[[File:Flatland.png|thumb|300px|A default superflat world.]]

'''Superflat'''{{only|JE}} or '''Flat'''{{only|BE}} is a [[world type]] or a vanilla [[world preset]] that replaces the normal varied terrain of the [[Overworld]] with a completely flat surface set to a single biome. {{IN|Java}}, an in-game menu allows players to customize the layers of blocks, the biome and the features found in a superflat world.

{{IN|Java}}, superflat can also refer to a dimension's generator type, with which the completely flat terrain can be generated in a specific dimension. See also [[Custom dimension]] and [[Custom world preset]].

== Structure ==
In the default Superflat world, the terrain consists of one layer of [[bedrock]], two layers of [[dirt]], and one layer of [[grass block]]s, with the [[biome]] set to [[plains]]. {{IN|Java}}, [[village]]s generate relatively frequently, and [[stronghold]]s can also be found; {{in|Bedrock}}, no features or structures generate in Flat worlds.

In the default Superflat world, the surface of the world is completely flat and at Y=-60, except for villages and other structures if they are enabled. [[Mob]]s still spawn normally. Because of the low [[altitude]] of the world, [[slime]]s spawn frequently.

Superflat worlds allow the player to access [[the Nether]] and [[the End]] in the usual ways, which generate as normal.<ref>{{bug|MC-4998||The Nether and the End are not in Superflat world type!!! It's same as Default|WAI}}</ref>

== Multiplayer ==
{{IN|Java}}, in order to create a Superflat world in a [[multiplayer]] [[server]], the ''level-type'' flag in [[server.properties]] must be <code>flat</code>, instead of <code>default</code>. To alter the layers, biome and structures define ''generator-settings'', which is a string of a JSON object:

<div class="treeview">
*{{nbt|compound}}: The root object.
**{{Nbt inherit/flat generator settings}}
</div>Example generation settings that recreate the "Classic Flat" preset:<syntaxhighlight lang="json">
{"biome":"minecraft:plains","layers":[{"block":"minecraft:bedrock","height":1},{"block":"minecraft:dirt","height":2},{"block":"minecraft:grass_block","height":1}]}
</syntaxhighlight>{{IN|Bedrock}}, ''level-type'' in [[server.properties]] must be "FLAT" to generate a flat world.

== Customization ==
[[File:Superflat Button.png|thumb|The Superflat world type button in {{el|je}}.]]

{{IN|Java}}, the superflat generator defaults to one layer of [[grass block]], two layers of dirt, and one layer of bedrock, in "plains" biome and generating [[village]]s and [[stronghold]]s. This content can be customized.

Upon selecting "Superflat" in the "World Type" button, the "Customize" button on its right becomes clickable. In the customize menu, there are two buttons available to customize Superflat worlds: the "Remove Layer" button, used for removing unwanted types of layers, and the "Presets" button, used for accessing the preset code string or selecting one of the nine default presets. [[Data pack]]s can be used to customize the default presets or add new ones, see [[Custom world preset#Superflat Level Generation Preset]] for more information.

The default superflat is different from the "Classic Flat" preset, as the default superflat (without using any preset) can generate [[stronghold]]s, while the "Classic Flat" preset has no strongholds.

If the player can understand the [[#Preset code format|preset code syntax]], they can create presets of their own by entering valid information into the preset code box. The preset code can be highlighted and copied, allowing it to be shared with other players. Similar to how new worlds are shared through [[Seed (world generation)|seeds]], a preset code can be entered into this box to use it.

The preset code currently cannot fully describe a superflat level generation preset. Settings related to features and structures are inaccessible in the preset code. Using the preset code and the "Remove Layer" function to recreate a world can only ensure that the blocks on each layer are the same, but cannot guarantee the same settings for features or structures. When using a preset code, the settings for features and structures are based on what default preset is selected. For example, if no preset is selected, only villages and strongholds are generated; if the Classic Flat preset is selected, only villages are generated; if the Overworld preset is selected, [[feature]]s in the plains biome (except [[monster room]]s) and [[pillager outpost]], [[village]], [[stronghold]], [[mineshaft]], and [[ruined portal]] structures are generated.

{{IN|Bedrock}}, there is no interface for customizing flat worlds. It always uses the default configuration (one layer of bedrock, two layers of dirt, and a layer of grass blocks) even when a seed from [[Seed Templates]] is used. However, custom flat worlds are possible internally, and can be used by modifying <code>FlatWorldLayers</code> in the world's <code>level.dat</code> file using an external editor. This was used for converting [[Legacy Console Edition]] custom superflat worlds over to ''Bedrock Ediiton''.

=== Vanilla superflat level generation presets ===
{{Exclusive|Java|Section=1}}

{| class="wikitable sortable" data-description="Presets"
!Preset
!Layers
!Biome 
!Structures
!Generating features
!Forced to generate lava lakes
!Notes
|-
| class="nowrap" |
{{InvSprite|Grass Block}} Classic Flat
| class="nowrap" |
{{BlockLink|Grass Block}} x1<br>{{BlockLink|Dirt}} x2<br>{{BlockLink|Bedrock}} x1
|{{BiomeLink|Plains}}
|{{EnvLink|Village}}
|No
|No
| This is different from the default superflat world, as the default superflat (without using any preset) can generate [[stronghold]]s, while the "Classic Flat" preset has no strongholds.
|-
| class="nowrap" |
{{InvSprite|Stone}} Tunnelers' Dream
| class="nowrap" |
{{BlockLink|Grass Block}} x1<br>{{BlockLink|Dirt}} x5<br>{{BlockLink|Stone}} x230<br>{{BlockLink|Bedrock}} x1
|{{BiomeLink|Windswept Hills}}
|{{EnvLink|Stronghold}}<br>{{EnvLink|Mineshaft}}<br>{{EnvLink|Monster Room}}
|Yes
|No
|
|-
| class="nowrap" |
{{InvSprite|Water Bucket}} Water World
| class="nowrap" |
{{BlockLink|Water}} x90<br>{{BlockLink|Gravel}} x5<br>{{BlockLink|Dirt}} x5<br>{{BlockLink|Stone}} x5<br>{{BlockLink|Deepslate}} x64<br>{{BlockLink|Bedrock}} x1
|{{BiomeLink|Deep Ocean}}
|{{EnvLink|Ocean Monument}}<br>{{EnvLink|Ocean Ruins}}<br>{{EnvLink|Shipwreck}}
|No
|No
|
|-
| class="nowrap" |
{{InvSprite|Grass}} Overworld
| class="nowrap" |
{{BlockLink|Grass Block}} x1<br>{{BlockLink|Dirt}} x3<br>{{BlockLink|Stone}} x59<br>{{BlockLink|Bedrock}} x1
|{{BiomeLink|Plains}}
|{{EnvLink|Pillager Outpost}}<br>{{EnvLink|Village}}<br>{{EnvLink|Stronghold}}<br>{{EnvLink|Mineshaft}}<br>{{EnvLink|Monster Room}}<br>{{EnvLink|id=overworld-ruined-portal|Ruined Portal}}
|Yes
|Yes
|Mimics the height of default world generation before [[Caves & Cliffs]]. Ores can also be found.
|-
| class="nowrap" |
{{InvSprite|Snow}} Snowy Kingdom
| class="nowrap" |
{{BlockLink|Snow}} x1<br>{{BlockLink|Grass Block}} x1<br>{{BlockLink|Dirt}} x3<br>{{BlockLink|Stone}} x59<br>{{BlockLink|Bedrock}} x1
|{{BiomeLink|Snowy Plains}}
|{{EnvLink|Village}}<br>{{EnvLink|Igloo}}
|No
| No
|
|-
| class="nowrap" |
{{InvSprite|Feather}} Bottomless Pit
| class="nowrap" |
{{BlockLink|Grass Block}} x1<br>{{BlockLink|Dirt}} x3<br>{{BlockLink|Cobblestone}} x2
|{{BiomeLink|Plains}}
|{{EnvLink|Village}}
|No
|No
|Allows easy [[Survival]] access to the [[Void]], due to the replacement of bedrock with cobblestone.
|-
| class="nowrap" |
{{InvSprite|Sand}} Desert
| class="nowrap" |
{{BlockLink|Sand}} x8<br>{{BlockLink|Sandstone}} x52<br>{{BlockLink|Stone}} x3<br>{{BlockLink|Bedrock}} x1
|{{BiomeLink|Desert}}
|{{EnvLink|Village}}<br>{{EnvLink|Desert Pyramid}}<br>{{EnvLink|Stronghold}}<br>{{EnvLink|Mineshaft}}<br>{{EnvLink|Monster Room}}
| Yes
|No
|Sandstone and stone layer amounts are reversed from Default worlds.
|-
| class="nowrap" |
{{InvSprite|Redstone Dust}} Redstone Ready
| class="nowrap" |
{{BlockLink|Sandstone}} x116<br>{{BlockLink|Stone}} x3<br>{{BlockLink|Bedrock}} x1
|{{BiomeLink|Desert}}
|''None''
|No
|No
|
|-
| class="nowrap" |
{{InvSprite|Barrier}} The Void
| class="nowrap" |
{{BlockLink|Air}} x1
|{{BiomeLink|The Void}}
|''None''
|Yes
|No
|Spawns the player on a stone platform with a single cobblestone block at the center of the platform.
|}

=== Preset code format ===
{{Exclusive|Java|Section=1}}

The preset code is a string of numbers, semicolons(;), colons(:), commas(,), and asterisks(*). Each code has three main parts, divided by semicolons. They are:

* a list of one or more [[Java Edition data values|'''block IDs''']];
** The block list is a comma-separated list of block IDs, ordered from [[Altitude|layer -64 up]]; if the entry for a given block has an "*", the number before the "*" is the number of layers to be generated, and the string after is the block ID.
** A block can also be repeated over multiple layers simply by repeating the block's ID, e.g. <code>minecraft:glass,minecraft:glass,minecraft:glass,minecraft:glass</code> would give the same result as <code>4*minecraft:glass</code>.
* a valid [[Java Edition data values|'''biome ID''']];
* (optional, '''not after 1.16''') a list of '''feature generation options'''.
** Feature generation options (described below) may have additional parameters, for example <code>village(size=0 distance=9)</code> (in 1.13+ they have no effect).
** It is important to remember that multiple parameters are separated by spaces, rather than commas or semicolons.

==== Feature generation options ====
{{Outdated feature|section=1|edition=java}}
{{Collapse|title=Feature generation options|head=1}}

{| class="wikitable" style="width:100%" data-description="Options"
! Feature generation option
! Parameters
! Description
! Biome
|-
|village
|size<br>distance
| Generates [[village]]s, provided they exist in that biome type. Extremely large size values and low distance values generate many villages tightly grouped together<br>'''''size''''' determines the size of the village (default is 1, normal worlds have this set to 0, maximum is 65535).<br>'''''distance''''' is the maximum distance between villages (minimum is 9, default is 32).
| Plains,<br>Desert, <br>Savanna, <br>Taiga, <br>Snowy Tundra, <br>Snowy Taiga
|-
|mineshaft
|chance
| Generates [[mineshaft]]s. They generate in midair if no terrain is present to cover them.<br>'''''chance''''' determines how common mineshafts are (from 0.0 to 1.0, default is 0.01). Higher number, more common.
| ''All''
|-
|stronghold
|distance<br>count<br>spread
| Generates [[stronghold]]s.<br>'''''distance''''' determines how far strongholds are from the spawn and other strongholds (minimum is 1.0, default is 32.0).<br>'''''count''''' is the number of strongholds that exist per world (default is 3).<br>'''''spread''''' determines how concentrated strongholds are around the spawn (minimum is 1, default is 3). Lower number, lower concentration.
| ''All''
|-
|biome_1
| distance
| Generates biome-specific features. This enables [[igloo]]s, [[jungle pyramid]]s, [[desert pyramid]]s, or [[witch hut]]s.<br>'''''distance''''' for the maximum distance between features (minimum is 9, default is 32).<br>'''NOTE:''' [[desert pyramid]]s (and potentially other structures) are not generated solely by biome_1, and "desert_pyramid" must be added to the syntax. '''Both''' "biome_1" AND "desert_pyramid" must be added to the syntax for pyramids to generate. Putting "desert_pyramid" in your syntax without "biome_1" causes issues, and attempting to /locate a desert pyramid without biome_1 enabled effectively breaks your world. This applies to 1.14+ and potentially earlier game versions. This option may also be necessary with igloos, jungle pyramids, ocean monuments or witch huts, requires testing. <!--- Woodland mansions can be located without biome_1 enabled. --->
| ''varies''
|-
|dungeon
| ''None''
| [[Monster room]]s are generated, if possible.
| ''All''
|-
|decoration
| ''None''
| Causes plants, ores, and similar features to be generated according to the biome type. Stone, dirt, grass, sand, or mycelium are required for most features.
| ''All''
|-
|desert_pyramid
| ''None''
| Generates [[desert pyramid]]s.
| Desert (Hills)
|-
|lake
| ''None''
| Generates water [[lake]]s, sometimes with sand and sugar cane depending on biome.
| ''All''
|-
|lava_lake
| ''None''
| Generates lava [[lake]]s, with stone surrounding them. If all stone layers are removed in a preset that enables lava lakes, ores can generate in the stone around lava lakes, given the proper [[altitude]].
| ''All''
|-
|fortress
| ''None''
| Generates [[nether fortress]]es.
| Nether
|-
|mansion
| distance
| Generates [[woodland mansion]]s.
| Dark Forest,<br>Dark Forest Hills
|-
|oceanmonument
| spacing<br>separation
| Generates [[ocean monument]]s in the water.<br>'''''spacing''''' determines the size of the grid, in chunks, on which monuments are generated (minimum is 1, default is 32).<br>'''''separation''''' determines the minimum distance, in chunks, between monuments. (minimum is 1, default is 5).<br>'''WARNING''': spacing must be greater than separation, otherwise the game crashes.
| Deep Ocean,<br>Deep Warm Ocean,<br>Deep Lukewarm Ocean,<br>Deep Cold Ocean,<br>Deep Frozen Ocean
|-
|endcity
| distance
| Generates [[End City|end cities]].
| End Highlands
|-
|pillager_outpost
|''None''
|Generates [[pillager outpost]]s.
| <br>Plains Desert,<br>Savanna,<br>Taiga,<br>Snowy Taiga,<br>Snowy Tundra
|-
|ruined_portal
|''None''
|Generates [[ruined portal]]s.
| ''All''
|-
|bastion_remnant
|''None''
|Generates [[bastion remnant]]s.
| Nether Wastes, Crimson Forest, Warped Forest, Soul Sand Valley
|}

Several criteria must be satisfied before some features can appear:

* The biome ID must be correct. For example, at present villages can appear only in biome IDs <code>plains</code>, <code>desert</code>, <code>taiga</code>, <code>savanna</code>, <code>snowy_taiga</code>, and <code>snowy_tundra</code>.
* Structures must be turned on when creating new world. (This does not affect normal features such as trees, flowers, mushrooms, and giant mushrooms.)
* There must be suitable terrain for the structure to appear on or in. This applies to most features except for mineshafts and strongholds.
** Villages are a partial exception; they do not form in mid-air, but can form provided there is at least one solid block layer.
*** Villages always spawn at least 2 blocks above the void.

For example, to have an 'End' superflat world with [[end spike]]s, the biome ID must be <code>the_end</code>, and the top surface block must be [[end stone]]. In this particular case 'Structures' does not need to be turned on in the world options.

Attempting to use an incorrectly formatted preset code causes the game to default to the Classic preset.

{{Collapse|tail=1}}

==== Preset code example ====
Consider the following preset code: 

<pre style="word-break:break-all">minecraft:mossy_cobblestone,250*minecraft:air,minecraft:obsidian,minecraft:snow;minecraft:plains</pre>

It consists of the following elements:

* <code>minecraft:mossy_cobblestone,250*minecraft:air,minecraft:obsidian,minecraft:snow</code> — comma-separated list of [[Java Edition data values#Block IDs|block IDs]].
** <code>minecraft:mossy_cobblestone</code> — one layer of [[mossy cobblestone]] on layer -64.
** <code>250*minecraft:air</code> — 250 layers of [[air]], from layer -63 to layer 186.
** <code>minecraft:obsidian</code> — one layer of [[obsidian]], on layer 187.
** <code>minecraft:snow</code> — one layer of [[snow]], on layer 188.
* <code>minecraft:plains</code> — [[Java Edition data values#Biome IDs|biome ID]], in this case Plains.

== History==
{{HistoryTable
|{{HistoryLine|java pre-classic}}
|{{HistoryLine||rd-132211|The level generation was changed from the original messy and random generator (as shown in the [[Cave Game]] {{ytl|UMpv5kZ9-rE|Tech Test video}}), to be completely flat. This was later removed in favor of variable terrain.}}
|{{HistoryLine|java classic}}
|{{HistoryLine||0.0.13a|A development build for this version contains flat terrain, which is different from the officially released build.
|The version labelled "0.0.13a" in the launcher is believed to be said development build due to its inclusion of flat terrain.}}
|{{HistoryLine|java}}
|{{HistoryLine||1.1|dev=January 4, 2012|slink={{tweet|jeb_|154558535219421186}}|[[Jens Bergensten]] announces a "super-flat world type option" and shares a first screenshot.}}
|{{HistoryLine|||dev=12w01a|Added Superflat world type.}}
|{{HistoryLine||1.3.1|dev=12w18a|Prior to this version, there was no consistent spawn point unless the player had slept in a [[bed]]; the player could respawn far from the previous spawning location without anything in sight. This may have been due to the lack of ground at the usual height of about 64.
|Changes to server.properties are no longer looked at in multiplayer after the world is created. Equivalently, any data in the level.dat file overrides the values in server.properties. This means that single player worlds can now be trivially moved to multiplayer.}}
|{{HistoryLine|||dev=12w25a|[[Slime]] spawning in Superflat is reduced.}}
|{{HistoryLine||1.4.2|dev=12w36a|By going into the [[Java Edition level format#level.dat format|level.dat]] and editing the generatorOptions line, the player can create custom Superflat worlds.}}
|{{HistoryLine|||dev=September 10, 2012|slink={{tweet|dinnerbone|245142327801290752}}|[[Dinnerbone]] mentions that he is adding presets to go with the new customization feature.}}
|{{HistoryLine|||dev=12w37a|Added Superflat Customization GUI.
|Comes with 7 presets: Classic Flat, Tunnelers' Dream, Water World, Overworld, Snowy Kingdom, Bottomless Pit (broken in this version), and Desert.
|In this version, the Add and Edit Layer features were not fully implemented, leaving their respective buttons grayed out.}}
|{{HistoryLine|||dev=12w39b|The "Bottomless Pit" preset is fixed.}}
|{{HistoryLine|||dev=October 2, 2012|slink={{tweet|dinnerbone|253133589775007744}}|Dinnerbone tweets an image of trees naturally generating in superflat worlds.}}
|{{HistoryLine|||dev=12w40a|[[Structure|Generated structure]]s (trees, ores, strongholds, etc.) can now be generated in this mode. The preset code version number is changed to "2" to reflect this.|Added a new preset called "Redstone Ready", with 52 layers of sandstone, three stone, then one layer of bedrock, and has no generated features or structures.|The "Add Layer" and the "Edit Layer" buttons were removed.}}
|{{HistoryLine||1.7.2|dev=13w36a|Strongholds are no longer generated in the air.}}
|{{HistoryLine||1.8|dev=14w08a|Now uses named block IDs to input layers instead of numeric block IDs.<ref>https://web.archive.org/web/0/https://www.mojang.com/2014/02/minecraft-snapshot-14w08a/</ref>|Block ID/number of layers format changed from <code>NumberxID</code> to <code>Number*ID</code>.|Preset code version number changed to "3".}}
|{{HistoryLine||1.9|dev=15w37a|Added a new preset called "The Void", where terrain is nonexistent except for a stone platform at the spawn.}}
|{{HistoryLine||1.13|dev=17w47a|Support for version numbers in preset codes was dropped.<ref>{{bug|MC-123228||Superflat generator strings no longer contain generator version|WAI}}</ref>}}
|{{HistoryLine|||dev=pre5|Biomes are now written as named namespaced IDs in preset codes instead of numerical IDs.}}
|{{HistoryLine||1.16|dev=20w21a|Generated structures can no longer be specified in the preset code. The structure generation can still be modified via [[Custom]] world type or custom world generation in [[data pack]]s.}}
|{{HistoryLine||1.17|dev=21w06a|Superflat worlds now generate at Y{{=}}-64 due to the new height limit changes.}}
|{{HistoryLine|||dev=21w15a|Superflat worlds now generate at Y{{=}}4 again due to the height limit changes being reverted.}}
|{{HistoryLine||1.18|dev=21w37a|Superflat worlds now generate at Y{{=}}-64 again due to the height limit changes being reintroduced.}}
|{{HistoryLine||1.18.2|dev=22w05a|Changed the number of sandstone layers of preset "Redstone Ready" from 52 to 116, to fix the issue of [[slime]]s being generated in worlds using this preset.<ref>{{bug|MC-243152|||Fixed}}</ref>}}
|{{HistoryLine|||dev=22w06a|Changed the "Water World" preset, by replacing sand with gravel, and adding additional 64 layers of deepslate above the bedrock layer, in order to fix the [[ocean monument]] generation issue in worlds using this preset.<ref>{{bug|MC-239708|||Fixed}}</ref>}}
|{{HistoryLine|||dev=22w07a|[[Stronghold]]s can now generate in the default superflat, though still not in the "Classic Flat" preset. }}
|{{HistoryLine||1.19|dev=22w11a|Added "superflat level generation preset" in the data pack, which can customize the presets displayed on the presets screen. }}
|{{HistoryLine|pocket alpha}}
|{{HistoryLine||v0.9.0|dev=build 1|Added flat world type.}}
|{{HistoryLine|||dev=build 5|By going into [[options.txt]] and editing the game_flatworldlayers line, the player can create custom flat worlds.<ref>{{tweet|tomcc|479177777103769600|Hey modders, what about sand flatworlds? Hint- this is a thing in the next build: 'game_flatworldlayers:[7, 12,12,12&#93;'|18 Jun 2014}}</ref>}}
|{{HistoryLine||v0.10.0|dev=build 1|Flat worlds are no longer customizable via {{cd|options.txt}}.}}
|{{HistoryLine|Bedrock}}
|{{HistoryLine||1.2.0|dev=beta 1.2.0.2|By going into {{cd|level.dat}} and editing the {{nbt|string|FlatWorldLayers}} field, the player can create custom flat worlds.}}
|{{HistoryLine||1.17.40|dev=beta 1.17.40.21|Flat worlds behind the Caves & Cliffs [[Experiments|Experimental Gameplay]] toggle now generate at Y{{=}}-64 due to the new height limit changes.}}
|{{HistoryLine||1.18.0|dev=beta 1.18.0.20|All newly created flat worlds now generate at Y{{=}}-64. Existing flat worlds still generate at Y{{=}}0.}}
|{{HistoryLine|console}}
|{{HistoryLine||xbox=TU5|xbone=CU1|ps3=1.00|psvita=1.00|ps4=1.00|wiiu=Patch 1|switch=1.0.1|Added superflat world type. Unlike in other editions, [[the Nether]] is also flat in this world type.}}
|{{HistoryLine||xbox=TU25|xbone=CU14|ps3=1.17|psvita=1.17|ps4=1.17|Added superflat customization UI.}}
|{{HistoryLine||xbox=TU31|xbone=CU19|ps3=1.22|psvita=1.22|ps4=1.22|wiiu=Patch 3|Added all [[log]]s and [[end portal frame]]s to the custom superflat block selection screen.
|Removed [[frozen ocean]] from the biome selection screen.}}
|{{HistoryLine||xbox=TU36|xbone=CU25|ps3=1.28|psvita=1.28|ps4=1.28|wiiu=Patch 7|Added options to generate [[cave]]s and [[ravine]]s in the custom superflat properties screen.}}
|{{HistoryLine||xbox=TU46|xbone=CU36|ps3=1.38|psvita=1.38|ps4=1.38|wiiu=Patch 15|Removed [[end portal frame]]s from the custom superflat block selection screen.}}
|{{HistoryLine||xbox=TU56|xbone=CU47|ps3=1.55|psvita=1.55|ps4=1.55|wiiu=Patch 26|switch=1.0.6|Changed the minimum and maximum values for structure spacing from 512m-864m to 256m-1600m.}}
|{{HistoryLine|3ds}}
|{{HistoryLine||0.1.0|Added flat world type.}}
}}

== Issues ==
{{Issue list|Superflat|Flat worlds}}

== Trivia ==
* Superflat was first conceived at the first [[MINECON]] and was intended for [[Creative]] builds.<ref>{{tweet|jeb_|1506605902627053569|Superflat was added after speaking to Deadmau5's Mau5ville manager (?) at the first MINECON. This was intended for creative mode builds, but playing it in survival mode is a fun challenge.|23 Mar 2022}}</ref>

== Gallery ==
=== Screenshots ===
<gallery>
SuperflatSlimes.png|Classic Flat preset.
Superflat Village.png|A [[village]] generated in the classic flat preset.
Superflat world - Tunnelers dream present.png|Tunnelers' Dream preset.
SuperflatMap.png|A [[map]] of a superflat world.
2 Villages superflat.png|2 villages close to each other on superflat world.
Bugflat.png|A part of the usual world that was not properly deleted staying in a superflat world.
SuperflatDiamond.png|Deep [[ore]]s exposed on the surface in a superflat world.
Superflatoverview.png|Overview of the old superflat world options.
File:Two Villages.png|Two villages viewable directly from spawn in a superflat world.
Mineshaftgeneration.png|A mid-air [[mineshaft]] in a superflat world.
Superflatsandy.png|One of many things possible with the superflat generator options.
Village on bedrock.png|A grassland village naturally generated in a 1-block-deep [[bedrock]] superflat world.
Desert village on bedrock.png|A desert village under similar conditions.
Super Flat — Nether Biome.png|A superflat world with the biome changed to [[nether wastes]].
Super Flat — Biome The End.png|A superflat world with the biome set as [[the End]].
</gallery>

=== Development images ===
<gallery>
SuperflatFirstImageJeb.png|Jeb's first superflat screenshot.
JebVillageSuperflat.png|An image tweeted by [[Jens Bergensten]] of a village spawned in a superflat world.
Superflat Layers.png|Custom layers.
Preset superflats image.png|Some of the original superflat preset world types.
-Atlantis-.jpg|A village in a water world.
Superflat Staircase.png|Stairs descending into the ground.
Superflat Pit.png|A hole into the void.
Treessuperflatgen.png|A snowy superflat world.
Pocket Edition Superflat.jpg|A ''[[Pocket Edition]]'' superflat world.
Superflat Named IDs.png|First screenshot of named block IDs in the customization screen.
</gallery>

== References ==
<references />

== See also == 
* [[World preset]]
* [[World type]]
* [[Tutorials/Superflat survival|A guide to surviving in a Superflat world]]
* [[Biome]]

== Navigation ==
{{Navbox environment}}

[[Category:World types]]

[[de:Flachland]]
[[es:Extraplano]]
[[fr:Monde plat]]
[[ja:スーパーフラット]]
[[ko:완전한 평지]]
[[nl:Supervlak]]
[[pl:Super płaski]]
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[[ru:Суперплоскость]]
[[uk:Надплаский]]
[[zh:超平坦世界]]
