World Gen
130 biomes · 24 structures · 180 decorationsHow the overworld is built: 30 stacked biome layers, 7 dimensions, and 122 biomes in the main loop.
Directories
Biomes
130Terrain, weather, vertical layers, spawn tables, building blocks, and soundtrack.
Structures
24Dungeons, towns, temples, pyramids, and other large constructions placed inside biomes.
Decorations
180Trees, rocks, pillars, mushrooms, houses, and other small objects scattered across the world.
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.
| Field | Value | Meaning |
|---|---|---|
| Biome width (X, Z) | 32 | How wide a single biome pick is. |
| Layers per cycle | 30 | Stacked vertical layers before the loop repeats. |
| Layer height | 256 | Blocks of Y per layer. |
| Cycle height | 7,680 | 30 layers × 256. Travel this far on Y and you loop back. |
| Boundary jitter | ±32 | Terrain noise shifts layer borders by up to this much. |
| Spawn layer | 6 | Y = 0 lands in Eden Surface. New worlds spawn at roughly Y = 54. |
| Default seed | 3 | The 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.
| Grid | A 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 cleanup | Before 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 footprint | The 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. |
Layer map
Open biome directoryThe 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.
| Layer | Y range | Band | Biomes | Notes |
|---|---|---|---|---|
| 24 | 4,589 … 4,845 | Void (top) | 1 | One empty Void biome. Top edge of the cycle. |
| 22 … 23 | 4,077 … 4,589 | Void | 2 | Two empty Void biomes. |
| 17 … 21 | 2,797 … 4,077 | Cosmic | 17 | Moon, Alien, Mars, Island, Digital Space. Stranger variants cluster near the top. |
| 13 … 16 | 1,773 … 2,797 | Order | 4 | Four Order dungeons stacked vertically. |
| 12 | 1,517 … 1,773 | Spirit Membrane | 1 | Upper membrane. Closes the celestial zone. |
| 9 … 11 | 749 … 1,517 | Heaven | 8 | Tube, Ball, Sky Water Cube, Gallery, and four Warp variants. |
| 8 | 493 … 749 | Plastic Membrane | 1 | Swan biome. Membrane between Eden and Heaven. |
| 7 | 237 … 493 | Aether | 3 | Aether, Caether, and one Rosary biome. |
| 6 | −19 … 237 | Eden Surface | 59 | Spawn layer. Plains, forests, deserts, snow, cliffs, towns. Peak diversity. |
| 5 | −531 … −19 | Underground Eden | 16 | Dungeons, city, lotus, pool, farm, sponge, slender, and more. |
| 4 | −787 … −531 | Rosary | 1 | Random rosary biome. Buffer before Underground Eden. |
| 1 … 3 | −1,555 … −787 | Abyss & Silver Membrane | 3 | Abyss exit from Naraka, then two Memory biomes. |
| −1 … 0 | −2,067 … −1,555 | Babel | 2 | Transitional zone between Naraka and Eden. |
| −5 … −2 | −2,835 … −2,067 | Naraka | 4 | Four 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.
| Dimension | Biomes | Spawn | Kill plane | How you get there |
|---|---|---|---|---|
| Naraka | 122 | ~54 (raycast down from Y 100) | — | Default starting dimension. Portal blocks return here from other dimensions. |
| 1 | Y 17 | — | Clonaqualia block (portal). | |
| Creative | 1 | Y 1 | — | Svargaqualia block (portal). Requires Divine world flag. |
| Firmament | 1 | Y 1 | Y −128 | A Hamsa touching the player teleports them in. There is no portal block. |
| Challenge | 1 | Y 0 | Y −128 | Challenge cutscene from a cutscene block. |
| YHVH | 1 | Y 1 | — | Ending cutscene after collecting all 13 beads. |
| Debug | 1 | Y 1 | — | Debug 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 blocks | The solid-ground block list. Some biomes use one block; others mix dirt, grass, and foliage. |
|---|---|
| Random decorations | Trees, rocks, pillars, mushrooms, houses. Each biome sets its own spawn frequency. |
| Water decorations | A separate pool for water surfaces. |
| Structures | Towns, temples, dungeons, pyramids. Each biome carries its own weight for each structure. |
| Day and night vermin | Two independent spawn pools. Spawn rates sit between 0.0 and 6.0. |
| Rare chunk chance | How often a chunk in this biome triggers rare placement rules. |
| Weather | Rain 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 / Biome | Terrain blocks |
|---|---|
| Firmament | Grass, grass foliage, plants, and the janqualia block. The janqualia block doubles as the return portal. |
| YHVH | Holy ground. |
| Challenge | Arena shape comes from the active challenge, not the biome. |
| Flat ground for building. | |
| Creative | Flat grass plane. |
| Eden — Gallery | A 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 reach | No border. Terrain streams in around you out to 48, 64, 80, or 96 blocks depending on your render distance. |
|---|---|
| Vertical cycle | Infinite loop. 30 biome layers × 256 blocks = 7,680 blocks per full pass. |
| Kill plane — Naraka | None. Falling forever is survivable. |
| Kill plane — Challenge | Dropping below Y = −128 drains health. |
| Kill plane — Firmament | Dropping below Y = −128 drains health. |
| Challenge retries | 2 extra attempts per session, added in 2.9.3. A third death ends the challenge. |
| Side-dimension resets | Challenge and Firmament forget all world data every visit. |