Biome Definition
Biome definition files define biomes data-driven. Java Edition only.
Definition Format
Registry BIOME, data pack path worldgen/biome (files in data/<namespace>/worldgen/biome/; tags in tags/worldgen/biome/).
has_precipitation(required) — whether the biome has precipitation.temperature(required) — temperature value.temperature_modifier(defaultnone) —noneorfrozen(sets some areas to 0.2 before height adjustment).downfall(required) — affects plant colors (with temperature) but not actual precipitation.attributes— environment attribute map (position-dependent attributes only; duplicates → last value wins). See the environment-attributes skill.effects(required) — environmental effects (see below).carvers(required, may be empty) — carvers usable in the biome (tag/ID/inline/list).features(required, may be empty) — placed features; must have exactly 11 elements (one per decoration stage); each element is a feature tag/ID/list/inline.creature_spawn_probability(0–0.9999999, default 0.1) — initial animal spawn probability during worldgen.spawners(required, may be empty) — mob spawn entries per spawn category:{type (entity ID; "other"-category entities spawn pigs only), weight, minCount (>0), maxCount (>0)}.spawn_costs(required, may be empty) — spawn "potential" per entity:energyBudget(max energy a spawn can consume; smaller → fewer spawns) andcharge(point-charge model; larger → fewer spawns).
Effects
water_color(required) — RGB color.dry_foliage_color— dead-bush coloring.foliage_color— leaves/vines coloring.grass_color— grass block, grass, ferns, bushes, sugar cane, flower stems coloring.grass_color_modifier(defaultnone) —none,dark_forest((color & FEFEFE + 2634762) averaged), orswamp(noise-picked from 5011004/6975545).- Unspecified plant colors use temperature/downfall color maps. Colors are affected by the "biome transition distance" video option.
Behavior
Biome definitions load once at server startup (/reload doesn't reload them — restart). In single-biome world presets every registered biome is selectable; its display name defaults to the namespace ID but can be set with the biome.<ns>.<path> localization key. Without a plains element in the BIOME registry the game refuses to load the world.
Feature Generation
The features list maps to the 11 decoration stages used by structure generation too:
RAW_GENERATION(End floating islands) 2.LAKES(lava lakes) 3.LOCAL_MODIFICATIONS(geodes, icebergs, basalt pillars) 4.UNDERGROUND_STRUCTURES(dungeons, fossils) 5.SURFACE_STRUCTURES(desert wells, blue ice, ice spikes) 6.STRONGHOLDS(unused) 7.UNDERGROUND_ORES(ore blobs) 8.UNDERGROUND_DECORATION(non-ore clusters, Nether ores) 9.FLUID_SPRINGS10.VEGETAL_DECORATION(plants) 11.TOP_LAYER_MODIFICATION(frozen top layer).
Features beyond the 11 stages still place. Critical ordering rule: for all biomes in one dimension, each stage's features must have the SAME relative order (lists order by list order; tags by their values order; inline/IDs have no order). Violations crash the game at decoration with Feature order cycle found — the game does not pre-check, so verify manually.
Bone meal on grass in a biome can spawn any feature in the #can_spawn_from_bone_meal placed-feature tag whose placement succeeds there (vanilla uses this for biome-specific flowers).
Legacy Effects
Pre-1.19 effects (now replaced by environment attributes): fog_color, sky_color, water_fog_color, particle (options + probability), ambient_sound, additions_sound, mood_sound (tick_delay, block_search_extent, offset), music (weighted list of {data (sound, min_delay, max_delay, replace_current_music), weight}; empty = no music), music_volume (default 1).