World generation/History
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- Java Edition
- Overworld
- Pre-Classic to early Infdev
- Mid-Infdev to mid-Alpha
- Halloween Update terrain generator
- Adventure Update terrain generator
- The Update that Changed the World terrain generator
- Caves & Cliffs terrain generator
- The Nether
- The End
- Bedrock Edition
- Overworld
- Early Alpha terrain generator
- Pre-Caves & Cliffs terrain generator
- Caves & Cliffs terrain generator
- The Nether
- The End
- Legacy Console Edition
- Overworld
- Halloween Update terrain generator
- Adventure Update terrain generator
- The Update that Changed the World terrain generator
- The Nether
- The End
- New Nintendo 3DS Edition
- Overworld
- The Nether
- The End
- Glacier seed comparison
- Java Edition
- Spawn area
- Maps
- Notes
- Indev world types
Java Edition
Overworld
Pre-Classic to early Infdev
| Java Edition pre-Classic | |||||||
|---|---|---|---|---|---|---|---|
| Cave game tech test | The terrain is rough and full of caves as shown in Notch's video of this version. | ||||||
| Levels are 256×64×256 blocks in size. | |||||||
| rd-132211 | The terrain is now flat with one layer of grass above 42 layers of stone going down to the bottom of the world. | ||||||
| rd-20090515 | The terrain is now varied in height, with a layer of grass at the top, a few layers of dirt under it, and then stone going down to the bottom. | ||||||
| Cliffs occasionally generate. | |||||||
| Java Edition Classic | |||||||
| 0.0.3a | Caves now generate underground. | ||||||
| 0.0.12a | New terrain generator, terrain is now rougher and changes in elevation often happen in 2-high intervals. | ||||||
| Added water and lava to world generation. | |||||||
| Bedrock now generates around the sides and bottom of the map. | |||||||
| Terrain now generates in islands above sea level. Some worlds can be 95% water because of this. | |||||||
| All dirt with access to sunlight below sea level does not become grass upon world generation. | |||||||
| 0.0.13a | Dirt generation is now two blocks thick. | ||||||
| Terrain generation changed, terrain is now a little smoother than earlier. | |||||||
| The world no longer generates in islands, but instead, generates lakes within the main land mass, sometimes connecting to the infinite ocean around the world. | |||||||
| 0.0.13a_03 | Lava no longer generates on the surface. | ||||||
| 0.0.14a | Added sand, gravel, ore blobs, and trees. | ||||||
| Added world size option: levels can now be Small (128×128), Normal (256×256), or Huge (512×512). | |||||||
| Changed noise generator to have less bumps on the surface and smoother hill transitions. | |||||||
| Dirt layer can once again be more than two blocks thick. | |||||||
| Ores generate in large blobs on the sides of cliffs and in caves. | |||||||
| Beaches of both sand and gravel generate on and below ocean level. | |||||||
| 0.0.14a_08 | Tree shape changed to now have a plus (+) shape on top. | ||||||
| 0.0.15a (Multiplayer Test 1) | Gravel now only generates underwater. | ||||||
| Changed tree shape to resemble modern small oak trees. | |||||||
| 0.0.19a | Reduced the size of shorelines. | ||||||
| Caves are now more varied in width. | |||||||
| 0.24_SURVIVAL_TEST | Terrain is rougher with more cliffs. | ||||||
| Caves are longer and narrower, and get wider the deeper in the world they are. | |||||||
| A sea of lava generates at the bottom layer of the world. | |||||||
| Mushrooms and flowers now generate naturally. | |||||||
| Java Edition Indev | |||||||
| 0.31 | 20091223-0040 | Levels start off at "Small" size now. | |||||
| 20091223-1459 | Due to leaves blocking light, the ground immediately around a tree log generates as dirt. | ||||||
| 20091231-1856 | Grass can grow in slightly darker areas meaning the ground around trees is back to grass. | ||||||
| 20100106-2158 | Added new level generation options, see below: | ||||||
| Level type (island, floating, flat, original).[note 1] | |||||||
| Level shape (square, long, deep). | |||||||
| Level size (small, normal, huge). See below for a guide to map sizes:[note 2] | |||||||
| The default level type setting is Island. | |||||||
| The bottommost layer of the world no longer has an infinite lava sea.[verify for Java Edition] | |||||||
| Flowers removed from terrain generation. | |||||||
| 20100107-1851 | Added the Hell level theme. | ||||||
| Deep floating maps now have layers of islands. | |||||||
| 20100109-1939 | Replaced "Original" level type option with "Inland" type option: same as the Original type but with grass instead of water surrounding the map. | ||||||
| Grass blocks in Hell have been replaced with dirt. | |||||||
| 20100110 | Islands now have more sand. | ||||||
| 20100113-2015 | Ocean water is still infinite even though other water is finite. | ||||||
| 20100122-1708 | Liquids can spawn above sea level and on floating islands. | ||||||
| 20100122-2251 | New lighting pass, preventing stack overflows on huge deep floating maps. | ||||||
| Flowers added back to world generation. | |||||||
| 20100124-2119 | Added the moss stone Starting House for players to spawn in.[note 3] | ||||||
| 20100124-2310 | All air directly above bedrock layer is turned into lava.[verify] | ||||||
| 20100128-2200 | Added Diamond Ore. Initially, it can generate near the surface of the world. | ||||||
| 20100130 | Re-added the infinite lava sea at the bottom of the map, which is now infinitely deep. | ||||||
| 20100131-2156 | The Lava sea generates only when caves cut through the top layer of bedrock. | ||||||
| The bottom layer of bedrock can rarely have gaps. | |||||||
| 20100201-2227 | The Lava no longer spawns on the surface.[is this the correct version?] | ||||||
| When generating a new level, any grass block below flower turns into dirt. | |||||||
| 20100202 | Flowers no longer spawn with dirt under them. | ||||||
| 20100211-2327 | Water no longer generates at the edges of an Inland type world. | ||||||
| 20100212-1210 | Hell now starts off bright and gets darkened. | ||||||
| 20100213 | Hell worlds no longer start off fully bright before getting darkened. | ||||||
| The Starting House is now made of wooden planks and stone. | |||||||
| The Starting House now only spawns in flat, unobstructed areas. | |||||||
| As a side effect of the above change, when there is no good place to spawn a Starting House, it simply won't spawn. This lasts up to the end of Indev. | |||||||
| 20100214 | Added the Paradise and Woods themes. | ||||||
| Dirt exposed to enough light upon world generation gets turned into grass (visible in Hell). | |||||||
| Gravel can now once again generate in places not below water. | |||||||
| Java Edition Infdev | |||||||
| 20100227-1414 | The terrain generation changed greatly in this version.[note 4] | ||||||
| World generation has been greatly simplified (with the removal of sand, gravel, caves, and ore blobs) in order to make infinite world generation implementation easier to work with. | |||||||
| Added a new 2D terrain noise generator, capable of generating tall cliffs and large bodies of water. | |||||||
| Added brick pyramids. | |||||||
| Added obsidian walls. | |||||||
| Roses no longer generate. | |||||||
| Dandelions now only generate as scattered, single flowers on top of grass. | |||||||
| Water generates at layer 65 and below where air would otherwise generate. | |||||||
| All generation beyond 33,554,432 blocks is solid stone. | |||||||
| 20100227-1433 | Brick pyramid generation changed - they now always come to a single point at the top, rather than sometimes being truncated, resulting in "brick square frusta". | ||||||
| 20100313 | Removed obsidian walls. | ||||||
| 20100320 | Ore now generates as scattered, single blocks of ore, with no altitude-based change in rarity. | ||||||
| Reimplemented tree generation. | |||||||
| 20100325-1545 | Ore now generates in blobs, and their rarity now changes with altitude. However, a float is used in their generation, causing their generation to break down at excessive distances. | ||||||
| Added caves. They generate through all blocks, not just terrestrial blocks. | |||||||
| Caves are limited to 16 blocks in length. | |||||||
Mid-Infdev to mid-Alpha
| Java Edition Infdev | |||||||
|---|---|---|---|---|---|---|---|
| 20100327 | The terrain generation changed greatly in this version.[note 4] | ||||||
| World generation has been significantly overhauled, which is visually fairly obvious. | |||||||
| Removed brick pyramids. | |||||||
| Removed caves. | |||||||
| Dandelions no longer generate. | |||||||
| The sea level has been decreased by one block (65 to 64). | |||||||
| The infinite stone wall at 33,554,432 no longer generates. Instead, the Far Lands generate at 12,550,824. | |||||||
| 20100413-1951 | All trees are now fancy (large) trees. | ||||||
| Sand and gravel now generate with the world again. | |||||||
| 20100420 | The terrain generation changed greatly in this version.[note 4] | ||||||
| World generation seems considerably less mountainous, but more hilly. | |||||||
| 20100607 | All trees are now small trees again - fancy trees do not generate. | ||||||
| 20100611 | The terrain generation changed greatly in this version.[note 4] | ||||||
| Terrain now appears to come in large islands. | |||||||
| Terrain can now generate high enough to be higher than the world height limit, causing it to be cut off. | |||||||
| Monoliths now have the potential to generate (for example, on seed -6742213483932320748 at X=-27000 and Z=13000). | |||||||
| Trees appear to generate more frequently now. | |||||||
| 20100616-1808 | The terrain generation changed slightly in this version.[note 5] | ||||||
| Coastlines are now more gradual, resulting in smaller "ocean" areas. | |||||||
| Reimplemented caves. | |||||||
| Due to a bug, the upper three logs of trees have been replaced with leaves. | |||||||
| Random patches of flowers and mushrooms now generate. | |||||||
| Springs of water and lava now generate underground. | |||||||
| Lava now naturally generates, although how it does so exactly is unknown. | |||||||
| Bedrock now generates at the 4 layers above the very lowest layer of the world where the infinite lava sea still generates. | |||||||
| 20100617-1531 | Caves have been changed to be "more regional", and allegedly can form large clusters. The thickness of tunnels can also vary, affecting the frequency of branching. | ||||||
| Springs are now more common and can generate on the surface. | |||||||
| Added dirt and gravel blobs. | |||||||
| Removed the infinite lava sea. Bedrock now generates at the very bottom layer of the world, although some of the layer is stone. | |||||||
| Ore blocks were "generated with a random amount of blobs regardless to the type of ore" prior to this version. | |||||||
| Log blocks now generate in the leaf layers of trees again. | |||||||
| 20100624 | Mountains no longer cut off at the height limit. | ||||||
| Caves can be bigger than before. | |||||||
| 20100625-1917 | Added dungeons (monster rooms). | ||||||
| The density of trees has been reduced. | |||||||
| Java Edition Alpha | |||||||
| v1.0.1 | Added redstone ore blobs. | ||||||
| Coal ore blobs can now vary in size.[verify] | |||||||
| v1.0.4 | Added winter mode worlds, with their own block palette of snow and ice. Normal worlds appear unaffected in this version though. | ||||||
| v1.0.6 | Added cacti to world generation. | ||||||
| Fancy trees now generate alongside normal small trees. | |||||||
| v1.0.11 | Added clay blobs and sugar cane random patches to world generation. | ||||||
| v1.1.0 | Clay generation is apparently more common. | ||||||
Halloween Update terrain generator
| Java Edition Alpha | |||||||
|---|---|---|---|---|---|---|---|
| v1.2.0 | preview | The terrain generation changed greatly in this version.[note 4] | |||||
| Added biomes. | |||||||
| An in-game value corresponding to the Old Customized depth noise scale has been changed from 100 to 200. | |||||||
| Monoliths no longer generate, presumably as a result of changes to scale noise parameters in this version. | |||||||
| The bottom layer of the world is now all bedrock, rather than some of it being stone. | |||||||
| v1.2.6 | Added water and lava lakes. | ||||||
| Java Edition Beta | |||||||
| 1.0 | Lava lakes now replace the blocks around them with stone. | ||||||
| Due to a bug, grassland/sand biome borders are now misaligned. | |||||||
| 1.2 | Added birch trees. | ||||||
| Added spruce trees. | |||||||
| Added lapis lazuli ore blobs to world generation. | |||||||
| Fancy oak trees are more common. | |||||||
| There is allegedly more coal ore, iron ore and diamond ore found in caves. Whether this refers to blob size or frequency is unknown. | |||||||
| 1.2_02 | Lapis lazuli ore is apparently more common and can be found at bedrock level. | ||||||
| 1.3 | Sandstone now generates beneath natural sand. | ||||||
| Fixed grassland/sand biome borders being misaligned. | |||||||
| 1.6 | Test Build 3 | Added random patches of grass, ferns and dead bushes to world generation. | |||||
| The frequency of ore blobs no longer varies per quadrant of the world. | |||||||
| Due to a bug, clay now exclusively spawns when x and z are equal. | |||||||
| 1.7 | Fixed the aforementioned issue with clay generation. | ||||||
Adventure Update terrain generator
| Java Edition Beta | |||||||
|---|---|---|---|---|---|---|---|
| 1.8 | Pre-release | The terrain generation changed greatly in this version.[note 4] | |||||
| Terrain generation has been outright overhauled, adding and removing several biomes and changing how height is applied. The full list of precise changes may be listed later, although would end up massive. | |||||||
| Terrain now generates in the form of large continents in an endless, open ocean. | |||||||
| Height is now controlled by biomes instead of climate. | |||||||
| Biomes are now generated with a fractal based algorithm instead of a climate system. | |||||||
| Removed roses from world generation. | |||||||
| Removed savanna, shrubland, rainforest, seasonal forest, and tundra biomes. | |||||||
| Added extreme hills, river, and ocean biomes. | |||||||
| Added strongholds, villages, mineshafts, and ravines. | |||||||
| Snow no longer generates in taigas. | |||||||
| The sea level has been decreased by one block (64 to 63). | |||||||
| Oceans, rivers and extreme hills are now exclusive to their respective biomes. | |||||||
| Added sand, gravel and clay disks. | |||||||
| Sand and gravel beaches no longer generate. | |||||||
| Fancy oak trees now share the same height per biome and are randomized when the game is restarted.[note 6] | |||||||
| The Far Lands and Farther Lands no longer generate. | |||||||
| Java Edition | |||||||
| 1.0.0 | Beta 1.9 Prerelease | The terrain generation changed slightly in this version.[note 5] | |||||
| Reduced the size of islands and oceans.[note 7] | |||||||
| Added mushroom island, mushroom island shore, ice plains, ice mountains, frozen river, and frozen ocean biomes. | |||||||
| Added Nether fortresses and added an (empty) portal room to strongholds. | |||||||
| Readded roses to world generation. | |||||||
| Beta 1.9 Prerelease 3 | Added a glass tower to strongholds. | ||||||
| Added more chests to strongholds. | |||||||
| Beta 1.9 Prerelease 4 | Added the End. | ||||||
| Removed the glass towers of strongholds. Grass and flowers can now generate in snowy biomes - previously they could generate only under shade, for example from trees. When the previous behavior started is unknown. | |||||||
| 1.1 | 11w48a | Changed temperature value of taigas from 0.3 to 0.05, making them generate with snow again. | |||||
| 12w01a | Added more biomes, these are: beaches, and biome variants such as desert hills, extreme hills edge, forest hills, and taiga hills. | ||||||
| Reduced the height of extreme hills ever so slightly. | |||||||
| Added superflat world type. | |||||||
| Blacksmith buildings in villages now hold chests with loot. | |||||||
| 1.2.1 | 12w03a | The terrain generation changed significantly in this version.[note 4] | |||||
| Added jungle and jungle hills biomes. As a result, the placement of all major land biomes has been shifted. | |||||||
| 12w04a | Added desert wells to deserts. | ||||||
| 12w05a | Mineshafts now bridge over ravines. | ||||||
| 12w07a | Caves and ravines no longer generate. | ||||||
| 12w08a | Caves and ravines generate once more. | ||||||
| 1.3.1 | 12w16a | Added an optional bonus chest. | |||||
| 12w19a | Changed height scale and height depth of desert hills, forest hills, extreme hills edge, ice mountains, jungle hills and taiga hills to make these hill biomes slightly taller. | ||||||
| 12w21a | Added desert pyramids to deserts. | ||||||
| Added emerald ore, which generates on blobs of up 10 blocks in extreme hills biome and variants. | |||||||
| Changed desert villages to have desert-specific blocks. | |||||||
| 12w22a | Added jungle pyramids to jungles. | ||||||
| Changed emerald ore blob size to 1 block. | |||||||
| 1.4.2 | 12w36a | Added carrots and potatoes to villages. | |||||
| 12w38a | Stone monster eggs now rarely generate in Extreme Hills biomes and variants. | ||||||
| 12w40a | Added swamp huts to swamps. | ||||||
| 1.6.1 | 13w17a | Water lakes no longer generate in desert biomes. | |||||
The Update that Changed the World terrain generator
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.7.2 | 13w36a | The terrain generation changed greatly in this version.[note 4] | |||||
| Just like with Beta 1.8, terrain generation has been outright overhauled. | |||||||
| Re-added savanna, and added several of its variants. | |||||||
| Oceans are now much smaller. | |||||||
| Added mesa and its variants. | |||||||
| Each 48-bit world seed generated 64 layers of terracotta that repeated every 64 blocks on the Y-axis, for use in generating terracotta layers in mesa biomes. | |||||||
| Added roofed forest and its variants. | |||||||
| Added sunflower plains as a plains variant. | |||||||
| Added birch forest and its variants. | |||||||
| Added flower forest as a forest variant. | |||||||
| Added extreme hills+ as a extreme hills variant. | |||||||
| Taiga now normally generates without snow, similar to taiga from Beta 1.8 to 1.1. | |||||||
| The previous Taiga has become its own biome, cold taiga. | |||||||
| Added mega taiga and its variants. | |||||||
| Added deep ocean as a ocean variant. | |||||||
| Added several biome variants. | |||||||
| Added Amplified world type. | |||||||
| Jungle is now significantly rarer. | |||||||
| Several changes to swampland, plains, and extreme hills. | |||||||
| Extreme hills edge no longer generates naturally. | |||||||
| Removed frozen ocean. | |||||||
| Changed biome categorization into 4 categories. | |||||||
| Biome elevation now has much greater variation. | |||||||
| Caverns are now less interconnected. | |||||||
| Fancy oak trees no longer naturally generate in forests due to performance issues.[note 8] | |||||||
| 13w39a | Added red sand, which replaces sand in mesa biomes. | ||||||
| 1.8 | 14w02a | Added diorite, andesite, and granite, which generates randomly underground. | |||||
| 14w17a | Added Customized world type. | ||||||
| 14w25a | Added ocean monuments, which generates in oceans. | ||||||
| 14w32a | Added red sandstone, which generates in mesa caves instead of chiseled sandstone.[note 9] | ||||||
| 1.9 | 15w31a | There are now 128 strongholds per world, instead of 3. | |||||
| 15w43a | Added igloos. | ||||||
| 15w44a | Fancy oak trees now generate in forests again.[note 10] | ||||||
| 1.10 | 16w20a | Added fossils, which generates underground. | |||||
| Added trees to plains and sunflower plains. | |||||||
| 1.11 | 16w39a | Added woodland mansions, which generates rarely in roofed forests. | |||||
| 1.13 | 18w06a | The terrain generation changed slightly in this version.[note 5] | |||||
| Removed Customized world. | |||||||
| Mutated/Modified biome variants now conform to biome and river boundries.[note 11] | |||||||
| Spawning positions of jungle pyramids, igloos, and swamp huts were changed slightly in each world. | |||||||
| 18w07a | The height of fancy oak trees now vary within biomes.[note 6] | ||||||
| 18w08a | Added warm ocean and its deep variant. | ||||||
| Added lukewarm ocean and its deep variant. | |||||||
| Added cold ocean and its deep variant. | |||||||
| Re-added frozen ocean, although its different from the original version. | |||||||
| Added deep frozen ocean as a frozen ocean variant. | |||||||
| 18w08b | Deep warm ocean no longer generates naturally. | ||||||
| 18w09a | Added underwater ruins, which generate in all oceans. | ||||||
| 18w10d | Added coral reefs, which generate in warm ocean. | ||||||
| 18w11a | Added shipwrecks, which generate in all oceans. | ||||||
| 18w15a | Added icebergs, which generate in frozen ocean. | ||||||
| 18w16a | Added Buffet world type. | ||||||
| 1.14 | 18w43a | Added bamboo jungle and its mutated variant. | |||||
| 18w47a | Added pillager outposts, which generates in most land biomes. | ||||||
| 18w49a | Added snowy tundra villages. | ||||||
| 19w07a | Added snowy tundra zombie villages. | ||||||
| 1.15 | 19w34a | Added bee nests, and bees, which generates anywhere. | |||||
| 1.16 | 20w16a | Added ruined portals. | |||||
| 1.16.2 | 1.16.2 Pre-release 2 | Plateaus generate more frequently at the edges of badlands. | |||||
| 1.17 | 20w45a | Added amethyst geodes, which generate underground. | |||||
| Added copper ore, a new ore that generates in the Overworld. | |||||||
| 20w49a | Added dripstone caves, which is accessible only through the Buffet or Custom world types. | ||||||
| 21w06a | Complete overhaul of caves. | ||||||
| The World has been extended 64 blocks up and 64 blocks down, which means that it is possible to build from -64 to 319 in the overworld. | |||||||
| Ore generation has been tweaked to match the new world height. | |||||||
| Added aquifers. | |||||||
| Added spaghetti and cheese caves. | |||||||
| Removed underwater canyons and underwater caves. | |||||||
| 21w07a | Added grimstone, which generates below Y=0. | ||||||
| 21w08a | Added smooth basalt, which generates as part of amethyst geodes. | ||||||
| Added deepslate ores, which now generates when an ore replaces deepslate. | |||||||
| Added crack carvers, which are like canyons but deeper. | |||||||
| 21w10a | Added lush caves, which is accessible only through the Buffet or Custom world types. | ||||||
| 21w15a | Reverted most of the changes from 21w06a back to the original, as the changes have moved to Java Edition 1.18. This can be bypassed by using the official Caves and Cliffs datapack. | ||||||
| Tuff and deepslate now generates in blobs between Y=0 and Y=16. | |||||||
| 21w16a | (Experimental changes) Aquifers below Y=0 are now sometimes made of lava. | ||||||
| 21w17a | (Experimental changes) Added noodle caves. | ||||||
| 21w20a | Amethyst geodes have been made rarer, from 1 geode in 30 chunks to 1 geode in 53 chunks. | ||||||
Caves & Cliffs terrain generator
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.18 | 1.18 Experimental Snapshot 1 | The terrain generation changed greatly in this version.[note 4] | |||||
| For the first time since Java Edition 1.7.2 in 2013, terrain generation has been majorly overhauled once again. | |||||||
| All of the cave changes from 21w06a to 21w17a has been re-implemented. | |||||||
| World seeds are now 48-bit instead of 64-bit due to biome noise generation only being affected by the last 48 bits of the world seed number like all other terrain generation elements. | |||||||
| Lush caves and dripstone caves now generate naturally. | |||||||
| Mountains have received a complete overhaul. | |||||||
| Added 5 sub-biomes for the new mountains: mountain meadow, mountain grove, snowy slopes, lofty peaks and snow capped peaks. | |||||||
| Terrain generation is now independent from biomes; biomes adapt to whatever terrain they happen to generate throughout. | |||||||
| Terrain is now smoother and more extreme. | |||||||
| Removed Large Biomes and the Amplified world type. | |||||||
| Removed most of the sub-biomes. | |||||||
| World seeds now generate 192 layers of terracotta per world seed, instead of 64 layers of terracotta, for use in generating terracotta in badlands biomes. | |||||||
| Eroded badlands and ice spikes were added back in 1.18 experimental snapshot 2. | |||||||
| Swamps do not generate correctly. | |||||||
| 1.18 experimental snapshot 2 | The terrain generation changed slightly in this version.[note 5] | ||||||
| Swamps now generate properly. | |||||||
| Eroded badlands and ice spikes now once again generate naturally. | |||||||
| The terrain now tends to be flatter and taller, generating from y=220 to y=260. | |||||||
| Biomes are now smoother and less noisy, with fewer microbiomes. | |||||||
| Beaches are now larger. Some areas don't generate them to provide some variation. | |||||||
| Reduced the size of cheese caves. | |||||||
| Cave entrances are now smaller, and less likely to go down all the way to deepslate level. | |||||||
| Lush caves are now rarer and smaller. | |||||||
| Underground biomes interfere less with surface biomes. They can still leak out sometimes. | |||||||
| 21w37a | Changed main terrain noise generation, though how exactly it changed is not known. | ||||||
| 21w40a | Increased the average size of most biomes. | ||||||
| 21w41a | Java Edition now uses xoroshiro128++ as its pseudorandom number generator for Overworld terrain generation, changing from the linear congruential generator (LCG) it used previously. As a result, all world seeds have been shuffled, and all generation elements of the world seed are exclusively 64-bit. | ||||||
| 21w43a | World seeds have been shuffled again as a result of unspecified changes to terrain generation in order for the new chunk blending feature to work properly with them. | ||||||
| 1.19 | Deep Dark Experimental Snapshot 1 | Added the deep dark. | |||||
| Added the ancient city. | |||||||
| 22w14a | Added mangrove swamps. | ||||||
| 1.20 | 23w12a | Added cherry groves. | |||||
| Added the trail ruins. | |||||||
| 1.20.3 Experiment | 23w45a | Added trial chambers. | |||||
| 1.21.2 Experiment | 24w40a | Added pale gardens. | |||||
| Initially, they only generate with positive weirdness. | |||||||
| 1.21.5 | 25w02a | Pale gardens can now also generate in areas with negative weirdness. | |||||
| Woodland mansions now generate in pale gardens. | |||||||
| 26.2 | snap1 | Added sulfur caves. | |||||
| Upcoming Java Edition | |||||||
| 26.3 | snap1 | Added dappled forests. | |||||
| Added abandoned camps. | |||||||
The Nether
- did 13w36a's cave generation changes affect the Nether?
- overworld-style lava lakes with stone generated in the Nether for a period of time in 1.13's development, when did this happen and when were they removed?
- for how long did large crimson/warped fungi generate on the Nether roof during 1.16's development, and when was this removed?
| Java Edition Alpha | |||||||
|---|---|---|---|---|---|---|---|
| v1.2.0 | preview | Added the Nether. | |||||
| v1.2.0_01 | Some areas where soul sand would have generated in the Nether in v1.2.0 now generate with gravel instead. | ||||||
| v1.2.0_02 | Soul sand now generates in some places previously replaced by gravel. | ||||||
| Java Edition Beta | |||||||
| 1.8 | Pre-release | The Far Lands and Farther Lands no longer generate, including in the Nether. | |||||
| Java Edition | |||||||
| 1.2.1 | 12w07a | Mushrooms now generate on top of the Nether roof. | |||||
| 1.5 | 13w01a | Added Nether quartz ore, which generates in the Nether. | |||||
| 13w02a | Added hidden lava, which generates in the Nether. | ||||||
| 1.6.1 | 13w18a | Added loot chests to Nether fortresses. | |||||
| 1.10 | 16w20a | Added magma blocks, which generates in the Nether. | |||||
| 1.13 | 18w07a | Ravines now generate in the Nether. | |||||
| ? | Nether caves now have a lava level - they previously generated with air down to bedrock. | ||||||
| 1.16 | 20w06a | Added crimson forests to the Nether. | |||||
| Added warped forests to the Nether. | |||||||
| Added soul sand valleys to the Nether. | |||||||
| The original Nether biome has been renamed to the Nether wastes. | |||||||
| Added ancient debris, a rare ore in the Nether. | |||||||
| 20w11a | Added Nether gold ore to the Nether. | ||||||
| 20w15a | Added basalt deltas to the Nether. | ||||||
| 20w16a | Added bastion remnants, which generates in the Nether. | ||||||
| 1.21.6 | 25w15a | Nether fossils now contain dried ghasts. | |||||
The End
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.0.0 | Beta 1.9 Prerelease 4 | Added the End. | |||||
| 1.2.1 | 12w07a | The End no longer generates any terrain, making the dimension almost completely void. | |||||
| 12w08a | The End now generates once again. | ||||||
| 1.9 | 15w31a | Terrain generation in the End has been completely changed. | |||||
| Added End islands, which generates hundreds of blocks from the main island. | |||||||
| Added End cities, which generates at the End Islands. | |||||||
| Added End ships, which sometimes generates at End cities. | |||||||
| 1.11 | 16w39a | Added return portals, which generates randomly in End islands. | |||||
| 1.13 | ? | The End now uses dedicated biomes for generating outer islands. | |||||
| 1.17 | 21w13a | The End now generates using the full 256 blocks of world height rather than the 128 used previously. | |||||
| 21w14a | The End now generates as it did earlier.[note 12] | ||||||
Bedrock Edition
Overworld
Early Alpha terrain generator
| Pocket Edition Alpha | |||||||
|---|---|---|---|---|---|---|---|
| v0.1.0 | Added a simple world generator. The world is similar to pre-Java Edition Beta 1.8 world generation. | ||||||
| The world is 256 blocks wide and 128 blocks high. | |||||||
| There are five visually distinct biomes: snowy tundra, snowy taiga, plains, desert, and forest. | |||||||
| v0.1.3 | Cacti now generates in deserts. | ||||||
| v0.2.1 | Oak trees now generate with spruce logs instead of oak logs. | ||||||
| v0.4.0 | Oak trees once again generate with oak logs. | ||||||
| v0.5.0 | Mushrooms can no longer generate exposed to sunlight. | ||||||
| Sugar cane is now able to generate on top of sand. | |||||||
Pre-Caves & Cliffs terrain generator
The terrain generator was made infinite in mid-2014 with the addition of biomes from the then Java 1.7 generator. This world generator lasted until Caves and Cliffs Part 2, which was fully released in late 2021.
| Pocket Edition Alpha | |||||||
|---|---|---|---|---|---|---|---|
| v0.9.0 | build 1 | The terrain generation changed greatly in this version.[note 4] | |||||
| The world is now infinite. The old limited world can be created by using the Old world type. | |||||||
| Added most biomes that exist as of Java Edition 1.8. | |||||||
| Frozen Ocean no longer generates naturally. | |||||||
| Added villages, mineshafts, strongholds and dungeons. | |||||||
| Added the Flat world type. | |||||||
| Mesa biomes have a bug where new chunks generate with clay banding layers reset to a fixed preset after reloading the world.[note 13] | |||||||
| v0.9.5 | Added mesa bryce, extreme hills+, and jungle M. | ||||||
| v0.10.0 | build 1 | Mesa biomes now has gold at every elevation, and can generate mineshafts on the surface. | |||||
| Huge mushrooms generate in swamps. | |||||||
| Added desert wells. | |||||||
| v0.11.0 | build 1 | Added birch forest M, birch forest hills M, extreme hills M, and extreme hills+ M. | |||||
| build 8 | Changed the default biome. | ||||||
| build 10 | Increased the amount of gravel in the extreme hills M Biome. | ||||||
| v0.12.1 | build 1 | Mesa Plateau F biomes no longer generate properly.[note 14] | |||||
| build 10 | Leaves coloring shaders are now used only when the color for a biome actually changes. | ||||||
| v0.13.0 | build 1 | Added desert pyramids. | |||||
| v0.14.0 | build 1 | Added swamp huts. | |||||
| Cauldrons in swamp huts are filled with a random potion. | |||||||
| v0.15.0 | build 1 | Added jungle temples. | |||||
| Added savanna and taiga village variants. | |||||||
| Villages can now generate in snowy taiga and snowy tundra biomes, where village buildings are constructed with spruce wood like in taiga villages. | |||||||
| Villages have a slim chance to generate as abandoned villages, which spawn zombified villagers. Cobwebs and moss stone replace some blocks in the buildings of such villages. | |||||||
| v0.16.0 | build 1 | Added ocean monuments. | |||||
| Pocket Edition | |||||||
| 1.0.0 | alpha 0.17.0.1 | Added igloos. | |||||
| 1.1.0 | alpha 1.1.0.0 | Added woodland mansions. | |||||
| 1.1.0 | Mesa biomes now generate the same pattern of clay banding layers per world seed after reloading the world.[note 13] | ||||||
| 1.1.3 | alpha 1.1.3.0 | Added fossils. | |||||
| Bedrock Edition | |||||||
| 1.2.0 | beta 1.2.0.2 | Added ravines. | |||||
| 1.4.0 | beta 1.2.14.2 | Added warm oceans and their deep variant. | |||||
| Added lukewarm ocean and its deep variant. | |||||||
| Added cold ocean and its deep variant. | |||||||
| Added frozen ocean, although its different from the original version. | |||||||
| Added deep frozen ocean as a Frozen Ocean variant. | |||||||
| Added shipwrecks, buried treasure, coral reefs, icebergs, and underwater ravines. | |||||||
| beta 1.2.20.1 | Added underwater ruins. | ||||||
| Caves can now generate underwater. | |||||||
| 1.6.0 | beta 1.6.0.5 | Birch forest m, birch forest hills m, savanna m, savanna plateau m, and mesa plateau f biomes now have the wrong grass color.[note 15] | |||||
| 1.9.0 | beta 1.9.0.0 | Added bamboo jungles. | |||||
| 1.10.0 | beta 1.10.0.3 | Added pillager outposts. | |||||
| Added new villages. | |||||||
| 1.11.0 | beta 1.11.0.1 | Mesa plateau f biomes now properly generate.[note 14] | |||||
| 1.17.0 | beta 1.16.220.50 | Added the new mountain biomes: lofty peaks, snow capped peaks, snowy slopes, mountain grove, and mountain meadow behind experimental gameplay. | |||||
| Added dripstone caves. | |||||||
| beta 1.16.220.52 | Added lush caves. | ||||||
| Extended altitude. | |||||||
| 1.16.220 | All above features are unavailable in release. | ||||||
| beta 1.16.230.50 | Re-added all above. | ||||||
| beta 1.16.230.52 | Deepslate now generates under Y 16. | ||||||
| beta 1.16.230.54 | Added dripstone clusters. | ||||||
| beta 1.16.230.56 | Added noise, cheese, and spaghetti caves. | ||||||
| Added aquifers. | |||||||
| beta 1.17.0.50 | Added amethyst geodes. | ||||||
| Lush and dripstone caves generate rarely underground. | |||||||
| release | Mountain biomes are unavailable in release. | ||||||
| 1.17.10 | Re-added mountain biomes behind experimental gameplay. | ||||||
Caves & Cliffs terrain generator
| Bedrock Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.18.0 | beta 1.18.0.20 | World generation is equivalent to Java Edition 1.18. | |||||
| All world generator changes now available outside experimental gameplay. | |||||||
| Caves now reach to the surface. | |||||||
| Changed mountains to look like jagged peaks. | |||||||
| beta 1.18.0.22 | The old world type has been removed from the world creation screen. Existing old worlds are still playable, but do not receive new features anymore. | ||||||
| 1.18.30 Experiment | beta 1.18.30.28 | Added the deep dark behind experimental gameplay. | |||||
| beta 1.18.30.32 | Added ancient cities behind experimental gameplay. | ||||||
| 1.19.0 | beta 1.19.0.20 | Added mangrove swamps. | |||||
| Deep Dark and Mangrove Swamp are available outside experimental gameplay. | |||||||
| 1.19.40 | Preview 1.19.40.20 | Old growth birch forest, windswept savanna, and dark forest biomes now have the correct grass color, matching that of Java Edition.[note 15] | |||||
| 1.19.80 Experiment | Preview 1.19.80.20 | Added cherry groves behind experimental gameplay. | |||||
| Preview 1.19.80.22 | Added the trail ruins behind experimental gameplay. | ||||||
| 1.20.0 | Preview 1.20.0.21 | Cherry groves and the trail ruins are now available outside experimental gameplay. | |||||
| 1.21.60 | Preview 1.21.60.24 | Canyons now generate more often | |||||
| Canyons can once again generate on the ocean floor | |||||||
| Canyons now completely carve through copper veins | |||||||
| Canyons now properly interact with aquifers, filling with water instead of generating as disconnected segments. | |||||||
| 26.20 Experiment | Preview 26.20.23 | Added sulfur caves. | |||||
| 26.30 | Preview 26.30.20 | Implemented all features from the "Drop 2 of 2026" experiment in vanilla gameplay. | |||||
| Added sulfur spikes, which generate in sulfur caves. | |||||||
| Granite and tuff are now dispersed between sulfur and cinnabar. | |||||||
| Increased the amount of sulfur that generates. | |||||||
| 26.40 Experiment | Preview 26.40.27 | Added dappled forests. | |||||
| Added abandoned camps. | |||||||
| Upcoming Bedrock Edition | |||||||
| 26.50 | Preview 26.50.22 | All features from the "Drop 3 of 2026" experiment have been fully implemented. | |||||
The Nether
| Pocket Edition Alpha | |||||||
|---|---|---|---|---|---|---|---|
| v0.12.1 | build 1 | Added the Nether biome. | |||||
| Added Nether fortresses. | |||||||
| Bedrock Edition | |||||||
| 1.16.0 | beta 1.16.0.51 | Added crimson forests. | |||||
| Added warped forests. | |||||||
| Added soul sand valleys. | |||||||
| Added basalt pillars, huge crimson fungi, and huge warped fungi. | |||||||
| beta 1.16.0.57 | Added basalt deltas. | ||||||
| Added ruined portals and piglin bastions. | |||||||
| 1.21.80 | Preview 1.21.80.25 | Nether fossils now contain dried ghasts behind experimental gameplay. | |||||
| 1.21.90 | Preview 1.21.90.20 | Nether fossils now contain dried ghasts outside of experimental gameplay. | |||||
The End
| Pocket Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.0.0 | alpha 0.17.0.1 | Added the End biome. | |||||
| Added End cities. | |||||||
Legacy Console Edition
Legacy Console Edition was historically updated roughly following Java Edition major releases, and as such, mirrored Java Edition changes for much of its update history.
Overworld
Halloween Update terrain generator
Xbox 360 edition was released with features roughly equivalent to Java Edition Beta 1.6, and therefore matched its terrain generation identically.
| Legacy Console Edition | |||||||
|---|---|---|---|---|---|---|---|
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU1 | World generation is equivalent to Java Edition Beta 1.6.6 First release with features and terrain generation roughly equivalent to Java Edition Beta 1.6 | ||||||
| World sizes are limited to 864x864 blocks. | |||||||
| TU3 | World generation is equivalent to Java Edition Beta 1.7.3 Added a seed display to the level load screen (requires existing levels to be saved out again to add the display). | ||||||
| Clay generation has been fixed and no longer exclusively spawns when x and z are equal.[more information needed] | |||||||
Adventure Update terrain generator
Xbox 360 version TU5 released features identical to Java Edition Beta 1.8, and therefore, all seeds have changed. The addition of Jungle biomes in TU12 shuffled positions of all major land biomes, changing a decent portion of world seeds again on Xbox 360. All other console editions except for Nintento Switch edition were initially released with the latter world generation.
| Legacy Console Edition | |||||||
|---|---|---|---|---|---|---|---|
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU5 | World generation is mostly equivalent to Java Edition Beta 1.8.1 The terrain generation changed greatly in this version.[note 4] | ||||||
| Added biomes: swampland, ice plains, extreme hills, ocean. | |||||||
| Added villages, mineshafts, strongholds, ravines. | |||||||
| Removed biomes - rainforest, seasonal forest, savanna, shrubland and tundra. | |||||||
| Removed the Void by making it impossible to break the bottom/top layer of bedrock. | |||||||
| Taigas are covered by snow and roses generate naturally, features added in Java Edition 1.0.0. | |||||||
| TU7 | Added Mushroom island biome. | ||||||
| TU9 | World generation is equivalent to Java Edition 1.0.0 Re-added beaches. | ||||||
| TU12 | 1.00 | 1.00 | 1.00 | World generation is equivalent to Java Edition 1.2.5 The terrain generation changed significantly in this version. | |||
| Added Jungle biomes, changing positions of all major land biomes. | |||||||
| Biome data is now saved to world, meaning biome positions no longer change in existing worlds after new game updates to world generation. | |||||||
| Build height limit changed from 128 to 256. | |||||||
| Cocoa grows on jungle trees. | |||||||
| Very rare desert wells can be found in desert biomes. | |||||||
| Mineshafts can generate with wooden bridges now when generated over a cave or over top another tunnel. | |||||||
| TU14 | 1.04 | World generation is equivalent to Java Edition 1.3.2 Added desert temples, desert village, jungle temple. | |||||
| Hills in select hill biomes are now slightly taller. | |||||||
| CU1 | 1.00 | First initial release of Xbox One and PS4 editions with, classic, small, medium, and large world sizes, up to 5120x5120 blocks, and increased render distance to 18 chunks from 10 chunks. | |||||
| Villages on larger world sizes do not spawn as common as they do on classic 864x864 world sizes. The rarity of villages on larger world sizes more reflects that of Java's spawn rate than classic world size spawn rate. | |||||||
| TU19 | CU7 | 1.12 | 1.12 | 1.12 | World generation is equivalent to Java Edition 1.6.4 Added witch huts. | ||
| Lakes no longer generate naturally in deserts. | |||||||
| TU25 | CU14 | 1.17 | 1.17 | 1.17 | Patch 1 | Added custom superflat world option. | |
The Update that Changed the World terrain generator
Nintendo Switch edition was the only Legacy Console Edition to be initially released during this world generation's stage.
| Legacy Console Edition | |||||||
|---|---|---|---|---|---|---|---|
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU31 | CU19 | 1.22 | 1.22 | 1.22 | Patch 3 | 1.0.1 | World generation is equivalent to Java Edition 1.8.9 The terrain generation changed greatly in this version.[note 4] |
| Added ocean monuments | |||||||
| Added biomes: Mesa, Mega Taiga, Roofed Forest, Birch Forest, Forest, Savanna, Extreme Hills+, Deep Ocean, Snowless Taiga, and 20 new technical biomes. | |||||||
| Melons can now be found in jungle biomes similar to pumpkins. | |||||||
| Swamp biomes now spawn with blue orchid flowers and the coast is covered in staggered dirt block with lily pads between them. | |||||||
| Plains biomes now generate with azure bluets, oxeye daises, tulips and double tall grass. | |||||||
| Extreme hills biomes now have snow at higher elevations, gravel, flat valleys near sea level and are slightly higher. Extreme Hills Edge biomes no longer naturally generate. | |||||||
| Ocean biomes contains only gravel on the floor instead of sand, dirt and gravel. | |||||||
| Desert temples now spawn with stained clay instead of dyed wool. | |||||||
| Due to limited world sizes, biomes are now downscaled 4x (16x area) in order to fit more biomes in each world (all world sizes). This differs from the "Biome Size 2" configuration in Java Edition Old Customized world type in that the 4x size downscaling occurs before hill biomes, edge biomes, and beach/shore are applied, not after like on Java. This is an exclusive feature to Legacy Console Editions. | |||||||
| TU32 | CU20 | 1.23 | 1.23 | 1.23 | Fix for worlds generating slightly differently every time even with the same seed. | ||
| Mutated/Modified biomes now generate correctly the same each time using a set world seed. | |||||||
| Fixed a world generation bug where large areas of land biomes would generate underwater as river biomes | |||||||
| TU39 | CU27 | 1.31 | 1.31 | 1.31 | Patch 10 | Fix for an issue with hills generation. Hills and mountains are now slightly taller and more varied. | |
| TU43 | CU33 | 1.36 | 1.36 | 1.36 | Patch 13 | Added fossils and igloos. | |
| There's now a small chance for villages to spawn as zombie villages. | |||||||
| Villages are no longer restricted by biome boundaries. They now spawn with grass paths and have bridges when generated over water. Village farms now include beetroots. | |||||||
| Mineshafts now generate in mesa biomes - previously they did not spawn at all, even underground.[verify] | |||||||
| Updated loot for loot chests in dungeons, temples, mineshafts etc. | |||||||
| Plains and sunflower plains biomes now have a chance to spawn trees. | |||||||
| Villages now generate naturally in the Taiga biome. | |||||||
| TU46 | CU36 | 1.38 | 1.38 | 1.38 | Patch 15 | World generation is equivalent to Java Edition 1.10.2 [verify] | |
| TU54 | CU44 | 1.52 | 1.52 | 1.52 | Patch 24 | 1.0.4 | World generation is equivalent to Java Edition 1.12.2 Added Woodland mansions. These generate a lot more common than on Java Edition due to limited world sizes as an exclusive feature to Legacy Console Edition. |
| Improved spawn chances of ocean monuments. | |||||||
| Added Biome Scale Slider, Find Balanced Seed options as exclusive features to Legacy Console Edition. | |||||||
| Small biome setting was the default option since TU31, Biome Scale Slider adds new medium and large scale options. large scale option matches biome size of default Java Edition worlds. Medium scale option is 2x (4x area) smaller biomes than default Java Edition biomes. | |||||||
| Increased spawning frequency of biome specific structures as exclusive features to Legacy Console Edition. | |||||||
| TU60 | CU51 | 1.64 | 1.64 | 1.64 | Patch 30 | 1.0.11 | Added fallen, dying and vined trees. |
| Lake generation has changed. | |||||||
| Villages Tables have brown carpet instead of a pressure plate. | |||||||
| Added Ice Plains & Cold Taiga Villages. These generate with chests, but won't generate crops. | |||||||
| Paths around village wells now made up of grass path (sandstone in desert). | |||||||
| TU69 | 1.76 | 1.76 | 1.76 | Patch 38 | World generation is equivalent to Java Edition 1.13 Added warm, lukewarm, and cold oceans. Frozen oceans now generate naturally again. Added deep ocean variants for lukewarm, cold, and frozen oceans. | ||
| Added Shipwrecks, Underwater Ruins, Coral Reefs, Icebergs, Underwater Caves, Underwater Ravines, and Buried Treasure | |||||||
| 1.88 | Added new flowers: Lily of the Valley and Cornflower. | ||||||
| 1.91 | World generation is equivalent to Java Edition 1.14 Added sweet berry bushes, pillager outposts, and bamboo jungles. | ||||||
| Note on World Generation: In order to deliver the coolest generated villages possible, some world seeds may have villages generate in different areas than they used to before this update | |||||||
| Villages now have a new look, differing per biome. | |||||||
| Added village job sites and gathering sites. | |||||||
| Number of houses depends on beds. | |||||||
| Taiga villages are now more common. | |||||||
| Removed zombie villages, due to new village changes. | |||||||
The Nether
| Legacy Console Edition | |||||||
|---|---|---|---|---|---|---|---|
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU1 | CU1 | 1.00 | 1.00 | 1.00 | Patch 1 | 1.0.1 | Added The Nether |
| TU7 | Added Nether fortresses. | ||||||
| TU43 | CU33 | 1.36 | 1.36 | 1.36 | Patch 13 | Magma blocks now generate in the Nether. | |
The End
| Legacy Console Edition | |||||||
|---|---|---|---|---|---|---|---|
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU9 | CU1 | 1.00 | 1.00 | 1.00 | Patch 1 | 1.0.1 | Added The End |
| The world is not infinite, but has a block placement limit similar to that of the Nether. | |||||||
| Obsidian pillars are generated in a spiral circling an unactivated exit portal. | |||||||
| The crystals on the two tallest obsidian pillars are surrounded by iron bars. | |||||||
| TU46 | CU36 | 1.38 | 1.38 | 1.38 | Patch 15 | The End has changed when generating a new world and can also be updated for old worlds. To get the new End in an old world, select "Reset End" in the "More Options" menu when loading the world. | |
| After killing the ender dragon in the new End, an end gateway spawns nearby. Throwing an ender pearl into this teleports the player to a new area in the End with an end city and end ship. | |||||||
| There is 1 outer end island on classic worlds, and large world sizes have up to 4 outer end islands. These spawn about 2,048 blocks from the center island in each cardinal direction and are not directly connected. This is exclusive to Legacy Console Edition. | |||||||
| Within the End City and End Ship the player can find shulkers, elytra and a dragon head. | |||||||
New Nintendo 3DS Edition
Overworld
| New Nintendo 3DS Edition | |||||||
|---|---|---|---|---|---|---|---|
| 0.1.0 | Added features as of Pocket Edition Alpha 0.15.4. | ||||||
| World seeds are 32 bit, and biomes match that of the equivalent seed on Pocket Edition between alpha 0.9.0 and Bedrock 1.17.41. Due to limited worlds, the world center is based on the spawnpoint of that seed, not at coordinate 0,0. | |||||||
| Despite limited worlds, biome sizes match that of Pocket Edition, this means that even on large worlds, there are no more than a dozen biomes per world, and almost all worlds do not have all biomes. Biome size is the same across all world sizes, so smaller worlds contain no more than a few biomes. | |||||||
| 1.3.12 | Added ocean monuments. | ||||||
| 1.5.25 | Added coarse dirt. | ||||||
| 1.7.10 | Strongholds now lead to The End.[more information needed] | ||||||
| 1.9.19 | Added woodland mansions and underground fossils. | ||||||
The Nether
| New Nintendo 3DS Edition | |||||||
|---|---|---|---|---|---|---|---|
| 0.1.0 | Added features as of Pocket Edition Alpha 0.15.4. | ||||||
| 1.9.19 | Added natural magma block generation into the Nether. | ||||||
The End
| New Nintendo 3DS Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.7.10 | Added the End with end cities, end ships, chorus trees, and exit portals. | ||||||
Glacier seed comparison
The specific instructions are: Bedrock Edition from MCPE 0.1.0 to current day, Legacy Console Edition from Xbox 360 TU1 to PS4 1.95 (use small biomes after introduction of LCE biome size, but LCE large biomes as bonus extra is okay), and New Nintendo 3DS Edition. Also add zoom level 3 maps (in most cases center it at 0,0) from the introduction of the filled map item for Java, Bedrock, Legacy Console, and New 3DS Edition.
Java Edition
Spawn area
-
The seed Glacier in Alpha v1.1.2_01.
-
The seed Glacier in Beta 1.7.3.
-
The seed Glacier in Beta 1.8.
-
The seed Glacier in 1.0.0.
-
The seed Glacier in 1.2.5.
-
The seed Glacier in 1.6.4. Minor differences.
-
The seed Glacier in 1.7.2.
-
The seed Glacier in 1.15.2.
-
The seed Glacier in 1.18 Experimental Snapshot 1, the first Glacier seed to actually generates glaciers at spawn.
-
The seed Glacier in 1.18 experimental snapshot 2.
-
The seed Glacier in 1.18 experimental snapshot 5.
-
The seed Glacier in 1.20.
-
The seed Glacier in 1.12.2 with the "Neo-Beta" Old Customized preset.
-
The seed Glacier in Alpha v1.1.2_01, at exactly 0,0.
-
The seed Glacier in Beta 1.7.3, at exactly 0,0.
-
The seed Glacier in Beta 1.8, at exactly 0,0.
-
The seed Glacier in 1.0.0, at exactly 0,0.
-
The seed Glacier in 1.1, at exactly 0,0.
-
The seed Glacier in 1.2.5, at exactly 0,0.
-
The seed Glacier in 1.6.4, at exactly 0,0.
-
The seed Glacier in 1.15.2, at exactly 0,0.
-
The seed Glacier in 1.18 Experimental Snapshot 1, at exactly 0,0.
-
The seed Glacier in 1.18 experimental snapshot 2, at exactly 0,0.
-
The seed Glacier in 1.18 experimental snapshot 3, at exactly 0,0.
-
The seed Glacier in 1.18 experimental snapshot 4, at exactly 0,0.
-
The seed Glacier in 1.20, at exactly 0,0.
-
The seed Glacier in 1.12.2 with the "Neo-Beta" preset, at exactly 0,0.
Maps
The specific instructions are: Add maps for versions beyond 1.7.10
-
Map of the Glacier seed in Beta 1.6.6, centered at (0, 0).
-
Map of the Glacier seed in Beta 1.8.1, centered at (0, 0).
-
Map of the Glacier seed in 1.0.0, centered at (0, 0).
-
Map of the Glacier seed in 1.1, centered at (0, 0).
-
Map of the Glacier seed in 1.2.5, centered at (0, 0).
-
Map of the Glacier seed in 1.3.2, centered at (0, 0).
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Map of the Glacier seed in 1.6.4, centered at (0, 0).
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Map of the Glacier seed in 1.7.10, centered at (0, 0).
Notes
- ↑ See Notes §
- ↑ See Notes §
- ↑ See Starting House#History for detailed information about Starting House history.
- ↑ a b c d e f g h i j k l This means that worlds converted from versions before this change the distribution of chunks generated after.
- ↑ a b c d This means that worlds converted from versions before this may change the distribution of chunks generated after.
- ↑ a b MC-11208
- ↑ This can be observed by using a program like MCA selector.
- ↑ https://www.reddit.com/r/Minecraft/comments/1m97cw/while_you_are_all_crying_over_the_name_change_of/
- ↑ MC-55228
- ↑ MC-29844
- ↑ MC-125037
- ↑ MC-221553
- ↑ a b MCPE-18734
- ↑ a b MCPE-23081
- ↑ a b MCPE-34936
Map sizes (width × length × height) Square Long Deep Small 128×128×64 256×64×64 64×64×256 Normal 256×256×64 512×128×64 128×128×256 Huge 512×512×64 1024×256×64 256×256×256
Indev world types
- Island: World spawns as a large island surrounded with water; smaller island(s) off the coast are common too. Border block is water as well. Sand generates.
- Floating: World generates in rings of floating islands high in the air. Border block is water. Sand is common. Caves often lead into the void.
- Flat: World is a perfectly flat plane with trees growing. Border block is grass. Sand does not generate.
- Original: Resembles Classic 0.30 terrain generation.
- Inland: Same as Original, but border block is grass instead of water.
Sources
- World generation/History — Minecraft Wiki, CC BY-NC-SA 3.0, revision 3719404.