{{For|the definition of biomes in data packs|Biome definition}}
[[File:biome_preview.png|350px|thumb|''[[Minecraft]]'' contains different biomes that can be traveled to, examples from left to right: [[forest]], [[badlands]], [[lukewarm ocean]], [[snowy taiga]], [[desert]], and [[warped forest]]]]
A '''biome''' is a region in a world with distinct geographical features, [[plant]]s, temperatures, humidity levels, water colors, grass colors, and foliage colors. Biomes separate every generated world into different environments, such as forests, deserts, and oceans.

The biome of a location is determined during world generation rather than by the current environment, even if all blocks in a large area are altered to imitate the terrain of other biomes. However, {{in|java}}, the {{cmd|fillbiome}} command can be used to change the biome in a selected area. Existing biomes can be located with the {{cmd|locate biome}} command.
<!--== Temperature and biome colors ==
<ref>[https://bugs.mojang.com/browse/MC-128784 MC-128784 in the bug tracker]</ref>

[[File:Mega.png|thumb|right|A river running through an old-growth pine taiga.]]

[[File:Coral reef at night.png|thumb|left|A warm ocean biome with a coral reef visible.]]
-->

== List of biomes ==
=== Biome types ===
{{IN|java}}, there are 65 different biome types: 54 for the [[Overworld]], 5 for [[the Nether]], and 5 for [[the End]], plus one used only for a [[superflat]] preset. {{IN|bedrock}}, there are 87 biome types: 54 for the Overworld, 5 for the Nether, 1 for the End, and 27 unused.

On this page, for convenience of description and reading, the biomes in Overworld are divided into 8 categories, which are not official. Biomes in each category may be further divided into some sub-categories.

=== Overworld ===

==== Non-land biomes ====
These biomes are used for the generation of [[ocean]]s and mushroom fields. They are large, open biomes 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]], dirt, and sand. [[Squid]]s and [[fish]] spawn frequently in the water, and [[dolphin]]s spawn in non-frozen oceans.

These biomes are further divided into three categories: [[ocean]]s, deep oceans, and mushroom fields.

{| class="wikitable collapsible" data-description="Offland biomes"
! width="15%" |Biome name
!Description
!Screenshot
|-
| style="text-align:center;" |'''[[Ocean]]'''
|{{anchor|Ocean}}
The basic ocean biome. Like its colder variants, its floor is largely made up of gravel; however patches of dirt, sand and clay can also appear. [[Seagrass]], [[kelp]], [[cod]] and [[salmon]]{{only|bedrock}} can spawn here.
|[[File:Ocean.png|thumb|Ocean]]
|-
| style="text-align:center;" |'''[[Deep Ocean]]'''
|{{Anchor|Deep Ocean}}
A variant 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. The ground is mainly covered with [[gravel]]. [[Ocean monument]]s generate in deep oceans, meaning [[guardian]]s, [[elder guardian]]s, [[prismarine]] and [[sponge]]s can spawn here. Underwater ravines often generate here, with the top layer of lava being replaced by [[magma block]]s that create [[bubble column]]s.
|[[File:Deep Ocean.png|thumb|Deep ocean]]
|-
| style="text-align:center;" |'''[[Warm Ocean]]'''
|{{anchor|Warm Ocean}}
A variant of the ocean biome, with light teal water at the surface. Like the lukewarm ocean, it has a floor made of [[sand]] and like all oceans, it is populated with [[seagrass]]. [[Pufferfish]] and [[tropical fish]] spawn here. Unlike other ocean biomes, warm oceans allow for the generation of [[coral reef]]s and [[sea pickle]]s. [[Kelp]] cannot spawn here. It is the only ocean biome that does not have a ''deep'' equivalent.
|[[File:Warm Ocean.png|thumb|Warm ocean]]
|-
| style="text-align:center;" |'''[[Lukewarm Ocean]]'''
|{{anchor|Lukewarm Ocean}}
A variant of the Ocean biome, with light blue water at the surface. Its floor is made of [[sand]] with the occasional patch of dirt or [[clay]]. [[Kelp]] and [[seagrass]] spawn here. Unlike the warm ocean biome, [[cod]] and [[salmon]]{{only|bedrock|short=1}} can spawn here, together with [[pufferfish]]es{{Only|JE|short=1}} and [[tropical fish]]es. Coral cannot spawn here.
|[[File:Lukewarm Ocean.png|thumb|Lukewarm ocean]]
|-
| style="text-align:center;" |'''[[Deep Lukewarm Ocean]]'''
|{{anchor|Lukewarm Deep Ocean|Deep Lukewarm Ocean}}
Similar to the lukewarm ocean biome, but twice as deep. Because they are a deep ocean variant, they can generate [[ocean monument]]s, resulting in the spawning of guardians, elder guardians, prismarine and sponges.
|[[File:Deep Lukewarm Ocean.png|thumb|Deep lukewarm ocean]]
|-
| style="text-align:center;" |'''[[Cold Ocean]]'''
|{{anchor|Cold Ocean}}
A variant of the ocean biome, with dark blue water at the surface. Like regular oceans and frozen oceans, its floor is made up of [[gravel]], though occasional patches of dirt can be found. [[Salmon]] can spawn in cold ocean biomes.
|[[File:Cold Ocean.png|thumb|Cold ocean]]
|-
| style="text-align:center;" |'''[[Deep Cold Ocean]]'''
|{{anchor|Cold Deep Ocean|Deep Cold Ocean}}
Similar to the cold ocean biome, but twice as deep. Like other deep oceans, [[ocean monument]]s can generate here, which contain guardians, elder guardians, prismarine and sponges.
|[[File:Deep Cold Ocean.png|thumb|Deep cold ocean]]
|-
| style="text-align:center;" |'''[[Frozen Ocean]]'''
|{{anchor|Frozen Ocean|Ice Ocean}}
A variant of the ocean biome with dark indigo water at the surface. Like the cold ocean, it has a [[gravel]] seabed and [[squid]]s swimming about. However, the water's surface is frequently broken up by patches of [[ice]] and large icebergs, consisting of [[packed ice]] and [[blue ice]], and occasionally topped with [[snow block]]s. [[Stray]]s and [[polar bear]]s can spawn here, but [[dolphin]]s can't.
|[[File:Frozen Ocean.png|thumb|Frozen ocean]]
|-
| style="text-align:center;" |'''[[Deep Frozen Ocean]]'''
|{{anchor|Frozen Deep Ocean|Deep Frozen Ocean}}
Like the frozen ocean biome, the only [[fish]]es that spawn here are salmon and cod{{only|bedrock|short=1}}, and the floor consists of [[gravel]]. The frozen deep ocean biome also contains [[ocean monument]]s and a deeper floor than normal oceans, like other deep oceans. Frequent floating icebergs with [[blue ice]] generate here. [[Polar bear]]s, [[rabbit]]s and [[stray]]s can also spawn here, but [[dolphin]]s can't.
|[[File:Deep Frozen Ocean.png|thumb|Deep frozen ocean]]
|-
| style="text-align:center;" |'''[[Mushroom Fields]]'''
|{{anchor|Mushroom Fields|Mushroom Fields}}
This rare biome consists of a mostly flat island and has [[mycelium]] instead of [[Grass Block|grass]] as its surface. Mushroom fields are always adjacent to a deep ocean and are isolated from other biomes, and they are typically a few hundred blocks wide. It is one of the few biomes where [[huge mushroom]]s can generate naturally, and where [[mushroom]]s can grow in full sunlight.

No mobs other than [[mooshroom]]s, [[bat]]s{{only|java}}, and [[glow squid]]s spawn naturally in this biome, including the usual night-time hostile mobs. This also applies to caves, mineshafts and other dark structures, meaning exploring underground is safe. However, [[monster spawner]]s still spawn mobs, [[wandering trader]]s along with their [[trader llama|llama]]s can spawn, raids can still spawn [[illager]]s, the player can still [[breed]] animals and spawn mobs using [[spawn egg]]s and [[insomnia]] still attracts [[phantom]]s.
|[[File:Mushroom Fields.png|thumb|Mushroom fields]]
|}

==== Highland biomes ====
Highland biomes are biomes with a higher Y-level. Rugged terrain and snow-covered peaks appear above the snow line.

These biomes are further divided into two categories: [[mountain]]s and [[windswept hills]].

{| class="wikitable collapsible" data-description="Highland biomes"
! width="15%" |Biome name
!Description
!Screenshot
|-
| style="text-align:center;" |'''[[Jagged Peaks]]'''
|{{anchor|Jagged Peaks}}
One of the three biomes that generate in the peaks of a mountain. This biome is found in taller and more jagged and pointy peaks that often pass the [[cloud]]s and can peak at y=256. It is covered by a single layer of [[snow block]]s with stone underneath often exposing ores such as coal, iron and emerald, and just like the snowy slopes, stone cliffs can generate in some sides of the mountain. Only [[goat]]s spawn in this biome.
|[[File:Jagged Peaks.png|thumb|Jagged peaks]]
|-
| style="text-align:center;" |'''[[Frozen Peaks]]'''
|{{anchor|Frozen Peaks}}
The frozen peaks are covered by snow blocks and [[packed ice]] with occasional small blobs of [[ice]]. Only [[goat]]s can spawn in this biome. This biome usually generates in smoother and less jagged mountains compared to the jagged peaks biome.
|[[File:Frozen Peaks.png|thumb|Frozen peaks]]
|-
| style="text-align:center;" |'''[[Stony Peaks]]'''
|{{anchor|Stony Peaks}}
The stony peaks are a warmer variation of peak biomes that generates in warmer regions to avoid temperature clashes. It is mainly covered by stone with large [[strip]]s of [[calcite]] and exposed ores. No passive mobs spawn here and there's no snow in this biome.
|[[File:Stony Peaks.png|thumb|Stony peaks]]
|-
| style="text-align:center;" |'''[[Meadow]]'''
|{{anchor|Meadow}}
The meadow is an elevated grassy biome found in plateaus near mountain ranges. It is filled with patches of flowers and turquoise-green [[short grass]] and [[tall grass]]. All small flowers generate except [[blue orchid]]s, [[tulip]]s, [[lilies of the valley]] or [[wither rose]]s. Rarely, a lone [[oak]] or [[birch]] tree can generate and always has a [[bee nest]]. Both [[pillager outposts]] and [[Village|plains villages]] can generate in this biome. [[Sheep]], [[donkey]]s and [[rabbit]]s are the only passive mobs that spawn in this biome.
|[[File:Mountain Meadows.png|thumb|Meadows]]
|-
| style="text-align:center;" |'''[[Cherry Grove]]'''
|{{anchor|Cherry Grove}}
Cherry groves are grasslands with a lot of [[short grass]], [[tall grass]] and, instead of the traditional [[dandelion]]s and [[poppies]] flowers, there are [[pink petals]]. The main environmental feature of the cherry grove are [[cherry]] trees identified by their striking pink color. Their leaves drop petal particles. The cherry trees may generate densely enough create a cover of leaves. The cherry grove biome is good for surviving. The sparseness of trees can help the player not to get lost while collecting a great abundance of resources.
|[[File:Cherry Grove.png|thumb|Cherry grove]]
|-
| style="text-align:center;" |'''[[Grove]]'''
|{{anchor|Grove}}
The grove creates a forest of [[spruce]] trees beneath the mountain peaks when near a forested biome. It is quite reminiscent of the snowy taiga, but the surface is covered with [[snow block]]s and [[powder snow]] instead of grass blocks. [[Rabbit]]s, [[wolves]] and [[fox]]es can spawn in this biome.
|[[File:Grove.png|thumb|Grove]]
|-
| style="text-align:center;" |'''[[Snowy Slopes]]'''
|{{anchor|Snowy Slopes}}
The snowy slopes generate beneath the mountain peaks and are covered with multiple layers of [[snow block]]s and [[powder snow]], with some sides also having stone cliffs. [[Goat]]s spawn in this biome alongside [[rabbit]]s. This is the only mountain biome where [[igloo]]s can generate, making it one of the three biomes where igloos naturally generate.
|[[File:Snowy Slopes 1.18.png|thumb|Snowy slopes]]
|-
| style="text-align:center;" |'''[[Windswept Hills]]'''
|{{anchor|Mountains|Mountains}}
A highland biome with some steep hilltops. Cliffs, peaks, valleys, waterfalls, overhangs, floating islands, caverns and many other [[terrain features]] exist here. This is one of the few biomes where [[llama]]s can spawn naturally. Snowfall also occurs above certain heights atop the mountain, thus creating snow layers on the top of the hills. Windswept hills are one of six biomes where [[emerald ore]] and [[infested stone]] can be found naturally. {{IN|Bedrock|Education}}, trees cannot generate here.
|[[File:Mountains.png|thumb|Windswept hills]]
|-
| style="text-align:center;" |'''[[Windswept Gravelly Hills]]'''
|{{Anchor|Windswept Gravelly Hills}}
The windswept gravelly hills are mostly covered in [[gravel]] with occasional patches of grass and stone blocks. Due to the low amount of grass, the population of [[spruce]] and [[oak]] trees in this biome is sparse.
|[[File:Gravelly Mountains.png|thumb|Windswept gravelly hills]]
|-
| style="text-align:center;" |'''[[Windswept Forest]]'''
|{{Anchor|Wooded Mountains|Wooded Mountains}}
This biome is found when windswept hills are located next to forested biomes. It does not generate stone patches, so the floor is entirely covered by grass. There are more [[spruce]] and [[oak]] trees in this biome, forming small forests with a lower tree density than other forest biomes.
|[[File:Wooded Mountains.png|thumb|Windswept forest]]
|}

==== Woodland biomes ====
Woodland biomes are rich in plants with a variety of [[tree]]s, [[flower]]s and [[grass]]es.

These biomes are further divided into 7 categories: [[forest]]s, [[taiga]], [[old growth taiga]]s, [[snowy taiga]], [[birch forest]]s, [[dark forest]] and [[jungle]]s.

{| class="wikitable collapsible" data-description="Woodland biomes"
! width="15%" |Biome name
!Description
!Screenshot

|-
| style="text-align:center;" |'''[[Forest]]'''
|{{anchor|Forest}}
A common biome with many [[oak]] and [[birch]] trees and a fair amount of [[short grass]], [[mushroom]]s and [[flower]]s. [[Wolves]] can spawn in this biome.
|[[File:Forest.png|thumb|Forest]]

|-
| style="text-align:center;" |'''[[Flower Forest]]'''
|{{Anchor|Flower Forest}}
This forest variant has fewer trees but contains nearly every type of flower and tall plant in the game. Wolves do not spawn in the flower forest, although [[rabbit]]s spawn occasionally. [[Bee nest]]s have a higher chance to generate in this biome.
|[[File:Flower Forest.png|thumb|Flower forest]]
|-
| style="text-align:center;" |'''[[Taiga]]'''
|{{Anchor|Taiga}}
A biome covered by a forest of [[spruce]] trees. [[Ferns]], large ferns and [[sweet berry]] bushes grow commonly on the forest floor. One can find packs of [[wolves]] here, along with small groups of [[fox]]es or [[rabbit]]s. [[Village]]s may generate in this biome; the houses in these villages are built with spruce wood. [[Pillager outpost]]s may also generate in this biome. This is one of the few biomes where [[Trail Ruins|trail ruins]] can generate.
|[[File:Taiga.png|thumb|Taiga]]
|-
| style="text-align:center;" |'''[[Old Growth Pine Taiga]]'''
|{{Anchor|Giant Tree Taiga|Giant Tree Taiga}}
A biome composed of [[spruce]] trees (despite it being called a pine taiga, since there is no pine in the game), much like the standard taiga biome. However, some trees are 2×2 thick and taller than normal, akin to large jungle trees. Mossy cobblestone boulders appear frequently, mushrooms are common, and [[podzol]] can be found on the forest floor. There are also patches of [[coarse dirt]] that do not grow grass, with some [[dead bush]]es. 

[[Wolves]] and [[fox]]es can spawn here, as they do in normal taiga biomes. [[Rabbit]]s may also spawn here{{Only|JE|short=1}}.
|[[File:Giant Tree Taiga.png|thumb|Old growth pine taiga]]
|-
| style="text-align:center;" |'''[[Old Growth Spruce Taiga]]'''
|{{Anchor|Giant Spruce Taiga|Giant Spruce Taiga}}
At first glance, this biome may look almost exactly the same as its pine tree counterpart. However, the most striking feature of this biome is its giant [[spruce]] trees, which are essentially a scaled-up version of regular spruce trees. One can easily differentiate this from an old growth pine taiga by observing how the leaves almost completely cover the tree trunks, whereas in pine ones, leaves tend to cover only the top.
|[[File:Giant Spruce Taiga.png|thumb|Old growth spruce taiga]]
|-
| style="text-align:center;" |'''[[Snowy Taiga]]'''
|{{anchor|Snowy Taiga|Snowy Taiga}}
Similar to the standard taiga, except much of the biome is covered in [[snow]]. [[Fern]]s and [[Large Fern|large ferns]] generate here commonly, however [[Sweet Berries|sweet berry]] bushes generate more rarely than in the regular taiga. 

[[Wolf|Wolves]], [[Fox|foxes]], and [[Rabbit|rabbits]] can spawn here. One may also find an [[igloo]] nestled between the trees, making it one of the three biomes where igloos naturally generate. [[Village]]s and [[pillager outpost]]s may also generate here{{Only|Bedrock}}. Villages use the same architecture as taiga villages, but the villagers wear snowy biome outfits.
|[[File:Snowy Taiga.png|thumb|Snowy taiga]]
|-
| style="text-align:center;" |'''[[Birch Forest]]'''
|{{Anchor|Birch Forest}}
A forest that is solely made of [[birch]] trees. The grass is aqua in color, and unlike the regular forest, no wolves spawn in this biome.
|[[File:Birch Forest.png|thumb|Birch forest]]
|-
| style="text-align:center;" |'''[[Old Growth Birch Forest]]'''
|{{Anchor|Old Growth Birch forest|Old Growth Birch Forest}}
[[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 can grow up to 13 blocks in height. This makes deforestation a much more difficult task, although it provides the player with far more resources. 

[[Trail Ruins|Trail ruins]] can generate here.
|[[File:Tall Birch Forest.png|thumb|Old growth birch forest]]
|-
| style="text-align:center;" |'''[[Dark Forest]]'''
|{{Anchor|Dark Forest|Dark Forest}}
This biome is mainly composed of [[dark oak]] trees, which create a mostly closed roof of leaves. [[Oak]] trees, [[birch]] trees, and [[huge mushroom]]s can also be found occasionally. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a [[woodland mansion]] may generate, making the dark forest the only biome where that structure can be found.
|[[File:Dark Forest.png|thumb|Dark forest]]
|-
| style="text-align:center;" |'''[[Pale Garden]]''' 
|{{anchor|Pale Garden|Pale Garden}}
The pale garden is a rarer variation of the dark forest biome. The dark oak trees are replaced with [[pale oak]] [[tree]]s, with lots of [[Pale Hanging Moss|pale hanging moss]] hanging from the trees. Patches of [[pale moss block]]s and [[pale moss carpet]]s cover much of the ground, and patches of [[Eyeblossom|eyeblossoms]] dot the landscape. The sky, foliage, and water in this biome are gray and desaturated. 

Some of the pale oak trees may have a [[creaking heart]] hidden within them, which will spawn a [[creaking]] at night. No passive mobs spawn in this biome.
|[[File:Pale_Garden.png|thumb|Pale garden]]
|-
| style="text-align:center;" |'''[[Jungle]]'''
|{{anchor|Jungle}}
A dense forested biome that includes many different plants and features. [[Jungle tree|Jungle trees]] and mega jungle trees are common, with the mega trees having 2x2 thick trunks and possibly growing up to 31 blocks in height. Fancy [[oak]] trees are also common, and [[Jungle Bush|jungle bushes]] often cover much of the forest floor. [[Fern|Ferns]] and [[Large Fern|large ferns]] are found commonly, and [[vines]] are found growing on most types of blocks, especially on jungle trees. Additionally, [[Cocoa Beans|cocoa]] can also grow on the sides of jungle trees. [[Melon|Melons]] can generate here in patches, similar to pumpkins, although they are much more common. Single shoots of [[bamboo]] can be found scattered throughout the biome. 

The foliage in the jungle is a bright, lush green color. [[Jungle pyramid]]s and [[Trail Ruins|trail ruins]] can generate, and [[Ocelot|ocelots,]] [[parrot]]s, and [[panda]]s can spawn in this biome.
|[[File:Jungle.png|thumb|Jungle]]
|-
| style="text-align:center;" |'''[[Sparse Jungle]]'''
|{{anchor|Sparce Jungle}}
In contrast to the wild and overgrown vegetation of the jungle biome, the sparse jungle consists of [[jungle tree]]s, fancy [[oak]] trees, and [[Jungle Bush|jungle bushes]] that are spaced out an isolated, creating a much more open environment. The terrain of this biome is often flat, but there may be some small rises in elevation.

[[Parrot]]s, [[ocelot]]s, and [[Panda|pandas]] can still spawn in the sparse jungle{{Only|Bedrock}}. [[Wolves]] can also spawn in this biome.
|[[File:Jungle Edge.png|thumb|Sparse jungle]]
|-
| style="text-align:center;" |'''[[Bamboo Jungle]]'''
|{{anchor|Bamboo Jungle|Bamboo Jungle}}
In this biome, large areas of the landscape are covered with massive amounts of [[bamboo]]. Patches of [[podzol]] can be found underneath the densely packed bamboo. Additionally, mega [[jungle tree]]s, fancy [[oak]] trees, and [[Jungle Bush|jungle bushes]] can also generate here.

[[Panda]]s have a much higher chance to spawn here than the other jungle biomes, making this the best place to find them. [[Ocelot|Ocelots]]{{Only|Bedrock|short=BE}} and [[Parrot|parrots]] are also able to spawn, and [[jungle pyramid]]s can generate here{{only|java|short=1}}.
|[[File:Bamboo Jungle.png|thumb|Bamboo jungle]]
|}

==== Wetland biomes ====
Wetland biomes contains [[river]]s, [[swamp]]s and [[beach]]es. They have a large amount of water resources. Rivers separate other biomes; beaches generate as a transition between the [[ocean]] and land.

{| class="wikitable collapsible" data-description="wetland biomes"
! width="15%" |Biome name
!Description
!Screenshot
|-
| style="text-align:center;" |'''[[River]]'''
|{{anchor|River}}
A biome that consists of water blocks that form an elongated, curving shape similar to a real river. Rivers cut through terrain or separate the main biomes. They attempt to join up with ocean biomes, but sometimes loop around to the same area of ocean. Rarely, they can have no connection to an ocean, instead of forming a loop. The grass has a dull aqua tone, 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]], but [[drowned]] can spawn at night. {{IN|bedrock}}, mobs other than [[salmon]], [[squid]] and drowned cannot spawn in this biome, even underground, except in a [[monster spawner]].
|[[File:River.png|thumb|River]]
|-
| style="text-align:center;" |'''[[Frozen River]]'''
|{{anchor|Frozen River}}
A river with a layer of [[ice]] covering its surface. It generates when a river goes through snowy biomes. [[Salmon]] spawn underwater while [[rabbit]]s and [[polar bear]]s spawn on ice. At night, [[drowned]] can spawn below the ice with [[stray]]s on the surface. {{IN|bedrock}}, no other hostile mobs can spawn here, even underground, except from a [[monster spawner]].
|[[File:Frozen River.png|thumb|Frozen river]]

|-
| style="text-align:center;" |'''[[Swamp]]'''
|{{anchor|Swamp|Swamp}}
A biome characterized by a mix of flat areas around sea level, and shallow pools of green water with floating [[lily pad]]s. [[Clay]], [[sand]] and dirt are commonly found at the bottom of these pools. Trees are covered with [[vines]] and can be found growing out from the water. [[Mushroom]]s and [[sugar cane]]s are abundant, and [[blue orchid]]s grow exclusively here. [[Frog]]s of the temperate variant can spawn here as well. [[Swamp hut]]s with a black [[cat]] and a [[witch]] generate exclusively in swamps. [[Slime]]s also spawn naturally at night, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by [[bogged]]s, making this an especially dangerous biome at night. Temperature varies within the biome, causing foliage and grass colors to vary. {{IN|bedrock}}, huge mushrooms also spawn in this biome. Visibility is also lower than other biomes when the player is underwater.
|[[File:Swamp.png|thumb|Swamp]][[File:Swamp BE.jpg|thumb|Swamp in ''Bedrock Edition'']]

|-
| style="text-align:center;" |'''[[Mangrove Swamp]]'''
|{{anchor|Mangrove Swamp|Mangrove Swamp}}
A biome characterized by a dense foliage, featuring plenty of [[mangrove]] trees of varying heights. The floor is mainly composed of [[mud]] blocks with occasional grass patches. The grass has the same color as in the normal swamp but leaves and [[vines]] have a unique light green tint and the water is teal rather than gray. [[Frog]]s often spawn in this biome and all frogs spawned here are warm frogs. [[Slime]]s also spawn naturally at night, most commonly on full [[moon]]s. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by boggeds, making this an especially dangerous biome at night. Visibility is also lower than other biomes when the player is underwater.

|[[File:Mangrove_Swamp.png|thumb|Mangrove swamp]]

|-
| style="text-align:center;" |'''[[Beach]]'''
|{{anchor|Beach}}
Generated where oceans meet other biomes, beaches are primarily composed of [[sand]]. Beaches penetrate the landscape, removing the original blocks and placing in sand blocks. These are also useful for [[fishing]]. [[Buried treasure]] can be found under few blocks of sand. Passive mobs other than [[turtle]]s do not spawn on beaches. 
|[[File:Beach.png|thumb|Beach]]

|-
| style="text-align:center;" |'''[[Snowy Beach]]'''
|{{anchor|Snowy Beach|Snowy Beach}}
Like a regular beach, one can find plenty of [[sand]] in this biome and [[buried treasure]] can be found underground in this snowy beach. However, sand is covered in a layer of [[snow]]. Snowy beaches are found when a snowy biome borders a frozen ocean biome. No passive mobs other than [[rabbit]]s{{only|bedrock|short=1}} spawn in this biome.
|[[File:Snowy Beach.png|thumb|Snowy beach]]
|-
| style="text-align:center;" |'''[[Stony Shore]]'''
|{{anchor|Stony Shore}}
This stone-covered biome often appears where mountains meet the ocean. Depending on the height of the nearby land, stony shores may generate as medium slopes or huge cliffs, its tops tall enough to be covered by snow even when near warmer biomes.<ref name="MC-240697" /> No passive mobs spawn here. Buried treasure can generate here{{only|bedrock|short=y}}. [[Strip]]s of [[gravel]] can sometimes be found here.
|[[File:Stone Shore.png|thumb|Stony shore]]
|}

==== Flatland biomes ====
These biomes have a flat terrain and a wide view. [[Tree]]s spawn less here and water sources are plentiful. They also have a higher number of passive mob spawns.

These biomes are further divided into two categories: [[plain]]s and [[snowy plains]].

{| class="wikitable collapsible" data-description="Flatland biomes"
! width="15%" |Biome name
!Description
!Screenshot
|-
| style="text-align:center;" |'''[[Plains]]'''
|{{anchor|Plains}}
A flat and grassy biome with rolling hills and few [[oak]] trees. [[Village]]s are common. Cave openings, lava lakes and waterfalls are easily identifiable due to the flat unobstructed terrain. Passive mobs are easily found in plains biomes; this biome and its variants are also of the few biomes where [[horse]]s spawn naturally. [[Pillager outpost]]s may also be generated.
|[[File:Plains.png|thumb|Plains]]
|-
| style="text-align:center;" |'''[[Sunflower Plains]]'''
|{{Anchor|Sunflower Plains}}
A fairly uncommon variation of the plains, this biome is the only place where [[sunflower]]s naturally generate. {{IN|BE}}, [[Village|villages]] may also generate here.
|[[File:Sunflower Plains.png|thumb|Sunflower plains]]
|-
| style="text-align:center;" |'''[[Snowy Plains]]'''
|{{anchor|Snowy Plains}}
An expansive biome with a huge amount of [[snow]] layers. [[Sugar cane]] can generate in this biome, but can become uprooted when chunks load as the water sources freeze to ice. There are few [[spruce]] trees in this biome. No animal mobs other than [[rabbit]]s and [[polar bear]]s can spawn; however, it is one of the few biomes where [[stray]]s appear. {{IN|Bedrock}}, this biome does not spawn monsters other than strays and [[skeleton]]s, but [[monster spawner]]s can still spawn monsters. This is one of the three biomes where [[igloo]]s naturally generate. [[Village]]s and [[pillager outpost]]s may also generate here.
|[[File:Snowy Plains.png|thumb|Snowy plains]]
|-
| style="text-align:center;" |'''[[Ice Spikes]]'''
|{{Anchor|Ice Spikes|Ice Spikes}}
A rare variation of the snowy plains biome that features large spikes and glaciers of [[packed ice]]. Usually, the spikes are 10 to 20 blocks tall, but some long, thin spikes can reach over 50 blocks in height. The floor in this biome is entirely covered in [[snow block]]s instead of grass, and [[ice patch]]es made of packed ice can generate on it. Like the regular snowy plains, no animal mobs other than [[rabbit]]s and [[polar bear]]s can spawn and [[stray]]s appear at night. 
|[[File:Ice Spikes.png|thumb|Ice spikes]]
|}

==== Arid-land biomes ====
In these biomes, it neither rains or snows, but the sky still turns overcast during inclement weather. The surface is covered with sparse vegetation.

These biomes are further divided into three categories: [[desert]]s, [[savanna]]s and [[badland]]s.

{| class="wikitable collapsible" data-description="Arid-land biomes"
! width="15%" |Biome name
!Description
!Screenshot
|-
| style="text-align:center;" |'''[[Desert]]'''
|{{anchor|Desert}}
A barren biome consisting mostly of [[sand]] dunes, [[dead bush]]es, and [[cacti]]. [[Sandstone]] and sometimes [[fossil]]s are found underneath the sand. The only passive mobs that spawn naturally in deserts are gold/creamy [[rabbit]]s. At night, [[husk]]s usually spawn in the place of normal zombies. [[Sugar cane]] can be found if the desert is next to a river biome. Desert [[village]]s, [[desert well]]s and [[desert pyramid]]s are found exclusively in this biome. [[Pillager outpost]]s can also generate here.
|[[File:Desert.png|thumb|Desert]]
|-
| style="text-align:center;" |'''[[Savanna]]'''
|{{Anchor|Savanna}}
A relatively flat and dry biome with a dull-brown grass color and [[acacia]] trees scattered around the biome, though [[oak]] trees may generate occasionally. Tall grass covers the landscape. [[Village]]s can generate in this biome, constructed of acacia wood, with some [[stained terracotta]]. [[Pillager outpost]]s can also generate here. [[Horse]]s, [[llama]]s{{only|bedrock|short=y}}, and [[armadillo]]s can naturally spawn here.
|[[File:Savanna.png|thumb|Savanna]]
|-
| style="text-align:center;" |'''[[Savanna Plateau]]'''
|{{Anchor|Savanna Plateau}}
This biome generates when a normal savanna biome spawns at high altitudes and near mountains. It is mostly indistinguishable from the standard savanna, with the main differences being the fact that [[llama]]s and [[wolves]] can spawn, and villages and pillager outposts cannot generate.
|[[File:Savanna Plateau.png|thumb|Savanna plateau]]
|-
| style="text-align:center;" |'''[[Windswept Savanna]]'''
|{{Anchor|Shattered Savanna|Shattered Savanna}}In contrast to the mostly flat and calm terrain of the savanna biome, this uncommon variant generates chaotic terrain, with gigantic mountains covered in [[coarse dirt]] and some patches of stone. The mountains in the windswept savanna are extremely steep, sometimes jutting out at 90-degree angles, making it almost impossible to climb. On top of that, they can reach heights comparable to the mountain peak biomes, sometimes rising above the [[cloud]]s. Massive waterfalls and lavafalls are quite common, and ocean-like lakes can also generate. 
Unlike the regular savanna, villages and pillager outposts do not generate in this biome. 
|[[File:Shattered Savanna.png|thumb|Windswept savanna]]
|-
| style="text-align:center;" |'''[[Badlands]]'''
|{{Anchor|Badlands|Badlands|Badlands|Badlands}}
An uncommon biome where large mounds of [[terracotta]] and stained terracotta generate. [[Red sand]] also generates here instead of regular sand, with occasional [[cacti]] and [[dead bush]]es. This biome is usually found alongside desert biomes and it can generate in mountainous terrain. The only passive mob that can spawn here is the [[armadillo]]. [[Mineshaft]]s generate at a higher altitude than normal - occasionally a player may come across a mineshaft jutting out of the badlands. [[Gold ore]] also occurs more frequently, because additional veins can generate within badlands up to Y=256. The composition of this biome is useful when other sources of terracotta and gold are scarce.
|[[File:Badlands.png|thumb|Badlands]]
|-
| style="text-align:center;" |'''[[Wooded Badlands]]'''
|{{Anchor|Wooded Badlands Plateau|Wooded Badlands}}
The wooded badlands has layers of [[coarse dirt]] and forests of [[oak]] trees that generate atop the badlands in humid areas. 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 badlands. [[Wolves]] and [[armadillo]]s are the only mobs that can spawn here during the day.
|[[File:Wooded Badlands Plateau.png|thumb|Wooded badlands]]
|-
| style="text-align:center;" |'''[[Eroded Badlands]]'''
|{{Anchor|Eroded Badlands|Eroded Badlands|Eroded Badlands}}
This rare variant generates unique terrain features that are similar to the [[Wikipedia:Hoodoo (geology)|structures in Utah's Bryce Canyon]]. Tall and narrow spires of colorful [[terracotta]] rise out of the floor of the canyon, which like all other badlands variants, is covered in red sand. The only passive mob that can spawn here is the [[armadillo]].
|[[File:Eroded Badlands.png|thumb|Eroded badlands]]
|}

==== Cave biomes ====
These biomes generates inside [[cave]]s in the [[Overworld]]. They're mostly found underground but can sometimes leak out of cave entrances.

{| class="wikitable collapsible" data-description="Neutral and other biomes"
! width="15%" |Biome name
!Description
!Screenshot
|-
| style="text-align:center;" |'''[[Deep Dark]]'''
|{{anchor|Deep Dark|Deep Dark}}
A dimly lit cave biome that generates deep underground mostly within the [[deepslate]] layer. It is largely [[sculk]] blocks 1 block thick upon all surfaces, with frequent [[sculk sensor]]s and occasional [[sculk shrieker]]s, the latter of which can directly summon a [[warden]]. An [[ancient city]] is a large structure that can generate here, containing [[chest]]s with unique loot. No mobs aside from wardens spawn here.
|[[File:Deep Dark.png|thumb|Deep dark]]
|-
| style="text-align:center;" |'''[[Dripstone Caves]]'''
|{{anchor|Dripstone Caves|Dripstone Caves}}
These are caves filled with [[dripstone block]]s and [[pointed dripstone]] both hanging as stalactites and growing from the ground as stalagmites and small [[water]] wells of 1×1 in the ground. Large [[dripstone cluster]]s structures generate occasionally inside these caves. [[Copper ore]] blobs found in this biome are much bigger compared to other biomes. [[Drowned]] can spawn in aquifers.
|[[File:Dripstone Caves.png|thumb|Dripstone caves]]
|-
| style="text-align:center;" |'''[[Lush Caves]]'''
|{{anchor|Lush Caves|Lush Caves}}
Lush caves are often found underground below [[azalea tree]]s. These caves are covered by [[moss block]]s, [[moss carpet]]s, [[short grass]] and [[azalea]] bushes on the floors. On the ceiling, [[vine]]s and cave vines with [[glow berries]] grow down and light up the caves, and [[spore blossom]]s grow from the ceiling and spore [[particle]]s. There are also shallow lakes with [[clay]] where [[dripleaf]] plants grow out of them and [[axolotl]]s spawn, making this the only biome where they can spawn. [[Tropical fish]] can also spawn inside the aquifers in a lush cave.
|[[File:Lush Caves.png|thumb|Lush caves]]
|}

==== Void biomes ====
These are spawned in an open area in the void.
{| class="wikitable collapsible" data-description="Void biomes"
! width="15%" |Biome name
!Description
!Screenshot
|-
| style="text-align:center;" |'''[[The Void]]'''{{only|java}} 
|{{anchor|Void|The Void}}
Can be accessed only through [[Single Biome]] world selection or The Void [[Superflat#Presets|superflat preset]]. In a single biome world, the landscape consists of stone, as well as water and bedrock depending on the generator type. In The Void superflat preset, the world is completely empty except for 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 egg]]s, [[monster spawner]]s or [[commands]]. It does not rain in this biome.
|[[File:The Void.png|thumb|The Void]]
|}

=== The Nether ===
[[The Nether]] is considered a different [[dimension]]. All biomes in this dimension are dry, and it is not possible to place [[water]]; [[ice]] can still be placed, though it does not turn into [[water]] upon melting. Lava oceans are generated as a [[feature]] and are therefore not considered a separate biome.

{| class="wikitable collapsible" data-description="Nether biomes"
! width="15%" |Biome name
!Description
!Screenshot
|-
| style="text-align:center;" |'''[[Nether Wastes]]'''
|{{anchor|Nether|The Nether|Hell}}
The Nether wastes is the most common biome in the Nether. The terrain mainly consists of [[netherrack]], with [[glowstone]] clusters growing and lava leaking from the ceiling and [[gravel]] and [[soul sand]] lining its shores. Most of the Nether’s mobs can spawn here, including [[ghast]]s, [[zombified piglin]]s, [[magma cube]]s, [[strider]]s, [[piglin]]s, and the occasional [[enderman]].
|[[File:Nether.png|thumb|Nether wastes]]
|-
| style="text-align:center;" |'''[[Soul Sand Valley]]'''
|{{anchor|Soul Sand Valley}}
The soul sand valley mainly consists of [[soul sand]], basalt and [[soul soil]]. Notable features of the biome are exposed [[nether fossil]]s in various shapes and sizes, large amounts of [[lava]], blue fog, large spires made of [[basalt]], [[soul fire]], and the occasional [[nether fortress]] or [[bastion remnant]]. [[Ghast]]s and [[skeleton]]s are common in this biome.
|[[File:Soul Sand Valley.jpg|thumb|Soul sand valley]]
|-
| style="text-align:center;" |'''[[Crimson Forest]]'''
|{{anchor|Crimson Forest}}
The crimson forest consists of many [[Huge crimson fungus|huge crimson fungi]], which act as the "trees" of this biome. The huge fungi often generate with [[Weeping Vines|weeping vines]] hanging from them, and [[Shroomlight|shroomlights]] which light up the landscape. The floor is mostly covered with crimson [[nylium]], with occasional patches of bare [[netherrack]] or [[Nether wart block|nether wart blocks]]. [[Crimson Roots|Crimson roots]], crimson [[fungus]], and occasionally warped fungus grow on the ground. Small patches of nether wart blocks and weeping vines can also be found growing on the ceiling.  

[[Hoglin|Hoglins]], [[Piglin|piglins]], [[Zombified piglin|zombified piglins]], and [[Strider|striders]] can spawn in this biome. 
|[[File:Crimson Forest.png|thumb|Crimson forest]]
|-
| style="text-align:center;" |'''[[Warped Forest]]'''
|{{anchor|Warped Forest}}
The warped forest consists of many [[Huge warped fungus|huge warped fungi]], which act as the "trees" of this biome. The huge fungi often generate with [[Shroomlight|shroomlights]], which light up the landscape. [[Twisting Vines|Twisting vines]] grow throughout the biome in patches. The floor is mostly covered with warped [[nylium]], with occasional patches of bare [[netherrack]] or [[warped wart block]]s. [[Warped Roots|Warped roots]], warped [[fungus]], [[Nether Sprouts|nether sprouts]], and occasionally crimson fungus grow on the ground.

[[Endermen]] and [[strider]]s are the only mobs that spawn in this biome.  
|[[File:Warped Forest.png|thumb|Warped forest]]
|-
| style="text-align:center;" |'''[[Basalt Deltas]]'''
|{{anchor|Basalt Deltas}}
A gray biome, the basalt deltas are said to be the remnant of ancient volcanic eruptions. The ground consists of [[basalt]] and [[blackstone]] blocks, with small patches of [[netherrack]] and pools of [[lava]]. The shape of the terrain is chaotic and uneven, making it somewhat difficult to traverse and build on. Unlike the other biomes in the Nether, [[bastion remnant]]s do not generate in basalt deltas. When this biome borders a lava ocean, clusters of basalt form near the coast. 

Magma cubes have a high spawn rate in this biome, making the basalt deltas the best place to [[Tutorials/Magma cube farming|farm magma cream]]. This biome also contains a much higher abundance of blackstone compared to other Nether biomes. 
|[[File:BasaltDeltas.png|thumb|Basalt deltas]]
|}

=== The End ===
[[The End]] is considered a different dimension.

{| class="wikitable collapsible" data-description="The End biomes"
! width="15%" |Biome name
!Description
!Screenshot
|-
| style="text-align:center;" |'''[[The End (biome)|The End]]'''
|{{anchor|The End|End|The End}}
This biome is used to generate the circle of radius 1000 centered at the 0,0 coordinates in [[the End]]. The End central island is generated at the center of this circle, and it's surrounded by a complete vacuum all the way to the edge of the biome. Most of the End features are exclusive to that island, including the [[ender dragon]], the [[End spike|obsidian pillars]], the [[end crystal]]s, the 5×5 spawn platform, the exit portal and the 20 central [[end gateway]]s. Large amounts of [[endermen]] spawn in this biome. It does not rain or snow in this biome unlike the other low-temperature biomes. The outer islands in the End can be accessed using [[end gateway]]s after the ender dragon has been defeated. 

If the biome is used for a [[superflat]] world, the sky appears nearly black and an ender dragon spawns at the 0,0 coordinates in the Overworld. Only endermen spawn at night.
|[[File:The End.png|thumb|The End]]
|-
| style="text-align:center;" |'''[[Small End Islands]]'''{{Only|Java|short=JE}}
|{{anchor|Small End Islands}}
Generates as part of the outer islands of the End. This biome represents the empty expanse between the larger islands, populated by the smaller, circular islands.
|[[File:Small End Islands.png|thumb|Small end islands]]
|-
| style="text-align:center;" |'''[[End Midlands]]'''{{Only|Java|short=JE}}
|{{anchor|End Midlands}}
Generates as part of the outer islands of the End. This biome represents the gradual slope from the hilltops of each island down to the cliffs around the edge. [[End cities]] generate here, but chorus trees do not.
|[[File:End Midlands.png|thumb|End midlands]]
|-
| style="text-align:center;" |'''[[End Highlands]]'''{{Only|Java|short=JE}}
|{{anchor|End Highlands}}
Generates as part of the outer islands of the End. This biome represents the hilltops of each island, and is the only biome in the End where both [[chorus tree]]s and [[end cities]] generate. 
|[[File:End Highlands.png|thumb|End highlands]]
|-
| style="text-align:center;" |'''[[End Barrens]]'''{{Only|Java|short=JE}}
|{{anchor|End Barrens}}
Generates as part of the outer islands of the End. This biome represents the outer rims of each island, with steep cliffs below the edge. Neither end cities nor chorus trees generate in this biome.
|[[File:End Barrens.png|thumb|End barrens]]
|}

=== Unused biomes ===
{{Exclusive|bedrock|section=yes}}
{{main|Bedrock Edition unused features}}
{{main|Biome/Before 1.18}}

These biomes don't generate in default worlds. They have been completely removed from the game {{in|java}}.

{| class="wikitable collapsible" data-description="Unused biomes"
! width="10%" |Biome name
! width="15%" |Features
!Description
!Screenshot
|-
| style="text-align:center;" |'''[[Legacy Frozen Ocean]]'''
|{{anchor|Legacy Frozen Ocean}}
[[Polar bear]]s, [[salmon]], [[cod]], [[stray]]s, cold [[underwater ruins]], [[gravel]], [[seagrass]], [[kelp]], snowy [[rabbit]]s, [[ice]], [[shipwreck]]s
|Similar to the [[frozen ocean]] biome, but without icebergs, it is completely flat. Because they are a frozen ocean variant, they can spawn polar bears and strays, but not dolphins. Unlike the regular frozen ocean, polar bears, drowned, squid, salmon, cod, rabbits, skeletons and strays are the only mobs that spawn here<!-- no other passive/hostile mobs can spawn -->. Kelp also generates here. This biome doesn't generate naturally from [[Pocket Edition Alpha 0.9.0]] onward. When [[Bedrock Edition 1.4.0]] introduced the new frozen ocean, this biome was not removed or replaced by the new frozen ocean, although the id name changed from <code>frozen_ocean</code> to <code>legacy_frozen_ocean</code>.
|[[File:Legacy Frozen Ocean.png|thumb|Legacy frozen ocean]]
|-
| style="text-align:center;" |'''[[Desert Lakes]]'''
|{{anchor|Desert Lakes}}
[[Sand]], [[cacti]], [[water]], [[sugar cane]]s, gold [[rabbit]]s, [[desert well]], [[fossil]]s, [[husk]]s
|In this biome, patches of water are more common, and the terrain is slightly more rough. Although desert wells can be found, desert pyramids, villages and outposts do not generate in this biome.
|[[File:Desert Lakes.png|thumb|Desert lakes]]
|-
| style="text-align:center;" |'''[[Mountain Edge]]'''
|{{anchor|Extreme Hills Edge|Mountain Edge}}
[[Grass block]]s, [[dirt]], [[stone]], [[llama]]s, [[emerald ore]], [[infested stone]], [[spruce tree]]s, [[oak tree]]s, [[snow]]
|Similar to the [[sparse jungle]] biome, the mountain edge used to generate exclusively at the edge of windswept hills biomes in order to smooth the transition between biomes. This biome has lots of trees, similar to windswept forests. While the terrain is lower and gentler in nature, some areas may reach high enough to be covered by snow. This biome doesn't generate naturally from [[Pocket Edition v0.9.0 alpha]] and [[Java Edition 1.7.2]] onward.
|[[File:Mountain Edge.png|thumb|Mountain edge]]
|-
| style="text-align:center;" |'''[[Deep Warm Ocean]]'''
|{{anchor|Warm Deep Ocean|Deep Warm Ocean}}
[[Dolphin]]s, [[pufferfish]], [[tropical fish]]es, warm [[underwater ruins]], [[sand]], [[seagrass]], [[ocean monument]]s, [[guardian]]s, [[elder guardian]]s, [[shipwreck]]s
|Similar to the [[warm ocean]] biome, but without coral reefs or sea pickles, and twice as deep. Because they are a deep ocean variant, they can generate ocean monuments, resulting in the spawning of guardians, elder guardians, [[prismarine]] and [[sponge]]s.
|[[File:Deep Warm Ocean.png|thumb|Deep warm ocean]]
|-
| style="text-align:center;" |'''Hills'''
|{{anchor|Hills}}
|Hills are generated within certain biomes (including some of their variants) and are referred in the F3 menu with "hills" added to their name (except snowy mountains).
This includes: wooded hills, taiga hills, snowy taiga hills, jungle hills, desert hills, birch forest hills, tall birch hills, giant tree taiga hills, giant spruce taiga hills, snowy mountains and bamboo jungle hills.

Most hills are gentle rolling slopes on which the usual biome terrain generates, with some sharper cliffs here and there. Snowy mountains have a lower chance of spawning passive mobs during world generation than other biomes (7% versus 10%).

Giant spruce taiga hills are a special case. {{IN|java}}, the game code sets the values <code>setBaseHeight</code> and <code>setHeightVariation</code> to define a "hilly" biome, but uses the same values as for its non-hill variant (giant spruce taiga), meaning there is absolutely no terrain difference between the two biomes. {{IN|bedrock}}, this biome generates as a hillier version of the giant spruce taiga, but uses the same trees as the giant tree taiga hills (with leaves only at the top), resulting in the differences between these biomes being non-terrain aspects like water color and temperature.
|[[File:Giant Tree Taiga Hills.png|thumb|upright|Giant tree taiga hills]][[File:Desert Hills.png|thumb|upright|Desert hills]] [[File:Jungle Hills.png|thumb|upright|Jungle hills]][[File:Snowy Mountains.png|thumb|upright|Snowy mountains]]
|-
| style="text-align:center;" |'''[[Badlands Plateau]]'''
|{{anchor|Plateau|Mesa Plateau|Badlands Plateau}}
|Badlands plateaus generate as actual biomes<!-- standalone, with regular badlands as its hills biome--> in badlands 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 badlands plateau.<br>
|[[File:Badlands Plateau.png|thumb|Badlands plateau]]
|-
| style="text-align:center;" |'''Modified Plateaus'''
|{{anchor|Plateau M|Mesa Plateau M|Savanna Plateau M|Shattered Savanna Plateau|Modified Badlands Plateau}}
|Two rare variants of the plateau biomes, which are variants themselves. However, neither of these biomes closely resemble their counterparts.

Compared to the average badlands plateau, the modified badlands plateau features more variable terrain and smaller plateaus, as if a larger plateau was weathered down over time. It is the second-rarest biome in the game, after the modified jungle edge.

The terrain of the shattered savanna plateau 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 shattered savanna biome, albeit slightly smaller and gentler in comparison.<br>
|[[File:Modified Badlands Plateau.png|thumb|Modified badlands plateau]] [[File:Shattered Savanna Plateau.png|thumb|Shattered savanna plateau]]
|-
| style="text-align:center;" |'''[[Modified Wooded Badlands Plateau]]'''
|{{anchor|Modified Wooded Badlands Plateau}}
[[Oak tree]]s, [[dead bush]]es, [[coarse dirt]], [[dirt]], [[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, and can be compared to that of the similar modified badlands plateau biome, having an old and eroded appearance. Eroded badlands generate instead of desert alongside this biome.
|[[File:Modified Wooded Badlands Plateau.png|thumb|Modified wooded badlands plateau]]
|-
| style="text-align:center;" |'''[[Mushroom Field Shore]]'''
|{{anchor|Mushroom Field Shore}}
[[Mushroom]]s, [[huge mushroom]]s, [[mycelium]], [[mooshroom]]s, [[buried treasure]], [[shipwreck]]s
|Mushroom field shores represent the transition between mushroom fields and the ocean, forming long strips between the biomes as a "beach", hence the name. However, it does not generate if the ocean biome is a deep ocean. This biome also generates when a river meets a mushroom fields biome, similar to what frozen rivers do in snowy plains. The terrain of this biome is much more flat and shallow than the main mushroom fields biome, though it contains many of the same features, such as a mycelium surface layer, huge mushrooms and lack of hostile mobs, but shipwrecks and buried treasure can generate here.
|[[File:Mushroom Field Shore.png|thumb|Mushroom Field Shore]]
|}

=== Removed biomes ===
{{main|Biome/Before Beta 1.8|Biome/Before 1.18}}
These biomes no longer exist in current versions of the game.

{| class="wikitable collapsible" data-description="Snowy biomes"
! width="10%" |Biome name
! width="15%" |Features
!Description 
!Screenshot
|-
| style="text-align:center;" |'''[[Tundra]]'''
|{{anchor|Tundra}}
[[Snow]], [[grass block]]s, [[ice]]
|Snowy, barren terrain with few trees. The occasional trees do exist, although rarely. Ice can be found over water. Snow is common weather in tundras. It generates when the temperature is below 50% and the downfall is less than 20%.
|[[File:Tundra.jpg|thumb|Tundra]]
|-
| style="text-align:center;" |'''[[Rainforest]]'''
|{{Anchor|Rainforest}}
[[Grass block]], [[short grass]], [[fern]]s, [[oak tree]]s, [[birch tree]]s
|Rainforests are wet biomes with many trees, which have a 1 in 3 chance of being big, instead of 1 in 10 like all other biomes. They generate only oak trees and have a large amount of short grass and ferns. A biome is classified as a rainforest if the temperature is greater than 97% and the downfall is more than 90%. This could be the biome with some of the most cliffs and hills, because the world generator reduces height variation at lower downfalls.
|[[File:Rainforest.jpg|thumb|Rainforest]]
|-
| style="text-align:center;" |'''[[Seasonal Forest]]'''
|{{anchor|Seasonal Forest}}
[[Grass block]], [[short grass]], [[oak tree]]s
|Seasonal forests spawn with a temperature of 97% or greater, and a downfall value between 45% and 90%. They are commonly found between forest and rainforests, and near plains biomes. They are identical to forests, except they have fewer trees and can spawn only oak trees. They have a little bit of short grass.
|[[File:SeasonalForest.jpg|thumb|Seasonal forest]]
|-
| style="text-align:center;" |'''[[Ice Desert]]'''
|{{anchor|Ice Desert}}
[[Sand]], [[snow]], [[ice]]
|An unused biome before Beta 1.8 that was in the code but never implemented into the temperature/downfall table and thus did not actually generate. It was a biome of sand with snow on top of it and had snowfall and ice (the player can create something similar using the buffet world option and choosing the snowy beach biome).
|[[File:Ice desert.png|thumb|Ice desert]]
|-
| style="text-align:center;" |'''[[Shrubland]]'''
|{{anchor|Shrubland}}
[[Grass block]], [[oak tree]]s, [[birch tree]]s
|A biome with few trees and no short grass. It is identical to the savanna biome. It is one of the smallest biomes in the game. It can generate if the temperature is between 50% and 97%, and the downfall value is below 35%. It is too small to generate a forest.
|[[File:Shrubland.jpg|thumb|Shrubland]]
|}

=== Joke biomes ===
These biomes can appear only in April Fools snapshots of the game.

{| class="wikitable collapsible" data-description="Joke biomes"
! width="10%" |Biome name
! width="15%" |Features
!Description
!Screenshot
|-
|'''[[Java_Edition_20w14∞#World_generation|<code>_generated:id</code>]]'''
|All mobs, blocks, particles and structures in 20w14a
|'''<code>_generated:''id''</code>''' is the resource location of the generated biome. Its namespace is <code>_generated</code> and its name is the [[Java Edition 20w14∞|biome's numeric ID]].
This "biome" includes all the other non-custom dimensions biomes. All mobs, blocks, particles and structures in [[20w13b]] (vanilla) can generate in this biome. A dimension can have multiple of these randomly generated biomes.
|[[File:Dimension.png|thumb|A randomly generated biome.]]
|-
|'''[[Arboretum]]'''
|All types of trees, including [[potato tree]]s, huge mushrooms, park lanes, [[potato village]]s
|A forested biome, with every type of tree added to ''Minecraft'' thus far. Non-uniform foliage color and trees generating close to each other distinguish this biome from other forest-type biomes. Generates in the [[Potato dimension]].
|[[File:Arboretum.png|thumb|Arboretum.]]
|-
|'''[[Between]]'''
|[[End ship]]s
|Grid of end ships. Generates in the <code>fleet</code> dimension as well as some other random ones. There is no elytra as loot, but dragon heads still generate. Chests generate, but contain only a book titled "orders" written by a mess of changing letters. The contents have at least one word, usually an order (eg: build), a mess of constantly changing letters with varying lengths and another word(s) (eg: Lost Floppy).
|[[File:Between.jpg|thumb|A between biome generated in a buffet world.]]
|-
|'''[[Biome For Player With No Time For Nonsense]]'''
|<!-- See ores and components -->
|Generates as a normal snowy taiga, but all ores are mineral blocks or redstone components.
|[[File:Biome For Player With No Time For Nonsense.jpg|thumb|Biome for player with no time for nonsense, generated in the "busy" dimension. A redstone block can be seen on the mountain.]]
|-
|'''[[Corruption]]'''
|[[Potato tree]]s, [[potato bud]]s, [[potato village]]s
|A forested biome, covered in potato trees of various sized, as well as potato buds, that grow upward like stalagmites. Phantoms here spawn naturally during the day and they don't burn. Generates in the [[Potato dimension]].
|[[File:Corruption.png|thumb|Corruption.]]
|-
|'''[[Fields]]'''
|Fields of [[potato]]es, [[potato village]]s
|Large percent of the surface is covered with [[poison farmland]], and potatoes grow on top of it. Generates in the [[Potato dimension]].
|[[File:Fields.png|thumb|Fields.]]
|-
|'''[[Hash]]'''
|[[Hash well]]s, [[fossil]]s, venomous columns
|A dry biome, with almost no vegetation. Only biome where [[gravtater]] and [[vicious potato]]es occur naturally. Generates in the [[Potato dimension]].
|[[File:Hash.png|thumb|Hash.]]
|-
|'''[[The Moon (biome)|The Moon]]'''
|[[Moon cow]], [[lunar base]], [[cheese]]
|Generates flat terrain with craters made of blocks that can be "eaten" to change their shape. The only mob that spawns here is the moon cow. There is also the Lunar Base that can be expanded by stepping on the pressure plate, the only [[feature]] in the moon.
|[[File:Moon 1.png|thumb|The moon.]]
|-
|'''[[Shapes]]'''
|[[Terracotta]], [[glazed terracotta]], [[concrete]], [[concrete powder]], [[wool]], [[carpet]]s, [[stained glass]], [[stained glass pane]]
|Generates spheres, cubes, octahedra etc. of various colors and materials.
|[[File:Shapes biome.png|thumb|Shapes.]]
|-
|'''[[Wasteland]]'''
|Poisonous water and rain, columns of [[ancient debris]], [[toxifin slab]]s
|A desolate and dangerous biome. Water and rain applies the [[Poison]] effect to players and mobs. Toxifin slabs spawn in large numbers, causing more Poison and [[Wither (effect)|Wither]]. Ancient debris is common in this biome. Generates in the [[Potato dimension]].
|[[File:Wasteland (24w14potato).png|thumb|Wasteland.]]
|}

== Tint ==
=== Plants ===
Biome grass and foliage colors are selected from two 256×256 colormap images: grass.png and foliage.png under {{cd|assets/minecraft/textures/colormap}}{{only|je|short=1}} or {{cd|textures/colormap}}{{only|be|short=1}}. The grass.png colormap sets the colors for [[grass block]], [[short grass]], [[tall grass]], [[fern]]s, [[large fern]]s, ferns in [[flower pot]]s, [[sugar cane]]s and stems of [[pink petals]]. Meanwhile, the foliage.png colormap sets the colors for [[vines]] and tree leaves of oak, jungle, acacia, dark oak and mangrove. Only the colors in the lower-left halfs of both images are used, even though the upper-right side of foliage.png is colored.

<gallery>
File:Grasscolor.png|grass.png
File:Foliage.png|foliage.png
</gallery>

The adjusted temperature and adjusted downfall values (recognized as AdjTemp and AdjDownfall in the following, respectively) are used when determining the biome color to select from the colormap. They are computed as follows:

<code>AdjTemp = clamp( Temperature, 0.0, 1.0 )</code>

<code>AdjDownfall = clamp( Downfall, 0.0, 1.0 ) * AdjTemp</code>.

"clamp" limits the range of the temperature and downfall to 0.0—1.0. The clamped downfall value is then multiplied by the adjusted temperature value, bringing its value to be inside the lower left triangle. Treating the bottom-right corner of the colormap as <code>AdjTemp = 0.0</code> and <code>AdjDownfall = 0.0</code>, the adjusted temperature increases to 1.0 along the X-axis, and the adjusted downfall increases to 1.0 along the Y-axis.

==== Special plant tints ====
In the following cases, the plants are not tinted exactly according to the colormap. {{IN|java}}, several of them are specified in [[custom biome|biome Json]]s in vanilla data pack. 

;Swamps
In swamps and mangrove swamps, the color for grass blocks, short and tall grass, small and large ferns, ferns in flower pots, sugar canes and the stems of pink petals is based on a noise on XZ plane. When the value of this noise is less than -0.1, it uses the color {{color|#4c763c}}. Otherwise using {{Color|#6a7039}}. The color for vines and leaves of oaks, jungles, acacias, dark oaks and mangroves is {{Color|#6a7039}} in swamps and {{Color|#8db127}} in mangrove swamps, which are not affected by the colormap.

;Dark forest
In dark forests, the color for grass blocks, short and tall grass, small and large ferns, ferns in flower pots, sugar canes and the stems of pink petals is the result of the bitwise AND between the color in the colormap and {{color|#fefefe}}, and then averaging with {{color|#28340a}}. In vanilla, that is {{Color|#507a32}}.

;Badlands
In badlands, wooded badlands and eroded badlands, the color for grass blocks, short and tall grass, small and large ferns, ferns in flower pots, sugar canes and the stems of pink petals is {{Color|#90814d}}. The color for vines and leaves of oaks, jungles, acacias, dark oaks and mangroves is {{Color|#9e814d}}. Both are not affected by the colormap.

;Cherry grove
The color for plants in cherry groves is always {{Color|#b6db61}}, which is not affected by the colormap.

;Other leaves
The color for spruce leaves is {{Color|#619961}} and the color for birch leaves is {{Color|#80a755}}. Both are not affected by the biome.

=== Environment ===
The color of the sky in Overworld changes according to the basic temperature value of the biome. The basic temperature is first modified as <code>T = clamp( Temperature / 3 , -1.0, 1.0 )</code>. Then the triple <math>(0.62222224-0.05T, 0.5+0.1T, 1)</math> is the sky color. In addition, the colors of water, underwater fog and fog in a biome are defined in the vanilla data pack{{only|je|short=1}} or vanilla resource packs{{only|be|short=1}}.

See the [[#List of biome climates|List of biome climates]] for these colors.

=== Transition ===
When plants or water are at the borders between or among biomes, the color is affected by the biome of the surrounding blocks at the same Y-level. The range of the block involved in the calculation is determined by the biome blend radius in [[options]]. Takes the plant color or water color of the biomes within a square centered on this block and with the side length being the biome blend radius, and calculates their average value to get the final color for this block.

The sky color {{only|je|short=1}} and the fog color use the color processed by {{w|Gaussian blur}} from colors of the biomes at each block in the range of 5×5×5 centered on the block the camera is in.

== Climate ==
A biome has three climate attributes: temperature, downfall and precipitation.

=== Temperature ===
Each biome has a '''base temperature''' value (see the [[#List of biome climates|List of biome climates]]), but the actual temperature value at each location in the biome is also affected by the height of the location. Locations with Y≤80 use the base temperature as actual temperature. At Y=81, the actual temperature value randomly fluctuates up and down by -0.00875 — +0.01125 from the base temperature based on a noise on the XZ plane, and at Y≥81 the actual temperature decreases by 0.00125 ({{frac|1|800}}) every block up.

{{IN|java}}, especially in [[Frozen Ocean]] and [[Deep Frozen Ocean]], it is also affected by a noise value on the XZ plane. In some regions according to the noise, the base temperature value is always regarded as 0.2. The actual temperature values for these regions are also calculated on this basis. This is detectable in [[Frozen Ocean]], as its base temperature is low enough to freeze or snow, so that only these regions do not freeze or snow at sea level.

=== Downfall ===
The downfall value is a number between 0.0 and 1.0 (see the [[#List of biome climates|List of biome climates]]). When the downfall value is greater than 0.85, the biome is marked as humid, which is related only to the random extinction of fire. This value doesn't affect the weather. See [[Rain]].

=== Precipitation ===
The precipitation value can be "true" or "false". If the precipitation of the biome is false, no rain or snow occur. Otherwise, a location is rainable when its temperature value is greater than 0.15, and snowable otherwise.

So, if the base temperature is not greater than 0.15, it's snowable at any Y level. And if greater than 0.15, it can snow above a certain Y level, which are listed below:

{| class="wikitable collapsible" style="text-align:center"
|-
!Biomes
!Minimum height for snowfall
|-
|{{BiomeLink|Windswept Hills}}<br>{{BiomeLink|Windswept Gravelly Hills}}<br>{{BiomeLink|Windswept Forest}}<br>{{BiomeLink|Stony Shore}}<ref name="MC-240697">{{bug|MC-240697||It snows in the stony shore biomes from Y {{=}} 118 and above}}</ref><br>{{BiomeLink|Dripstone Caves}}{{only|be|short=1}}<ref>{{bug|MCPE-142225||Dripstone Caves biome temperature is too cold}}</ref><br>Some regions of {{BiomeLink|Frozen Ocean}} and {{BiomeLink|Deep Frozen Ocean}}
|120±8
|-
|{{BiomeLink|Old Growth Spruce Taiga}}<br>{{BiomeLink|Taiga}}
|160±8
|-
|{{BiomeLink|Old Growth Pine Taiga}}<br>{{BiomeLink|Meadow}}{{only|be|short=1}}<br>{{BiomeLink|Cherry Grove}}{{only|be|short=1}}
|200±8
|-
|Others
|Out of world
|}

=== Snow accumulation ===
{{IN|java}}, the maximum snow accumulation layer can be set by {{cd|snowAccumulationHeight}} [[game rule]]s. {{IN|bedrock}}, the maximum snow layer is based on the snow accumulation value of the biome. The value is an array of 2 numbers, representing the minimum and maximum snow heights, with 0.0 being no snow and 1.0 being the full height of one block.

=== List of biome climates ===
==== Overworld ==== 
{| class="wikitable sortable mw-collapsible mw-collapsed" data-description="Climates of biomes in Overworld" style="text-align:center"
!Biomes
!Base temperature
!Downfall
!Precipitation
!Snow accumulation{{only|be|short=1}}
!Grass color
!Leaf color
!Sky color
!Fog color
|-
|{{BiomeLink|The Void}}{{only|je|short=1}} 
| rowspan="9" |0.5
| rowspan="9" |0.5
|FALSE
|N/A
| rowspan="9" |{{Color|#8eb971}}
| rowspan="9" |{{Color|#71a74d}}
| rowspan="9" |{{Color|#7ba4ff}}
| rowspan="64" |{{Color|#c0d8ff}}{{only|JE|short=1}}<br>{{Color|#abd2ff}}{{only|BE|short=1}}
|-
|{{BiomeLink|Warm Ocean}}
| rowspan="33" |TRUE
| rowspan="8" |0.0-0.125
|-
|{{BiomeLink|Lukewarm Ocean}}
|-
|{{BiomeLink|Deep Lukewarm Ocean}}
|-
|{{BiomeLink|Ocean}}
|-
|{{BiomeLink|Deep Ocean}}
|-
|{{BiomeLink|Cold Ocean}}
|-
|{{BiomeLink|Deep Cold Ocean}}
|-
|{{BiomeLink|River}}
|-
| rowspan="2" |{{BiomeLink|Deep Frozen Ocean}}
|0.5{{only|je|short=1}}
| rowspan="2" |0.5
| rowspan="2" |0.125-0.25
|{{Color|#8eb971}}{{only|je|short=1}}
|{{Color|#71a74d}}{{only|je|short=1}}
|{{Color|#7ba4ff}}{{only|je|short=1}}
|-
|0.0{{only|be|short=1}}
|{{Color|#80b497}}{{only|be|short=1}}
|{{Color|#60a17b}}{{only|be|short=1}}
|{{Color|#7fa1ff}}{{only|be|short=1}}
|-
| rowspan="2" |{{BiomeLink|Lush Caves}}
|0.5{{only|je|short=1}}
|0.5{{only|je|short=1}}
| rowspan="8" |0.0-0.125
|{{Color|#8eb971}}{{only|je|short=1}}
|{{Color|#71a74d}}{{only|je|short=1}}
|{{Color|#7ba4ff}}{{only|je|short=1}}
|-
|0.9{{only|be|short=1}}
|0.0{{only|be|short=1}}
|{{Color|#b9b75b}}{{only|be|short=1}}
|{{Color|#a6a432}}{{only|be|short=1}}
|{{Color|#77a8ff}}{{only|be|short=1}}
|-
|{{BiomeLink|Plains}}
| rowspan="4" |0.8 
| rowspan="4" |0.4
| rowspan="4" |{{Color|#91bd59}}
| rowspan="4" |{{Color|#77ab2f}}
| rowspan="4" |{{Color|#78a7ff}}
|-
|{{BiomeLink|Beach}}
|-
|{{BiomeLink|Sunflower Plains}}
|-
|{{BiomeLink|Deep Dark}}
|-
| rowspan="2" |{{BiomeLink|Dripstone Caves}}
|0.8{{only|je|short=1}}
|0.4{{only|je|short=1}}
|{{Color|#91bd59}}{{only|je|short=1}}
|{{Color|#77ab2f}}{{only|je|short=1}}
|{{Color|#78a7ff}}{{only|je|short=1}}
|-
|0.2{{only|be|short=1}}
|0.0{{only|be|short=1}}
|{{Color|#8db58a}}{{only|be|short=1}}
|{{Color|#70a26c}}{{only|be|short=1}}
|{{Color|#7da2ff}}{{only|be|short=1}}
|-
|{{BiomeLink|Frozen River}}
| rowspan="5" |0.0 
| rowspan="3" |0.5
| rowspan="2" |0.125-0.25
| rowspan="10" |{{Color|#80b497}}
| rowspan="10" |{{Color|#60a17b}}
| rowspan="5" |{{Color|#7fa1ff}}
|-
|{{BiomeLink|Frozen Ocean}}
|-
|{{BiomeLink|Snowy Plains}}
|0.25-1.0
|-
| rowspan="2" |{{BiomeLink|Ice Spikes}}
|0.5{{only|je|short=1}}
| rowspan="2" |0.5-1.5
|-
|1.0{{only|be|short=1}}
|-
|{{BiomeLink|Grove}}
| -0.2
|0.8
| rowspan="3" |0.125-0.25
|{{Color|#81a0ff}}
|-
|{{BiomeLink|Frozen Peaks}}
| rowspan="2" |-0.7
| rowspan="2" |0.9
| rowspan="2" |{{Color|#859dff}}
|-
|{{BiomeLink|Jagged Peaks}}
|-
|{{BiomeLink|Snowy Slopes}}
| -0.3
|0.9
| rowspan="2" |0.125-0.5
|{{Color|#829fff}}
|-
|{{BiomeLink|Snowy Taiga}}
| -0.5
|0.4
|{{Color|#839eff}}
|-
|{{BiomeLink|Snowy Beach}}
|0.05
|0.3
|0.125-0.25
|{{Color|#83b593}}
|{{Color|#64a278}}
|{{Color|#7fa1ff}}
|-
| rowspan="2" |{{BiomeLink|Meadow}}
|0.5{{only|je|short=1}}
| rowspan="4" |0.8
| rowspan="24" |0.0-0.125
|{{Color|#83bb6d}}{{only|je|short=1}}
|{{Color|#63a948}}{{only|je|short=1}}
|{{Color|#7ba4ff}}{{only|je|short=1}}
|-
|0.3{{only|be|short=1}}
|{{Color|#86b87f}}{{only|be|short=1}}
|{{Color|#68a55f}}{{only|be|short=1}}
|{{Color|#7ca3ff}}{{only|be|short=1}}
|-
| rowspan="2" |{{BiomeLink|Cherry Grove}}
|0.5{{only|je|short=1}}
| rowspan="2" |{{Color|#b6db61}}
| rowspan="2" |{{Color|#b6db61}}
|{{Color|#7ba4ff}}{{only|je|short=1}}
|-
|0.3{{only|be|short=1}}
|{{Color|#7ca3ff}}{{only|be|short=1}}
|-
|{{BiomeLink|Desert}}
|2.0
| rowspan="5" |0.0
| rowspan="10" |FALSE
| rowspan="5" |{{Color|#bfb755}}
| rowspan="5" |{{Color|#aea42a}}
|{{Color|#6eb1ff}}
|-
|{{BiomeLink|Savanna}}
| rowspan="2" |2.0{{only|je|short=1}}
| rowspan="2" |{{Color|#6eb1ff}}{{only|je|short=1}}
|-
|{{BiomeLink|Savanna Plateau}}
|-
|{{BiomeLink|Savanna}}
|1.2{{only|be|short=1}}
|{{Color|#75aaff}}{{only|be|short=1}}
|-
|{{BiomeLink|Savanna Plateau}}
|1.0{{only|be|short=1}}
|{{Color|#76a8ff}}{{only|be|short=1}}
|-
| rowspan="2" |{{BiomeLink|Windswept Savanna}}
| rowspan="2" |2.0
| rowspan="2" |0.0
| rowspan="2" |{{Color|#bfb755}}
| rowspan="2" |{{Color|#aea42a}}
|{{Color|#6eb1ff}}{{only|je|short=1}}
|-
|{{Color|#76a9ff}}{{only|be|short=1}}
|-
|{{BiomeLink|Badlands}}
| rowspan="3" |2.0
| rowspan="3" |0.0
| rowspan="3" |{{Color|#90814d}}
| rowspan="3" |{{Color|#9e814d}}
| rowspan="3" |{{Color|#6eb1ff}}
|-
|{{BiomeLink|Wooded Badlands}}
|-
|{{BiomeLink|Eroded Badlands}}
|-
|{{BiomeLink|Forest}}
| rowspan="3" |0.7
| rowspan="3" |0.8
| rowspan="21" |TRUE
| rowspan="2" |{{Color|#79c05a}}
| rowspan="3" |{{Color|#59ae30}}
| rowspan="3" |{{Color|#79a6ff}}
|-
|{{BiomeLink|Flower Forest}}
|-
|{{BiomeLink|Dark Forest}}
|{{Color|#507a32}}
|-
|{{BiomeLink|Birch Forest}}
| rowspan="2" |0.6
| rowspan="2" |0.6
| rowspan="2" |{{Color|#88bb67}}
| rowspan="2" |{{Color|#6ba941}}
| rowspan="2" |{{Color|#7aa5ff}}
|-
|{{BiomeLink|Old Growth Birch Forest}}
|-
|{{BiomeLink|Old Growth Pine Taiga}}
|0.3
|0.8
|{{Color|#86b87f}}
|{{Color|#68a55f}}
|{{Color|#7ca3ff}}
|-
|{{BiomeLink|Old Growth Spruce Taiga}}
| rowspan="2" |0.25
| rowspan="2" |0.8
| rowspan="2" |{{Color|#86b783}}
| rowspan="2" |{{Color|#68a464}}
| rowspan="2" |{{Color|#7da3ff}}
|-
|{{BiomeLink|Taiga}}
|-
|{{BiomeLink|Windswept Gravelly Hills}}
| rowspan="4" |0.2
| rowspan="4" |0.3
| rowspan="4" |{{Color|#8ab689}}
| rowspan="4" |{{Color|#6da36b}}
| rowspan="4" |{{Color|#7da2ff}}
|-
|{{BiomeLink|Windswept Forest}}
|-
|{{BiomeLink|Windswept Hills}}
| rowspan="2" |0.0-0.25
|-
|{{BiomeLink|Stony Shore}}
|-
|{{BiomeLink|Jungle}}
| rowspan="3" |0.95
| rowspan="2" |0.9
| rowspan="8" |0.0-0.125
| rowspan="2" |{{Color|#59c93c}}
| rowspan="2" |{{Color|#30bb0b}}
| rowspan="4" |{{Color|#77a8ff}}
|-
|{{BiomeLink|Bamboo Jungle}}
|-
|{{BiomeLink|Sparse Jungle}}
|0.8
|{{Color|#64c73f}}
|{{Color|#3eb80f}}
|-
|{{BiomeLink|Mushroom Fields}}
|0.9
|1.0
|{{Color|#55c93f}}
|{{Color|#2bbb0f}}
|-
|{{BiomeLink|Stony Peaks}}
|1.0
|0.3
|{{Color|#9abe4b}}
|{{Color|#82ac1e}}
|{{Color|#76a8ff}}
|-
|{{BiomeLink|Mangrove Swamp}}
| rowspan="3" |0.8
|0.9
| rowspan="3" |{{Color|#6a7039}}<br>{{Color|#4c763c}}
|{{Color|#6a7039}}
| rowspan="3" |{{Color|#78a7ff}}
|-
| rowspan="2" |{{BiomeLink|Swamp}}
|0.9{{only|je|short=1}}
| rowspan="2" |{{Color|#8db127}}
|-
|0.5{{only|be|short=1}}
|}

{| class="wikitable sortable mw-collapsible mw-collapsed" data-description="Water and water fog" style="text-align:center"
!Biome
!Water color {{in|bedrock|short=1}}
!Water fog color {{in|bedrock|short=1}}
!Water color {{in|java|short=1}}
!Water fog color {{in|java|short=1}}
|-
|{{BiomeLink|Swamp}}
|{{Color|#4c6559}}
|{{Color|#4c6559}}
|{{Color|#617b64}}
|{{Color|#232317}}
|-
|{{BiomeLink|Mangrove Swamp}}
|{{Color|#3a7a6a}}
|{{Color|#4d7a60}}
|{{Color|#3a7a6a}}
|{{Color|#4d7a60}}
|-
|{{BiomeLink|Warm Ocean}}
|{{Color|#02b0e5}}
|{{Color|#0289d5}}
|{{Color|#43d5ee}}
|{{Color|#041f33}}
|-
|{{BiomeLink|Lukewarm Ocean}}
| rowspan="2" |{{Color|#0d96db}}
|{{Color|#0a74c4}}
| rowspan="2" |{{Color|#45adf2}}
| rowspan="2" |{{Color|#041633}}
|-
|{{BiomeLink|Deep Lukewarm Ocean}}
|{{Color|#0e72b9}}
|-
|{{BiomeLink|Cold Ocean}}
| rowspan="2" |{{Color|#2080c9}}
|{{Color|#14559b}}
| rowspan="4" |{{Color|#3d57d6}}
| rowspan="36" |{{Color|#050533}}
|-
|{{BiomeLink|Deep Cold Ocean}}
|{{Color|#185390}}
|-
|{{BiomeLink|Snowy Beach}}
|{{Color|#1463a5}}
|{{Color|#1463a5}}
|-
|{{BiomeLink|Snowy Taiga}}
|{{Color|#205e83}}
|{{Color|#205e83}}
|-
|{{BiomeLink|Frozen Ocean}}
| rowspan="2" |{{Color|#2570b5}}
|{{Color|#174985}}
| rowspan="3" |{{Color|#3938c9}}
|-
|{{BiomeLink|Deep Frozen Ocean}}
|{{Color|#1a4879}}
|-
|{{BiomeLink|Frozen River}}
|{{Color|#185390}}
|{{Color|#185390}}
|-
|{{BiomeLink|Meadow}}
|{{Color|#44aff5}}
|{{Color|#44aff5}}
|{{Color|#0e4ecf}}
|-
|{{BiomeLink|Cherry Grove}}
|{{Color|#5db7ef}}
|{{Color|#5db7ef}}
|{{Color|#5db7ef}}
|-
|{{BiomeLink|Ocean}}
| rowspan="2" |{{Color|#1787d4}}
|{{Color|#1165b0}}
| rowspan="27" |{{Color|#3f76e4}}
|-
|{{BiomeLink|Deep Ocean}}
|{{Color|#1463a5}}
|-
|{{BiomeLink|River}}
|{{Color|#0084ff}}
|{{Color|#0084ff}}
|-
|{{BiomeLink|Beach}}
|{{Color|#157cab}}
|{{Color|#157cab}}
|-
|{{BiomeLink|Stony Shore}}
|{{Color|#0d67bb}}
|{{Color|#0d67bb}}
|-
|{{BiomeLink|Snowy Plains}}<br>{{BiomeLink|Ice Spikes}}
|{{Color|#14559b}}
|{{Color|#14559b}}
|-
|{{BiomeLink|Taiga}}
|{{Color|#287082}}
|{{Color|#287082}}
|-
|{{BiomeLink|Old Growth Pine Taiga}}<br>{{BiomeLink|Old Growth Spruce Taiga}}
|{{Color|#2d6d77}}
|{{Color|#2d6d77}}
|-
|{{BiomeLink|Dark Forest}}
|{{Color|#3b6cd1}}
|{{Color|#3b6cd1}}
|-
|{{BiomeLink|Flower Forest}}
|{{Color|#20a3cc}}
|{{Color|#20a3cc}}
|-
|{{BiomeLink|Forest}}
|{{Color|#1e97f2}}
|{{Color|#1e97f2}}
|-
|{{BiomeLink|Birch Forest}}
|{{Color|#0677ce}}
|{{Color|#0677ce}}
|-
|{{BiomeLink|Old Growth Birch Forest}}
|{{Color|#0a74c4}}
|{{Color|#0a74c4}}
|-
|{{BiomeLink|Bamboo Jungle}}<br>{{BiomeLink|Jungle}}
|{{Color|#14a2c5}}
|{{Color|#14a2c5}}
|-
|{{BiomeLink|Sparse Jungle}}
|{{Color|#0d8ae3}}
|{{Color|#0d8ae3}}
|-
|{{BiomeLink|Savanna}}
|{{Color|#2c8b9c}}
|{{Color|#2c8b9c}}
|-
|{{BiomeLink|Windswept Savanna}}<br>{{BiomeLink|Savanna Plateau}}
|{{Color|#2590a8}}
|{{Color|#2590a8}}
|-
|{{BiomeLink|Desert}}
|{{Color|#32a598}}
|{{Color|#32a598}}
|-
|{{BiomeLink|Badlands}}
|{{Color|#4e7f81}}
|{{Color|#4e7f81}}
|-
|{{BiomeLink|Eroded Badlands}}
|{{Color|#497f99}}
|{{Color|#497f99}}
|-
|{{BiomeLink|Mushroom Fields}}
|{{Color|#8a8997}}
|{{Color|#8a8997}}
|-
|{{BiomeLink|Wooded Badlands}}
|{{Color|#55809e}}
|{{Color|#55809e}}
|-
|{{BiomeLink|Windswept Forest}}<br>{{BiomeLink|Windswept Gravelly Hills}}
|{{Color|#0e63ab}}
|{{Color|#0e63ab}}
|-
|{{BiomeLink|Windswept Hills}}
|{{Color|#007bf7}}
|{{Color|#007bf7}}
|-
|{{BiomeLink|Dripstone Caves}}<br>{{BiomeLink|Deep Dark}}<br>{{BiomeLink|Lush Caves}}<br>{{BiomeLink|Frozen Peaks}}<br>{{BiomeLink|Jagged Peaks}}<br>{{BiomeLink|Stony Peaks}}<br>{{BiomeLink|Plains}}<br>{{BiomeLink|Sunflower Plains}}<br>{{BiomeLink|Grove}}<br>{{BiomeLink|Snowy Slopes}}
|{{Color|#44aff5}}
|{{Color|#44aff5}}
|-
|{{BiomeLink|The Void}}{{only|JE|short=1}}
|N/A
|N/A
|}

==== The Nether ====
{| class="wikitable sortable mw-collapsible mw-collapsed" data-description="Climates of biomes in the Nether" style="text-align:center"
!Biome
!Base temperature
!Downfall
!Precipitation
!Grass color
!Leaf color
!Sky color
!Water color
!Water fog color
!Fog color
|-
|{{BiomeLink|Nether Wastes}}
| rowspan="5" |2.0
| rowspan="5" |0.0
| rowspan="5" |FALSE
| rowspan="5" |{{Color|#bfb755}}
| rowspan="5" |{{Color|#aea42a}}
| rowspan="5" |{{Color|#6eb1ff}}
| rowspan="4" |{{Color|#3f76e4}}{{only|je|short=1}}<br>{{Color|#905957}}{{only|be|short=1}}
| rowspan="4" |{{Color|#050533}}{{only|je|short=1}}<br>{{Color|#905957}}{{only|be|short=1}}
|{{Color|#330808}}
|-
|{{BiomeLink|Warped Forest}}
|{{Color|#1a051a}}
|-
|{{BiomeLink|Crimson Forest}}
|{{Color|#330303}}
|-
|{{BiomeLink|Soul Sand Valley}}
|{{Color|#1b4745}}
|-
|{{BiomeLink|Basalt Deltas}}
|{{Color|#3f76e4}}
|{{Color|#050533}}{{only|je|short=1}}<br>{{Color|#423e42}}{{only|be|short=1}}
|{{Color|#685f70}}
|}

==== The End ====
{| class="wikitable sortable mw-collapsible mw-collapsed" data-description="Climates of biomes in the End" style="text-align:center"
!Biome
!Base temperature
!Downfall
!Precipitation
!Grass color
!Leaf color
!Sky color
!Water color
!Water fog color
!Fog color
|-
|{{BiomeLink|The End}}<br>{{BiomeLink|End Highlands}}{{only|je|short=1}}<br>{{BiomeLink|End Midlands}}{{only|je|short=1}}<br>{{BiomeLink|Small End Islands}}{{only|je|short=1}}<br>{{BiomeLink|End Barrens}}{{only|je|short=1}}
|0.5
|0.5
|FALSE
|{{Color|#8eb971}}
|{{Color|#71a74d}}
|{{Color|#000000}}
|{{Color|#3f76e4}}{{only|je|short=1}}<br>{{Color|#62529e}}{{only|be|short=1}}
|{{Color|#050533}}{{only|je|short=1}}<br>{{Color|#62529e}}{{only|be|short=1}}
|{{Color|#a080a0}}{{only|je|short=1}}<br>{{Color|#0b080c}}{{only|be|short=1}}
|}

== Generation ==
{{main|World generation#Biomes}}

== Biome IDs ==
{{/ID}}
{{-}}

== Biome colors ==
{{main|Color#Biome colors}}

== Achievements ==
{{load achievements|Adventuring Time;Sail the 7 Seas;Hot tourist destination;Sound of Music}}

== Advancements ==
{{load advancements|Hot Tourist Destinations;Adventuring Time;Sound Of Music}}

== Video ==
{{yt|Rn0KNAi1BsY}}

== History ==
{{see also|Biome/Before Beta 1.8|Biome/Before 1.18}}
=== Biome additions and changes ===
{{HistoryTable
|{{HistoryLine|java alpha}}
|{{HistoryLine||v1.0.4|Added [[Winter Mode]]. Maps now have a snowy or grassy theme randomly determined when creating the world.}}
|{{HistoryLine||v1.2.0|dev=preview|Added true biomes; they were rainforest, 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.}}
|{{HistoryLine|java beta}}
|{{HistoryLine||1.6|Added the Sky Dimension with its own biome. It could be viewed only through the use of modifications.}}
|{{HistoryLine||1.8|dev=August 18, 2011|slink={{tweet|notch|104187327949176833}}|Notch tweeted a screenshot of a revamped river biome.}}
|{{HistoryLine|||dev=September 2, 2011|slink={{tweet|notch|109713550209060864}}|Notch teases a screenshot of the new desert biome.}}
|{{HistoryLine|||dev=September 3, 2011|slink={{tweet|notch|110053393850040320}}|Notch teases a screenshot of the new swamp biome.}}
|{{HistoryLine|||dev=pre1|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. [[/Before Beta 1.8|See here for more details]].}}
|{{HistoryLine|java}}
|{{HistoryLine||1.0.0|dev=September 14, 2011|slink={{tweet|notch|113986669312622592}}|[[Notch]] mentions "snow biomes".}}
|{{HistoryLine|||dev=September 15, 2011|slink={{tweet|notch|114323919279886336}}|Notch teases a screenshot of snow biomes.}}
|{{HistoryLine|||dev=Beta 1.9 Prerelease|Re-added tundra (as ice plains).
|Added mushroom islands and frozen ocean.}}
|{{HistoryLine||1.1|dev=12w01a|Added hills and beaches.
|Smoothed color transitions between biomes – swampland grass, foliage and water smoothly transition into other biomes.}}
|{{HistoryLine||1.2.1|dev=January 18, 2012|slink={{tweet|jeb_|159616418575421440}}|[[Jens Bergensten]] tweeted a teaser screenshot of a new jungle biome.}}
|{{HistoryLine|||dev=January 19, 2012|slink={{tweet|jeb_|159940561418199041}}|He tweeted another jungle screenshot, showcasing the bright green foliage.}}
|{{HistoryLine|||dev=12w03a|Added the jungle biome.}}
|{{HistoryLine|||dev=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 (world generation)|seed]] to dynamically calculate biome placement. This would cause biome placement in older worlds to change when the biome generation code was changed. With the current Anvil format, the biome data is stored along with the rest of the world data, meaning it does not change after the world is generated and can be edited by third-party map-editing tools. Furthermore, "edge" biomes allow for biomes to continue to extend beyond the edge chunks of an old world. This allows for smooth transitions in world generation after the generation code changes in an update.}}
|{{HistoryLine||1.3.1|dev=?|Some sections of ice plains biomes were replaced with taiga biomes.}}
|{{HistoryLine||1.7.2|dev=August 2, 2013|slink={{tweet|jeb_|363298862301470720}}|Jens tweeted the first image of the mesa biome. He jokingly referred to them as "disco mountains."}}
|{{HistoryLine|||dev=August 7, 2013|slink={{tweet|jeb_|365099357625778177}}|Jens tweeted the first image of a mega taiga, unofficially dubbed the ''redwood forest''. The name was changed following 1.7's release.}}
|{{HistoryLine|||dev=August 9, 2013|slink={{tweet|jeb_|365794828153389056}}|Jens tweeted the first image of a stone beach, which was then referred to as a "cliff" biome.}}
|{{HistoryLine|||dev=13w36a|Mesa, mega taiga, roofed forest, birch forest, savanna, extreme hills+, deep ocean and snowless taiga biomes were added as well as variations for many of the biomes. Biomes were also separated by temperature, and snowing was added to extreme hills.
|Biomes avoid getting placed next to a biome that is too different from itself, temperature-wise.
|The frozen ocean and extreme hills edge biomes no longer generate naturally.
|"Adventuring Time" achievement added, but it was broken until 1.8, making the goal of getting all achievements impossible in 1.7.}}
|{{HistoryLine||1.8|dev=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.}}
|{{HistoryLine||1.9|dev=15w37a|Added new biome "The Void", which is used in superflat preset "The Void".}}
|{{HistoryLine|||dev=16w02a|A lot of M type biomes no longer generate due to {{bug|MC-95612}}.}}
|{{HistoryLine|||dev=16w03a|M biomes generate again, with the exception of birch forest M (which messes with a lot of other things), see {{bug|MC-98995}}.}}
|{{HistoryLine||1.11|dev=16w43a|Birch forest M biomes generate once again.}}
|{{HistoryLine||1.13|dev=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.
|Slightly tweaked the placements of all modified biomes.}}
|{{HistoryLine|||dev=18w08a|Added ocean variants, including warm ocean, lukewarm ocean, cold ocean, warm deep ocean, deep lukewarm ocean, deep cold ocean and deep frozen ocean.
|Frozen ocean now generates naturally again, for the first time since 13w36a.}}
|{{HistoryLine|||dev=18w08b|Deep warm ocean biome no longer generates.}}
|{{HistoryLine|||dev=18w16a|Biome names are now translatable.
|Cleaned up several biome names, mainly by adding missing spaces and changing "Biome M" for "Mutated Biome".}}
|{{HistoryLine|||dev=18w19a|Names of several biomes are changed. The exact name changes are listed [[18w19a#General 2|here]].}}
|{{HistoryLine|||dev=pre5|Changed several biome IDs, mostly to comply with their names, listed [[1.13-pre5#Changes|here]].}}
|{{HistoryLine||1.14|dev=18w43a|Added [[bamboo jungle]]s.}}
|{{HistoryLine||1.15|dev=19w36a|Biome information now stores Y-coordinates, allowing biomes to be changed based on height. However, this is not yet implemented.}}
|{{HistoryLine||September 28, 2019|link={{ytl|OZqNaEX8208|t=7993s}}|[[Nether]] biomes were shown at [[Minecon Live 2019]].}}
|{{HistoryLine||1.16|dev=20w06a|Implemented vertical biomes in the Nether.
|Added [[soul sand valley]]s, [[crimson forest]]s and [[warped forest]]s.
|"Nether" biome has been renamed to "Nether Wastes".
|Added the {{cmd|locatebiome}} command that shows the coordinates of the nearest biomes.}}
|{{HistoryLine|||dev=20w15a|Added the [[basalt deltas]].}}
|{{HistoryLine|||dev=20w19a|Tweaked biome distribution in the [[Nether]].}}
|{{HistoryLine||1.16.2|dev=20w28a|Experimental Support for Custom Biomes was added.}}
|{{HistoryLine||October 3, 2020|link={{ytl|DBvZ2Iqmm3M|t=5m}}|[[Cave]] biomes and new [[mountains]] were shown at [[Minecraft Live 2020]].}}
|{{HistoryLine||1.17|dev=20w46a|Biome-specific [[sky]] colors now blend more smoothly.}}
|{{HistoryLine|||dev=20w49a|Added the [[dripstone caves]] biome. Currently accessible only using the buffet world options.}}
|{{HistoryLine|||dev=21w10a|Added the [[lush caves]] biome. Currently accessible only using the buffet world options.}}
|{{HistoryLine||October 16, 2021|link={{ytl|w6zLprHHZOk|t=7080s}}|New [[swamp]]s were shown and overhauls for other biomes were hinted at [[Minecraft Live 2021]].}}
|{{HistoryLine||1.18|dev=Experimental Snapshot 1|Implemented multi-noise biome generation in the Overworld.
|Biomes no longer control the terrain height.
|Added the [[meadow]], [[grove]], [[snowy slopes]], [[lofty peaks]] and [[snowcapped peaks]] biomes.
|Dripstone caves, lush caves and deep warm ocean biomes can now generate naturally.
|Several variant biomes no longer generate naturally. Affected biomes are listed [[Java_Edition_1.18_Experimental_Snapshot_1#World_generation_2|here]].
|[[Swamp]] does not generate properly.}}
|{{HistoryLine|||dev=Experimental Snapshot 2|[[Savanna plateau]], [[eroded badlands]] and [[ice spikes]] can now generate naturally once again.
|[[Swamp]] now generates properly.}}
|{{HistoryLine|||dev=Experimental Snapshot 3|Added the [[stony peaks]] biome.}}
|{{HistoryLine|||dev=Experimental Snapshot 5|[[Jungle edge]] now generates naturally once again.}}
|{{HistoryLine|||dev=21w40a|Names of several biomes changed. The exact name changes are listed [[Java_Edition_21w40a#Biomes|here]].
|Unused height variation sub-biomes have been removed and merged with their base counterparts. [[/Before 1.18|See here for more details]].
|Non-cave biomes no longer change with height.
|Increased biome sizes to better match pre-1.18 sizes.}}
|{{HistoryLine|||dev=21w42a|[[Beach]]es are no longer created when a [[desert]] borders an [[ocean]].<ref>{{bug|MC-238582||Beaches generate between desert and ocean|Fixed}}</ref>}}
|{{HistoryLine|||dev=21w43a|Removed the [[deep warm ocean]] biome.}}
|{{HistoryLine||1.18.2|dev=22w03a|[[Eroded badlands]] now require positive weirdness instead of negative weirdness.}}
|{{HistoryLine|||dev=22w05a|Temporarily reverted changes to badlands in the previous snapshot.}}
|{{HistoryLine||1.19|dev=Deep Dark Experimental Snapshot 1|Added the [[deep dark]] biome.}}
|{{HistoryLine|||dev=22w13a|[[Eroded badlands]] now require positive weirdness instead of negative weirdness.}}
|{{HistoryLine|||dev=22w14a|Added the [[mangrove swamp]] biome.}}
|{{HistoryLine||1.19.4|dev=23w03a|Now, whether it rains or snows are determined only by temperature. The precipitation value of a biome can be only "true" or "false".<ref>To fix {{bug|MC-230678}}, {{bug|MC-233893}}, {{bug|MC-238904}}, {{bug|MC-247836}}, {{bug|MC-254132}} and {{bug|MC-255811}}.</ref>}}
|{{HistoryLine||1.19.4|exp=Update 1.20|dev=23w07a|Added the [[cherry grove]] biome.}}
|{{HistoryLine||1.20|dev=23w12a|Cherry groves are now available without using the "Update 1.20" experimental data pack.}}
|{{HistoryLine||1.21.2|exp=Winter Drop|dev=24w40a|Added the [[pale garden]] biome.}}

|{{HistoryLine|pocket alpha}}
|{{HistoryLine||v0.1.0|Added biomes, these 5 biomes include: [[snowy tundra]], [[snowy taiga]], [[plains]], [[forest]] and [[desert]], from Java Edition Alpha v1.2.0.}}
|{{HistoryLine||v0.1.3|[[Cacti]] now generates in deserts.}}
|{{HistoryLine||v0.8.0|dev=build 1|The color of the sky now changes slightly depending on the biome.}}
|{{HistoryLine||v0.9.0|dev=build 1|All biomes as of Java Edition 1.7.2 have been added. These include: Jungles, mesa, roofed forests, savannas, extreme hills, mushroom islands, flower forest, mega taiga, mega spruce taiga, swampland, deep ocean and legacy frozen ocean (unused).
|Worlds created before this version have had all biomes in them converted into plains.}}
|{{HistoryLine||v0.9.5|Added bryce mesa, extreme hills+ and jungle M.}}
|{{HistoryLine||v0.10.0|dev=build 1|Mesa biomes have gold at every elevation and can generate [[mineshaft]]s on the surface.
|Water in swamps is tinted dark gray.
|[[Huge mushroom]]s generate in swamps.}}
|{{HistoryLine||v0.11.0|dev=build 1|Added birch forest M, birch forest hills M, extreme hills M and extreme hills+ M.}}
|{{HistoryLine|||dev=build 8|Changed the default biome.}}
|{{HistoryLine|||dev=build 10|Increased the amount of gravel on extreme hills M biome.}}
|{{HistoryLine||v0.12.1|dev=build 1|Added [[the Nether]] biome.}}
|{{HistoryLine|||dev=build 10|Leaves coloring shaders are now used only when the color for a biome actually changes.}}
|{{HistoryLine||v0.16.0|dev=build 1|The biomes can now be viewed on [[map]]s based on the [[Tint|grass color]].}}
|{{HistoryLine|pocket}}
|{{HistoryLine||1.0.0|dev=alpha 0.17.0.1|Added [[The_End_(biome)|the End]] biome.}}
|{{HistoryLine|bedrock}}
|{{HistoryLine||1.2.0|dev=beta 1.2.0.2|Added [[snow]] covers to extreme hills.}}
|{{HistoryLine||1.4.0|dev=beta 1.2.14.2|Added warm ocean, lukewarm ocean, cold ocean and their deep variants, including new frozen ocean and frozen deep ocean.
|Old Frozen Ocean id changed to <code>legacy_frozen_ocean</code> to avoid conflict with new frozen ocean names.}}
|{{HistoryLine||1.9.0|dev=beta 1.9.0.0|Added bamboo jungle and bamboo jungle hills biome.}}
|{{HistoryLine||1.16.0|dev=beta 1.16.0.51|Added [[soul sand valley]]s, [[crimson forest]]s and [[warped forest]]s.}}
|{{HistoryLine||1.16.0|dev=beta 1.16.0.57|Added [[basalt deltas]].}}
|{{HistoryLine||1.16.220|dev=beta 1.16.220.50|Added [[lofty peaks]], [[snow capped peaks]], [[snowy slopes]], [[mountain grove]] and [[mountain meadow]].}}
|{{HistoryLine|||dev=release|New [[mountain]] biomes have been made inaccessible in the full release.}}
|{{HistoryLine||1.17.0|exp=Caves and Cliffs|dev=beta 1.17.0.50|Added [[dripstone caves]] and [[lush caves]].}}
|{{HistoryLine||1.18.30|exp=Wild Update|dev=beta 1.18.30.28|Added the [[deep dark]] biome.}}
|{{HistoryLine||1.19.80|exp=Next Major Update|dev=Preview 1.19.80.20|Added the [[cherry grove]] biome.}}
|{{HistoryLine||1.21.50|dev=Preview 1.21.50.20|Added the [[pale garden]] biome.}}
|{{HistoryLine|bedrock upcoming}}
|{{HistoryLine||1.21.60|dev=Preview 1.21.60.23|The vegetation of many [[Overworld]] biomes has been updated to more closely match [[Java Edition]].}}

|{{HistoryLine|console}}
|{{HistoryLine||xbox=TU1|Added true biomes; they were rainforest, seasonal forest, forest, shrubland, taiga, tundra, savanna, plains, swampland, desert.}}
|{{HistoryLine||xbox=TU5|xbone=CU1|ps3=1.00|psvita=1.00|ps4=1.00|wiiu=Patch 1|switch=1.0.1|Added swampland, ice plains, extreme hills and ocean biomes.
|Removed rainforest, seasonal forest, savanna, shrubland and taiga.}}
|{{HistoryLine||xbox=TU7|xbone=CU1|ps3=1.00|psvita=1.00|ps4=1.00|Re-added tundra (as ice plains) and added mushroom islands.}}
|{{HistoryLine||xbox=TU9|xbone=CU1|ps3=1.00|psvita=1.00|ps4=1.00|Re-added beaches and snow in taigas, added hills.
|Smoothed color transitions between biomes – swampland grass, foliage and water smoothly transition into other biomes.}}
|{{HistoryLine||xbox=TU12|xbone=CU1|ps3=1.00|psvita=1.00|ps4=1.00|Added jungle biome.}}
|{{HistoryLine||xbox=TU31|xbone=CU19|ps3=1.22|psvita=1.22|ps4=1.22|wiiu=Patch 3|Added mesa, mega taiga, roofed forest, birch forest, forest, savanna, extreme hills+, deep ocean, snowless taiga and 20 technical biomes.}}
|{{HistoryLine||xbox=TU69|xbone=none|ps3=1.76|psvita=1.76|ps4=1.76|wiiu=Patch 38|switch=none|Added warm, lukewarm and cold oceans, as well as deep ocean variants for lukewarm, cold and frozen oceans. Frozen oceans now generate naturally again.}}
|{{HistoryLine||xbox=none|ps3=none|psvita=none|ps4=1.91|wiiu=none|Added bamboo jungles.}}

|{{HistoryLine|new3ds}}
|{{HistoryLine||0.1.0|Added biomes including, but not limited to: jungles, savannas, rivers and the [[Nether]].{{info needed}}}}
|{{HistoryLine||1.7.10|Added [[The_End_(biome)|the End biome]].}}
}}

=== April Fools biomes ===
{{HistoryTable
|{{HistoryLine|java}}
|{{HistoryLine||20w14∞|Added [[Java_Edition_20w14∞#World_generation|<code>_generated:id</code>]], [[between]], [[Biome For Player With No Time For Nonsense|biome for player with no time for nonsense]] and [[shapes]] biomes}}
|{{HistoryLine||23w13a or b|Added [[the Moon (biome)|the Moon]] biome.}}
|{{HistoryLine||24w14potato|Added the [[arboretum]], [[corruption]], [[fields]], [[hash]], and [[wasteland]] biomes.}}
}}

<gallery>
Biomes Example.png|An old image of biomes work-in-progress. Biome grass colors have not been implemented at this point. 
NotchBiomeGraph.png|Early draft of the biomes graph, drawn by [[Notch]].
File:Beta1.7.3_BiomeGraph.png|The biome graph used in Beta 1.7.3.
Biometest.png|A map showcasing biome generation in [[Java Edition Alpha 1.2]].
NotchRiver.jpg|Notch took this screenshot while testing the [[river]] biome.
Deep Oceans Overview.png|A biome map tweeted by Notch, showcasing work-in-progress biome generation for [[Beta 1.8]].
Jungle teaser screen.png|[[Jeb]]'s first image of the [[jungle]] biome.
JebJungle.jpg|Jeb's second jungle teaser screenshot.
Jeb Biomes.jpg|A biome map shown by Jeb on instagram.
Jeb Biomes 1.jpg|A biome map tweeted by Jeb, showcasing work-in-progress biome generation for [[Java Edition 1.7.2]].
Jeb Biomes 2.jpg|A biome map tweeted by Jeb, showcasing slightly larger oceans for the WIP biome system in 1.7.2.
Ridgebiome.jpg|This is the first picture provided of the [[badlands]] biome (then called mesa).
RedwoodBiome.jpg|The first image of a giant tree taiga, as tweeted by Jeb.
CliffBiome.jpg|The first image of a [[stony shore]] (then called cliff) biome, provided by Jeb.
Biomes.png|Biome colors template for Java Edition 1.7 and 1.8.
</gallery>

== Issues ==
{{issue list}}

== Trivia ==
* The term ''biome'' is slightly similar to its scientific usage: in the real world, a biome is climatically and geographically defined by distinctive communities of plants, animals and soil organisms supported by similar climatic conditions. They are often referred to as {{w|ecosystem}}s.<ref>"[[Wikipedia:Biome|Biome]]" on Wikipedia</ref><ref>"[http://dictionary.com/browse/biome biome]" on Dictionary.com</ref> ''Minecraft'' biomes are defined by all of the blocks that compose them, not just the plants and animals found in them.
*A biome can sometimes generate with an area of only one block.<ref>{{bug|MC-69731||Random 1 block biome generating|WF}}</ref>

== Gallery ==
=== Screenshots ===
<gallery>
Grass colors.png|Examples of different colors for grass and leaves in different biomes.
Flower Forest Overview.png|An above view of a [[flower forest]] biome.
Roofed forest.png|A dark forest bordering onto a [[lake]].
RoofedForestMountains.jpg|A [[dark forest]] biome. The stone variants [[granite]], [[diorite]] and [[andesite]] can also be seen in the cliff.
Snowy taiga.png|A large snowy [[taiga]] biome, with a beach off to the side.
MushroomBiome.png|A mountainous [[mushroom island]].
ExtremeHillsM.png|A variant of [[windswept hills]], where large swaths of [[gravel]] generate.
Old 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 badlands biome.png|A badlands biome as seen from the ground.
Wet badlands.png|A badlands lake.
Miscoloured-Jungle.png|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.
OceanSwamp.jpg| A [[swamp]] generated in the middle of an ocean, causing miscolored [[water]] and [[lily pad]]s without any actual swampland.
Mushroom Biome on the mainland.png|A rare occurrence of a mushroom fields 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. badlands and ice spikes).
MesaJungle.jpg|A badlands and jungle biome generated together. Note the exposed mineshaft in the lower right.
BiomesExample.png|A [[river]] runs through a flower forest, a [[sunflower plains]], a jungle and a sparse jungle biome.
DoubleRiver.png|A river that splits off into two rivers.
ExtremeHillsComparison.png|Two windswept hills variants. On the left is a normal windswept hills biome. On the right is windswept forest.
MegaTaigaVsMegaSpruce.png|Comparison of old growth pine taiga and old growth spruce taiga biomes. Note how the giant spruce [[tree]]s are much thicker.
Badlands Cave.png|A [[cave]] in a badlands biome.
River in 1.16.png|A river biome in [[Java Edition 1.16]], with visible [[seagrass]] in it.
Odd roofed forest.png|A dark forest that is cut off by [[water]].
Roofed swamp.png|A swamp and dark forest connecting.
Dripstone Caves.png|The [[dripstone caves]] biome.
Biome replacement.png|When 1.7 update was released, old worlds were completely rewritten.
JungleandBadlands.png|Jungle and badlands biome generated next to each other.
3biomesvillage.png|Village reaching into 3 biomes (jungle, desert and plains).
Massive lake system.png|Two large lakes in a plains biome, near a forest biome and a dark forest biome.
Interesting biome blending.png|When savanna meets the snow.
Basalt columns with many variations.png|With varying terrain, [[basalt deltas]] biomes can be hard to navigate.
Rare division.png|A badlands biome and an ice spikes biome generated next to each other.
Biome Connection 1.png|Biomes connecting in a weird way. Left to right: mangrove swamp, jungle, forest.
Biome Connection 2.png|Biomes connecting in a weird way.
1.19 panorama.png|Showcase of 1.19 world generation.
Villager View.png|A forest next to a lukewarm ocean.
BiomeConnection.png|Mushroom fields and old growth taiga biomes connected together.
Shroom Beach.png|A mushroom biome connected to a forest biome.
Hot and Cold.png|A jungle between an ice spikes biome and a taiga.
Jungle at dawn.png|A picture of a [[jungle]] taken at dawn.
JungleSunset.png|A jungle sunset.
Redwood Sunset.png|The sun setting in a old growth pine [[taiga]].
DesertView.png|A [[desert]] sunrise.
</gallery>

== See also ==
*[[Biome JSON format]]
*[[Overworld]]
*[[Structure]]s
*[[Terrain Features]]
*[[Weather]]
*[[Large Biomes]]
*[[Amplified]]

== References ==
{{reflist}}

== External links ==
* [https://help.minecraft.net/hc/en-us/articles/360046470431-All-Biomes-in-Minecraft All Biomes in Minecraft] – [[Minecraft Help Center]]

== Navigation ==
{{Navbox biomes|all}}
{{Navbox environment}}

[[Category:Biomes| ]]

[[cs:Biom]]
[[de:Biom]]
[[es:Bioma]]
[[fr:Biome]]
[[hu:Biom]]
[[it:Bioma]]
[[ja:バイオーム]]
[[ko:생물 군계]]
[[lzh:生態域]]
[[nl:Klimaat]]
[[pl:Biom]]
[[pt:Bioma]]
[[ru:Биом]]
[[th:ไบโอม]]
[[uk:Біом]]
[[zh:生物群系]]
