World Gen

130 biomes · 24 structures · 180 decorations

How the overworld is built: 30 stacked biome layers, 7 dimensions, and 122 biomes in the main loop.

Directories

Vertical cycle

The overworld loops vertically. 30 biome layers stack on top of each other, each 256 blocks tall. Climb or dig past 7,680 blocks and you come back to the same sequence.

Your layer is decided by Y. Terrain noise can shift the border up or down by about 32 blocks, so layer edges ripple. Within a layer, your X and Z pick one of the biomes assigned to that layer; each biome in the list has its own frequency weight.

The overworld references 122 biomes. Most sit in the two layers around spawn: 59 in Eden Surface and 16 in Underground Eden.

Core numbers

The sizes that shape every chunk in the overworld.

FieldValueMeaning
Biome width (X, Z)32How wide a single biome pick is.
Layers per cycle30Stacked vertical layers before the loop repeats.
Layer height256Blocks of Y per layer.
Cycle height7,68030 layers × 256. Travel this far on Y and you loop back.
Boundary jitter±32Terrain noise shifts layer borders by up to this much.
Spawn layer6Y = 0 lands in Eden Surface. New worlds spawn at roughly Y = 54.
Default seed3The seed every new save starts from.

How biomes get picked

Biomes do not blend. Every point in the world falls into one 32 × 32 cell, each cell carries one biome pick, and edges get a second pass that cleans up slivers.

GridA 32 × 30 × 32 grid of biome picks wraps around the world. Same cell on a different seed still holds the same biome. Y changes the pick because Y shifts which row of the grid you read.
Edge cleanupBefore a cell confirms its biome, the game checks a small ring of nearby cells (five across X, five across Z, three stacked on Y). If any of those disagree with the center, the cell blanks out. Slivers and thin biome patches never reach the world.
Minimum footprintThe cleanup pass is why biomes have clean straight edges and a visible minimum size. A biome will not appear as a one-block sliver next to a larger neighbor.

The 30-layer cycle from top Void down through Naraka. Y ranges are for flat ground; terrain noise shifts the borders by up to 32 blocks either way.

LayerY rangeBandBiomesNotes
244,589 … 4,845Void (top)1One empty Void biome. Top edge of the cycle.
22 … 234,077 … 4,589Void2Two empty Void biomes.
17 … 212,797 … 4,077Cosmic17Moon, Alien, Mars, Island, Digital Space. Stranger variants cluster near the top.
13 … 161,773 … 2,797Order4Four Order dungeons stacked vertically.
121,517 … 1,773Spirit Membrane1Upper membrane. Closes the celestial zone.
9 … 11749 … 1,517Heaven8Tube, Ball, Sky Water Cube, Gallery, and four Warp variants.
8493 … 749Plastic Membrane1Swan biome. Membrane between Eden and Heaven.
7237 … 493Aether3Aether, Caether, and one Rosary biome.
6−19 … 237Eden Surface59Spawn layer. Plains, forests, deserts, snow, cliffs, towns. Peak diversity.
5−531 … −19Underground Eden16Dungeons, city, lotus, pool, farm, sponge, slender, and more.
4−787 … −531Rosary1Random rosary biome. Buffer before Underground Eden.
1 … 3−1,555 … −787Abyss & Silver Membrane3Abyss exit from Naraka, then two Memory biomes.
−1 … 0−2,067 … −1,555Babel2Transitional zone between Naraka and Eden.
−5 … −2−2,835 … −2,067Naraka4Four fixed Naraka layers. No horizontal variety.

Layer 6 is the spawn band. 122 biome entries total; the table shows band-level counts, not unique biome files.

Dimensions

Seven separate worldspaces. Only Naraka uses the full layered cycle. The other six run single-biome worlds with their own fixed terrain.

DimensionBiomesSpawnKill planeHow you get there
Naraka122~54 (raycast down from Y 100)Default starting dimension. Portal blocks return here from other dimensions.
Pocket1Y 17Clonaqualia block (portal).
Creative1Y 1Svargaqualia block (portal). Requires Divine world flag.
Firmament1Y 1Y −128A Hamsa touching the player teleports them in. There is no portal block.
Challenge1Y 0Y −128Challenge cutscene from a cutscene block.
YHVH1Y 1Ending cutscene after collecting all 13 beads.
Debug1Y 1Debug portal block. Only available when debug mode is enabled.

Challenge, Firmament, and YHVH reset on every visit. Dying in any of them sends you back to Naraka. Beating YHVH locks the ending out of that save.

What a biome carries

Each biome brings its own block list, its own vermin pools, and its own weather. Every chunk is filled from these fields.

Building blocksThe solid-ground block list. Some biomes use one block; others mix dirt, grass, and foliage.
Random decorationsTrees, rocks, pillars, mushrooms, houses. Each biome sets its own spawn frequency.
Water decorationsA separate pool for water surfaces.
StructuresTowns, temples, dungeons, pyramids. Each biome carries its own weight for each structure.
Day and night verminTwo independent spawn pools. Spawn rates sit between 0.0 and 6.0.
Rare chunk chanceHow often a chunk in this biome triggers rare placement rules.
WeatherRain in 6 overworld biomes, snow in 13, nothing in the other 103.

Fixed terrain dimensions

Five dimensions and the Eden gallery do not use the normal block list. Their terrain is set by the game itself, so the biome data page shows no building blocks.

Dimension / BiomeTerrain blocks
FirmamentGrass, grass foliage, plants, and the janqualia block. The janqualia block doubles as the return portal.
YHVHHoly ground.
ChallengeArena shape comes from the active challenge, not the biome.
PocketFlat ground for building.
CreativeFlat grass plane.
Eden — GalleryA random draw from the full block registry. Foliage, internal, respawn, and heaven blocks are skipped. Layer 6 gallery also places simblock.

The gallery biome draws from the full block registry, skips foliage and hidden items, and drops the respawn and heaven blocks. Simblock only places at layer 6.

World limits

Hard edges, kill planes, and retry rules per dimension.

Horizontal reachNo border. Terrain streams in around you out to 48, 64, 80, or 96 blocks depending on your render distance.
Vertical cycleInfinite loop. 30 biome layers × 256 blocks = 7,680 blocks per full pass.
Kill plane — NarakaNone. Falling forever is survivable.
Kill plane — ChallengeDropping below Y = −128 drains health.
Kill plane — FirmamentDropping below Y = −128 drains health.
Challenge retries2 extra attempts per session, added in 2.9.3. A third death ends the challenge.
Side-dimension resetsChallenge and Firmament forget all world data every visit.