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Custom Biome Definition

Define a custom biome with colors and climate settings

Manifest entry for defining a custom biome. Custom biomes are registered as datapacks and require a server restart for changes to take effect. Once registered, they can be used like vanilla biomes in all biome-related entries and actions.

Campos

CampoTipoPadrãoDescrição
biomeIdStringmy_custom_biomeUnique biome ID (lowercase, no spaces, use underscores)
namespaceStringtypewriterNamespace for the biome key (default: typewriter)
baseBiomeStringminecraft:plainsBase vanilla biome to inherit properties from (e.g., 'minecraft:plains', 'minecraft:forest')
presetRef<CustomBiomePresetEntry>—Optional preset providing shared colors and visual attributes. Anything set below wins over it.
temperatureString—Temperature value (0.0 = cold/snowy, 0.5 = temperate, 2.0 = hot). Leave empty to inherit from base biome.
downfallString—Downfall/humidity value (0.0 = dry, 1.0 = wet/rainy). Leave empty to inherit from base biome.
fogColorString—Fog color in hex format (#RRGGBB). Leave empty to inherit from base biome.
waterColorString—Water color in hex format (#RRGGBB). Leave empty to inherit from base biome.
waterFogColorString—Underwater fog color in hex format (#RRGGBB). Leave empty to inherit from base biome.
skyColorString—Sky color in hex format (#RRGGBB). Leave empty to inherit from base biome.
foliageColorString—Foliage/leaf color in hex format (#RRGGBB). Leave empty to inherit from base biome.
grassColorString—Grass color in hex format (#RRGGBB). Leave empty to inherit from base biome.
dryFoliageColorString—Dry foliage color for badlands/savanna in hex format (#RRGGBB). Leave empty to inherit from base biome.
sunriseSunsetColorString—Sunrise/sunset sky tint color in hex format (#RRGGBB). Leave empty to inherit from base biome.
cloudColorString—Cloud color in hex format (#RRGGBB). Leave empty to inherit from base biome.
skyLightColorString—Skylight color tint in hex format (#RRGGBB). Leave empty to inherit from base biome.
fogStartDistanceFloat?—Distance where fog starts
fogEndDistanceFloat?—Distance where fog ends
skyFogEndDistanceFloat?—Distance where sky fog ends
waterFogStartDistanceFloat?—Distance where water fog starts
waterFogEndDistanceFloat?—Distance where water fog ends
cloudFogEndDistanceFloat?—Distance where cloud fog ends
cloudHeightFloat?—Height of the clouds
skyLightFactorFloat?—Multiplier for sky light brightness. Must be between 0.0 and 1.0.
sunAngleFloat?—Sun angle (0.0 = overhead)
moonAngleFloat?—Moon angle
starAngleFloat?—Star angle
starBrightnessFloat?—Star brightness
moonPhaseString?—Moon phase (full_moon, waning_gibbous, etc)

How to use it​

  • biomeId and namespace build the key namespace:biomeId, for example typewriter:corrupted_forest. This is the identifier you type in actions, events and facts.
  • baseBiome is a vanilla biome such as minecraft:forest. The new biome inherits its spawns and features. If the value cannot be resolved, plains is used.
  • Colours are hex strings (#RRGGBB). An empty field falls back to the preset, then to the base biome.
  • temperature and downfall are numbers written as text (0.0 cold or dry, 2.0 hot). Leave them empty to inherit.
  • The fields from fogStartDistance to moonPhase are optional visual attributes. skyLightFactor must be between 0.0 and 1.0.
  • Run /tw biome list after publishing to check that the biome is live.