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Bioma

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Un río cruzando un bioma de jungla. Arriba a la derecha hay un bosque.
Un río cruzando un bioma de meseta. Abajo a la derecha hay una sabana.

In case you don’t know what a “biome” is, it’s a climate zone used in the game to set what kind of surface the ground has (sand? grass?), whether it should rain or snow, what trees grow there, and sometimes also what kind of animals that are allowed to spawn there.

~ Jens Bergensten [1]

Los biomas son regiones en el mundo de Minecraft que se diferencian por características geográficas, flora, temperatura, altitud, nivel de humedad, color del cielo y color del follaje. Los biomas determinan distintos ecosistemas dentro de un mundo, como bosques, junglas, desiertos y tundras.

Temperatura[editar | editar código]

Los biomas tienen un nivel de temperatura determinado que hace que llueva, nieve o ni una cosa ni otra. El valores es inferior a 0,15 para que nieve, de 0,15 a 0,95 para que llueva y superior a 1 para que no suceda ninguna de las dos cosas. Estos valores pueden determinar la altura a la que se genera la nieve en ciertos biomas. La temperatura desciende 0,00166667 por metro sobre el nivel del mar (Y=64). Por ejemplo, el bioma de colinas extremas genera nieve en Y=95, ya que su valor base es 0,2 y en las sabanas no sucede nada debido al calor.

Los biomas se agrupan en 5 categorías debido a su temperatura: cubiertos de nieve, fríos, estándar, secos/cálidos y neutros. Se separaron para evitar que se juntasen dos biomas totalmente opuestos, causando un cambio drástico (como una taiga helada junto a un desierto). De esta forma los biomas surgen de forma más lógica (como un pantano junto a un bosque).

Tipos de bioma[editar | editar código]

Hay 38 biomas principales en el mundo principal (dos sin usar), un en el Nether, uno en el End y 23 técnicos, lo que hace un total de 63 distintos. Se pueden distinguir por el color de la hierba y las hojas.

Los biomas están separados en 5 categorías. Los cubiertos de nieve aparecen en azul, los fríos en verde, los estándar en naranja y los secos/cálidos en rojo. Los demás son neutros o desconocidos. Las temperaturas van en factor al nivel del mar.

Biomas nevados[editar | editar código]

En estos biomas nieva a cualquier altura. El follaje y la hierba es de color verde azulado.

ID del bioma Nombre y características Descripción Imágenes
12

ES: Llanuras heladas
EN: Ice Plains

Temperatura: 0.0

Nieve, nevada, robles, hielo, abetos, iglúes, strays, conejos blancos y negros, osos polares y de vez en cuando hierba alta

A somewhat rare but expansive, flat biome with a huge amount of snow. All sources of water exposed to the sky are frozen over. Sugar cane will spawn in this biome, but can become uprooted when chunks load as the water sources freeze to ice. There are very few natural oak and spruce trees in this biome. It has a lower chance of spawning passive mobs during world generation than other biomes (7% versus 10%), however it is one of the few biome where there are polar bears and strays. Due to the biome's size, snow and ice cover, and scarcity of wood and animals, initial survival becomes difficult in comparison to other biomes.
IcePlains.png
140

ES: Estalagmitas de llanuras heladas
EN: Ice Plains Spikes

Temperatura: 0.0

Hielo compacto, nieve, bloques de nieve, strays, conejos blancos y negros, osos polares y estalagmitas de hielo

A rare variation of the Ice Plains biome that features large spikes of packed ice, as well as packed ice 'lakes'. Usually the spikes are 10 to 20 blocks tall, but some long, thin spikes can reach over 50 blocks in height. All grass blocks in this biome are replaced with blocks of snow. It has a lower chance of spawning passive mobs during world generation than other biomes (7% versus 10%).
Ice Plains Spikes.png
30

ES: Taiga helada
EN: Cold Taiga

Temperatura: -0.5

Nieve, nevada, hielo, abetos, flores, lobos, conejos blancos y negros e iglúes

Una variación con nieve del bioma de taiga, con helechos y abetos. Es uno de los lugares donde aparecen lobos de forma natural.
Snowy Forest.png
158

ES: Taiga helada M
EN: Cold Taiga M

Temperatura: -0.5

Abetos, nieve, nevada, helechos, lobos y conejos blancos y negros,

Una versión grande y montañosa de la taiga nevada.
Cold Taiga M.png
11

ES: Río congelado
EN: Frozen River

Temperatura: 0.0

Hielo, agua, arena y arcilla

Esta variante del río solo se genera en biomas de llanuras heladas. La superficie del agua está congelada.
Frozen River.png
26

ES: Playa gélida
EN: Cold Beach

Temperatura: 0.05

Arena, nieve, nevada y hielo

Una playa en la que ha nevado. Se suele encontrar en las llanuras heladas, a orillas del océano.
Cold Beach.png

Biomas fríos[editar | editar código]

En estos biomas comienza a nevar a cierta altura, siempre antes del límite de los 256 bloques. Si no estás a la altura suficiente, lloverá. El follaje y la hierba es de color verde azulado.

ID del bioma Nombre y características Descripción Imágenes
3

ES: Colinas extremas
EN: Extreme Hills

Temperatura: 0.2

Robles, abetos, grava, flores, menas de esmeralda y piedra con lepisma

A highland biome (with some mountaintops reaching y=130 or even higher) with a few scattered oak and spruce trees. Cliffs, peaks, valleys, waterfalls, overhangs, floating islands, caverns, and many other structures exist, offering outstanding views. Snowfall also occurs above certain heights, thus creating "snow caps" on the top of the mountains. Falling is a significant risk, as there are many steep ledges large enough to cause severe fall damage or even death. Extreme hills are the only biomes where emerald ores and silverfish can be found naturally.
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131

ES: Colinas extremas M
EN: Extreme Hills M

Temperatura: 0.2

Abetos, robles, grava y nieve

Variant of the regular extreme hills biome that features higher mountain peaks, most of which reach into the clouds. Mountains here are composed mainly of gravel and a little bit of dirt and grass, with a sparse population of spruce and oak trees.
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34

ES: Colinas extremas+
EN: Extreme Hills+

Temperatura: 0.2

Piedra, tierra, abetos y robles

Una variante de regular extreme hills biome, adding larger mountains, steeper cliffs, and a moderate amount of spruce trees and scattered oak trees.
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162

ES: Colinas extremas+ M
EN: Extreme Hills+ M

Temperatura: 0.2

Abetos, robles, grava y césped

Una variante rara del bioma "Colinas extremas+" where huge gravel mountains appear, with sparse oak and spruce trees and small patches of grass.
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5

Taiga

Temperatura: 0.25

Abetos, flores, helechos, lobos y conejos negros, marrones y color café

A biome densely filled with spruce trees, ferns and large ferns. Wolves tend to spawn here fairly commonly. 300px
133

Taiga M

Temperatura: 0.25

Abetos, flores, helechos, ovejas y conejos negros, marrones y color café

La versión montañosa del bioma "Taiga" estándar.
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32

ES: Megataiga
EN: Mega Taiga

Temperatura: 0.3

Abetos, pódsol, helechos, lobos, conejos negros, marrones y color café, piedra con musgo, champiñones, tierra, Coarse Dirt, y arbustos muertos

Mega taiga is an uncommon biome composed of spruce trees, much like the standard taiga biome. However, some trees are 2×2 thick and very tall, not unlike large jungle trees. Moss stone boulders appear frequently, brown mushrooms are common and a dirt-type block called podzol can be found along the forest floor. There are also patches of coarse dirt, which will not grow grass. Wolves may also spawn here, as they do in normal taiga biomes.
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160

ES: Megataiga de abetos
EN: Mega Spruce Taiga

Temperatura: 0.25

Abetos, pódsol, helechos, césped, piedra con musgo, champiñones, tierra

Una variación de la megataiga. In this biome there is a much higher density of smaller spruce trees. Also, the tall trees look very similar to regular spruce trees, as opposed to the short-topped trees in the normal mega taiga biome.
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25

Stone Beach

Temperatura: 0.2

Piedra, grava y agua

Este bioma cubierto de piedra suele aparecer junto a montañas en el océano. Depending on the height of the nearby land, it can generate medium slopes or huge cliffs.
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9

El End

Temperatura: 0.5

End Stone, Endermen, Obsidian, Ender Crystals, the Ender Dragon, Chorus Plants, End Cities, Shulkers, Purpur Block, End Stone Bricks

Artículo principal: El End

This biome is used to generate the End. The ender dragon, and large amounts of endermen, spawn in this biome. Most of the End's structure is provided by the dimension itself rather than the biome. It does not rain nor snow in this biome unlike the other low temperature biomes. If the biome is used for a superflat world, the sky will be dark gray, an ender dragon will spawn at 0,0 coordinates in the Overworld, and only endermen will spawn (at night). Outer islands in the End can be accessed using the End gateway portal after the Ender Dragon is defeated. These contain endermen, shulkers, abundant chorus plants and End cities.

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Medium/Lush biomes[editar | editar código]

In these biomes, it begins snowing over the 256 blocks height limit. Otherwise, it rains. The foliage and grass is a vibrant light green, except swamps and roofed forests, which have a dark green grass. Rivers are also exempt from this, as they have a dull blue hue.

Biome ID Name and Features Description Images
1

Plains

Temperature: 0.8

Tall Grass, Grass, Flowers, NPC Villages, Horses, Donkeys

A relatively flat and grassy biome with rolling hills and few trees. Gullies, water holes, and NPC villages are common. Cave openings and water or lava springs are easily identifiable due to the flat unobstructed terrain. Passive mobs spawn often in plains biomes; this biome and its variants are also one of the only biomes where horses spawn naturally. 300px
128

Plains M

Temperature: 0.8

Tall Grass, Grass, Flowers, Horses

A variant of the Plains biome with occasional water patches and slightly hillier terrain. 300px
129

Sunflower Plains

Temperature: 0.8

Grass, Sunflowers, Horses

A rare variation of the plains biome, where sunflowers naturally spawn in abundance. 300px
4

Forest

Temperature: 0.7

Oak and Birch Trees, Flowers, Wolves, Mushrooms

A biome with a lot of oak and birch trees, occasional hills, and a fair amount of tall grass. Mushrooms and flowers can occasionally be found here. This is one of the most preferred biomes to start out in, due to the abundance of wood. However, the frequency of trees also makes it dangerous to navigate at night, due to obscured vision. Forest biomes are also one of the smallest biomes. 300px
132

Flower Forest

Temperature: 0.7

Flowers, Trees, Brown, salt & pepper and black rabbits

A variant of the forest biome that has fewer trees but a huge amount of various flowers. There are certain flowers that are exclusive to the flower forest. 300px
27

Birch Forest

Temperature: 0.6

Birch Trees, Flowers

A forest made solely out of birch trees. 300px
155

Birch Forest M

Temperature: 0.6

Tall Birch Trees, Flowers

A variation of the birch forest biome which features taller birch trees than usual. 300px
29

Roofed Forest

Temperature: 0.7

Dark Oak Trees, Huge Mushrooms, Mushrooms, Rose Bushes

This biome is composed of dark oak trees, a mostly closed roof of leaves, and occasional large mushrooms. Trees in this forest are so plentiful and so close together, that at some spots it may become dark enough for hostile mobs to spawn, even during the day. 300px
157

Roofed Forest M

Temperature: 0.7

Dark Oak Trees, Huge Mushrooms

A mountainous version of the roofed forest biome, with steep cliffs lining the edge. 300px
6

Swampland

Temperature: 0.8

Witch Huts, Oak Trees, Grass, Vines, Lily Pads, Clay, Mushrooms, Slimes, Giant Mushrooms (Pocket Edition only, v0.10.0 and later)

A biome characterized by a mix of flat, dry areas around sea level and shallow pools of brackish green water with floating lily pads. Clay, sand, and dirt are commonly found at the bottom of these pools. Trees are often covered with dark green vines, and can be found growing out from the water. Mushrooms and sugar canes are very abundant; huge mushrooms will spawn in this biome in Pocket Edition. Witch huts spawn exclusively in swamps. Slimes will also spawn naturally at night, most commonly on full moons, making this an especially dangerous biome at night. Temperature varies randomly within the biome, not affected by altitude, causing foliage and grass colors to vary. 300px
134

Swampland M

Temperature: 0.8

Swamp Trees, Vines, Lilypads, Water, Witches

A slightly hillier swampland with greener grass. Witch Huts do not generate in this biome, unlike the normal swampland biome. 300px
21

Jungle

Temperature: 0.95

Jungle Trees, Jungle Temples, Ferns, Flowers, Vines, Ocelots, Cocoa Pods, Melons

A very dense, but rather uncommon tropical biome. It features large jungle trees that can reach up to 31 blocks tall with 2×2 thick trunks. Oak trees are also common. The landscape is lush green and quite hilly, with many small lakes of water often nestled into deep valleys, sometimes above sea level. Leaves cover much of the forest floor—these "bush trees" have single-blocks of jungle wood for trunks, surrounded by oak leaves. When inside a jungle, the sky will become noticeably lighter. Vines are found alongside most blocks and may cover the surface of caves. Ocelots, jungle temples, melons, and cocoa plants spawn exclusively in this biome. Melons spawn in small patches, similar to pumpkins. 300px
149

Jungle M

Temperature: 0.95

Jungle Trees, Jungle Temples, Ferns, Flowers, Vines, Ocelots, Cocoa Pods, Melons

Much more mountainous version of the normal jungle, with foliage so thick that the ground is barely visible. A very resource-demanding biome. Due to the hilly nature of the terrain in this biome, and the height of the tall jungle trees, trees frequently reach into and go above the clouds. Extremely dense foliage and treacherous hilly terrain make this a very difficult biome to navigate, especially at night. 300px
23

Jungle Edge

Temperature: 0.95

Jungle Trees, Ferns, Melons, Flowers, Vines, Ocelots

A very rare biome that only spawns at the border of a jungle biome and any other biome. Similar to a jungle but with much fewer and smaller trees, and relatively flat terrain. 300px
151

Jungle Edge M

Temperature: 0.95

Jungle Trees, Oak Trees, Grass, Flowers, Vines,Melons

One of the rarest biomes in the game[2][3]. A slightly more mountainous variation of the jungle edge biome, which only spawns on the border of a jungle M and another biome. There are very few to no tall trees in this relatively tiny biome. 300px
7

River

Temperature: 0.5

Water, Sand, Clay

A biome that consists of water blocks that form an elongated, curving shape similar to a real river. Unlike real rivers, however, they have no current. Rivers cut through terrain or separate the main biomes. They attempt to join up with ocean on the other side, but will sometimes loop around to the same area of ocean. Rarely, they can have no connection to the ocean and form a circle. They have a dull green grass hue, much like the ocean, and trace amounts of oak trees tend to spawn there as well. Rivers are also a reliable source of clay. These biomes are good for fishing. 300px
16

Beach

Temperature: 0.8

Sand, Gravel, Water

Generated on the shores of oceans, beaches are composed of sand. Beaches penetrate the landscape, removing the original blocks and placing in sand blocks. Some beaches generate with gravel instead of sand. These are also useful for fishing. For the history of beaches, see the Beach page. 300px
14

Mushroom Island

Temperature: 0.9

Mushrooms, Huge Mushrooms, Mycelium, Mooshrooms, No Hostile Mobs

This rare biome consists of a mixture of flat landscape and steep hills and has mycelium instead of grass as its surface. However, if you do place down grass, it is a very bright green color, not unlike that of the jungle. Mushroom islands are most often adjacent to an ocean and are often found isolated from other biomes. It is one of the only biomes where huge mushrooms can spawn naturally, and where mushrooms can grow in full sunlight.

Technically no mobs other than mooshrooms spawn naturally in this biome, including the usual night-time hostile mobs. This also applies to caves, abandoned mine shafts, and other dark structures, meaning exploring underground is supposedly safe. However, mob spawners will still spawn mobs, and the player will also still be able to breed animals and spawn mobs using eggs.

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15

Mushroom Island Shore

Temperature: 0.9

Mushrooms, Huge Mushrooms, Mycelium, Mooshrooms, No Hostile Mobs

Mushroom shores represent the flat shore area of the mushroom biome. 300px

Dry/Warm biomes[editar | editar código]

In these biomes, it neither rains nor snows at all, but the sky will still turn overcast during inclement weather. The foliage and grass is an olive color, except mesa biomes, which have brown grass.

Biome ID Name and Features Description Images
2

Desert

Temperature: 2.0

Sand, Cacti, Dead Bushes, Sandstone, Sugar Cane, Desert wells, Desert Temple, NPC Villages, Gold Rabbits

A barren and relatively inhospitable biome consisting mostly of sand dunes, dead bushes, and cacti. Sandstone is commonly found underneath the sand. The only passive mobs to spawn naturally in deserts are gold rabbits, their coloring well-camouflaged against the sand. Sugar cane can be found if the desert is next to an ocean or river biome. The lack of visual obstruction makes mobs highly visible at night. Desert villages, desert wells and desert temples are found exclusively in this biome.
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130

Desert M

Temperature: 2.0

Sand, Cactus, Water, Sugarcane, Gold Rabbits

Unlike in normal deserts, patches of water can be found in this biome.
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35

Savanna

Temperature: 1.2

Acacia Trees, Tall Grass, NPC Villages, Horses, Cows, Sheep

A relatively flat and dry biome with a dry grass color and scattered acacia trees. Villages can generate in this biome, and it is one of the only biomes where horses spawn naturally.
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163

Savanna M

Temperature: 1.2

Acacia Trees, Tall Grass

Variant of the savanna biome. Dirt paths and giant mountains are prevalent in this biome. However, this biome is unique in that its mountains can generate past the clouds, and even to the world height limit, without using the AMPLIFIED world type.
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37

Mesa

Temperature: 2.0

Dead Bush, Hardened Clay, 6 colors of Stained Clay, Red Sand, Cacti, Red Sandstone, Above ground mineshafts,Plantilla:Only Gold orePlantilla:Only

A rare biome consisting of hardened clay, stained clay, and dead bushes – similar to a desert. Red sand will also generate here instead of regular sand, with occasional cacti. Its composition is useful when other sources of clay are scarce. However, finding mesa biomes can be difficult due to their rarity. On the other hand, it offers great variety - there are a total of 6 variations of this biome to explore.

In the Pocket and PC editions, mesas can contain above ground abandoned mineshafts. They also allow gold ore to generate at any height, rather than just at layer 32 and below.

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165

Mesa (Bryce)

Temperature: 2.0

Red Sand, Cactus, Red Sandstone, Dead Bush, Hardened Clay, 6 colors of Stained Clay

Mesa (Bryce) is a variant of the mesa biome, featuring a low desert-like ground area with tall, thin, spire-shaped columns of hardened clay, similar to the structures in the real Bryce Canyon.
300px
38

Mesa Plateau F

Temperature: 2.0

Oak trees, Dead Bushes, Dirt, Hardened Clay, 6 colors of Stained Clay

A rare variation of the mesa plateau, where small forests of dry oak trees and grass generate at the top of the plateaus.
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166

Mesa Plateau F M

Temperature: 2.0

Oak trees, Dead Bushes, Dirt, Hardened Clay, 6 colors of Stained Clay

Very rare variant of the Mesa Plateau F biome. Features steeper cliffs than the normal Mesa Plateau F biome, with a reduced occurrence of trees and smaller, more erratic hills.
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36, 39

Plateau

Temperature: Same as their respective base biomes.

Like the hills biomes, but flattened at the top, coming to rest at about 20 to 30 blocks above sea level. Only generates in savanna and mesa biomes.
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164, 167

Plateau M

Temperature: Same as their respective base biomes.

Similar variant of the plateau biomes, which are themselves a variant. The mesa plateau M biome features slightly flatter terrain and smaller plateaus in general, compared to the average mesa plateau biome. On the contrary, the savanna plateau M biome features incredibly large and steep cliffs that jut violently out of the terrain, compared to the regular savanna plateau; these cliffs generally exceed cloud height, sometimes above y=200, and sometimes even border the world height limit.
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8

Hell (The Nether)

Magma Cubes, Netherrack, Glowstone, Soul Sand, Nether Brick, Gravel, Nether Quartz, Ghasts, Blazes, Skeletons, Zombie Pigmen, Nether Fortress, Wither Skeletons, Nether Wart, Lava, Endermen, Magma Blocks

Artículo principal: The Nether

This is the biome used to generate the Nether. In a Superflat world using this biome, the Overworld will contain only Nether mobs (ghasts, packs of zombie pigmen and occasional magma cubes) and won't receive rain, but it won't have Nether structures (such as Nether quartz or glowstone veins or Nether fortresses), and it can still have water lakes and mineshafts, beds will also explode in this biome, even when in the Overworld.

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Neutral and other biomes[editar | editar código]

These biomes are usually covered with water and have very little land exposed. Either that, or they have many variants of themselves which are also variants of other non-neutral biomes.

Biome ID Name and Features Description Images
0 Ocean

Temperature: 0.5

Water, Gravel, Squid

A large, open biome made entirely of water going up to y=63, with underwater relief on the sea floor, such as small mountains and plains, usually including gravel. Oceans typically extend under 3,000 blocks in any direction, around 60% of the Overworld's surface is covered in Ocean. Small islands with infrequent vegetation can be found in oceans. Passive mobs are unable to spawn on these islands, but hostiles can. Cavern entrances can be found infrequently at the bottom of the ocean. In the Console versions, they surround the edges of the map.
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24

Deep Ocean

Temperature: 0.5

Water, Gravel, Clay, Squid, Guardian Ocean monument

A variation of the Ocean biome. In deep ocean biomes, the ocean can exceed 30 blocks in depth, making it twice as deep as the normal ocean. In contrast to default oceans, the ground is mainly covered with gravel. Ocean monuments spawn in deep oceans, which spawn guardians.
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13, 17, 18, 19, 22, 28, 31, 33, 156, 161

Hills

Temperature: Same as their respective base biomes.

Hills are generated within certain biomes (including some of their variants) and are referred in the F3 menu with Hills or Mountains added to their name.

This includes: Forest Hills, Taiga Hills, Cold Taiga Hills, Jungle Hills, Desert Hills, Birch Forest Hills (M), Mega Taiga Hills, Redwood Taiga Hills, and Ice Mountains.

Ice Mountains are usually taller, with height comparable to Extreme Hills biomes, and has a lower chance of spawning passive mobs during world generation than other biomes (7% versus 10%).

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Unused biomes[editar | editar código]

These biomes no longer generate naturally, but still exist in Minecraft's code, and can be accessed by using the Customized world type.

Biome ID Name and Features Description Images
(10)

FrozenOcean

Temperature: 0.0

Ice, Water, Gravel, Squid

A variant of the ocean biome that is completely frozen over. However, warmer rivers occasionally run through it.
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(20)

Extreme Hills Edge

Temperature: 0.2

Grass, Dirt, Stone, Pigs, Sheep, Cows, Wolves, Spruce Trees, Oak Tree, Snow (occasionally)

Similar to the jungle edge sub-biome, this sub-biome spawns exclusively at the edge of extreme hills biomes (or any variant). 300px

Other biomes[editar | editar código]

Biome ID Name and Features Description Images
127

The Void

Temperature: 0.0

Void, Stone, Cobblestone

A completely empty biome that generates only a single structure: a 33×33 stone platform with a single block of cobblestone in the center. Can only be accessed through The Void superflat preset, or through Customized worlds. 300px

Biome IDs[editar | editar código]

Artículo principal: Data values#Biome IDs

Bioma/ID

Technical details[editar | editar código]

grass.png

The temperature and rainfall values of the biome are used to change the colors of grass, foliage, and (for swamplands) water.

A biome's rainfall value is typically a value from 0.0 to 1.0. A biome's temperature starts at a given value at sea level, Y=64, and goes down by 0.00166667 per meter increase. Starting values range from 2.0 (e.g., Desert) to -0.5 (e.g., Cold Taiga). The temperature does not increase below sea level.

The temperature and rainfall values are used to access two texture images in Minecraft, grass.png and foliage.png, in \assets\minecraft\textures\colormap. These textures are triangular, only the lower left is used, despite the upper right of the foliage file having colors. The adjusted temperature and adjusted rainfall values are used to access these two triangles. Treating the lower left corner as temperature = 1.0 and rainfall = 0.0, with adjusted temperature decreasing to 0.0 at the right edge and adjusted rainfall increasing to 1.0 at the top edge, the values used to retrieve the colors are computed as follows:

AdjTemp = clamp( Temperature, 0.0, 1.0 )

AdjRainfall = clamp( Rainfall, 0.0, 1.0 ) * AdjTemp

"clamp" limits the range of the temperature and rainfall to 0.0-1.0. The clamped rainfall value is then multiplied by the 0.0-1.0 adjusted temperature value, which brings its value to be inside the lower left triangle. Some biomes' ranges are shown on the right; the multiplication makes all the line segments point towards the lower right corner.

The color for grass block top and sides, along with various forms of grass – specifically tall grass, ferns, double tall grass, and large ferns – is modified by the color retrieved from the grass.png image. The color for various tree foliage - all tree types except spruce and birch, which have fixed colors in the code – is modified by the color retrieved from foliage.png.

At borders between or among biomes, the colors of the block and its eight neighbors are computed and the average is used for the final block color.

Exact temperature and rainfall values for biomes can be found in various projects, e.g. this biome code.

Swampland color[editar | editar código]

Swamplands are special. Temperature, which starts at 0.8, is not affected by altitude. Rather, a Perlin noise function is used to gradually vary the temperature of the swampland. When this temperature goes below -0.1, a lush green color is used, 0x4C763C, otherwise it is set to a sickly brown, 0x6A7039. In addition, the color of the water in swamplands is always multiplied by a greenish tinge, 0xE0FFAE. These colors are locked in the code and not retrievable from any texture.

Roofed forest color[editar | editar código]

The roofed forest biomes' grass color is retrieved normally, then averaged with a dark green color, 0x28340A, to produce the final color.

Mesa color[editar | editar código]

All mesa biomes' grass and foliage have hardwired colors, two tan colors, 0x90814D and 0x9E814D respectively. These are not modifiable by grass.png and foliage.png and unaffected by temperature.

Achievements[editar | editar código]

Plantilla:Carga de logros: Logro desconocido. Comprueba si hay diferencias en las mayúsculas. Si no es así, ¡añádelo!

Videos

Artículo principal: Biome/video [editar]

History[editar | editar código]

Alfa
1.0.4 Added Winter Mode. Maps now have a snowy or grassy theme randomly determined when creating the world.
1.2.0 Added biomes; they were rain forest, seasonal forest, forest, shrubland, taiga, tundra, savanna, plains, swampland, desert, and frozen desert.
World saves remained unchanged, other than a change in the hue of the grass. If the player moves into ungenerated chunks, the new biomes would generate.
Beta
1.6 Added the Sky Dimension with its own biome. It could only be viewed through the use of mods and hacks.
1.8 Biomes got an overhaul, removing some biomes, such as the tundra and the taiga, and others replaced with nine fractal-based biomes that were a mix of the previous biomes and new biomes. See here for more details.
Lanzamiento oficial
1.0.0 Re-added tundra (as ice plains) and added Mushroom Islands.
1.1 Re-added snow in taigas, added hills and beaches.
Smoothed color transitions between biomes – swampland grass, foliage and water smoothly transition into other biomes.
1.2.1 12w03a Added 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 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 will 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 extend beyond the edge chunks of an old world. This allows for smooth transitions in world generation after the generation code changes in an update.
1.3.1 Hills in forests and deserts are taller.
1.6.1 13w17a Water lakes no longer spawn in deserts.
1.7.2 August 2, 2013 Jens Bergensten tweeted the first image of the mesa biome. He jokingly referred to them as "disco mountains."
August 7, 2013 Jens 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 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 will attempt to 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.
Biome-hopping achievement "Adventuring Time" added, but it was broken until 1.8 making the goal of getting all achievements impossible in 1.7.
13w39a Red sand now generates in mesa biomes and their variants.
13w43a Savannas and roofed forest biomes now generate with new logs and leaves.
1.8 14w17a 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.
14w26a Changed generation of marsh-like areas in swamp biomes.
14w32a Red sandstone now generates below red sand in mesa biomes and their variants.
1.9 15w37a Add new biome "The Void", which is used in Superflat preset "The Void".
1.10 16w20a Plains and sunflower plains now have some trees (5% of chunks). 13 large oaks, 23 normal oaks.
Ice plains, ice plains spikes and ice mountains now have a lower chance of spawning passive mobs during world generation than other biomes (7% versus 10%).
In mesa biomes, hardened clay and stained clay no longer generate more than 15 blocks deep, if the mesa is more than 15 blocks above sea level. In addition to the normal 2 veins of gold ore below Y=32, now attempts to generate 20 veins at elevations between 32 and 79. Also can generate dark oak abandoned mineshafts above ground.
Pocket Edition alfa
0.9.0 build 1 All biomes as of PC version 1.7.2 have been added. These include: Jungles, mesa, plains, roofed forests, savannas, taiga, extreme hills, mushroom islands, flower forest, mega taiga, mega spruce taiga, swampland, desert, forests, and deep ocean.
0.9.5 Added bryce mesa, extreme hills +, and jungle M.
0.10.0 build 1 Mesa biomes have gold at every elevation and can spawn mine shafts on the surface.
Water in swamps is tinted dark gray.
Huge mushrooms spawn in swamps
0.11.0 build 1 Added birch forest M, birch forest hills M, extreme hills M, and extreme hills+ M.
build 8 Changed the default biome.
build 10 Increased the amount of gravel on extreme hills M biome.
0.12.1 build 1 Added Nether biome.
build 10 Leaves coloring shaders are now only used when the color for a biome actually changes.
Edición de consolas
Added swampland, ice plains, extreme hills and ocean biomes Removed rain forest, seasonal forest, savanna, shrubland and taiga.
Re-added tundra (as ice plains) and added Mushroom Islands.
Re-added beaches and snow in taigas, added hills. Smoothed color transitions between biomes – swampland grass, foliage and water smoothly transition into other biomes.
Added jungle biome
Hills in forests and deserts are taller.
Water lakes no longer spawn in deserts.
Added mesa, mega taiga, roofed forest, birch forest, forest, savanna, extreme hills+, deep ocean, snowless taiga and 20 technical biomes. Changed generation of marsh-like areas in swamp and extreme hills biomes.
Archivo:Biomes Example.png
A very old image of biomes work-in-progress. "To the right of the player is a taiga, to the left is either a forest, or woods, I can’t remember. In the distance is probably tundra." ~ Notch

Issues[editar | editar código]

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Trivia[editar | editar código]

  • Interestingly, the hilly version of "Mega Spruce Taiga" is called "Redwood Taiga Hills M," rather than "Mega Spruce Taiga Hills".
  • The term biome is analogous to its scientific usage: in real life, 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.[4][5]

Gallery[editar | editar código]

Graphs and templates[editar | editar código]

Scenery[editar | editar código]

Referencias[editar | editar código]

  1. https://mojang.com/2013/08/minecraft-world-generator-update
  2. http://www.minecraftforum.net/forums/minecraft-discussion/discussion/188531-new-jungle-m-and-several-other-new-biomes-too-rare
  3. http://imgur.com/a/lqCUF
  4. Wikipedia, The Free Encyclopedia, "Biome", accessed April 20, 2012
  5. Dictionary.com Unabridged, "biome", accessed April 20, 2012

Véase también[editar | editar código]