Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Minecraft:Terrain features: Difference between revisions

From SAS Gaming Wiki
SyncBot (talk | contribs)
Fix template calls: add MC/ prefix
SyncBot (talk | contribs)
Sync: updated from Minecraft
Line 1: Line 1:
{{MC/Redirect|Terrain|the old image file used to load block textures|terrain.png}}
{{redirect|Terrain|the old image file used to load block textures|terrain.png}}
{{About|specific terrain generation features|features generated after terrain generation|Feature|general information about terrain generation|World generation}}
{{About|specific terrain generation features|features generated after terrain generation|Feature|general information about terrain generation|World generation}}
{{MC/Split|reason=Modularize the page similar to Features; see talk page for details|discussAnchor=Split Erosions into its own page}}
{{split|reason=Modularize the page similar to [[Minecraft:Features]]; see talk page for details|discussAnchor=Split Erosions into its own page}}


This page lists generated '''terrain features''' that are created as part of the [[Minecraft:world generation]].
This page lists '''terrain features''' that are created as part of the [[Minecraft:world generation]].


== Overworld ==
== Overworld ==
=== Hill ===
=== General terrain generation ===
{{MC/For|the biome|Windswept Hills}}
{{Main|World generation#Terrain}}
The surface in the Overworld is generated using 3D Perlin noise, which creates pseudo-random variation. More variation is created by three noise paramters: continentalness, erosion, and peaks and valleys. These are also tied to [[Minecraft:biome]] placement.


Hills can contain extreme slopes, cliffs, and [[Minecraft:cave]]s. On an amplified world, hills are extremely common in all biomes except oceans.
Some features created by this algorithm include:


<gallery widths="200px">
==== Hills and lakes ====
Mountain Biome.png|A Windswept Hills biome.
Hills in the game can vary from gradual slopes to steep cliffs. They can occur anywhere in the world, including oceans, flatland, or mountains. Hills in an ocean biome can reach high enough to create islands. Similarly, terrain variation can also cause holes and pits, sometimes forming lakes. On an [[Minecraft:amplified]] world, hills in most biomes are often extended and form extreme cliffs.
OverhangMountain.png|A large overhang occasionally found in Windswept Hills biomes.
 
Yoshismountain.png|A Windswept Hills overhang with a floating island.
Higher erosion values often result in more "windswept" hills with steep cliffs and generally lower altitudes. At lower erosion, hills are smooth or almost flat, but the terrain can reach much higher elevation.
 
<gallery widths="200">
File:Windswept Gravelly Hills.png|Hilly terrain in the [[Minecraft:Windswept Gravelly Hills|windswept gravelly hills]] biome
File:Hilly Plains.jpg|Smoother hills in the [[Minecraft:plains]] biome
File:Snowy Plains Vibrant Visuals.png|Flatland with some hills in [[Minecraft:Snowy Plains|snowy plains]]
File:Lukewarm Ocean.png|Underwater, hills and cliffs may also occur
</gallery>
</gallery>


=== Mountain ===
==== Mountains and valleys ====
{{MC/Main|Mountains}}
When the erosion value reaches lower values, peaks and valleys start to contribute more to the terrain variation. The general altitude depends on the continentalness.
Mountains are high elevation terrain that have jagged peaks and higher land.
 
[[Minecraft:Mountains]] are high elevation terrain that have jagged peaks and higher land. Mountainous terrain often includes valleys, slopes, cliffs, and peaks. Sometimes, mountains reach the terrain generation limit of Y=256, where they are cut off and form flat plateaus combined with rugged terrain.
 
In contrast to windswept hills, however, mountains and valleys are smoothly shaped with rolling hills. '''Plateaus''' occur at slightly higher erosion or lower continentalness, which are similar to mountains but flattened at around Y=130. More inland, both mountains, valleys, and plateaus can stretch over huge areas with much higher elevation. At the border of different terrain types, steep slopes or cliffs form.
 
Common terrain features created by peaks and valleys (weirdness) are '''mountain rings'''. Mountain peaks or plateaus can enclose lower valleys, although they are sometimes incomplete. When the weirdness reaches very high or low values, these valleys can reach extreme depths and form craters, sometimes reaching the bottom [[Minecraft:bedrock]] layers. When this occurs, stone walls more than a hundred blocks tall are formed to separate the water from the lava above the bedrock.
 
The peaks and valleys noise usually creates [[Minecraft:rivers]] between mountains or plateaus. Depending on the continentalness, these vary in width and depth. High-erosion terrain like [[Minecraft:swamps]] can also be affected, but oceans and mushroom fields are not.
 
<gallery widths="200">
File:StarterSeed -2965711870629693628.png|A typical [[Minecraft:Jagged Peaks|jagged peaks]] mountain ring
File:StarterSeed 8888034329335250 lake.png|The rare occurrence of a massive "crater lake" reaching the bedrock
File:StarterSeed -6897082504097952427 valleys.png|Mountains reaching the terain generation limit, along with smooth valleys
File:Plateau Savanna.jpg|A [[Minecraft:Savanna Plateau|savanna plateau]]
File:Winding River.png|Many rivers in hilly terrain
</gallery>


=== Cliff ===
==== Cliff ====
Cliffs are steep vertical slopes that can sometimes generate beside an ocean or a big lake.  
{{Confuse|Stony Shore}}
Oceanic cliffs are steep vertical slopes that can sometimes generate when mountainous terrain borders an [[Minecraft:ocean]]. Oceans near cliffs are often deep and sometimes very small. The cliffs expose many [[Minecraft:caves]], while the surface terrain ends abruptly.  


<gallery widths="200px">
<gallery widths="200">
Cliff 1.png|A frozen cliff.
File:Cliff 1.png|A frozen cliff
Taiga Cliff.png
File:Taiga Cliff 2.png|A long taiga cliff
Taiga Cliff 2.png
File:Crater Cliff.png|A cliff shaped like a crater
Cliff 2.png
File:StarterSeed 6390326396262027557.png|An island made of cliffs
Crater Cliff.png|A cliff shaped like a crater.
File:StarterSeed 54566591155505424.png|Oceanic cliffs in front of each other
</gallery>
</gallery>


=== Fjord ===
==== Fjord ====
{{MC/Redirect|Fjord|the mission in minecraft dungeons|Dungeons:Frosted Fjord}}
{{Redirect|Fjord|the mission in minecraft dungeons|Dungeons:Frosted Fjord}}
Fjords happen when rivers cut through high-medium elevation terrain. Rivers are deeper here than usual.
Fjords happen when rivers cut through high-medium elevation terrain. Rivers are deeper here than usual.


<gallery widths="200px">
<gallery widths="200px">
1.18 experimental snapshot 4 reddit.png|A badlands fjord.
1.18 experimental snapshot 4 reddit.png|alt=A badlands fjord.
Fjord 2.png
Fjord 2.png
Fjord 1.png
Fjord 1.png
</gallery>
</gallery>


=== Floating island ===
==== Floating island ====
Floating islands are structures that float in mid-air. Floating islands are normally just small chunks of floating [[Minecraft:dirt]] and [[Minecraft:stone]] found near cliffs, but on rare occasions they can be large structures that even have springs and trees on them. Floating islands are most frequently found in windswept hills biomes and their variants, as well as windswept savannas.
Floating islands are structures that float in mid-air. Floating islands are normally just small chunks of floating [[Minecraft:dirt]] and [[Minecraft:stone]] found near cliffs, but on rare occasions they can be large structures that even have springs and [[Minecraft:tree]]s on them. Floating islands are most frequently found in or near [[Minecraft:windswept hills]] biomes and their variants, as well as [[Minecraft:windswept savanna]]s.
 
Floating islands and overhangs are common when the erosion is high, but not at its maximum. This results in windswept terrain often surrounding [[Minecraft:swamps]], with flatland terrain nearby.


<gallery widths="200">
<gallery widths="200">
Small floating island.png|A small floating island.
File:Small floating island.png|A small floating island.
LargeFloatingIsland.png|It is rarer to see large floating islands, especially those with natural features such as trees.
File:LargeFloatingIsland.png|It is rarer to see large floating islands, especially those with natural features such as trees.
Minecraft floating island.png|A cluster of large floating islands.
File:Float.png|A floating island in a forest biome with a few trees growing on it.
Floating Land.png|A small but tall floating island with water flowing down from it.
File:Oak on floating island.png|A tree on a snowy floating island.
Float.png|A floating island in a forest biome with a few trees growing on it.
File:Windswept Savanna Vibrant Visuals.png|The windswept savanna is notable for its massive overhangs and floating islands
Oak on floating island.png|A tree on a snowy floating island.
</gallery>
Large floating islands with trees.jpg|A large floating island with trees in the distance
 
Birch floating island.png|A large floating island with birch trees
=== Sea level ===
[[Minecraft:Air]] on [[Minecraft:altitude]] Y=62 and lower is replaced by [[Minecraft:water]]. This occurs mostly in river and ocean biomes – areas in the terrain generation with low continentalness or peaks and valleys – and can form massive, deep water bodies. The sea level can also create lakes in land biomes, or fill deep craters.
 
Below Y=-55, all air is replaced by [[Minecraft:lava]], forming a similar "lava level". This mostly applies to caves, as the terrain rarely reaches such depths.<gallery widths="200">
File:Warm Ocean Vibrant Visuals.png|The ocean is the largest example of the sea level.
File:River Vibrant Visuals.png|A river, connected to some flooded land biomes
File:Savanna M Lake.png|Lakes are common in the windswept savanna biome
File:Lava Lake Parity.jpg|The underground lava sea
</gallery>
</gallery>


=== Noise cave ===
=== Surface ===
{{MC/Main|Cave#Noise_caves}}
{{For|a detailed overview of noise parameters and surface blocks per biome|World generation#Surface}}
Based on the depth value calculated by the terrain generation, [[Minecraft:water]] exposure, the [[Minecraft:biome]], and the [[Minecraft:dimension]], the world is "filled" with several blocks in layers.
 
==== Terrain ====
All blocks that make up the terrain are placed depending on the dimension and altitude. In the Overworld, this is as follows:
 
* {{BlockLink|Bedrock}}: {{IN|je}}, one full layer at Y=-64, followed by a randomized gradient that places bedrock up to layer Y=-59. {{IN|be}}, two full layers at Y=-64 and -63, followed by a noise that randomly places bedrock up to Y=-60, meaning that they cannot generate "floating", and the pattern is always the same regardless of [[Minecraft:world seed]]. The bedrock layers cannot be overridden by other terrain features.
* {{BlockLink|Deepslate}} generates up to Y=0. Above, a gradient randomly places decreasing amounts of deepslate up to layer Y=8.
* {{BlockLink|Stone}} generates anywhere else as terrain block.
 
==== Surface layers ====
The uppermost layers of the terrain are converted to a biome-dependent material. The first layer is usually [[Minecraft:grass blocks]], the following few layers are [[Minecraft:dirt]]. In shallow water, the first and following layers are always dirt, allowing [[Minecraft:disks]] to generate. In deeper water, the first layer is gravel and the following layers are [[Minecraft:stone]]. A few biomes override this.
 
* {{BiomeSprite|Desert}} In [[Minecraft:deserts]], [[Minecraft:beaches]], and [[Minecraft:Warm Ocean|warm oceans]],{{Only|je|short=1}} the first few layers are [[Minecraft:sand]]. Secondary, deeper layers are [[Minecraft:sandstone]], reaching deeper in deserts. Except warm oceans,{{Only|je|short=1}} this is not applied in deep water.
 
* {{BiomeSprite|Lukewarm Ocean}} In [[Minecraft:Lukewarm Ocean|lukewarm oceans]] and warm oceans,{{Only|be|short=1}} only the first layer in deep water is [[Minecraft:sand]].
 
* {{BiomeSprite|Ice Spikes}} In [[Minecraft:Ice Spikes|ice spikes]], the first layer above water is [[Minecraft:snow blocks]].
 
* {{BiomeSprite|Mushroom Fields}} In [[Minecraft:Mushroom Fields|mushroom fields]], the first layer above water is [[Minecraft:mycelium]].


Noise caves are generated using a noise. They come in the form of cheese caves, spaghetti caves, and noodle caves. By adjusting noise frequency, hollowness (for cheese caves), and thickness (for spaghetti caves, noodle caves, and noise pillars), noise caves can vary in extremely diverse ways. When generating noise caves, the game firstly generates a random noise field, and "smudges" it using a mathematical trick called Perlin noise. These processes then result in a 3D noise image. Noise pillars also generate inside cave blobs.
* {{BiomeSprite|Dripstone Caves}} In [[Minecraft:Dripstone Caves|dripstone caves]], the first layer above water is [[Minecraft:stone]].


Noise caves are a part of the base terrain generation, and so do not intersect generated structures or mineral deposits. They are typically decorated with biome-specific features and decoration such as grass, sand, snow, or trees at higher y-levels, or dripstone pillars or clay deltas at lower y-levels. This is important, as cave noise is dually used to generate important Overworld terrain features such as overhangs or floating islands on the surface.
* {{BiomeSprite|Mangrove Swamp}} In [[Minecraft:mangrove swamps]], the first few layers excluding deep water are [[Minecraft:mud]].


=== Surface ===
* {{BiomeSprite|Frozen Ocean}} {{IN|be}}, in [[Minecraft:Sulfur Caves|sulfur caves]] as well as [[Minecraft:Frozen Ocean|frozen oceans]] below water, the first few layers are [[Minecraft:stone]].
<!-- Not exactly a 'surface' feature, but bedrock is added here-->


==== Surface layer ====
When gravel or sand generates floating, it gets replaced by [[Minecraft:stone]] and [[Minecraft:sandstone]], respectively. The surface layers do not apply to caves, meaning these blocks can still generate floating, and other blocks can be exposed.
The uppermost layers of the terrain are converted to a biome-dependent material: usually grass blocks and dirt, or sand in deserts and beaches. Podzol is found in giant tree taiga, mycelium in mushroom field biomes, and red sand is found in the badlands biome. Sandstone is generated under the sand.


==== Erosion ====
==== Erosion ====
{{MC/Main|Erosion}}
{{main|Erosion}}
In older versions of Minecraft, instead of being converted to dirt or sand, the top layer is stripped away, leaving an 'erosion' (aka. 'basin') of bare [[Minecraft:stone]]. Commonly, minerals can be found in these, generally coal ore and iron ore. If generated in a Badlands biome, gold ore can also be seen. Erosions appear in all dimensions. Due to a bug, this no longer occurs except in frozen oceans.
In older versions of Minecraft, instead of being converted to dirt or sand, the top layer is stripped away, leaving an 'erosion' (aka. 'basin') of bare [[Minecraft:stone]]. Commonly, minerals can be found in these, generally [[Minecraft:coal ore]] and [[Minecraft:iron ore]]. If generated in a Badlands biome, [[Minecraft:gold ore]] can also be seen. Erosions appear in all dimensions. Due to a bug, this no longer occurs except in frozen oceans.


<gallery widths="200">
<gallery widths="200">
Line 81: Line 130:


==== Strip ====
==== Strip ====
{{MC/Redirect|Strip|the mechanic used by [[Minecraft:axe]]s|Axe#Stripping and scraping}}
{{redirect|Strip|the mechanic used by [[Minecraft:axe]]s|Axe#Stripping and scraping}}
Strips are long stretches of blocks in certain biomes that replace the typical surface materials in these biomes. They can occur in stony shore biomes as strips of [[Minecraft:gravel]], in stony peaks biomes as strips of [[Minecraft:calcite]], in frozen peaks biomes as strips of packed ice, as well as in grove and snowy slopes biomes as strips of powder snow.
Strips are long stretches of blocks in certain biomes that replace the typical surface materials in these biomes. They can occur in [[Minecraft:stony shore]] biomes as strips of [[Minecraft:gravel]], in [[Minecraft:stony peaks]] biomes as strips of [[Minecraft:calcite]], in [[Minecraft:frozen peaks]] biomes as strips of [[Minecraft:packed ice]], as well as in [[Minecraft:grove]] and [[Minecraft:snowy slopes]] biomes as strips of [[Minecraft:powder snow]].


<gallery widths="200">
<gallery widths="200">
Line 90: Line 139:


==== Hoodoo ====
==== Hoodoo ====
Hoodoos are tall spike-like structures found in badlands, consisting of six colors of terracotta. While this structure is found exclusively in eroded badlands, all badlands biomes actually have this structure, but set to false except for eroded badlands and can occasionally pass altitude layer 100.
Hoodoos are tall spike-like structures found in badlands, consisting of six colors of terracotta. While this structure is found exclusively in [[Minecraft:eroded badlands]], all badlands biomes actually have this structure, but set to false except for eroded badlands and can occasionally pass altitude layer 100.


<gallery widths="200px">
<gallery widths="200px">
Line 100: Line 149:
==== Iceberg ====
==== Iceberg ====
{{about|a terrain feature known as iceberg|a feature called iceberg|Iceberg (feature)}}
{{about|a terrain feature known as iceberg|a feature called iceberg|Iceberg (feature)}}
A '''large iceberg''' is a large terrain feature composed of packed ice and snow blocks. There is also a smaller feature known as a cone iceberg.
A '''large iceberg''' is a large terrain feature composed of [[Minecraft:packed ice]] and [[Minecraft:snow block]]s. There is also a smaller feature known as a [[Minecraft:Iceberg (feature)|cone iceberg]].


Large icebergs generate in frozen oceans and deep frozen oceans. They consist of packed ice, and can be topped with snow blocks. Icebergs generate in a wide variety of shapes and sizes, ranging from small islands to giant mountain-like icebergs. They can also generate with cave-like holes (these might be related to the carved recesses in cone icebergs) {{MC/Info needed}} in them, which sometimes pass through to the other side of the iceberg.
Large icebergs generate in [[Minecraft:frozen ocean]]s and [[Minecraft:deep frozen ocean]]s. They consist of [[Minecraft:packed ice]], and can be topped with snow blocks. Icebergs generate in a wide variety of shapes and sizes, ranging from small islands to giant mountain-like icebergs. They can also generate with cave-like holes (these might be related to the [[Minecraft:Iceberg (feature)#Carved|carved recesses]] in cone icebergs){{Info needed}} in them, which sometimes pass through to the other side of the iceberg.


There are often blue ice features attached to them.
There are often [[Minecraft:Iceberg (feature)#Blue ice feature|blue ice feature]]s attached to them.


<gallery>
<gallery>
Line 113: Line 162:
Icevillage.png|A village close to some icebergs.
Icevillage.png|A village close to some icebergs.
Small IceCave.png|A cave inside an iceberg.
Small IceCave.png|A cave inside an iceberg.
</gallery>
=== Noise cave ===
{{main|Cave#Noise caves}}
Noise caves are generated using a noise. They come in the form of '''cheese caves''', '''spaghetti caves''', and '''noodle caves'''. By adjusting noise frequency, hollowness (for cheese caves), and thickness (for spaghetti caves, noodle caves, and noise pillars), noise caves can vary in extremely diverse ways. When generating noise caves, the game firstly generates a random noise field, and "smudges" it using a mathematical trick called Perlin noise. These processes then result in a 3D noise image.
Unique features of noise caves are '''aquifers'''. Bodies or [[Minecraft:water]] or [[Minecraft:lava]] may for at different altitudes, separated from other bodies by thin walls or ceilings.
Larger noise caves may feature '''noise pillars''', formations of rock connecting the ceiling with the floor based on noise, which can have varying sizes.
Some noise caves may also reach the surface, exposing stones or creating floating islands.<gallery widths="200">
File:Cheese cave VV.png|A cheese cave with some aquifers
File:Grimstone noise cave.png|Noodle cave
File:Winding spaghetti cave.png|Spaghetti cave
File:Lava and Water Aquifers.jpg|Some aquifers
File:Noise cave pillars.png|Pillars in a noise cave
</gallery>
</gallery>


=== Carvers ===
=== Carvers ===
* Carver caves narrow, winding tunnels found underground in the Overworld and the Nether.
[[Minecraft:Carver caves]] are narrow, winding tunnels similar to noise caves, but with a clear end and a central starting room. They can generate at any altitude and connect to the surface, other caves, or structures. Sometimes, carver caves are filled with water or lava.
* Canyons – deep fissures that run through the ground.


=== Others ===
[[Minecraft:Canyons]] are similar to carver caves, but shaped like a tall ravine and relatively shorter. Canyons may generate entirely underground, underwater, or exposed to the surface, and they can have different sections similar to aquifers. The walls of a canyon are steep cliffs with some edges and natural variation. They can also reach the lava level.<gallery widths="200">
* Ore vein – a large, branching network of [[Minecraft:ore]] and rock.
File:Carver caves.png|Carver caves
File:Flooded canyon.png|A canyon from the inside
File:Canyon.png|A canyon exposed to the surface
</gallery>
 
=== Ore veins ===
{{Main|Ore vein}}
Unlike [[Minecraft:Ore (feature)|ore features]], ore veins are terrain features that carve through the world and place several blocks. There are two types: veins with [[Minecraft:Copper Ore|copper ore]], [[Minecraft:granite]] as filler material, and occasional [[Minecraft:Block of Raw Copper|raw copper blocks]], forming in the [[Minecraft:stone]] layer, and veins with [[Minecraft:deepslate iron ore]], [[Minecraft:tuff]] as filler, and so
 
me [[Minecraft:Block of Raw Iron|raw iron blocks]], forming in the [[Minecraft:deepslate]] layer. Ore veins are massive branching networks, sometimes exposed in a cave, but they cannot replace air or water.<gallery widths="200">
File:Iron Vein.jpg|An iron vein in a cave
File:Excavated Copper Vein.png|Exposed copper vein
</gallery>


== The Nether ==
== The Nether ==
=== General terrain generation ===
{{Main|World generation#Terrain}}
Terrain in the Nether is generated similarly to the Overworld with 3D Perlin noise. Instead of surface-oriented paramters, the game has two pairs for the solid terrain at the ceiling and ground, and the hollow space in between. This results in cave-like terrain where most air is found in the middle between the ceiling and the ground.
Floating islands, cliffs, and overhangs are very common. Some holes may 
=== Lava sea ===
=== Lava sea ===
Lava seas are found at and below y-level 31 in the Nether. They make a large portion of the Nether and are extremely common. They can stretch for hundreds of blocks in any direction, and are usually bordered by [[Minecraft:netherrack]], or occasionally soul sand, [[Minecraft:gravel]], and/or magma blocks. Striders can spawn in lava seas.
Similar to the water sea level in the Overworld, a [[Minecraft:lava]] sea forms below Y=31 in [[Minecraft:the Nether]], which happens quite often. They can stretch for hundreds of blocks in any direction, and are usually bordered by [[Minecraft:netherrack]], or occasionally [[Minecraft:soul sand]], [[Minecraft:gravel]], and [[Minecraft:magma block]]s. [[Minecraft:Strider]]s can spawn in lava seas.


Unlike with [[Minecraft:Overworld]] oceans, lava seas are not handled as a biome.<ref>{{bug|MC-177716||Lava oceans in the Nether are not handled as a biome, unlike with the Overworld|Invalid}}</ref>
Unlike with [[Minecraft:Overworld]] oceans, lava seas are not handled as a biome. {{IN|be}}, the lava sea is biome-dependent and can also be generated in the Overworld, replacing the water sea.


<gallery widths="200">
<gallery widths="200">
File:Lava sea.png|The lava sea
File:Lava sea.png|The lava sea
File:Swimming Ghasts.jpg|A few ghasts swimming in a lava sea
File:Swimming Ghasts.jpg|A few [[Minecraft:ghast]]s swimming in a lava sea
File:Under lava sea.png|Under the lava sea in Spectator mode
File:Under lava sea.png|Under the lava sea in [[Minecraft:Spectator]] mode
</gallery>
</gallery>


=== Nether erosions ===
=== Surface ===
{{MC/Main|Erosion#The Nether}}
{{For|a detailed overview of noise parameters and surface blocks per biome|World generation#Surface}}
In the Nether, erosions generate the same size and shape as they do in the Overworld. Unlike their Overworld counterparts, however, Nether erosions replace the ground with [[Minecraft:netherrack]] instead of stone. Nether erosions can also expose ores, mainly Nether quartz ore and Nether gold ore.
Based on the depth value calculated by the terrain generation, the [[Minecraft:biome]], and the dimension, the world is "filled" with several blocks in layers.
 
==== Terrain ====
All blocks that make up the terrain are placed depending on the dimension and altitude. In the Nether, this is as follows:
 
* {{BlockLink|Bedrock}}: {{IN|je}}, one full layer at Y=0, followed by a randomized gradient that places bedrock up to layer Y=5. {{IN|be}}, two full layers at Y=0 and 1, followed by a noise that randomly places bedrock up to Y=4 meaning that they cannot generate "floating", and the pattern is always the same regardless of [[Minecraft:world seed]]. The bedrock layers cannot be overridden by other terrain features.
* {{BlockLink|Bedrock}}: Another layer of bedrock generates similarly at the [[Minecraft:Nether roof]]. This is one full layer at Y=127, followed by a gradient,{{Only|je|short=1}} or noise{{Only|be|short=1}} that places blocks down to Y=122/{{Only|je|short=1}}123.{{Only|be|short=1}}
* {{BlockLink|Netherrack}} generates anywhere else as terrain block.
 
==== Surface layers ====
 
==== Nether erosions ====
{{main|Erosion#The Nether}}
In the Nether, erosions generate the same size and shape as they do in the Overworld. Unlike their Overworld counterparts, however, Nether erosions replace the ground with [[Minecraft:netherrack]] instead of stone. Nether erosions can also expose ores, mainly [[Minecraft:Nether quartz ore]] and [[Minecraft:Nether gold ore]].


Notably, erosions generate independent of the y-coordinate; if an erosion generates in an overhang in the Nether, an identical erosion is guaranteed to generate at the exact same x and z coordinates on the ground below such an overhang.
Notably, erosions generate independent of the y-coordinate; if an erosion generates in an overhang in the Nether, an identical erosion is guaranteed to generate at the exact same x and z coordinates on the ground below such an overhang.


<gallery widths="200">
<gallery widths="200">
Crimson Forest erosion.png|An erosion in a crimson forest, exposing Nether quartz ore blob.
Crimson Forest erosion.png|An erosion in a [[Minecraft:crimson forest]], exposing Nether quartz ore blob.
Nether Wastes erosion.png|An erosion in a Nether wastes.
Nether Wastes erosion.png|An erosion in a [[Minecraft:Nether wastes]].
</gallery>
 
=== Nether carvers ===
[[Minecraft:Carver caves]] and [[Minecraft:canyons]] generate in the Nether similarly to the Overworld. Below Y=31, they are filled with lava {{In|je}}. {{IN|be}}, they are filled with air and some biome features, and are separated from the lava sea by walls. They can often expose [[Minecraft:bedrock]], but not at the ceiling.<gallery widths="200">
File:Nether carvers.png|Nether carver caves
File:Nether canyon.jpg|A Nether canyon
File:Bedrock Hole.png|A carver cave connecting to the bedrock in {{BE}}
</gallery>
</gallery>


== The End ==
== The End ==
=== Central island ===
=== Central island ===
The center of the End is a large, asteroid-like island composed entirely of End stone, floating in the void. It features the exit portal in the center, surrounded by 10 End spikes in a circle. The island is home to the ender dragon, and serves as the arena where it is fought.
The center of the End is a large, asteroid-like island composed entirely of [[Minecraft:End stone]], floating in the void. It features the [[Minecraft:exit portal]] in the center, surrounded by 10 [[Minecraft:End spike]]s in a circle. The island is home to the [[Minecraft:ender dragon]], and serves as the arena where it is fought.


At a distance of 1000 blocks away, an endless expanse of additional islands begins, away from the main island. These consist of large islands, about the size of the main island, and smaller ones, which are usually thin and small.
At a distance of 1000 blocks away, an endless expanse of additional islands begins, away from the main island. These consist of large islands, about the size of the main island, and smaller ones, which are usually thin and small.
Line 156: Line 258:


=== Outer islands ===
=== Outer islands ===
The outer End islands are found 1000 blocks away from the central island. They vary in size from large islands to smaller "mini islands". Generated structures such as End cities and End ships spawn here, along with chorus trees and erosions. The player can be taken to the End islands through the End gateway.
The outer End islands are found 1000 blocks away from the central island, also made entirely of [[Minecraft:End Stone|End stone]]. They vary in size from large islands to smaller "mini islands". Generated structures such as [[Minecraft:End City|End cities]] and [[Minecraft:End City#End ship|End ship]]s spawn here, along with [[Minecraft:chorus tree]]s and erosions. The player can be taken to the End islands through the [[Minecraft:End gateway]].


<gallery widths="200px">
<gallery widths="200px">
ChorusFields.png|Outer islands with chorus trees.
ChorusFields.png|Outer islands with chorus trees.
</gallery>
</gallery>
=== Obsidian platform ===
{{MC/Main|Obsidian platform}}
The obsidian platform is a square of obsidian that generates when an entity enters [[Minecraft:the End]].


=== End erosions ===
=== End erosions ===
{{MC/Main|Erosion#The End}}
{{main|Erosion#The End}}
Erosions generate in the End as they would in the Overworld and the Nether but they never expose any ores. End erosions may generate on both the central island and outer islands, and chorus trees can occasionally take root in the erosions.
Erosions generate in the End as they would in the Overworld and the Nether but they never expose any ores. End erosions may generate on both the central island and outer islands, and [[Minecraft:chorus tree]]s can occasionally take root in the erosions.


<gallery widths="200">
<gallery widths="200">
Line 175: Line 273:


== History ==
== History ==
{{MC/Cleanup|section=1|move features to [[Minecraft:Feature]]}}
{{cleanup|section=1|move features to [[Minecraft:Feature]]}}
{{MC/Update|section=1|Add all 1.17-1.21 terrain feature}}
{{Update|section=1|Add all 1.17-1.21 terrain feature}}


=== ''Java Edition'' ===
=== ''Java Edition'' ===
{{HistoryTable
{{HistoryTable
|{{MC/HistoryLine|java pre-classic}}
|{{HistoryLine|java pre-classic}}
|{{MC/HistoryLine||Cave game tech test|link=Cave game tech test|Development on "Cave Game" started; caverns added.}}
|{{HistoryLine||Cave game tech test|link=Cave game tech test|Development on "[[Minecraft:Cave Game]]" started; caverns added.}}
|{{MC/HistoryLine|java classic}}
|{{HistoryLine|java classic}}
|{{MC/HistoryLine||0.0.12a|Added ocean around map.}}
|{{HistoryLine||0.0.12a|Added ocean around map.}}
|{{MC/HistoryLine||0.0.14a|Added trees. At this point they were simply stumps covered with a thin leaf layer.}}
|{{HistoryLine||0.0.14a|Added trees. At this point they were simply stumps covered with a thin leaf layer.}}
|{{MC/HistoryLine||0.0.15a (Multiplayer Test 1)|Trees have a new shape.}}
|{{HistoryLine||0.0.15a (Multiplayer Test 1)|Trees have a new shape.}}
|{{MC/HistoryLine||August 25, 2009|link=wordofnotch:170887079|Video uploaded showing changed cavern generation; longer and narrower caverns, and bigger caves the deeper you travel.
|{{HistoryLine||August 25, 2009|link=wordofnotch:170887079|Video uploaded showing changed cavern generation; longer and narrower caverns, and bigger caves the deeper you travel.
|Surface lava lakes shown to be possible but unlikely, despite existing as early as 0.0.12a_03.}}
|Surface lava lakes shown to be possible but unlikely, despite existing as early as 0.0.12a_03.}}
|{{MC/HistoryLine|java infdev}}
|{{HistoryLine|java infdev}}
|{{MC/HistoryLine||20100227-1414|Temporarily removed caves, trees and ores to test basic infinite world functionality.}}
|{{HistoryLine||20100227-1414|Temporarily removed caves, trees and ores to test basic infinite world functionality.}}
|{{MC/HistoryLine||20100320|Re-added trees and ores.}}
|{{HistoryLine||20100320|Re-added trees and ores.}}
|{{MC/HistoryLine||20100325-1545|Re-added caves.
|{{HistoryLine||20100325-1545|Re-added caves.
|Redid mineral blobs.}}
|Redid mineral blobs.}}
|{{MC/HistoryLine||20100327|Caves are removed again.}}
|{{HistoryLine||20100327|Caves are removed again.}}
|{{MC/HistoryLine||20100616-1808|Caves are now again implemented.}}
|{{HistoryLine||20100616-1808|Caves are now again implemented.}}
|{{MC/HistoryLine|java alpha}}
|{{HistoryLine|java alpha}}
|{{MC/HistoryLine||v1.0.1|Caves can now be far bigger and more expansive.}}
|{{HistoryLine||v1.0.1|Caves can now be far bigger and more expansive.}}
|{{MC/HistoryLine||v1.2.0|dev=preview|Added the Nether but not all Nether-related generated structures.}}
|{{HistoryLine||v1.2.0|dev=preview|Added the Nether but not all Nether-related generated structures.}}
|{{MC/HistoryLine||v1.2.6|Added small lakes and rare lava pools, both on the surface and randomly in caves.}}
|{{HistoryLine||v1.2.6|Added small lakes and rare lava pools, both on the surface and randomly in caves.}}
|{{MC/HistoryLine|java beta}}
|{{HistoryLine|java beta}}
|{{MC/HistoryLine||1.8|dev=Pre-release|Added huge mushrooms.
|{{HistoryLine||1.8|dev=Pre-release|Added huge mushrooms.
|Added river biomes and vast oceans.
|Added river biomes and vast oceans.
|Sand and gravel beaches removed due to the changes in the terrain generation algorithm.}}
|Sand and gravel beaches removed due to the changes in the terrain generation algorithm.}}
|{{MC/HistoryLine|java}}
|{{HistoryLine|java}}
|{{MC/HistoryLine||1.0.0|dev=Beta 1.9 Prerelease 4|Added [[Minecraft:the End]] and End-related main island generated structures, including the End island, the obsidian platform, the End spikes and the exit portal.}}
|{{HistoryLine||1.0.0|dev=Beta 1.9 Prerelease 4|Added [[Minecraft:the End]] and End-related main island generated structures, including the End island, the obsidian platform, the [[Minecraft:End spike]]s and the exit portal.}}
|{{MC/HistoryLine||1.1|dev=12w01a|Sand beaches have made a return, but the way they look and generate are not the same as before.}}
|{{HistoryLine||1.1|dev=12w01a|Sand beaches have made a return, but the way they look and generate are not the same as before.}}
|{{MC/HistoryLine||1.2.1|dev=12w07a|The generation of beaches has been greatly improved.}}
|{{HistoryLine||1.2.1|dev=12w07a|The generation of beaches has been greatly improved.}}
|{{MC/HistoryLine||1.6.1|dev=13w17a|Water oases no longer generate in deserts.}}
|{{HistoryLine||1.6.1|dev=13w17a|Water oases no longer generate in deserts.}}
|{{MC/HistoryLine||1.7.2|dev=13w36a|Gravel beaches have been returned to the terrain.
|{{HistoryLine||1.7.2|dev=13w36a|Gravel beaches have been returned to the terrain.
|Mountains now generate as part of the "M" biome variants.
|Mountains now generate as part of the "M" biome variants.
|The desert oases appear in the desert M biome.
|The desert oases appear in the desert M biome.
|Moss stone boulders were added.}}
|Moss stone boulders were added.}}
|{{MC/HistoryLine||1.9|dev=15w31a|Added the outer islands of the End.
|{{HistoryLine||1.9|dev=15w31a|Added the outer islands of the End.
|Added chorus trees.
|Added [[Minecraft:chorus tree]]s.
|Added the End gateway portal.}}
|Added the [[Minecraft:End gateway]] portal.}}
|{{MC/HistoryLine||1.13|dev=18w08a|Caves and canyons can now generate underwater.|Frozen Ocean have made a return, but without customized, they look and generate, but are not the same unused.}}
|{{HistoryLine||1.13|dev=18w08a|Caves and canyons can now generate underwater.|Frozen Ocean have made a return, but without [[Minecraft:customized]], they look and generate, but are not the same [[Minecraft:Java Edition unused features|unused]].}}
|{{MC/HistoryLine|||dev=18w10d|Added coral reefs.}}
|{{HistoryLine|||dev=18w10d|Added coral reefs.}}
|{{MC/HistoryLine|||dev=18w15a|Added icebergs.}}
|{{HistoryLine|||dev=18w15a|Added icebergs.}}
|{{MC/HistoryLine||1.16|dev=20w06a|Added basalt pillars.}}
|{{HistoryLine||1.16|dev=20w06a|Added basalt pillars.}}
}}
}}


=== ''Bedrock Edition'' ===
=== ''Bedrock Edition'' ===
{{HistoryTable
{{HistoryTable
|{{MC/HistoryLine|pocket alpha}}
|{{HistoryLine|pocket alpha}}
|{{MC/HistoryLine||v0.1.0|Added sand and gravel beaches, oceans, frozen oceans, cliffs, mountains, erosions, blobs, springs, and trees.}}
|{{HistoryLine||v0.1.0|Added sand and gravel beaches, oceans, frozen oceans, cliffs, mountains, erosions, blobs, springs, and trees.}}
|{{MC/HistoryLine||v0.9.0|dev=build 1|Added caves, lava pools, rivers, huge mushrooms, moss stone boulders, ice patches, and ice spikes.
|{{HistoryLine||v0.9.0|dev=build 1|Added caves, lava pools, rivers, huge mushrooms, moss stone boulders, ice patches, and ice spikes.
|Frozen oceans no longer generate.
|Frozen oceans no longer generate.
|Removed gravel beaches.}}
|Removed gravel beaches.}}
|{{MC/HistoryLine||v0.12.1|dev=build 1|Added the Nether, along with lava oceans, glowstone clusters, soul sand beaches, hidden lava, gravel beaches, and Nether quartz blobs.}}
|{{HistoryLine||v0.12.1|dev=build 1|Added the Nether, along with lava oceans, glowstone clusters, soul sand beaches, hidden lava, gravel beaches, and Nether quartz blobs.}}
|{{MC/HistoryLine|pocket}}
|{{HistoryLine|pocket}}
|{{MC/HistoryLine||1.0.0|dev=alpha 0.17.0.1|Added the End and End-related generated structures, including the End islands, the obsidian platform, the obsidian towers, the End fountain, End cities, End gateways, and chorus trees.}}
|{{HistoryLine||1.0.0|dev=alpha 0.17.0.1|Added the End and End-related generated structures, including the End islands, the obsidian platform, the obsidian towers, the End fountain, End cities, End gateways, and chorus trees.}}
|{{MC/HistoryLine|bedrock}}
|{{HistoryLine|bedrock}}
|{{MC/HistoryLine||1.2.0|dev=beta 1.2.0.2|Added ravines.}}
|{{HistoryLine||1.2.0|dev=beta 1.2.0.2|Added ravines.}}
|{{MC/HistoryLine||1.4.0|dev=beta 1.2.14.2|Added icebergs.
|{{HistoryLine||1.4.0|dev=beta 1.2.14.2|Added icebergs.
|Added coral reefs.
|Added coral reefs.
|Ravines can now generate underwater.
|Ravines can now generate underwater.
|Frozen oceans have made a return, but the way they look and generate are not the same as before<!--because Its different biome than its legacy version-->.}}
|Frozen oceans have made a return, but the way they look and generate are not the same as before<!--because Its different biome than its legacy version-->.}}
|{{MC/HistoryLine|||dev=beta 1.2.20.1|Caves can now generate underwater.}}
|{{HistoryLine|||dev=beta 1.2.20.1|Caves can now generate underwater.}}
|{{MC/HistoryLine||1.16.0|dev=beta 1.16.0.51|Added basalt pillars.}}
|{{HistoryLine||1.16.0|dev=beta 1.16.0.51|Added basalt pillars.}}
}}
}}


=== Legacy Console Edition ===
=== Legacy Console Edition ===
{{HistoryTable
{{HistoryTable
|{{MC/HistoryLine|console}}
|{{HistoryLine|console}}
|{{MC/HistoryLine||xbox=TU5|xbone=CU1|ps3=1.00|psvita=1.00|ps4=1.00|wiiu=Patch 1|switch=1.0.1|Added ravines.
|{{HistoryLine||xbox=TU5|xbone=CU1|ps3=1.00|psvita=1.00|ps4=1.00|wiiu=Patch 1|switch=1.0.1|Added ravines.
|Sand and gravel beaches removed due to the changes in the terrain generation algorithm.}}
|Sand and gravel beaches removed due to the changes in the terrain generation algorithm.}}
|{{MC/HistoryLine||xbox=TU9|Added the End along with End-related structures such as the End island, the obsidian platform, the obsidian towers, and the End fountain.
|{{HistoryLine||xbox=TU9|Added the End along with End-related structures such as the End island, the obsidian platform, the obsidian towers, and the End fountain.
|Sand beaches have made a return, but the way they look and generate is not the same as before.}}
|Sand beaches have made a return, but the way they look and generate is not the same as before.}}
|{{MC/HistoryLine||xbox=TU19|xbone=CU7|ps3=1.12|psvita=1.12|ps4=1.12|Water oases no longer generate in deserts.}}
|{{HistoryLine||xbox=TU19|xbone=CU7|ps3=1.12|psvita=1.12|ps4=1.12|Water oases no longer generate in deserts.}}
|{{MC/HistoryLine||xbox=TU46|xbone=CU36|ps3=1.38|psvita=1.38|ps4=1.38|wiiu=Patch 15|switch=1.0.1|Added the outer islands of the End.|Added chorus trees.|Added the End gateway portal.}}
|{{HistoryLine||xbox=TU46|xbone=CU36|ps3=1.38|psvita=1.38|ps4=1.38|wiiu=Patch 15|switch=1.0.1|Added the outer islands of the End.|Added [[Minecraft:chorus tree]]s.|Added the [[Minecraft:End gateway]] portal.}}
|{{MC/HistoryLine||xbox=TU69|xbone=none|ps3=1.76|psvita=1.76|ps4=1.76|wiiu=Patch 38|switch=none|Added coral reefs and underwater caves and ravines.}}
|{{HistoryLine||xbox=TU69|xbone=none|ps3=1.76|psvita=1.76|ps4=1.76|wiiu=Patch 38|switch=none|Added coral reefs and underwater caves and ravines.}}
}}
}}


=== ''New Nintendo 3DS Edition'' ===
=== ''New Nintendo 3DS Edition'' ===
{{HistoryTable
{{HistoryTable
|{{MC/HistoryLine|New3ds}}
|{{HistoryLine|New3ds}}
|{{MC/HistoryLine||1.7.10|Added chorus trees.}}
|{{HistoryLine||1.7.10|Added [[Minecraft:chorus tree]]s.}}
}}
}}


==Issues==
==Issues==
{{MC/Issue list}}
{{Issue list}}


== Videos ==
== Videos ==
<div style="text-align:center">
<div style="text-align:center">
{{MC/Yt|0oKDHWIJQ2A|align=inline}}
{{yt|0oKDHWIJQ2A|align=inline}}
{{MC/Yt|hHqavGsAUoA|align=inline}}
{{yt|hHqavGsAUoA|align=inline}}
{{MC/Yt|eTgUJaTA0Gc|align=inline}}
{{yt|eTgUJaTA0Gc|align=inline}}
{{MC/Yt|BL5pLKDTafQ|align=inline}}
{{yt|BL5pLKDTafQ|align=inline}}
{{MC/Yt|G4eRpIDxcWo|align=inline}}
{{yt|G4eRpIDxcWo|align=inline}}
{{MC/Yt|jnV7ZotPt7E|align=inline}}
{{yt|jnV7ZotPt7E|align=inline}}
{{MC/Yt|QICjosAFKT8|align=inline}}
{{yt|QICjosAFKT8|align=inline}}
</div>
</div>


== References ==
== References ==
{{MC/Reflist}}
{{reflist}}


== Navigation ==
== Navigation ==
{{MC/Navbox terrain features}}
{{Navbox terrain features}}
{{MC/Navbox environment}}
{{Navbox environment}}


[[Category:Terrain features]]
[[Category:Terrain features]]
[[Category:Structures]]
[[Category:Structures]]


de:Landschaftsmerkmal
[[Minecraft:de:Landschaftsmerkmal]]
es:Características de terreno
[[Minecraft:es:Características de terreno]]
fr:Caractéristiques du terrain
[[Minecraft:fr:Caractéristiques du terrain]]
ja:地形の特性
[[Minecraft:ja:地形の特性]]
lzh:地貌
[[Minecraft:lzh:地貌]]
pt:Recursos do terreno
[[Minecraft:pt:Recursos do terreno]]
ru:Особенности рельефа
[[Minecraft:ru:Особенности рельефа]]
uk:Об'єкти рельєфу
[[Minecraft:uk:Об'єкти рельєфу]]
zh:地形特征
[[Minecraft:zh:地形特征]]

Revision as of 11:20, 10 May 2026

Template:Redirect

Template:Split

This page lists terrain features that are created as part of the Minecraft:world generation.

Overworld

General terrain generation

Template:Main The surface in the Overworld is generated using 3D Perlin noise, which creates pseudo-random variation. More variation is created by three noise paramters: continentalness, erosion, and peaks and valleys. These are also tied to Minecraft:biome placement.

Some features created by this algorithm include:

Hills and lakes

Hills in the game can vary from gradual slopes to steep cliffs. They can occur anywhere in the world, including oceans, flatland, or mountains. Hills in an ocean biome can reach high enough to create islands. Similarly, terrain variation can also cause holes and pits, sometimes forming lakes. On an Minecraft:amplified world, hills in most biomes are often extended and form extreme cliffs.

Higher erosion values often result in more "windswept" hills with steep cliffs and generally lower altitudes. At lower erosion, hills are smooth or almost flat, but the terrain can reach much higher elevation.

Mountains and valleys

When the erosion value reaches lower values, peaks and valleys start to contribute more to the terrain variation. The general altitude depends on the continentalness.

Minecraft:Mountains are high elevation terrain that have jagged peaks and higher land. Mountainous terrain often includes valleys, slopes, cliffs, and peaks. Sometimes, mountains reach the terrain generation limit of Y=256, where they are cut off and form flat plateaus combined with rugged terrain.

In contrast to windswept hills, however, mountains and valleys are smoothly shaped with rolling hills. Plateaus occur at slightly higher erosion or lower continentalness, which are similar to mountains but flattened at around Y=130. More inland, both mountains, valleys, and plateaus can stretch over huge areas with much higher elevation. At the border of different terrain types, steep slopes or cliffs form.

Common terrain features created by peaks and valleys (weirdness) are mountain rings. Mountain peaks or plateaus can enclose lower valleys, although they are sometimes incomplete. When the weirdness reaches very high or low values, these valleys can reach extreme depths and form craters, sometimes reaching the bottom Minecraft:bedrock layers. When this occurs, stone walls more than a hundred blocks tall are formed to separate the water from the lava above the bedrock.

The peaks and valleys noise usually creates Minecraft:rivers between mountains or plateaus. Depending on the continentalness, these vary in width and depth. High-erosion terrain like Minecraft:swamps can also be affected, but oceans and mushroom fields are not.

Cliff

Template:Confuse Oceanic cliffs are steep vertical slopes that can sometimes generate when mountainous terrain borders an Minecraft:ocean. Oceans near cliffs are often deep and sometimes very small. The cliffs expose many Minecraft:caves, while the surface terrain ends abruptly.

Fjord

Template:Redirect Fjords happen when rivers cut through high-medium elevation terrain. Rivers are deeper here than usual.

Floating island

Floating islands are structures that float in mid-air. Floating islands are normally just small chunks of floating Minecraft:dirt and Minecraft:stone found near cliffs, but on rare occasions they can be large structures that even have springs and Minecraft:trees on them. Floating islands are most frequently found in or near Minecraft:windswept hills biomes and their variants, as well as Minecraft:windswept savannas.

Floating islands and overhangs are common when the erosion is high, but not at its maximum. This results in windswept terrain often surrounding Minecraft:swamps, with flatland terrain nearby.

Sea level

Minecraft:Air on Minecraft:altitude Y=62 and lower is replaced by Minecraft:water. This occurs mostly in river and ocean biomes – areas in the terrain generation with low continentalness or peaks and valleys – and can form massive, deep water bodies. The sea level can also create lakes in land biomes, or fill deep craters.

Below Y=-55, all air is replaced by Minecraft:lava, forming a similar "lava level". This mostly applies to caves, as the terrain rarely reaches such depths.

Surface

Template:For Based on the depth value calculated by the terrain generation, Minecraft:water exposure, the Minecraft:biome, and the Minecraft:dimension, the world is "filled" with several blocks in layers.

Terrain

All blocks that make up the terrain are placed depending on the dimension and altitude. In the Overworld, this is as follows:

  • Template:BlockLink: Template:IN, one full layer at Y=-64, followed by a randomized gradient that places bedrock up to layer Y=-59. Template:IN, two full layers at Y=-64 and -63, followed by a noise that randomly places bedrock up to Y=-60, meaning that they cannot generate "floating", and the pattern is always the same regardless of Minecraft:world seed. The bedrock layers cannot be overridden by other terrain features.
  • Template:BlockLink generates up to Y=0. Above, a gradient randomly places decreasing amounts of deepslate up to layer Y=8.
  • Template:BlockLink generates anywhere else as terrain block.

Surface layers

The uppermost layers of the terrain are converted to a biome-dependent material. The first layer is usually Minecraft:grass blocks, the following few layers are Minecraft:dirt. In shallow water, the first and following layers are always dirt, allowing Minecraft:disks to generate. In deeper water, the first layer is gravel and the following layers are Minecraft:stone. A few biomes override this.

When gravel or sand generates floating, it gets replaced by Minecraft:stone and Minecraft:sandstone, respectively. The surface layers do not apply to caves, meaning these blocks can still generate floating, and other blocks can be exposed.

Erosion

Template:Main In older versions of Minecraft, instead of being converted to dirt or sand, the top layer is stripped away, leaving an 'erosion' (aka. 'basin') of bare Minecraft:stone. Commonly, minerals can be found in these, generally Minecraft:coal ore and Minecraft:iron ore. If generated in a Badlands biome, Minecraft:gold ore can also be seen. Erosions appear in all dimensions. Due to a bug, this no longer occurs except in frozen oceans.

Strip

Template:Redirect Strips are long stretches of blocks in certain biomes that replace the typical surface materials in these biomes. They can occur in Minecraft:stony shore biomes as strips of Minecraft:gravel, in Minecraft:stony peaks biomes as strips of Minecraft:calcite, in Minecraft:frozen peaks biomes as strips of Minecraft:packed ice, as well as in Minecraft:grove and Minecraft:snowy slopes biomes as strips of Minecraft:powder snow.

Hoodoo

Hoodoos are tall spike-like structures found in badlands, consisting of six colors of terracotta. While this structure is found exclusively in Minecraft:eroded badlands, all badlands biomes actually have this structure, but set to false except for eroded badlands and can occasionally pass altitude layer 100.

Iceberg

A large iceberg is a large terrain feature composed of Minecraft:packed ice and Minecraft:snow blocks. There is also a smaller feature known as a cone iceberg.

Large icebergs generate in Minecraft:frozen oceans and Minecraft:deep frozen oceans. They consist of Minecraft:packed ice, and can be topped with snow blocks. Icebergs generate in a wide variety of shapes and sizes, ranging from small islands to giant mountain-like icebergs. They can also generate with cave-like holes (these might be related to the carved recesses in cone icebergs)Template:Info needed in them, which sometimes pass through to the other side of the iceberg.

There are often blue ice features attached to them.

Noise cave

Template:Main

Noise caves are generated using a noise. They come in the form of cheese caves, spaghetti caves, and noodle caves. By adjusting noise frequency, hollowness (for cheese caves), and thickness (for spaghetti caves, noodle caves, and noise pillars), noise caves can vary in extremely diverse ways. When generating noise caves, the game firstly generates a random noise field, and "smudges" it using a mathematical trick called Perlin noise. These processes then result in a 3D noise image.

Unique features of noise caves are aquifers. Bodies or Minecraft:water or Minecraft:lava may for at different altitudes, separated from other bodies by thin walls or ceilings.

Larger noise caves may feature noise pillars, formations of rock connecting the ceiling with the floor based on noise, which can have varying sizes.

Some noise caves may also reach the surface, exposing stones or creating floating islands.

Carvers

Minecraft:Carver caves are narrow, winding tunnels similar to noise caves, but with a clear end and a central starting room. They can generate at any altitude and connect to the surface, other caves, or structures. Sometimes, carver caves are filled with water or lava.

Minecraft:Canyons are similar to carver caves, but shaped like a tall ravine and relatively shorter. Canyons may generate entirely underground, underwater, or exposed to the surface, and they can have different sections similar to aquifers. The walls of a canyon are steep cliffs with some edges and natural variation. They can also reach the lava level.

Ore veins

Template:Main Unlike ore features, ore veins are terrain features that carve through the world and place several blocks. There are two types: veins with copper ore, Minecraft:granite as filler material, and occasional raw copper blocks, forming in the Minecraft:stone layer, and veins with Minecraft:deepslate iron ore, Minecraft:tuff as filler, and so

me raw iron blocks, forming in the Minecraft:deepslate layer. Ore veins are massive branching networks, sometimes exposed in a cave, but they cannot replace air or water.

The Nether

General terrain generation

Template:Main Terrain in the Nether is generated similarly to the Overworld with 3D Perlin noise. Instead of surface-oriented paramters, the game has two pairs for the solid terrain at the ceiling and ground, and the hollow space in between. This results in cave-like terrain where most air is found in the middle between the ceiling and the ground.

Floating islands, cliffs, and overhangs are very common. Some holes may

Lava sea

Similar to the water sea level in the Overworld, a Minecraft:lava sea forms below Y=31 in Minecraft:the Nether, which happens quite often. They can stretch for hundreds of blocks in any direction, and are usually bordered by Minecraft:netherrack, or occasionally Minecraft:soul sand, Minecraft:gravel, and Minecraft:magma blocks. Minecraft:Striders can spawn in lava seas.

Unlike with Minecraft:Overworld oceans, lava seas are not handled as a biome. Template:IN, the lava sea is biome-dependent and can also be generated in the Overworld, replacing the water sea.

Surface

Template:For Based on the depth value calculated by the terrain generation, the Minecraft:biome, and the dimension, the world is "filled" with several blocks in layers.

Terrain

All blocks that make up the terrain are placed depending on the dimension and altitude. In the Nether, this is as follows:

Surface layers

Nether erosions

Template:Main In the Nether, erosions generate the same size and shape as they do in the Overworld. Unlike their Overworld counterparts, however, Nether erosions replace the ground with Minecraft:netherrack instead of stone. Nether erosions can also expose ores, mainly Minecraft:Nether quartz ore and Minecraft:Nether gold ore.

Notably, erosions generate independent of the y-coordinate; if an erosion generates in an overhang in the Nether, an identical erosion is guaranteed to generate at the exact same x and z coordinates on the ground below such an overhang.

Nether carvers

Minecraft:Carver caves and Minecraft:canyons generate in the Nether similarly to the Overworld. Below Y=31, they are filled with lava Template:In. Template:IN, they are filled with air and some biome features, and are separated from the lava sea by walls. They can often expose Minecraft:bedrock, but not at the ceiling.

The End

Central island

The center of the End is a large, asteroid-like island composed entirely of Minecraft:End stone, floating in the void. It features the Minecraft:exit portal in the center, surrounded by 10 Minecraft:End spikes in a circle. The island is home to the Minecraft:ender dragon, and serves as the arena where it is fought.

At a distance of 1000 blocks away, an endless expanse of additional islands begins, away from the main island. These consist of large islands, about the size of the main island, and smaller ones, which are usually thin and small.

Outer islands

The outer End islands are found 1000 blocks away from the central island, also made entirely of End stone. They vary in size from large islands to smaller "mini islands". Generated structures such as End cities and End ships spawn here, along with Minecraft:chorus trees and erosions. The player can be taken to the End islands through the Minecraft:End gateway.

End erosions

Template:Main Erosions generate in the End as they would in the Overworld and the Nether but they never expose any ores. End erosions may generate on both the central island and outer islands, and Minecraft:chorus trees can occasionally take root in the erosions.

History

Template:Cleanup Template:Update

Java Edition

Template:HistoryTable

Bedrock Edition

Template:HistoryTable

Legacy Console Edition

Template:HistoryTable

New Nintendo 3DS Edition

Template:HistoryTable

Issues

Template:Issue list

Videos

References

Template:Reflist

Navigation

Template:Navbox terrain features Template:Navbox environment

Minecraft:de:Landschaftsmerkmal Minecraft:es:Características de terreno Minecraft:fr:Caractéristiques du terrain Minecraft:ja:地形の特性 Minecraft:lzh:地貌 Minecraft:pt:Recursos do terreno Minecraft:ru:Особенности рельефа Minecraft:uk:Об'єкти рельєфу Minecraft:zh:地形特征