edition
  29. Legacy Console Edition
  30. New Nintendo 3DS Edition
  31. Quotes
  32. Issues
  33. Trivia
  34. Gallery
  35. Screenshots
  36. Templates
  37. Mojang images
  38. See also
  39. References
  40. External links
For customization of biomes, see Biome definition. For biomes in Minecraft Legends, see Legends:Biome.
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

Biome types

In Java Edition, there are 67 different biome types: 56 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 89 biome types: 56 for the Overworld, 5 for the Nether, 1 for the End, and 27 unused.

Overworld

For convenience, on this page, the biomes in the Overworld are divided into 8 non-official categories.

Offshore biomes

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 salmon‌[BE only] can spawn here alongside dolphins, squid, nautiluses, and zombie nautiluses.

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.

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.

Lukewarm ocean

A variant of the ocean biome, with light blue water at the surface. Its floor is made of sand with an occasional patch of dirt or clay. Kelp and seagrass generates here. Unlike the warm ocean biome, cod and salmon‌[BE only] can spawn here, together with pufferfish‌[JE only] and tropical fish. Dolphins, squid, and nautiluses may also spawn.

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.

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.‌[BE only]

Deep cold ocean

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

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.‌[BE only] Strays, polar bears, rabbits,‌[BE only] and nautiluses can spawn here, but dolphins can't. Salmon and cod‌[BE only] may also spawn here.

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.

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,‌[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.

Highland biomes

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.‌[BE only] Pillager outposts can generate here with tall foundations.

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.‌[BE only] This biome usually generates in smoother and less jagged mountains compared to the jagged peaks biome. Pillager outposts can generate here.

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.

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.

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.

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.

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.‌[BE only] Strays may also spawn here at night and during thunderstorms.‌[BE only] This is the only mountain biome where igloos can generate.

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.

Windswept gravelly hills A variant of the windswept hills mostly‌[JE only] or almost entirely‌[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.
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.

Woodland biomes

Woodland biomes are rich in plants with a variety of trees, flowers and grasses. Abandoned camps can also generate here.

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.

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.

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.

Old growth pine taiga

A biome composed of spruce trees, much like the standard taiga biome. However, many trees are 2×2 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.‌[JE only]

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 rabbits‌[JE only] spawn here. Trail ruins can generate here.

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.

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.

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.

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.

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.

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 2×2 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.

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.‌[Bedrock Edition only] Wolves can also spawn in this biome along with warm animal variants.

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,‌[BE only] parrots, and warm animal variants are also able to spawn. Jungle pyramids can generate here.‌[JE only]

Dappled forest

An autumnal forest vegetated by poplar trees with red, orange, and yellow-colored leaves, 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.

Wetland biomes

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.

Frozen river

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

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.

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.

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.

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 rabbits‌[BE only] spawn in this biome, and shipwrecks occasionally generate on land.

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.‌[BE only] Strips of gravel can sometimes be found here.

Flatland biomes

These biomes have a wide view because fewer 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.

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.

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.

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.

Arid-land biomes

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.

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.‌[BE only]

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.

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.‌[BE only]

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.

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.

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.

Cave biomes

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.

Dripstone caves

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

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 where dripleaf plants grow out of clay and axolotls spawn, making this the only biome where they can spawn. Tropical fish can also spawn inside the aquifers in a lush cave.

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.

Ice caves​[upcoming: Fourth Drop 2026]

Generating below snowy biomes, ice caves are frozen biomes with packed ice, ice crystals, and icicles. Blobs of calcite and stone or deepslate generate between the ice which allow ores to generate. Strays and frostbites spawn here. Drowned and rarely zombie nautiluses can spawn in aquifers.‌[BE only]

The Void

Biome name Description Screenshot
The Void‌[Java Edition only]

Can be accessed only through Single Biome world selection or The Void superflat preset. In a single biome world, the landscape consists of stone, as well as water and bedrock depending on the generator type. In the 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.

The Nether

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.

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.

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.

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.

Basalt deltas

A gray biome, the basalt deltas are said to be of volcanic origins.[2] 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.

The End

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 5×5 spawn platform, the exit portal and the 20 central End gateways. Large amounts of endermen spawn in this biome. It does not rain or snow in this biome unlike the other low-temperature biomes. The outer islands in the End can be accessed using End gateways after the ender dragon has been defeated. In Bedrock Edition, this biome is instead the biggest, as it is used to generate the whole dimension, and chorus trees generate there.

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.

Small End islands‌[JE only]

Generates as part of the outer islands of the End. This biome represents the empty expanse between the larger islands, populated by the smaller, circular islands. Large amounts of endermen spawn in this biome.

End midlands‌[JE only]

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

End highlands‌[JE only]

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

End barrens‌[JE only]

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

Unused biomes

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

Main article: Biome/Before Beta 1.8

Joke biomes

Main article: Biome/Joke versions

Tint

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.[3]

Plants

Example of different grass colors for different biomes

Biome grass and foliage colors are selected from three 256×256 colormap images: grass.png, foliage.png, and dry_foliage.png under assets/minecraft/textures/colormap‌[JE only] or textures/colormap‌[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

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

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 § List of biome climates below for all sky colors.

The colors and surface opacity of water are defined in the vanilla data pack‌[JE only] or client biome JSON files in vanilla resource packs.‌[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
‌[JE only] or
 #abd2ff
‌[BE only] in all Overworld biomes, except pale gardens which use
 #817770
, sulfur caves use
 #8cb831
, and ice caves use
 #14559b
.​[upcoming: Fourth Drop 2026] Nether biomes and the End have unique fog colors.

Vibrant Visuals

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 § 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 § 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 § 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 § 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

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 5×5×5 centered on the block the camera is in.

Climate

For climates in unused biomes, see Biome/Before 1.18 § Climate.

Temperature

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

Downfall

The downfall value is a number between 0.0 and 1.0 (see § 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

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.

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

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

For a full list of block renders with biome colors, see Block colors § Biome colors.

Overworld

Climate and environment colors
Biomes Base temperature Downfall Precipitation‌[JE only] Snow accumulation‌[BE only] Grass color Foliage color Dry foliage color Sky color
Badlands 2.0 0.0 FALSE 0.0-0.125
 #90814d

 #9e814d
‌[JE only]

 #aea42a
‌[BE only]

 #9e814d
‌[JE only]

 #a38046
‌[BE only]

 #6eb1ff
Wooded Badlands
Eroded Badlands
Desert
 #bfb755

 #aea42a

 #a38046
Windswept Savanna
Savanna 2.0‌[JE only]
1.2‌[BE only]

 #6eb1ff
‌[JE only]

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

 #6eb1ff
‌[JE only]

 #76a8ff
‌[BE only]
Stony Peaks 1.0 0.3 TRUE
 #9abe4b

 #82ac1e

 #927957

 #76a8ff
Jungle 0.95 0.9
 #59c93c

 #30bb0b

 #a36346

 #77a8ff
Bamboo Jungle
Sparse Jungle 0.8
 #64c73f

 #3eb80f
Mushroom Fields 0.9 1.0
 #55c93f

 #2bbb0f

 #a36246
Mangrove Swamp 0.8 0.9
 #6a7039


 #4c763c

 #6a7039

 #7b5334

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

 #8db127
Plains 0.8 0.4
 #91bd59

 #77ab2f

 #a37546

 #78a7ff
Beach
Sunflower Plains
Deep Dark
Sulfur Caves
 #aba64f
Dripstone Caves 0.8‌[JE only]
0.2‌[BE only]
0.4‌[JE only]
0.0‌[BE only]

 #91bd59
‌[JE only]

 #8db58a
‌[BE only]

 #77ab2f
‌[JE only]

 #70a26c
‌[BE only]

 #a37546
‌[JE only]

 #957754
‌[BE only]

 #78a7ff
‌[JE only]

 #7da2ff
‌[BE only]
Forest 0.7 0.8
 #79c05a

 #59ae30

 #a36d46

 #79a6ff
Flower Forest
Dark Forest
 #507a32

 #7b5334
Pale Garden
 #778272

 #878d76

 #a0a69c

 #b9b9b9
Birch Forest 0.6 0.6
 #88bb67

 #6ba941

 #a37246

 #7aa5ff
Old Growth Birch Forest
Dappled Forest
 #df6827

 #e68e30

 #8c3a04

 #7ca3ff
Lush Caves 0.5‌[JE only]
0.9‌[BE only]
0.5‌[JE only]
0.0‌[BE only]

 #8eb971
‌[JE only]

 #b9b75b
‌[BE only]

 #71a74d
‌[JE only]

 #a6a432
‌[BE only]

 #a17448
‌[JE only]

 #A37E46
‌[BE only]

 #7ba4ff
‌[JE only]

 #77a8ff
‌[BE only]
The Void‌[JE only] 0.5 0.5 FALSE N/A
 #8eb971

 #71a74d

 #a17448

 #7ba4ff
River TRUE 0.0-0.125
Warm Ocean
Lukewarm Ocean
Deep Lukewarm Ocean
Ocean
Deep Ocean
Cold Ocean
Deep Cold Ocean
Cherry Grove 0.5‌[JE only]
0.3‌[BE only]
0.8
 #b6db61

 #b6db61

 #a17148
‌[JE only]


 #9c754d
‌[BE only]


 #7ba4ff
‌[JE only]

 #7ca3ff
‌[BE only]
Meadow
 #83bb6d
‌[JE only]

 #86b87f
‌[BE only]

 #63a948
‌[JE only]

 #68a55f
‌[BE only]
Old Growth Pine Taiga 0.3
 #86b87f

 #68a55f

 #9c754d

 #7ca3ff
Old Growth Spruce Taiga 0.25
 #86b783

 #68a464

 #9a764f

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

 #6da36b

 #977752

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

 #64a278

 #917958

 #7fa1ff
Frozen River 0.0 0.5
 #80b497

 #60a17b

 #8f7a5a

 #7fa1ff
Frozen Ocean
Deep Frozen Ocean
Snowy Plains 0.25-1.0
Ice Spikes 0.5‌[JE only]
1.0‌[BE only]
0.5-1.5
Ice Caves​[upcoming: Fourth Drop 2026] 0.0 – 0.125-0.25
Grove -0.2 0.8 TRUE 0.125-0.25
 #81a0ff
Snowy Slopes -0.3 0.9 0.125-0.5
 #829fff
Snowy Taiga -0.5 0.4
 #839eff
Frozen Peaks -0.7 0.9 0.125-0.25
 #859dff
Jagged Peaks
Water colors
Biome Water color in BE Water fog color in BE Water color in JE Water fog color in JE
Mangrove Swamp
 #3a7a6a

 #4d7a60

30 blocks distance

 #3a7a6a

 #4d7a60

Decreased
Swamp
 #617b64

65% opacity

 #232317

30 blocks distance

 #617b64

 #232317

Decreased
Pale Garden
 #76889D

 #556980

 #76889D

 #556980
Sulfur Caves
 #34BF89

 #5bc313

 #34BF89

 #17543c
Dappled Forest
 #375154

100% opacity

 #ccd8e2

30 blocks distance

 #375154

 #375154
Badlands
 #4e7f81

 #3f76e4

 #050533
Wooded Badlands
 #55809e
Eroded Badlands
 #497f99
Desert
 #32a598
Windswept Savanna
Savanna Plateau

 #2590a8
Savanna
 #2c8b9c
Bamboo Jungle
Jungle

 #14a2c5
Sparse Jungle
 #0d8ae3
Mushroom Fields
 #8a8997
Beach
 #157cab
Forest
 #1e97f2
Flower Forest
 #20a3cc
Dark Forest
 #3b6cd1
Birch Forest
 #0677ce
River
 #0084ff
Warm Ocean
 #02b0e5

55% opacity

 #0289d5

 #43d5ee

 #041f33
Lukewarm Ocean
 #0d96db

 #0a74c4

 #45adf2

 #041633
Deep Lukewarm Ocean
 #0e72b9
Ocean
 #1787d4

 #1165b0

 #3f76e4

 #050533
Deep Ocean
 #1463a5
Cold Ocean
 #2080c9

 #14559b

 #3d57d6
Deep Cold Ocean
 #185390
Frozen Ocean
 #2570b5

 #174985

 #3938c9
Deep Frozen Ocean
 #1a4879
Frozen River
 #185390
Meadow
 #44aff5

 #0e4ecf
Cherry Grove
 #5db7ef

 #5db7ef
Old Growth Pine Taiga
 #2d6d77

 #3f76e4
Taiga
 #287082
Windswept Forest
Windswept Gravelly Hills

 #0e63ab
Windswept Hills
 #007bf7
Stony Shore
 #0d67bb
Snowy Plains
Ice Spikes

 #14559b
Snowy Beach
 #1463a5

 #3d57d6
Snowy Taiga
 #205e83
Dripstone Caves
Deep Dark
Lush Caves
Frozen Peaks
Jagged Peaks
Stony Peaks
Plains
Sunflower Plains
Old Growth Birch Forest
Old Growth Spruce Taiga
Grove
Snowy Slopes

 #44aff5

 #3f76e4
The Void‌[JE only] N/A

The Nether

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

 #aea42a

 #a38046

 #6eb1ff

 #3f76e4
‌[JE only]

 #905957
‌[BE only]

 #050533
‌[JE only]

 #905957

15 blocks distance‌[BE only]

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

 #050533
‌[JE only]

 #423e42

15 blocks distance‌[BE only]

 #685f70

The End

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

 #71a74d

 #a17448

 #000000

 #3f76e4
‌[JE only]

 #62529e
‌[BE only]

 #050533
‌[JE only]

 #62529e

15 blocks distance‌[BE only]

 #a080a0
‌[JE only]

 #0b080c
‌[BE only]

Generation

Biome distribution

Overworld

Overworld surface biomes[5]
Biome Surface area cover
Forest 12.173%
Plains 10.214%
Ocean 6.976%
River 6.212%
Cold Ocean 4.547%
Lukewarm Ocean 4.505%
Savanna 4.005%
Deep Ocean 3.681%
Taiga 3.446%
Snowy Plains 2.801%
Beach 2.418%
Deep Cold Ocean 2.398%
Deep Lukewarm Ocean 2.376%
Desert 2.361%
Snowy Taiga 2.329%
Frozen Ocean 2.254%
Birch Forest 2.220%
Old Growth Birch Forest 2.108%
Jungle 2.102%
Warm Ocean 2.084%
Dark Forest 1.958%
Sparse Jungle 1.382%
Stony Shore 1.224%
Deep Frozen Ocean 1.190%
Meadow 1.187%
Swamp 1.011%
Badlands 0.857%
Frozen River 0.835%
Grove 0.752%
Old Growth Pine Taiga 0.703%
Old Growth Spruce Taiga 0.677%
Sunflower Plains 0.674%
Flower Forest 0.656%
Bamboo Jungle 0.655%
Wooded Badlands 0.607%
Mangrove Swamp 0.515%
Dappled Forest 0.445%
Savanna Plateau 0.393%
Snowy Slopes 0.391%
Snowy Beach 0.340%
Eroded Badlands 0.311%
Cherry Grove 0.282%
Windswept Hills 0.277%
Ice Spikes 0.226%
Windswept Savanna 0.218%
Windswept Forest 0.196%
Frozen Peaks 0.163%
Jagged Peaks 0.163%
Pale Garden 0.157%
Mushroom Fields 0.140%
Stony Peaks 0.106%
Windswept Gravelly Hills 0.098%
Sulfur Caves 0.000839%
Ice Caves​[upcoming: Fourth Drop 2026] 0.0000950%
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 and ice caves, as well as 26.60 lush caves generation changes
Overworld cave biomes
Biome Area cover by altitude Volume cover
Y = -55 Y = -32 Y = 0 Y = 32 Y = 64 Y < 64 Y < 320
Surface biomes 88.16% 86.42% 76.38% 87.95% 96.29% 85.74% 95.00%
Dripstone Caves 0.914% 4.41% 12.66% 8.75% 3.03% 6.78% 2.48%
Lush Caves 0.886% 5.23% 10.18% 3.20% 0.668% 4.74% 1.62%
Deep Dark 10.04% 3.94% 0.776% 0.108% 0.013% 2.74% 0.915%

The Nether

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

The End

This only applies to Java Edition, in Bedrock Edition the entire dimension is set to the End biome.

Biome Area cover
Small End Islands 45.81%
End Midlands 25.70%
End Highlands 17.66%
End Barrens 10.82%
The End 9.14 × 10-10
  1. ↑ Arid biome, only causes snow to generate and water to freeze.
  2. ↑ Arid biome, this height only causes snow to generate and water to freeze.

Biome IDs

Java Edition

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

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

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

Bedrock Edition

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

Name Resource location Numeric ID
BiomeSprite ocean.png: Sprite image for ocean in Minecraft Ocean ocean 0
BiomeSprite legacy-frozen-ocean.png: Sprite image for legacy-frozen-ocean in Minecraft Legacy Frozen Ocean legacy_frozen_ocean 10
BiomeSprite deep-ocean.png: Sprite image for deep-ocean in Minecraft Deep Ocean deep_ocean 24
BiomeSprite frozen-ocean.png: Sprite image for frozen-ocean in Minecraft Frozen Ocean frozen_ocean 46
BiomeSprite deep-frozen-ocean.png: Sprite image for deep-frozen-ocean in Minecraft Deep Frozen Ocean deep_frozen_ocean 47
BiomeSprite cold-ocean.png: Sprite image for cold-ocean in Minecraft Cold Ocean cold_ocean 44
BiomeSprite deep-cold-ocean.png: Sprite image for deep-cold-ocean in Minecraft Deep Cold Ocean deep_cold_ocean 45
BiomeSprite lukewarm-ocean.png: Sprite image for lukewarm-ocean in Minecraft Lukewarm Ocean lukewarm_ocean 42
BiomeSprite deep-lukewarm-ocean.png: Sprite image for deep-lukewarm-ocean in Minecraft Deep Lukewarm Ocean deep_lukewarm_ocean 43
BiomeSprite warm-ocean.png: Sprite image for warm-ocean in Minecraft Warm Ocean warm_ocean 40
BiomeSprite deep-warm-ocean.png: Sprite image for deep-warm-ocean in Minecraft Deep Warm Ocean deep_warm_ocean 41
BiomeSprite river.png: Sprite image for river in Minecraft River river 7
BiomeSprite frozen-river.png: Sprite image for frozen-river in Minecraft Frozen River frozen_river 11
BiomeSprite beach.png: Sprite image for beach in Minecraft Beach beach 16
BiomeSprite stony-shore.png: Sprite image for stony-shore in Minecraft Stony Shore stone_beach 25
BiomeSprite snowy-beach.png: Sprite image for snowy-beach in Minecraft Snowy Beach cold_beach 26
BiomeSprite forest.png: Sprite image for forest in Minecraft Forest forest 4
BiomeSprite wooded-hills.png: Sprite image for wooded-hills in Minecraft Wooded Hills forest_hills 18
BiomeSprite flower-forest.png: Sprite image for flower-forest in Minecraft Flower Forest flower_forest 132
BiomeSprite birch-forest.png: Sprite image for birch-forest in Minecraft Birch Forest birch_forest 27
BiomeSprite birch-forest-hills.png: Sprite image for birch-forest-hills in Minecraft Birch Forest Hills birch_forest_hills 28
BiomeSprite old-growth-birch-forest.png: Sprite image for old-growth-birch-forest in Minecraft Old Growth Birch Forest birch_forest_mutated 155
BiomeSprite tall-birch-hills.png: Sprite image for tall-birch-hills in Minecraft Tall Birch Hills birch_forest_hills_mutated 156
BiomeSprite dark-forest.png: Sprite image for dark-forest in Minecraft Dark Forest roofed_forest 29
BiomeSprite dark-forest-hills.png: Sprite image for dark-forest-hills in Minecraft Dark Forest Hills roofed_forest_mutated 157
BiomeSprite pale-garden.png: Sprite image for pale-garden in Minecraft Pale Garden pale_garden 193
BiomeSprite jungle.png: Sprite image for jungle in Minecraft Jungle jungle 21
BiomeSprite jungle-hills.png: Sprite image for jungle-hills in Minecraft Jungle Hills jungle_hills 22
BiomeSprite modified-jungle.png: Sprite image for modified-jungle in Minecraft Modified Jungle jungle_mutated 149
BiomeSprite sparse-jungle.png: Sprite image for sparse-jungle in Minecraft Sparse Jungle jungle_edge 23
BiomeSprite modified-jungle-edge.png: Sprite image for modified-jungle-edge in Minecraft Modified Jungle Edge jungle_edge_mutated 151
BiomeSprite bamboo-jungle.png: Sprite image for bamboo-jungle in Minecraft Bamboo Jungle bamboo_jungle 48
BiomeSprite bamboo-jungle-hills.png: Sprite image for bamboo-jungle-hills in Minecraft Bamboo Jungle Hills bamboo_jungle_hills 49
BiomeSprite taiga.png: Sprite image for taiga in Minecraft Taiga taiga 5
BiomeSprite taiga-hills.png: Sprite image for taiga-hills in Minecraft Taiga Hills taiga_hills 19
BiomeSprite taiga-mountains.png: Sprite image for taiga-mountains in Minecraft Taiga Mountains taiga_mutated 133
BiomeSprite snowy-taiga.png: Sprite image for snowy-taiga in Minecraft Snowy Taiga cold_taiga 30
BiomeSprite snowy-taiga-hills.png: Sprite image for snowy-taiga-hills in Minecraft Snowy Taiga Hills cold_taiga_hills 31
BiomeSprite snowy-taiga-mountains.png: Sprite image for snowy-taiga-mountains in Minecraft Snowy Taiga Mountains cold_taiga_mutated 158
BiomeSprite old-growth-pine-taiga.png: Sprite image for old-growth-pine-taiga in Minecraft Old Growth Pine Taiga mega_taiga 32
BiomeSprite giant-tree-taiga-hills.png: Sprite image for giant-tree-taiga-hills in Minecraft Giant Tree Taiga Hills mega_taiga_hills 33
BiomeSprite old-growth-spruce-taiga.png: Sprite image for old-growth-spruce-taiga in Minecraft Old Growth Spruce Taiga redwood_taiga_mutated 160
BiomeSprite giant-spruce-taiga-hills.png: Sprite image for giant-spruce-taiga-hills in Minecraft Giant Spruce Taiga Hills redwood_taiga_hills_mutated 161
BiomeSprite mushroom-fields.png: Sprite image for mushroom-fields in Minecraft Mushroom Fields mushroom_island 14
BiomeSprite mushroom-field-shore.png: Sprite image for mushroom-field-shore in Minecraft Mushroom Field Shore mushroom_island_shore 15
BiomeSprite swamp.png: Sprite image for swamp in Minecraft Swamp swampland 6
BiomeSprite swamp-hills.png: Sprite image for swamp-hills in Minecraft Swamp Hills swampland_mutated 134
BiomeSprite mangrove-swamp.png: Sprite image for mangrove-swamp in Minecraft Mangrove Swamp mangrove_swamp 191
BiomeSprite savanna.png: Sprite image for savanna in Minecraft Savanna savanna 35
BiomeSprite savanna-plateau.png: Sprite image for savanna-plateau in Minecraft Savanna Plateau savanna_plateau 36
BiomeSprite windswept-savanna.png: Sprite image for windswept-savanna in Minecraft Windswept Savanna savanna_mutated 163
BiomeSprite shattered-savanna-plateau.png: Sprite image for shattered-savanna-plateau in Minecraft Shattered Savanna Plateau savanna_plateau_mutated 164
BiomeSprite plains.png: Sprite image for plains in Minecraft Plains plains 1
BiomeSprite sunflower-plains.png: Sprite image for sunflower-plains in Minecraft Sunflower Plains sunflower_plains 129
BiomeSprite desert.png: Sprite image for desert in Minecraft Desert desert 2
BiomeSprite desert-hills.png: Sprite image for desert-hills in Minecraft Desert Hills desert_hills 17
BiomeSprite desert-lakes.png: Sprite image for desert-lakes in Minecraft Desert Lakes desert_mutated 130
BiomeSprite snowy-plains.png: Sprite image for snowy-plains in Minecraft Snowy Plains ice_plains 12
BiomeSprite snowy-mountains.png: Sprite image for snowy-mountains in Minecraft Snowy Mountains ice_mountains 13
BiomeSprite ice-spikes.png: Sprite image for ice-spikes in Minecraft Ice Spikes ice_plains_spikes 140
BiomeSprite windswept-hills.png: Sprite image for windswept-hills in Minecraft Windswept Hills extreme_hills 3
BiomeSprite windswept-forest.png: Sprite image for windswept-forest in Minecraft Windswept Forest extreme_hills_plus_trees 34
BiomeSprite windswept-gravelly-hills.png: Sprite image for windswept-gravelly-hills in Minecraft Windswept Gravelly Hills extreme_hills_mutated 131
BiomeSprite modified-gravelly-mountains.png: Sprite image for modified-gravelly-mountains in Minecraft Gravelly Mountains+ extreme_hills_plus_trees_mutated 162
BiomeSprite mountain-edge.png: Sprite image for mountain-edge in Minecraft Mountain Edge extreme_hills_edge 20
BiomeSprite badlands.png: Sprite image for badlands in Minecraft Badlands mesa 37
BiomeSprite badlands-plateau.png: Sprite image for badlands-plateau in Minecraft Badlands Plateau mesa_plateau 39
BiomeSprite modified-badlands-plateau.png: Sprite image for modified-badlands-plateau in Minecraft Modified Badlands Plateau mesa_plateau_mutated 167
BiomeSprite wooded-badlands.png: Sprite image for wooded-badlands in Minecraft Wooded Badlands mesa_plateau_stone 38
BiomeSprite modified-wooded-badlands-plateau.png: Sprite image for modified-wooded-badlands-plateau in Minecraft Modified Wooded Badlands Plateau mesa_plateau_stone_mutated 166
BiomeSprite eroded-badlands.png: Sprite image for eroded-badlands in Minecraft Eroded Badlands mesa_bryce 165
BiomeSprite meadow.png: Sprite image for meadow in Minecraft Meadow meadow 186
BiomeSprite cherry-grove.png: Sprite image for cherry-grove in Minecraft Cherry Grove cherry_grove 192
BiomeSprite grove.png: Sprite image for grove in Minecraft Grove grove 185
BiomeSprite snowy-slopes.png: Sprite image for snowy-slopes in Minecraft Snowy Slopes snowy_slopes 184
BiomeSprite jagged-peaks.png: Sprite image for jagged-peaks in Minecraft Jagged Peaks jagged_peaks 182
BiomeSprite frozen-peaks.png: Sprite image for frozen-peaks in Minecraft Frozen Peaks frozen_peaks 183
BiomeSprite stony-peaks.png: Sprite image for stony-peaks in Minecraft Stony Peaks stony_peaks 189
BiomeSprite lush-caves.png: Sprite image for lush-caves in Minecraft Lush Caves lush_caves 187
BiomeSprite dripstone-caves.png: Sprite image for dripstone-caves in Minecraft Dripstone Caves dripstone_caves 188
BiomeSprite deep-dark.png: Sprite image for deep-dark in Minecraft Deep Dark deep_dark 190
BiomeSprite sulfur-caves.png: Sprite image for sulfur-caves in Minecraft Sulfur Caves sulfur_caves 194
BiomeSprite dappled-forest.png: Sprite image for dappled-forest in Minecraft Dappled Forest dappled_forest 195
BiomeSprite ice-caves.png: Sprite image for ice-caves in Minecraft Ice Caves​[upcoming: Fourth Drop 2026] ice_caves 196
BiomeSprite nether-wastes.png: Sprite image for nether-wastes in Minecraft Nether Wastes hell 8
BiomeSprite crimson-forest.png: Sprite image for crimson-forest in Minecraft Crimson Forest crimson_forest 179
BiomeSprite warped-forest.png: Sprite image for warped-forest in Minecraft Warped Forest warped_forest 180
BiomeSprite soul-sand-valley.png: Sprite image for soul-sand-valley in Minecraft Soul Sand Valley soulsand_valley 178
BiomeSprite basalt-deltas.png: Sprite image for basalt-deltas in Minecraft Basalt Deltas basalt_deltas 181
BiomeSprite the-end.png: Sprite image for the-end in Minecraft The End the_end 9

Achievements

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

Advancements

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

History

Java Edition

Java Edition Alpha
v1.0.4 Added Winter Mode. Maps now have a snowy or grassy theme randomly determined when creating the world.
v1.2.0preview Added 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
1.6 Added the Sky Dimension with its own biome. It could be viewed only through the use of modifications.
1.8August 18, 2011 Notch tweeted a screenshot of a revamped river biome.
September 2, 2011 Notch teases a screenshot of the new desert biome.
September 3, 2011 Notch teases a screenshot of the new swamp biome.
Pre-release Added 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, 2011 Notch mentions "snow biomes".
September 15, 2011 Notch teases a screenshot of the ice plains, which was then referred to as a "snow biome".
Beta 1.9 Prerelease Re-added tundra as ice plains.
Added ice mountains, frozen river, frozen ocean, mushroom island and mushroom island shore.
Beta 1.9 Prerelease 4 Added the End.
1.112w01a Added 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, 2012 Jens Bergensten tweeted a teaser screenshot of a new jungle biome.
January 19, 2012 He tweeted another jungle screenshot, showcasing the bright green foliage.
12w03a Added the jungle biome.
12w07a The 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.
1.3.112w19a Increased the scale and depth of desert hills, forest hills, extreme hills, ice mountains, jungle hills and taiga hills biomes.
12w27a Some sections of ice plains biomes were replaced with taiga biomes.
1.7.2August 2, 2013 Jens Bergensten tweeted the first image of the mesa biome. He jokingly referred to them as "disco mountains."
August 7, 2013 Jens 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, 2013 Jens Bergensten tweeted the first image of a stone beach, which was then referred to as a "cliff" biome.
13w36a Mesa, 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.
1.814w17a The 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".
1.915w37a Added new biome "The Void", which is used in superflat preset "The Void".
16w02a A lot of M type biomes no longer generate due to MC-95612.
16w03a M biomes generate again, with the exception of birch forest M (which messes with a lot of other things), see MC-98995.
1.1116w43a Birch forest M biomes generate once again.
? Biomes no longer use numeric IDs. Before this version, mutated versions of biomes often used the ID of their base version with 128 added.
1.1318w06a The 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.
18w08a Added 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.
18w08b Deep warm ocean biome no longer generates.
18w16a Biome names are now translateable.
Cleaned up several biome names, mainly by adding missing spaces and changing "Biome M" for "Mutated Biome".
18w19a Names of several biomes are changed. The exact name changes are listed here.
pre5 Changed several biome IDs, mostly to comply with their names, listed here.
1.1418w43a Added bamboo jungles.
1.1519w36a Biome information now stores Y-coordinates, allowing biomes to be changed based on height. However, this is not yet implemented.
September 28, 2019 Nether biomes were shown at Minecon Live 2019.
1.1620w06a Implemented 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.
20w15a Added the basalt deltas.
20w19a Tweaked biome distribution in the Nether.
1.16.220w28a ExperiMental Support for Custom Biomes was Added.
October 3, 2020 Cave biomes and new mountains were shown at Minecraft Live 2020.
1.1720w46a Biome-specific sky colors now blend more smoothly.
20w49a Added the dripstone caves biome. Currently accessible only using the buffet world options.
21w10a Added the lush caves biome. Currently accessible only using the buffet world options.
October 16, 2021 New swamps were shown and overhauls for other biomes were hinted at Minecraft Live 2021.
1.18Experimental Snapshot 1 Implemented 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 2 Savanna plateau, eroded badlands and ice spikes can now generate naturally once again.
Swamp now generates properly.
experimental snapshot 3 Added the stony peaks biome.
experimental snapshot 5 Jungle edge now generates naturally once again.
21w40a Names 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.
21w42a Beaches are no longer created when a desert borders an ocean.[6]
21w43a Removed the deep warm ocean biome.
1.18.222w03a Eroded badlands now require positive weirdness instead of negative weirdness.
22w05a Temporarily reverted changes to badlands in the previous snapshot.
1.19Deep Dark Experimental Snapshot 1 Added the deep dark biome.
22w13a Eroded badlands once again require positive weirdness instead of negative weirdness.
22w14a Added the mangrove swamp biome.
1.19.423w03a The 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.[7]
1.19.4
Experiment
Update 1.20
23w07a Added the cherry grove biome.
1.2023w12a Cherry groves are now available without using the "Update 1.20" experimental data pack.
1.21.2
Experiment
Winter Drop
24w40a Added the pale garden biome.
1.21.424w44a Pale gardens are now available without using the "Winter Drop" experimental data pack.
1.21.1125w42a Added environment attributes for biomes.
26.2snap1 Added the sulfur caves biome.
26.3snap1 Added the dappled forest biome.
Upcoming Java Edition
26.4snap3 Added the ice caves biome.

Bedrock Edition

Pocket Edition Alpha
v0.1.0 Added biomes, these 5 biomes include: snowy tundra, snowy taiga, plains, forest and desert, from Java Edition Alpha v1.2.0.
v0.1.3 Cacti now generates in deserts.
v0.8.0build 1 The color of the sky now changes slightly depending on the biome.
v0.9.0build 1 All 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.
v0.9.5 Added bryce mesa, extreme hills+ and jungle M.
v0.10.0build 1 Mesa 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 1 Added birch forest M, birch forest hills M, extreme hills M and extreme hills+ M.
build 8 Changed the default biome.
build 10 Increased the amount of gravel in extreme hills M biome.
v0.12.1build 1 Added the Nether biome.
build 10 Leaves coloring shaders are now used only when the color for a biome actually changes.
v0.16.0build 1 The biomes can now be viewed on maps based on the grass color.
Pocket Edition
1.0.0alpha 0.17.0.1 Added the End biome.
Bedrock Edition
1.2.0beta 1.2.0.2 Added snow covers to extreme hills.
1.4.0beta 1.2.14.2 Added 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 1.9.0.0 Added bamboo jungle and bamboo jungle hills biome.
1.16.0beta 1.16.0.51 Added soul sand valleys, crimson forests and warped forests.
1.16.0beta 1.16.0.57 Added basalt deltas.
1.16.220beta 1.16.220.50 Added lofty peaks, snow capped peaks, snowy slopes, mountain grove and mountain meadow.
release New mountain biomes have been made inaccessible in the full release.
1.17.0
Experiment
Caves and Cliffs
beta 1.17.0.50 Added dripstone caves and lush caves.
1.18.0beta 1.18.0.20 All features from the "Caves and Cliffs" experiment have been fully implemented.
1.18.30
Experiment
Wild Update
Preview 1.18.30.29 Added the deep dark biome.
1.19.0Preview 1.19.0.21 All features from the "Wild Update" experiment have been fully implemented.
1.19.80
Experiment
Next Major Update
Preview 1.19.80.20 Added the cherry grove biome.
1.20.0Preview 1.20.0.21 All features from the "Next Major Update" experiment have been fully implemented.
1.21.50Preview 1.21.50.20 Added the pale garden biome.
1.21.60Preview 1.21.60.23 The vegetation of many Overworld biomes has been updated to more closely match Java Edition.
1.21.90Preview 1.21.90.26 Added unique atmospherics, lighting, color grading, and volumetric fog settings for each biome with Vibrant Visuals.
26.20
Experiment
Drop 2 of 2026
Preview 26.20.23 Added the sulfur caves biome.
26.30Preview 26.30.20 All features from the "Drop 2 of 2026" experiment have been fully implemented.
26.40
Experiment
Drop 3 of 2026
Preview 26.40.27 Added the dappled forest biome.
26.50Preview 26.50.22 All features from the "Drop 3 of 2026" experiment have been fully implemented.
Upcoming Bedrock Edition
26.60
Experiment
Drop 4 of 2026
Preview 26.60.29 Added the ice caves biome.

Legacy Console Edition

Legacy Console Edition
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TU1CU11.001.001.00Patch 11.0.1 Added true biomes; they were rainforest, seasonal forest, forest, shrubland, taiga, tundra, savanna, plains, desert.
TU5 Added swampland, ice plains, extreme hills and ocean biomes.
Removed rainforest, seasonal forest, savanna, shrubland and taiga.
TU7 Re-added tundra (as ice plains) and added mushroom islands.
TU9 Re-added beaches and snow in taigas, added hills.
Smoothed color transitions between biomes – swampland grass, foliage and water smoothly transition into other biomes.
TU12 Added jungle biome.
TU31CU191.221.221.22Patch 3 Added 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 241.0.4 Added 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

New Nintendo 3DS Edition
0.1.0 Added biomes including, but not limited to: jungles, savannas, rivers and the Nether.​
1.7.10 Added the End biome.

Quotes

A Minecraft biome is a region with its own unique geography, plants, mobs, and other characteristics...

— minecraft.net article

Issues

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

Trivia

  • 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.[8][9] 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.[10]

Screenshots

Historical screenshots

Templates

Mojang images

See also

References

  1. ↑ a b MC-240697 – It snows in the stony shore biomes from Y = 118 and above
  2. ↑ "Around the Block: Basalt Deltas" by Duncan Geere – Minecraft.net, August 13, 2020. "...thanks to the biome’s volcanic origins."
  3. ↑ MC-130658
  4. ↑ MCPE-142225 – Dripstone Caves biome temperature is too cold
  5. ↑ Percentage of surface biomes estimated at (0,0). Sampled from 10 billion seeds. Code is available here.
  6. ↑ MC-238582 – Beaches generate between desert and ocean – resolved as "Fixed".
  7. ↑ To fix MC-230678, MC-233893, MC-238904, MC-247836, MC-254132 and MC-255811.
  8. ↑ "Biome" on Wikipedia
  9. ↑ "biome" on Dictionary.com
  10. ↑ MC-69731 – Random 1 block biome generating – resolved as "Won't Fix".
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