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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.

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.

~ 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 o llanuras, entre otros.

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 (1600) 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


Llanura helada
12

Temperatura: 0.0

Nieve, Nevada, robles, Hielo, abetos, Iglúes, Errante, conejos blancos y blancos con manchas negras, Oso polar , Ocasionalmente hierba alta

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.
IcePlains.png


Espigas de hielo
140

Temperatura: 0.0

Hielo compacto, Nieve, Bloques de nieve, Strays,

Conejos blancos y a veces negro y blanco, 

Oso polares, Espigas de hielo

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.
Ice Plains Spikes.png


Taiga glacial
30

Temperatura: -0.5

Nieve, Nevada, Hielo, Abetos, Flores, Lobos, Conejos blancos y algunos blancos con negro, Iglús

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..

Snowy Forest.png


Taiga glacial M
158

Temperatura: -0.5

Abetos, Nieve, Nevada, Helechos, Lobos, Conejos blancos y algunos blancos con negro

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..
Cold Taiga M.png


Río congelado
11

Temperatura: 0.0

Hielo, Agua, Arena, Arcilla

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.
Frozen River.png


Playa helada
26

Temperatura: 0.05

Arena, Nieve, Nevada, Hielo

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.
Cold Beach.png

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 follaje y la hierba son de color verde aqua.

Biome Name and ID Features Description Images


Colinas extremas
3

Temperatura: 0.2

Robles, Abetos, Grava, Flores, Mineral de esmeralda, Generador de monstruo, Llamas

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.png


Colinas extremas M
131

Temperatura: 0.2

Abetos, Robles, Grava, Nieve

Las montañas en este bioma son ligeramente más altas que en su contraparte regular, muchas de las cuales alcanzan las nubes y están cubiertas por picos nevados. El terreno aquí se compone principalmente de grava, con pequeñas parcelas de hierba aquí y allá. Debido a las bajas cantidades de hierba, la población de abetos y robles en este bioma es mucho más escasa.
Extreme Hills M.png


Colinas extremas+
34

Temperatura: 0.2

Piedra, Tierra, Abetos, Robles

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.
ExtremeHills-.png


Colinas extremas+ M
162

Temperatura: 0.2

Abetos, Robles, Grava, Hierba

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.
300px


Taiga
5

Temperatura: 0.25

Abetos, Flores, Helechos, Lobos, Conejos cafés, manchados y negros Aldeas

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.Pine Forest.png


Taiga M
133

Temperatura: 0.25

Abetos, Flores, Helechos, Ovejas, Conejos cafés, manchados y negros

La taiga M también cuenta con grandes bosques de abetos, pero estos bosques se superponen en terrenos montañosos. A diferencia de las colinas de taiga regulares, estas montañas tienden a ser más grandes y más difíciles de escalar. Quizás debido a la naturaleza áspera de este bioma, no se pueden encontrar pueblos aquí.
Taiga M.png


Mega Taiga
32

Temperatura: 0.3

Abetos, Podzol, Helechos, Lobos, Conejos cafés, manchados y negros, Piedra musgosa, Hongos, Tierra, Coarse Dirt, Arbusto muerto

La mega taiga es un bioma poco común compuesto de abetos, al igual que el bioma de taiga estándar. Sin embargo, algunos árboles son 2 × 2 de grosor y muy altos, no muy diferentes a los grandes árboles de la jungla. Las rocas de piedra de musgo aparecen con frecuencia, los hongos marrones son comunes y podzol se pueden encontrar en el suelo del bosque. También hay parches de Coarse Dirt, que no crecerán hierba. Lobos también pueden aparecer aquí, como lo hacen en los biomas de taiga normales.
Mega Taiga.png


Mega Taiga del Abeto
160

Temperatura: 0.25

Abetos, Podzol, Helechos, Hierba, Piedra musgosa, Hongos, Tierra

El terreno en este raro bioma es casi exactamente el mismo que en su contraparte regular. Pero la característica más sorprendente de este bioma es su gigantesco abeto, que es esencialmente una versión ampliada de abetos regulares. Esto se puede diferenciar fácilmente de una mega taiga normal observando cómo las hojas cubren casi por completo los troncos de los árboles, mientras que en las mega taigas normales, las hojas solo tienden a cubrir la parte superior.
Mega Spruce Taiga.png


Playa de piedra
25

Temperatura: 0.2

Piedra, Grava, Agua

Fiel a su nombre, este bioma cubierto de piedra aparece a menudo donde los biomas de las colinas extremas se encuentran con el océano. Dependiendo de la altura de la tierra cercana, las playas de piedra pueden generar taludes medianos o acantilados enormes, y sus cimas son lo suficientemente altas para ser cubiertas por la nieve. Aquí no se generarán mobs pasivos.
Oceanfront Mountains.png

Biomas medianos/exuberantes[editar | editar código]

En estos biomas, comienza a nevar sobre el límite de altura de 256 bloques. De lo contrario, llueve. El follaje y el pasto son de color verde claro vibrante, excepto los pantanos y bosques techados, que tienen un pasto verde oscuro. Los ríos también están exentos de esto, ya que tienen un tono azul opaco.

Biome Name and ID Features Description Images


Llanuras
1

Temperatura: 0.8

Hierba alta, Hierba, Flores, NPC Aldeas, Caballos, Burros, Robles

Un bioma relativamente plano y cubierto de hierba con colinas y pocos árboles. Los barrancos, los pozos de agua y las aldeas NPC son comunes. Las aberturas de las cuevas y los manantiales de agua o lava son fácilmente identificables debido al terreno plano y sin obstrucciones. Las turbas pasivas engendran a menudo en biomas de llanuras; este bioma y sus variantes son también uno de los únicos biomas donde los caballos se reproducen naturalmente. 300px


Llanuras de girasol
129

Temperatura: 0.8

Hierba, Girasols, Caballos, Robles

Por lo general, se encuentra dentro de las llanuras normales, este bioma es el único lugar donde los girasoles se generan naturalmente, de ahí su nombre. Crecen en abundancia, convirtiendo el tinte amarillo en un recurso ampliamente disponible para aquellos que viven aquí. Las aldeas no generarán en este bioma. No hay otras diferencias notables en el terreno del bioma de las llanuras normales. Sunflower plains.png


Bosque
4

Temperatura: 0.7

Robles y Abedules, Flores, Lobos, Hongos

Un bioma con muchos robles y abedules, colinas ocasionales y una buena cantidad de hierba alta. Hongos y flores se pueden encontrar aquí ocasionalmente. Este es uno de los biomas preferidos para comenzar, debido a la abundancia de madera. Sin embargo, la frecuencia de los árboles también hace que sea peligroso navegar por la noche, debido a la visión oculta. Los biomas forestales son también uno de los biomas más pequeños. Deciduous Forest.png


Bosque floreado
132

Temperatura: 0.7

Flores, Árboles, Conejos cafés, manchados y negros

Esta variación de bosque tiene menos árboles, pero lo compensa con creces: casi se desborda con casi todos los tipos de flores y plantas altas en el juego, varios de los cuales solo crecerán en este bioma. Por lo tanto, este bioma es óptimo para la cosecha y el cultivo de tintes. No se reproducirán lobos en el bosque de flores, aunque los conejos se reproducirán ocasionalmente. Flower forest 2.png


Bosque de abedul
27

Temperature: 0.6

Abedules, Flores

Un bosque en el que solo se generan abedules. Si uno prefiere construir con un solo tipo de madera, y ese tipo de madera es abedul, seguramente se encontrarán en casa aquí. A diferencia de lo que ocurre en el bosque normal, en este bioma no se reproducirán lobos. Birch Trees Only.png


Bosque de abedul M
155

Temperature: 0.6

Abedules altos, Flores

Los abedules crecen mucho más altos de lo normal en esta variante poco común del bioma del bosque de abedul. Mientras que los abedules normales crecen hasta 7 bloques de altura, estos árboles a menudo superan los 10 bloques de altura. Esto hace que la deforestación sea una tarea mucho más difícil, aunque proporciona al jugador muchos más recursos de abedul. Birch forest m.png


Bosque Techado
29

Temperature: 0.7

Dark Oak Trees, Huge Mushrooms, Mushrooms, Rose Bushes Woodland Mansions

Este bioma está compuesto por robles oscuros, un techo de hojas mayormente cerrado y, en ocasiones, grandes setas. Los árboles en este bosque son tan abundantes y están tan juntos, que en algunos lugares puede oscurecer lo suficiente como para que los mobs hostiles spawneen, incluso durante el día. En muy raras ocasiones, una mansión de bosque puede spawnear. Por lo tanto, el bosque techado es el único bioma en el que se pueden encontrar los mobs illager y el tótem de inmortalidad. RoofedForest.png


Roofed Forest M
157

Temperature: 0.7

Dark Oak Trees, Huge Mushrooms

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. Roofed Forest M.png


Swampland
6

Temperature: 0.8

Witch Huts, Oak Trees, Grass, Vines, Lily Pads, Clay, Mushrooms, Slimes, Huge Mushrooms[Bedrock  solo], Fossils

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

1.7swamp.png300px


Swampland M
134

Temperature: 0.8

Swamp Trees, Vines, Lilypads, Water, Witches, Fossils

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. Swampland M.png


Jungle
21

Temperature: 0.95

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

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. Jungle O' Trees.png


Jungle M
149

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. 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


Jungle Edge
23

Temperature: 0.95

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

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.png


Jungle Edge M
151

Temperature: 0.95

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

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. Jungle Edge M.png


River
7

Temperature: 0.5

Water, Sand, Clay, Sugar Cane

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


Beach
16

Temperature: 0.8

Sand, Gravel, Water, Sugar Cane

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. Minecraft Beaches.png


Mushroom Island
14

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, 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.

Mushroomisland.png


Mushroom Island Shore
15

Temperature: 0.9

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

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. Mushroomislandshore.png


The End
9

Temperature: 0.5

End Stone, Endermen, Obsidian, End Crystals, Ender Dragon, Chorus Plants, End Cities, Shulkers

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.

TheEnd 1.9.png

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


Desert
2

Temperatura: 2.0

Arena, Cactus, Arbusto muertos, Arenisca, Caña de azúcar, Desert wells, Templo del desierto, Aldeas, Conejos de piel dorada, Fósiles

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.
Desert.png


Desert M
130

Temperature: 2.0

Sand, Cacti, Water, Sugar Canes, Gold Rabbits, Fossils

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.
Desert M.png


Savanna
35

Temperature: 1.2

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

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.
Savanna Acacia.png


Savanna M
163

Temperature: 1.1

Acacia Trees, Coarse Dirt, Tall Grass

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.
Savanna M updated.png


Mesa
37

Temperature: 2.0

Dead Bushes, Terracotta, 6 colors of Terracotta, Red Sand, Cacti, Red Sandstone, Above ground mineshafts, Gold ore

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.


Mesa Cliff.png


Mesa (Bryce)
165

Temperature: 2.0

Red Sand, Cacti, Red Sandstone, Dead Bushes, Terracotta 6 colors of Terracotta

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.
Bryce Canyon.png


Mesa Plateau F
38

Temperature: 2.0

Oak trees, Dead Bushes, Dirt, Terracotta, 6 colors of Terracotta

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 F Plateau.png


Mesa Plateau F M
166

Temperature: 2.0

Oak trees, Dead Bushes, Dirt, Terracotta, 6 colors of Terracotta

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.
Mesa F M Plateau.png



Plateau
36, 39

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.
Mesa Plateau updated.pngSavanna Plateau.png



Plateau M
164, 167

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.

Mesa Plateau M updated.pngSavanna Plateau M.png


Hell (The Nether)
8

Netherrack, Glowstone, Soul Sand, Nether Quartz, Ghasts, Blazes, Zombie Pigmen, Nether Fortresses, Wither Skeletons, Lava, Magma Blocks

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.

The Nether.png

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


Ocean
0

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. 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.
300px


Frozen Ocean
10

Temperature: 0.0

Ice, Water, Sand, Gravel, Clay, Squid

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]
Frozen.png


Deep Ocean
24

Temperature: 0.5

Water, Gravel, Clay, Squid, Guardians, Elder Guardians, Ocean monuments

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.
DeepOcean.png


The Void
127

Temperature: 0.0

Stone, Cobblestone, Void

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. VoidBiome.png











Hills
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 setBaseHeight and setHeightVariation in order to define a "hilly" biome, but these values are the same for the Redwood Taiga Hills M and its non-hill variant (Mega Spruce Taiga), meaning there is absolutely no terrain difference between the two biomes.

Redwood Hills.pngDesertHills.png
JungleHills.png150px

Unused biomes[editar | editar código]

These biomes don't generate in default worlds, but they can be accessed using the Customized world type.

Biome Name and ID Features Description Images


Extreme Hills Edge
20

Temperature: 0.2

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

Similar to the jungle edge biome, the extreme hills edge generates exclusively at the edge of extreme hills biomes (or any variant) in order to smooth the transition between biomes. While the terrain is lower and gentler in nature, some areas may reach high enough to be covered by snow. Extreme Hills Edge.png

Upcoming biomes[editar | editar código]

Plantilla:WipNeedHelp

These biomes only appear in snapshots of upcoming versions.

Biome Name and ID Features Description Images


The End - Floating islands

Temperature: ?
End stone, Chorus plants
Generates as part of the outer islands of the End. 300px


The End - Medium island

Temperature: ?
End stone, Chorus plants
Generates as part of the outer islands of the End. 300px


The End - High island

Temperature: ?
End stone, Chorus plants
Generates as part of the outer islands of the End. New End 15w31b.png


The End - Barren island

Temperature: ?
End stone, Chorus plants
Generates as part of the outer islands of the End. 300px


Warm Ocean

Temperature: ?
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


Lukewarm Ocean

Temperature: ?
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


Cold Ocean

Temperature: ?
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

Temperature: ?
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

Temperature: ?
Puffer fish mobs, Tropical fish mobs, Cod mobs, Warm underwater ruins, Sand, Dirt, Clay,

Kelp, Sea grass, Ocean monuments, Guardians, Elder guardians

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

Temperature: ?
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

Temperature: ?
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
0 Ocean N/D N/D
1 Llanuras 128 Llanuras M
129 Sunflower Plains
2 Desierto 130 Desert M
3 Extreme Hills 131 Extreme Hills M
4 Forest 132 Flower Forest
5 Taiga 133 Taiga M
6 Swampland 134 Swampland M
7 Río N/D N/D
8 Hell N/D N/D
9 El End N/D N/D
10 FrozenOcean N/D N/D
11 FrozenRiver N/D N/D
12 Ice Plains 140 Ice Plains Spikes
13 Ice Mountains N/D N/D
14 MushroomIsland N/D N/D
15 MushroomIslandShore N/D N/D
16 Beach N/D N/D
17 DesertHills N/D N/D
18 ForestHills N/D N/D
19 TaigaHills N/D N/D
20 Extreme Hills Edge N/D N/D
21 Jungle 149 Jungle M
22 JungleHills N/D N/D
23 JungleEdge 151 JungleEdge M
24 Deep Ocean N/D N/D
25 Stone Beach N/D N/D
26 Cold Beach 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
35 Savanna 163 Savanna M
36 Savanna Plateau 164 Savanna Plateau M
37 Mesa 165 Mesa (Bryce)
38 Mesa Plateau F 166 Mesa Plateau F M
39 Mesa Plateau 167 Mesa Plateau M
127 El Vacío N/D N/D

Colores del Bioma[editar | editar código]

Archivo:Biomes.png
Biome colors template for 1.7.2 and above.
grass.png

The temperature and rainfall values of a biome are used when determining the colors of grass, foliage (excluding the stalks of flowers), and other features such as water and the sky.

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]

Archivo:Skies.jpg
The color of the sky in two different biomes.

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]

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

Videos

Artículo principal: Biome/video [editar]

Advancements[editar | editar código]

Plantilla:Load advancements

History[editar | editar código]

Véase también: Biome/Before Beta 1.8
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
Archivo:NotchBiomeGraph.png
The biomes graph from Notch, prior to beta 1.8. Notice the chicken scratch handwriting, as Notch was working quick to try to get the biomes update out.
Archivo:BiomesGraph.png
The old biomes graph with linear axes.
Alfa
1.0.4Added Winter Mode. Maps now have a snowy or grassy theme randomly determined when creating the world.
1.2.0Added 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
1.6Added the Sky Dimension with its own biome. It could only be viewed through the use of mods and hacks.
August 18, 2011Notch tweeted a screenshot of a revamped river biome.
1.8Biomes 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
1.0.0Re-added tundra (as ice plains) and added Mushroom Islands.
1.1Re-added snow in taigas, added hills and beaches.
Smoothed color transitions between biomes – swampland grass, foliage and water smoothly transition into other biomes.
1.2.1January 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.
12w03aAdded jungle biome.
12w07aThe Anvil file format was introduced and it allows for biomes to be stored in the world data. In contrast, the Region file format relies on the 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.
1.3.1Hills in forests and deserts are taller.
1.6.113w17aWater lakes no longer generate in deserts.
1.7.2August 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.
13w36aMesa, mega taiga, roofed forest, birch forest, savanna, extreme hills+, deep ocean and snowless taiga biomes were added as well as variations for many of the biomes. Biomes were also separated by temperature, and snowing was added to extreme hills.
Biomes 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.
13w38bMarsh-like areas no longer generate in swamp biomes.
13w39aRed sand now generates in mesa biomes and their variants.
13w43aSavannas and roofed forest biomes now generate with new logs and leaves.
1.814w17aThe End's biome name is now "The End" instead of "Sky".
Adventuring Time is now available without commands. Before, the 38 biomes had to be visited without visiting any other biomes, which made the achievement unavailable because the End has to be visited for its prerequisite, The End?. The “no other biomes” restriction is now lifted.
Visiting the frozen ocean and extreme hills edge biomes, which no longer generate since 13w36a, is no longer required for Adventuring Time.
14w26aMarsh-like areas generate again in swamp biomes.
14w32aRed sandstone now generates below red sand in mesa biomes and their variants.
1.915w37aAdd new biome "The Void", which is used in Superflat preset "The Void".
1.1016w20aPlains and sunflower plains now have some trees (5% of chunks). 13 large oaks, 23 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.
Próximamente
1.1318w06aThe outer islands of the End biome are now divided up into four separate biomes: The End - Floating Islands, The End - Medium island, The End - High island, and The End - Barren island.
18w08aAdded ocean variants, including warm ocean, lukewarm ocean, cold ocean, warm deep ocean, deep lukewarm ocean, deep cold ocean, and deep frozen ocean.
Frozen ocean now generates naturally, for first time since 13w36a.
18w08bDeep warm ocean biomes no longer generate.
Pocket Edition alfa
0.9.0build 1All 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.
0.9.5Added bryce mesa, extreme hills +, and jungle M.
0.10.0build 1Mesa 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
0.11.0build 1Added birch forest M, birch forest hills M, extreme hills M, and extreme hills+ M.
build 8Changed the default biome.
build 10Increased the amount of gravel on extreme hills M biome.
0.12.1build 1Added the Nether biome.
build 10Leaves coloring shaders are now only used when the color for a biome actually changes.
0.16.0The biomes can now be viewed on maps based on the grass color.
1.0Added End biome.
1.2Added snow to extreme hills.
Edición de consolas
Added swampland, ice plains, extreme hills and ocean biomesRemoved 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.[2][3]
  • 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]

Sunrises and Sunsets[editar | editar código]

References[editar | editar código]

See also[editar | editar código]