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“En caso de que no sepas lo que es un "bioma", es una zona climática utilizada en el juego para establecer qué tipo de superficie tiene el terreno (¿arena?, ¿césped?), si llueve o nieva, qué árboles crecen allí y, en ocasiones, qué tipo de animales pueden aparecer.„
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 o llanuras, entre otros.
- 1 Temperatura
- 2 Tipos de bioma
- 3 Biome IDs
- 4 Colores del Bioma
- 5 Achievements
- 6 Videos
- 7 Advancements
- 8 History
- 9 Issues
- 10 Trivia
- 11 Gallery
- 12 References
- 13 See also
Temperatura[editar | editar código]
Los biomas tienen un valor de temperatura que determina si nieva, llueve o si esta despejado o con nubes. Los valores requeridos son menos de 0.15 para la nieve, 0.15 - 0.95 para la lluvia, o más de 1.0 para ninguno. Estos valores se pueden usar para determinar las alturas que genera la nieve en diferentes biomas. La temperatura también cae 0.00166667 (1⁄600) por metro sobre el nivel del mar predeterminado (Y=64), pero no cambia por debajo del nivel del mar. Por ejemplo, las Colinas extremas generan nieve en Y=95, debido al clima de las tierras altas, ya que el valor base es 0.2, y las Sabanas no experimentan lluvia o nieve debido a su calor. La configuración de "nivel del mar" de un mundo personalizado no afecta esto.
Los biomas se dividen en 5 categorías según su temperatura: de nieve, fríos, medios, secos/cálidos y neutros. Se separaron para evitar que los biomas con grandes diferencias de temperatura se ubiquen uno al lado del otro (como la taiga fría junto al desierto) y para permitir que los biomas con temperaturas similares se sitúen uno al lado del otro con más frecuencia. (Como bosques y pantanos)
Tipos de bioma[editar | editar código]
Hay 38 biomas principales en el Mundo principal (dos sin uso), uno en El inframundo, uno en El End y 22 biomas técnicos, lo que da un total de 62 biomas diferentes. Los biomas se pueden distinguir por los colores de la hierba y la hoja en él, junto con los tipos de bloques presentes (por ejemplo, tipos de árboles u otras plantas como cactus, arbusto muerto, y otros). Los biomas se generan aleatoriamente usando el sistema de semillas.
Los biomas están separados en 5 categorías. Los biomas cubiertos de nieve están marcados en azul, fríos en verde, los medios en naranja y seco/cálido en rojo. Los biomas que no están etiquetados son neutrales o desconocidos. Las temperaturas se dan al nivel del mar.
Biomas nevados[editar | editar código]
En estos biomas, nieva a cualquier altura. El follaje del pasto y del agua es de verde oscuro-claro.
|Nombre del bioma y ID||Características||Descripción||Imágenes|
|Temperatura: 0.0||Un bioma expansivo y plano con una gran cantidad de nieve. Todas las fuentes de agua expuestas al cielo se congelan. La caña de azúcar se generará en este bioma, pero puede desarraigarse cuando el terreno se carga ,a medida que las fuentes de agua se congelan para formar hielo. Hay árboles de abeto y muy pocos robles naturales en este bioma. No hay criaturas pasivas aparte de conejos y los raros osos polares los cuales son capaces de reproducirse, sin embargo, es uno de los pocos biomas donde aparecen errantes. Debido al tamaño del bioma, la capa de nieve y hielo y la escasez de madera y animales, la supervivencia inicial se vuelve difícil en comparación con otros biomas. Este es uno de los dos únicos biomas donde los iglús generan naturalmente.
Espigas de hielo
Conejos blancos y a veces negro y blanco,
|Una variante extraña de las Llanuras nevadas, un bioma caracterizado por las largas espigas de hielo compacto, así como 'lagos' de hielo compacto. Por lo general, los picos tienen de 10 a 20 bloques de altura, pero algunos picos largos y delgados pueden alcanzar más de 50 bloques de alto. Todos los bloques de pasto en este bioma son reemplazados por bloques de nieve. Al igual que las llanuras de hielo normales, no hay criaturas pasivas que no sean conejos y los raros osos polares, pueden engendrar y pulular por la noche.
Al igual que la taiga regular, la taiga fría es un bioma relativamente plano con grandes extensiones de abetos. Los helechos, y sus variantes más altas, se generan aquí con bastante frecuencia, aunque todavía se puede encontrar hierba alta regular. Es uno de los pocos lugares donde los lobos se reproducirán naturalmente. También se puede encontrar un iglú ubicado entre los árboles, por lo que es uno de los únicos dos biomas donde los iglús generan naturalmente..
Taiga glacial M
|Temperature: -0.5||La taiga fría M no es tan plana como su contraparte regular. En comparación con las colinas de taiga normales, las colinas que se encuentran en este bioma son mucho más inclinadas y más erráticas. Estas grandes diferencias de altura hacen que la navegación del frío taiga M bioma sea bastante peligrosa. También a diferencia de su variante normal, los iglúes no se generan aquí..
|Temperature: 0.0||Un río con una capa de hielo cubriendo su superficie. Representa una separación de dos biomas fríos, pero también puede dividir biomas individuales. Los ríos congelados se conectarían a los océanos congelados, antes de que se eliminara este último. Los ríos congelados no generarán donde un bioma frío se encuentra con un bioma más cálido; Los ríos regulares generarán en su lugar.
|Temperature: 0.05||Como una playa normal, uno puede encontrar mucha arena en este bioma. Sin embargo, esta arena está cubierta de una capa de nieve. Las playas frías se encuentran a menudo cuando un bioma frío bordea un bioma oceánico. No se generarán turbas pasivas en este bioma.
Biomas fríos[editar | editar código]
En estos biomas, empieza a nevar a cierta altura, pero antes del límite de 256 bloques de altura. De lo contrario, llueve. El foliaje y la hierba son de color verde aqua.
|Biome Name and ID||Features||Description||Images|
|Temperature: 0.2||Un bioma de las tierras altas (con algunas cimas de montañas que alcanzan y = 130 o incluso más) con algunos robles y abetos dispersos. Acantilados, picos, valles, cascadas, aleros, islas flotantes, cavernas y muchas otras estructuras [estructuras generadas]], ofrecen vistas excepcionales. Este es uno de los pocos biomas en los que llama nace naturalmente. Las nevadas también ocurren por encima de ciertas alturas, creando así "gorras de nieve" en la cima de las montañas. La caída es un riesgo significativo, ya que hay muchos salientes empinados lo suficientemente grandes como para causar un daño grave por caída o incluso la muerte. Las colinas extremas son los únicos biomas donde mineral de esmeralda sy silverfish se pueden encontrar naturalmente. Un bioma de las tierras altas (con algunas cimas de montañas que alcanzan y = 130 o incluso más) con algunos robles y abetos dispersos. Acantilados, picos, valles, cascadas, aleros, islas flotantes, cavernas y muchas otras estructuras [estructuras generadas]], ofrecen vistas excepcionales. Este es uno de los pocos biomas en los que llama nace naturalmente. Las nevadas también ocurren por encima de ciertas alturas, creando así "gorras de nieve" en la cima de las montañas. La caída es un riesgo significativo, ya que hay muchos salientes empinados lo suficientemente grandes como para causar un daño grave por caída o incluso la muerte. Las colinas extremas son los únicos biomas donde mineral de esmeralda sy silverfish se pueden encontrar naturalmente.
Extreme Hills M
|Temperature: 0.2||The mountains in this biome are slightly higher than in their regular counterpart, many of which reach into the clouds and are covered by snow peaks. The terrain here is composed mainly of gravel, with small patches of grass here and there. Due to the low amounts of grass, the population of spruce and oak trees in this biome is much more sparse.
|Temperature: 0.2||Este bioma, que generalmente se encuentra en el medio de las colinas extremas normales, genera montañas mucho más altas, la mayoría de las cuales estarán cubiertas de nieve. Las pendientes son bastante pronunciadas, lo que hace que escalar estas montañas sea difícil y peligroso. Los picos cuentan con una concentración mucho mayor de pasto y abetos, formando un pequeño bosque en la parte superior.
Extreme Hills+ M
|Temperature: 0.2||Esta variante de las colinas extremas + bioma elimina sus picos cubiertos de árboles de abeto característicos a favor del terreno cubierto principalmente por grava y piedra, similar al bioma M de las colinas extremas. Los valles más grandes y profundos están tallados en el paisaje relativamente árido; aquí solo se pueden encontrar algunos árboles aislados.
|Temperature: 0.25||Un bioma predominantemente plano cubierto por un bosque de abetos. Helechos y helechos grandes crecen comúnmente en el suelo del bosque. Uno puede encontrar manadas de lobos aquí, junto con pequeños grupos de conejos. Las aldeas pueden generar en este bioma; Naturalmente, las casas en estos pueblos están construidas con madera de abeto.|
|Temperature: 0.25||The taiga M also features large spruce forests, but these forests are overlayed onto mountainous terrain. Unlike regular taiga hills, these mountains tend to be larger and more difficult to climb. Perhaps owing to the rough nature of this biome, no villages can be found here.
|Temperature: 0.3||The 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 podzol can be found on 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.
Mega Spruce Taiga
|Temperature: 0.25||The terrain in this rare biome is almost exactly the same as in its regular counterpart. But the most striking feature of this biome is its giant spruce trees, which are essentially a scaled-up version of regular spruce trees. One can easily differentiate this from a normal mega taiga by observing how the leaves almost completely cover the tree trunks, whereas in normal mega taigas, leaves only tend to cover the top.
|Temperature: 0.2||True to its name, this stone-covered biome often appears where extreme hills biomes meet the ocean. Depending on the height of the nearby land, stone beaches may generate as medium slopes or huge cliffs, its tops tall enough to be covered by snow. No passive mobs will generate here.
Biomas medianos/exuberantes[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 Name and ID||Features||Description||Images|
|Temperature: 0.8||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|
|Temperature: 0.8||Usually found within normal plains, this biome is the only place where sunflowers naturally generate, hence its name. They grow in abundance, making yellow dye a widely available resource to those who live here. Villages will not generate in this biome. There are no other notable terrain differences from the normal plains biome.|
|Temperature: 0.7||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.|
|Temperature: 0.7||This forest variation has fewer trees, but more than makes up for it - it is almost overflowing with nearly every type of flower and tall plant in the game, several of which will only grow in this biome. Therefore, this biome is optimal for harvesting and farming dyes. No wolves will spawn in the flower forest, although rabbits will spawn occasionally.|
|Temperature: 0.6||A forest in which only birch trees generate. If one prefers to build with only a single wood types, and that wood type happens to be birch, they will certainly find themselves at home here. Unlike in the regular forest, no wolves will spawn in this biome.|
Birch Forest M
|Temperature: 0.6||Birch trees grow much taller than usual in this uncommon variant of the birch forest biome. Whereas normal birch trees grow up to 7 blocks tall, these trees often exceed 10 blocks in height. This makes deforestation a much more difficult task, although it provides the player with far more birch resources.|
|Temperature: 0.7||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. On very rare occasions, a woodland mansion may spawn. Therefore, the roofed forest is the only biome in which the illager mobs and the totem of undying can be found.|
Roofed Forest M
|Temperature: 0.7||A variation of the roofed forest where large hills dominate and scatter the canopy. While increased light in the forest means slightly less mobs, the steep cliffs lining this biome still make it dangerous to navigate on foot. Unlike regular roofed forests, no woodland mansions will spawn here.|
|Temperature: 0.8||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. Witch huts generate 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.
In Bedrock Edition, huge mushrooms will also spawn in this biome, and the water is dark gray instead of blue. Visibility is also extremely low when the player is below the surface of the water
|Temperature: 0.8||While there is no "Swampland Hills" biome, this uncommon biome could be considered the closest contender, since it is represented by areas where small hills rise in slopes of varying degrees, surrounded by flatter marshes. Witch huts do not generate in this biome, unlike the normal swampland biome.|
|Temperature: 0.95||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, cocoa plants, and parrots can be found exclusively in this biome. Melons generate in small patches, similar to pumpkins.|
|Temperature: 0.95||Much more mountainous version of the normal jungle, with foliage so thick that the ground is barely visible. A very resource-demanding biome. One may confuse this with the jungle hills biome at first glance, but the hills in the jungle M biome tend to be sharper and more erratic. Due to the combined height of the terrain and of the tall jungle trees, trees in the jungle M frequently reach into and go above the clouds. Extremely dense foliage and treacherous terrain make this a very difficult biome to navigate, especially at night.||300px|
|Temperature: 0.95||This biome represents a smooth transition between jungles and other biomes. In stark contrast to the wild and overgrown vegetation of the jungle biomes, the jungle edge consists of a few small and isolated jungle trees, with groups of melons here and there. The terrain is relatively flat, with some small rises in elevation. All mobs that spawn in the jungle, including parrots and ocelots, will also spawn in the jungle edge.|
Jungle Edge M
|Temperature: 0.95||One of rarest biomes in the game. The jungle edge M is difficult to find because it requires that a jungle edge generate against a jungle M (an already rare biome in itself), which does not happen often since jungle M biomes are usually fully encompassed by normal jungles. Because of the strict conditions required to generate, this biome is often no more than 100 blocks in length and/or width, making it one of the smallest biomes as well. It features slightly steeper hills than normal, with very few to no tall trees. Like the normal jungle edge, jungle mobs like parrots will also spawn in this biome. Melons are also in abundance - a sort of gift to the player who manages to find this exceedingly rare biome.|
|Temperature: 0.5||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 generate there as well. Rivers are also a reliable source of clay. These biomes are good for fishing.||300px|
|Temperature: 0.8||Generated where oceans meet other biomes, beaches are composed primarily 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. Passive mobs do not spawn on beaches. For the history of beaches, see the Beach page.|
|Temperature: 0.9||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, and they are typically a few hundred blocks wide. It is one of the only biomes where huge mushrooms can generate 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.
Mushroom Island Shore
|Temperature: 0.9||Mushroom shores represent the transition between mushroom islands and the ocean, forming long strips along the edge of the mushroom island as a sort of beach, hence the name. The terrain of this biome is much flatter and shallower in elevation than the main mushroom island biome, though it contains many of the same features, such as a mycelium surface layer, huge mushrooms, and lack of hostile mobs.|
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 or snow in this biome unlike the other low temperature biomes. The outer islands in the End can be accessed using the End gateway portal after the ender dragon has been defeated. These contain endermen, chorus plants and End cities. End cities are the only place where shulkers naturally spawn. If the biome is used for a superflat world, the sky will be dark gray and an ender dragon will spawn at 0,0 coordinates in the Overworld. Only endermen will spawn at night. Beds will explode if used in this biome.
Biomas cálidos/secos[editar | editar código]
En estos biomas, no llueve ni nieva en absoluto, pero el cielo todavía se pondrá nublado durante las inclemencias del tiempo. El follaje y el pasto son de color verde oliva, excepto los biomas de mesa, que tienen hierba marrón.
|Biome Name and ID||Name Features||Description||Images|
|Temperatura: 2.0||A barren and inhospitable biome consisting mostly of sand dunes, dead bushes, and cacti. Sandstone, and sometimes fossils, are found underneath the sand. The only passive mobs to spawn naturally in deserts are gold rabbits, their coloring well-camouflaged against the sand. At night, husks usually spawn in the place of normal zombies; the lack of visual obstruction makes hostile mobs highly visible. Sugar cane can be found if the desert is next to an ocean or river biome. Desert villages, desert wells and desert temples are found exclusively in this biome. This biome sometimes appear as edge of mesa biome.
|Temperature: 2.0||Unlike in normal deserts, patches of water can be found in this biome, and the terrain is slightly more rough. Although desert wells can be found, desert temples and villages will not generate in this biome.
|Temperature: 1.2||A relatively flat and dry biome with a dull-brown grass color and scattered acacia trees, although oak trees may generate now and then. Tall grass covers the landscape. Villages can generate in this biome, which are constructed almost entirely of acacia building materials. It is the only biome where both horses and llamas spawn naturally.
|Temperature: 1.1||Unlike the flat and calm terrain of the savanna biome, the chaotic terrain of this uncommon variant is wracked by gigantic mountains covered in coarse dirt. The mountains in the savanna M biome are extremely steep, jutting out at 90 degree angles, making it almost impossible to climb. On top of that, they dwarf the extreme hills in height - they can rise far above the clouds, and even to the world height limit, without using the Amplified world type. Massive waterfalls and lavafalls are quite common here. The unforgiving terrain means villages will not generate in this biome.
|Temperature: 2.0||A rare biome wherein large mounds of terracotta and stained terracotta will generate. Red sand will also generate here instead of regular sand, with occasional cacti and dead bushes. No passive mobs will spawn in this biome, even if all other spawning conditions are met. Mineshafts will generate at a much higher altitude than normal - now and then one may come across a mineshaft jutting out of the slope of a mesa. Gold ore is also a much more frequent occurrence, since ore veins generate within mesas at a higher Y-level than the usual 32. The composition of this biome is useful when other sources of terracotta and gold 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.
|Temperature: 2.0||This rare biome generates unique terrain features that are similar to the structures in the real Bryce Canyon. Tall and narrow spires of colorful terracotta rise out of the floor of the canyon, which, like all other mesa variants, is covered in red sand.
Mesa Plateau F
|Temperature: 2.0||One might not notice the subtle transition from the normal mesa plateau to this rare variation, were it were not for the layer of grass blocks and the small forests of oak trees that generate atop these plateaus. The color of the grass and leaves is a dull green-brown hue, giving it a dried and dead appearance. These trees are a rare source of wood when living in the otherwise barren and lifeless mesa.
Mesa Plateau F M
|Temperature: 2.0||This biome features grass and oak trees on top of plateaus, much like its counterpart. However, the plateaus that generate here are generally smaller, allowing far less foliage to generate. The terrain is more erratic in general, and can be compared to that of the similar mesa plateau M biome, having an old and eroded appearance.
|Temperature: Same as their respective base biomes.||These biomes are similar to the hills biomes, but only generate within savanna and mesa biomes, and are flattened at the top, much like real-life plateaus. They come to rest at an elevation of about 20 to 30 blocks above sea level. One may discover the entrance to a mineshaft within the tall slopes of a mesa plateau.
|Temperature: Same as their respective base biomes.||Two rare variants of the plateau biomes, which are variants themselves. However, neither of these biomes closely resemble their counterparts.
Compared to the average mesa plateau, this rare variant features more variable terrain and smaller plateaus, as if a larger plateau was weathered down over time.
The terrain of the savanna plateau M biome is much less tame than its normal counterpart. It features incredibly large and steep mountains that jut out of the terrain, similar to the savanna M biome, albeit slightly smaller and gentler in comparison.
Hell (The Nether)
This is the biome used to generate the Nether. Within this biome spawn mobs such as ghasts, packs of zombie pigmen and the occasional magma cubes and endermen. Certain structures, such as Nether quartz, glowstone veins, and Nether fortresses will only generate in the Nether. While water cannot be placed in the Nether dimension, ice can, and water lakes (and other Overworld structures) can still generate if the Nether is used in a superflat preset. Beds will explode if used in this biome.
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 Name and ID||Features||Description||Images|
|Temperature: 0.5||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. Squid spawn in the water, and in Bedrock Edition, ocean biomes are the only place where squid can be found. Cavern entrances can be found infrequently at the bottom of the ocean. In the Console versions, they surround the edges of the map.
|Temperature: 0.0||This biome is a typical ocean, with a gravel seabed and squid swimming about. However, the top layer of the water is covered by ice. It generates only where cold biomes meet the ocean. Warmer rivers occasionally run through it. These ice-free rivers are almost the only reference point for navigation, apart from the sun. Frozen oceans will also sometimes generate in place of normal oceans, even when not near a cold biome.[upcoming 1.13]
|Temperature: 0.5||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 generate in deep oceans. Therefore, deep oceans are the only place where guardians naturally spawn, and where sponge and prismarine blocks naturally generate.
|Temperature: 0.0||A completely empty biome that generates only a single structure: a 33×33 stone platform with a single block of cobblestone in the center. No mobs (passive or hostile) can spawn without spawn eggs, monster spawners or commands. Can only be accessed through The Void superflat preset.|
13, 17, 18, 19, 22, 28, 31, 33, 156, 161
|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 M, and Ice Mountains.
Most hills are gentle rolling slopes on which the usual biome terrain generates, with some sharper cliffs here and there. 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%).
Redwood Taiga Hills M are a special case, however. The game code sets the values
Unused biomes[editar | editar código]
These biomes don't generate in default worlds, but they can be accessed using the Customized world type.
Upcoming biomes[editar | editar código]
These biomes only appear in snapshots of upcoming versions.
|Biome Name and ID||Features||Description||Images|
The End - Floating islands
End stone, Chorus plants
|Generates as part of the outer islands of the End.||300px|
The End - Medium island
End stone, Chorus plants
|Generates as part of the outer islands of the End.||300px|
The End - High island
End stone, Chorus plants
|Generates as part of the outer islands of the End.|
The End - Barren island
End stone, Chorus plants
|Generates as part of the outer islands of the End.||300px|
Puffer fish mobs, Tropical fish mobs, Warm underwater ruins, Coral, Coral plants, Sand, Kelp, Sea grass
|A variant of ocean biomes. Like the other warmer ocean variants, it has a floor made of sand, and like all ocean biomes it is populated with kelp and sea grass. Unlike any other biome, warm oceans allow for the generation of coral reefs.||300px|
Puffer fish mobs, Tropical fish mobs, Cod mobs, Warm underwater ruins, Sand, Dirt, ClayKelp, Sea grass
|Another ocean biome variant. It's floor is made of sand with the occasional dirt or clay, and it contains kelp and sea grass. Unlike warm ocean biomes, cod can spawn here.||300px|
Cod mobs, Salmon mobs, Cold underwater ruins, Gravel, Kelp, Sea grass, Dirt, Sand
|An ocean biome variant. Cold oceans are one of the colder ocean variants, meaning that their floor is made up of gravel instead of sand, although there are scarce patches of dirt and/or sand. Also, salmon are able to spawn in cold ocean biomes.||300px|
Warm Deep Ocean
Puffer fish mobs, Tropical fish mobs, Warm underwater ruins, Sand, Kelp, Sea grass, Ocean monuments, Guardians, Elder guardians
|Warm deep oceans do not generate naturally.|
Lukewarm Deep Ocean
Puffer fish mobs, Tropical fish mobs, Cod mobs, Warm underwater ruins, Sand, Dirt, Clay,
|Similar to lukewarm ocean biomes, but because they are a deep ocean variant, they can generate ocean monuments, resulting in the spawning of guardians, elder guardians, prismarine, and sponges. Also, as suggested in the game, lukewarm deep oceans are deeper than normal lukewarm oceans.||300px|
Cold Deep Ocean
Cod mobs, Salmon mobs, Cold underwater ruins, Gravel, Kelp, Sea grass, [[Dirt, Sand, Ocean monuments, Guardians, Elder guardians
|Similar to cold ocean biomes, but like lukewarm deep oceans, ocean monuments are able to generate here, and the sea floor is deeper than it is in normal cold oceans.||300px|
Frozen Deep Ocean
Salmon mobs, Cold underwater ruins, Gravel, Kelp, Sea grass, Ice, Ocean monuments, Guardians, Elder guardians
|Like frozen ocean biomes, the only fish type that can spawn here is salmon, and the floor is made up of gravel. Frozen deep ocean biomes also contain ocean monuments and a deeper floor than normal oceans, like other deep oceans. Also, the surface of the biome is often ice.||300px|
Biome IDs[editar | editar código]
- Artículo principal: Java Edition data values#Biome IDs
Cada tipo de bioma tiene su propio número de identificación, conocido como ID de bioma, el cual se muestra en esta tabla. Estos número se emplean a la hora de crear un mundo customized superflat. Los biomas principales tienen números ID del 0 al 39, mientras que las variaciones de biomas tienen el número 128 + <el número original del bioma>. Hay dos biomas que no se generan que son el (10) y el (20).
|Número||Bioma||Variación||Nombre de la variación|
|3||Extreme Hills||131||Extreme Hills M|
|12||Ice Plains||140||Ice Plains Spikes|
|20||Extreme Hills Edge||N/D||N/D|
|27||Birch Forest||155||Birch Forest M|
|28||Birch Forest Hills||156||Birch Forest Hills M|
|29||Roofed Forest||157||Roofed Forest M|
|30||Cold Taiga||158||Cold Taiga M|
|31||Cold Taiga Hills||N/D||N/D|
|32||Mega Taiga||160||Mega Spruce Taiga|
|33||Mega Taiga Hills||161||Redwood Taiga Hills M|
|34||Extreme Hills+||162||Extreme Hills+ M|
|36||Savanna Plateau||164||Savanna Plateau M|
|38||Mesa Plateau F||166||Mesa Plateau F M|
|39||Mesa Plateau||167||Mesa Plateau M|
Colores del Bioma[editar | editar código]
A biome's rainfall value is typically a value from 0.0 to 1.0, and - as stated above - a biome's temperature starts at a given value at sea level (e.g. 2.0 for Desert or -0.5 for Cold Taiga) and decreases by 0.00166667 for each meter above sea level.
Biome grass and foliage colors are selected from two 256x256 colormap images: grass.png and foliage.png. Both colormaps, shown to the right, can be found in
assets\minecraft\textures\colormap. The grass.png colormap sets the colors for the grass block top and sides (along with other types of grass, such as tall grass, ferns, double tall grass, etc.). Meanwhile, the foliage.png colormap sets the colors for tree leaves (with the exception of spruce and birch).
Biome colormaps use a triangular gradient by default. However, only the colors in the lower-left half of the image are used, even though the upper-right side of foliage.png is colored. Furthermore, as shown in the template image to the left, only select few pixels are considered when the colormap is read by the game, and are determined by the code below.
The adjusted temperature and adjusted rainfall values (recognized as AdjTemp and AdjRainfall in the code, respectively) are used when determining which biome color to select from the colormap. Treating the bottom-right corner of the colormap as
Temperature = 0.0 and
Rainfall = 0.0, the adjusted temperature increases to 1.0 along the X-axis, and the adjusted rainfall increases to 1.0 along the Y-axis. 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 in the template above; the multiplication makes all the line segments point towards the lower right corner.
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.
Hard-coded colors[editar | editar código]
Certain biome colors are hard-coded, which means they are locked into the Minecraft code and are not retrievable from any texture file. Thus, they cannot be modified without the use of external tools, such as MCPatcher/OptiFine, that support the use of custom colormaps.
Swampland color[editar | editar código]
Swampland 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 very light green tinge (0xE0FFAE).
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 hard-coded colors, which are two tan colors (0x90814D and 0x9E814D respectively). These are not modifiable by grass.png and foliage.png, and are unaffected by temperature.
Other colors[editar | editar código]
Several other biome colors are set into the game and currently require external tools in order to be changed. This includes blocks such as birch and spruce leaves and water (which have a hard-coded overlay set onto them), and other features such as the sky and fog.
Achievements[editar | editar código]
Advancements[editar | editar código]
History[editar | editar código]
- Véase también: Biome/Before Beta 1.8
|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.|
|1.6||Added the Sky Dimension with its own biome. It could only be viewed through the use of mods and hacks.|
|August 18, 2011||Notch tweeted a screenshot of a revamped river biome.|
|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.|
|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||January 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 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 generate in deserts.|
|1.7.2||August 2, 2013||Jens 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.|
|13w38b||Marsh-like areas no longer generate in swamp biomes.|
|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||Marsh-like areas generate again 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). 1⁄3 large oaks, 2⁄3 normal oaks.|
|Ice plains, ice plains spikes and ice mountains don't spawn passive mobs other than rabbits and the new polar bears anymore.|
|In mesa biomes, terracotta no longer generates 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.|
|1.13||18w06a||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.|
|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, for first time since 13w36a.|
|18w08b||Deep warm ocean biomes no longer generate.|
|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 generate mine shafts on the surface.|
|Water in swamps is tinted dark gray.|
|Huge mushrooms generate 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 the Nether biome.|
|build 10||Leaves coloring shaders are now only used when the color for a biome actually changes.|
|0.16.0||The biomes can now be viewed on maps based on the grass color.|
|1.0||Added End biome.|
|1.2||Added snow to extreme hills.|
|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 generate 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.|
Issues[editar | editar código]
Los problemas relacionados con "bioma" se mantienen en el rastreador de problemas. Informad (en inglés) en esta página sobre los errores que encontréis.
Trivia[editar | editar código]
- 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.
- The only fictional biomes are the Nether (Hell), the End and those with huge mushrooms. All the others are entirely or almost entirely based on real-life counterparts.
Gallery[editar | editar código]
The first image of a mega taiga, as tweeted by Jeb.
This is the first picture provided of the mesa biome.
The first image of a stone beach (then called cliff) biome, provided by Jeb.
- Jungle teaser screen.png
Jeb's first image of the jungle biome.
- Mesa Plateau F M updated.png
A rare mesa variant called Mesa Plateau F M.
- Flower Forest Overview.png
An above view of a flower forest biome.
- Roofed forest.png
A roofed forest bordering onto a lake.
A mountainous mushroom island.
A variant of extreme hills, where large swaths of gravel generate.
- Frozen Ocean.png
A frozen ocean biome, with fog obscuring the distance.
- Minecraft River.png
A large river separating a desert and a forest.
- Sand in mesa biome.png
A mesa biome as seen from the ground.
A mesa biome with a small lake nearby. An F variant can be seen in the upper corner.
A small area of a jungle with desert biome coloring data.
- Mine craft light.png
A desert with a jungle right beside it.
- Big Island.png
A relatively large island.
A swamp generated in the middle of an ocean, causing miscolored water and lily pads without any actual swampland.
- Mushroom Biome on the mainland.png
A rare occurrence of a mushroom biome touching the mainland.
- Not Mushroom Island.png
A section of a mushroom island that is a different biome.
- Seed 35267400 ice spikes.png
A rare biome transition of a colder biome touching a warmer biome.(e.g. mesa and ice plains spikes.)
A mesa and jungle biome generated together. Note the exposed mineshaft in the lower right.
A river runs through a flower forest, a sunflower plains, a jungle, and a jungle edge biome.
A river that splits off into two rivers.
Two extreme hills variants. On the left is a normal extreme hills. On the right is an extreme hills+.
Jungle terrain without any trees. A jungle M can be seen to the left.
Comparison of mega taiga and mega spruce biomes. Note how the mega spruce trees are much thicker.
- Mesa Cave.png
A cave in a mesa biome.
Sunrises and Sunsets[editar | editar código]
A jungle sunset.
- Redwood Sunset.png
The sun setting in a mega taiga forest.
A desert sunrise.
References[editar | editar código]
- "Biome" on Wikipedia
- "biome" on Dictionary.com