biome()
Syntax
biome()
biome(pos/name/noise_map)
biome(pos/name, feature)
Without arguments, returns the list of biomes in the world.
With block, or name, returns the name of the biome in that position, or throws
'unknown_biome'
if provided biome or block are not valid.
(1.18+) if passed a map of continentalness
, depth
, erosion
, humidity
,
temperature
, weirdness
, returns the biome that exists at those noise values.
Note: Have to pass all 6 of the mentioned noise types and only these noise types
for it to evaluate a biome.
With an optional feature, it returns value for the specified attribute for that biome. Available and queryable features include:
'top_material'
: unlocalized block representing the top surface material (1.17.1 and below only)'under_material'
: unlocalized block representing what sits below topsoil (1.17.1 and below only)'category'
: the parent biome this biome is derived from. Possible values include (1.18.2 and below only):'none'
,'taiga'
,'extreme_hills'
,'jungle'
,'mesa'
,'plains'
,'savanna'
,'icy'
,'the_end'
,'beach'
,'forest'
,'ocean'
,'desert'
,'river'
,'swamp'
,'mushroom'
,'nether'
,'underground'
(1.18+) and'mountain'
(1.18+).'tags'
: list of biome tags associated with this biome'temperature'
: temperature from 0 to 1'fog_color'
: RGBA color value of fog'foliage_color'
: RGBA color value of foliage'sky_color'
: RGBA color value of sky'water_color'
: RGBA color value of water'water_fog_color'
: RGBA color value of water fog'humidity'
: value from 0 to 1 indicating how wet is the biome'precipitation'
:'rain'
'snot'
, or'none'
… ok, maybe'snow'
, but that means snots for sure as well.'depth'
: (1.17.1 and below only) float value indicating how high or low the terrain should generate. Values > 0 indicate generation above sea level and values < 0, below sea level.'scale'
: (1.17.1 and below only) float value indicating how flat is the terrain.'features'
: list of features that generate in the biome, grouped by generation steps'structures'
: (1.17.1 and below only) list of structures that generate in the biome.