---
name: minecraft-world-generation
description: "Create custom world generation content for Minecraft 1.21.x including custom biomes, dimensions, noise settings, surface rules, placed/configured features, carvers, structure sets, and biome modifiers. Covers both the datapack-only approach (JSON worldgen files) and the mod-code approach (NeoForge BiomeModifiers, Fabric BiomeModification API, code-driven worldgen registration with DeferredRegister). Includes compact JSON patterns and validator-backed reference checks for biome, dimension, placed_feature, configured_feature, structure, structure_set, and biome_modifier files. Targets Minecraft 1.21.x with official Mojang mappings, with explicit verification required before applying 1.21.10-and-earlier biome or dimension JSON shapes to 1.21.11+ packs. Use when the user asks about Minecraft worldgen, custom biomes, datapack JSON for dimensions or features, or mod-based biome modification with NeoForge or Fabric."
---
# Minecraft World Generation Skill
## Two Approaches to Custom Worldgen
| Approach | Best When | Platform |
|----------|-----------|----------|
| **Datapack JSON** | Overriding/extending vanilla worldgen | Vanilla, any server |
| **Mod + Datagen** | Registering new biomes/dimensions, code-driven | NeoForge / Fabric |
| **Biome Modifier (NeoForge)** | Adding features/spawns to existing biomes | NeoForge |
| **BiomeModification API (Fabric)** | Adding features/spawns to existing biomes | Fabric |
### Routing Boundaries
- `Use when`: the task is biome/dimension/feature/structure worldgen design or registration.
- `Do not use when`: the task is general non-worldgen datapack work (recipes, advancements, predicates, function orchestration) (`minecraft-datapack`).
- `Do not use when`: the task is non-worldgen mod systems (items, entities, GUI, gameplay logic) (`minecraft-modding`).
---
## Directory Layout (Datapack / Mod Resources)
```
data/<namespace>/
├── worldgen/
│ ├── biome/
│ │ └── my_biome.json
│ ├── configured_feature/
│ │ └── my_ore.json
│ ├── placed_feature/
│ │ └── my_ore_placed.json
│ ├── noise_settings/
│ │ └── my_dimension_noise.json
│ ├── density_function/
│ │ └── my_density.json (advanced)
│ ├── structure/
│ │ └── my_structure.json
│ ├── structure_set/
│ │ └── my_structures.json
│ ├── processor_list/
│ │ └── my_processors.json
│ ├── template_pool/
│ │ └── my_pool.json
│ └── carver/
│ └── my_carver.json
├── dimension/
│ └── my_dimension.json
├── dimension_type/
│ └── my_type.json
├── tags/
│ └── worldgen/
│ └── biome/
│ └── is_forest.json
└── neoforge/
└── biome_modifier/ (NeoForge mod only)
└── add_ores.json
```
---
## Custom Biome JSON
The biome and dimension examples below match the 1.21.10-and-earlier worldgen
shape. Minecraft 1.21.11 moves many visual/environment fields into Environment
Attributes and Timelines, so for 1.21.11+ projects first verify the current
vanilla registry JSON or generate from a known-good tool before copying old
`effects` fields into new packs.
For 1.21.11+ targets, treat the biome and dimension-type snippets in this file
as structural orientation, not as copy-paste release artifacts. Start from a
current vanilla export or generator output for the exact patch, preserve the
new environment/timeline registries it uses, then apply only the feature,
spawn, structure, or biome-source edits needed for the task.
### `data/<namespace>/worldgen/biome/my_biome.json`
```json
{
"has_precipitation": true,
"temperature": 0.7,
"temperature_modifier": "none",
"downfall": 0.8,
"effects": {
"sky_color": 7907327,
"fog_color": 12638463,
"water_color": 4159204,
"water_fog_color": 329011,
"grass_color_modifier": "none",
"ambient_sound": "minecraft:ambient.cave",
"mood_sound": {
"sound": "minecraft:ambient.cave",
"tick_delay": 6000,
"block_search_extent": 8,
"offset": 2.0
}
},
"spawners": {
"monster": [
{ "type": "minecraft:zombie", "weight": 95, "minCount": 4, "maxCount": 4 },
{ "type": "minecraft:skeleton", "weight": 100, "minCount": 4, "maxCount": 4 }
],
"creature": [
{ "type": "minecraft:sheep", "weight": 12, "minCount": 4, "maxCount": 4 }
],
"ambient": [],
"axolotls": [],
"underground_water_creature": [],
"water_creature": [],
"water_ambient": [],
"misc": []
},
"spawn_costs": {},
"carvers": {
"air": ["minecraft:cave", "minecraft:cave_extra_underground", "minecraft:canyon"]
},
"features": [
[],
[],
["minecraft:lake_lava_underground", "minecraft:lake_lava_surface"],
["minecraft:amethyst_geode", "minecraft:monster_room"],
[],
[],
[
"minecraft:ore_dirt", "minecraft:ore_gravel", "minecraft:ore_granite_upper",
"minecraft:ore_coal_upper", "minecraft:ore_coal_lower",
"<namespace>:my_ore_placed"
],
[],
["minecraft:spring_lava"],
[],
["minecraft:freeze_top_layer"]
]
}
```
> The `features` array has exactly 11 slots (indices 0–10), one per `GenerationStep.Decoration`:
>
> | Index | Step | Put here |
> |-------|------|---------|
> | 0 | `RAW_GENERATION` | (rarely used) |
> | 1 | `LAKES` | Surface water/lava lakes |
> | 2 | `LOCAL_MODIFICATIONS` | Underground lava lakes, geodes |
> | 3 | `UNDERGROUND_STRUCTURES` | Amethyst geodes, dungeons |
> | 4 | `SURFACE_STRUCTURES` | Glaciers, blue ice patches |
> | 5 | `STRONGHOLDS` | (unused in biome JSON) |
> | 6 | `UNDERGROUND_ORES` | **All ores go here** |
> | 7 | `UNDERGROUND_DECORATION` | Fossils, infested stone |
> | 8 | `FLUID_SPRINGS` | `spring_water`, `spring_lava` |
> | 9 | `VEGETAL_DECORATION` | Trees, grass, flowers |
> | 10 | `TOP_LAYER_MODIFICATION` | `freeze_top_layer` |
>
> Custom ores added via placed features must be placed at index **6**.
---
## Configured Feature
### `data/<namespace>/worldgen/configured_feature/my_ore.json`
```json
{
"type": "minecraft:ore",
"config": {
"targets": [
{
"target": {
"predicate_type": "minecraft:tag_match",
"tag": "minecraft:stone_ore_replaceables"
},
"state": {
"Name": "minecraft:emerald_ore"
}
}
],
"size": 4,
"discard_chance_on_air_exposure": 0.0
}
}
```
### Other feature types
| Type | Use |
|------|-----|
| `minecraft:ore` | Ore veins |
| `minecraft:tree` | Tree placement |
| `minecraft:random_patch` | Grass, flowers, mushrooms |
| `minecraft:block_pile` | Hay bales, pumpkins |
| `minecraft:lake` | Water/lava lakes |
| `minecraft:disk` | Sand/gravel/clay disks |
| `minecraft:no_bonemeal_flower` | Wither roses, etc. |
| `minecraft:simple_block` | Single block placement |
| `minecraft:fill_layer` | Fill an entire layer |
| `minecraft:geode` | Amethyst geodes |
| `minecraft:decorated` | Wraps another feature with placement |
---
## Placed Feature
### `data/<namespace>/worldgen/placed_feature/my_ore_placed.json`
```json
{
"feature": "<namespace>:my_ore",
"placement": [
{
"type": "minecraft:count",
"count": 8
},
{
"type": "minecraft:in_square"
},
{
"type": "minecraft:height_range",
"height": {
"type": "minecraft:trapezoid",
"min_inclusive": { "above_bottom": 0 },
"max_inclusive": { "absolute": 64 }
}
},
{
"type": "minecraft:biome"
}
]
}
```
### Common placement modifiers
| Type | Effect |
|------|--------|
| `minecraft:count` | Number of attempts |
| `minecraft:count_on_every_layer` | Per layer |
| `minecraft:in_square` | Randomize X/Z within chunk |
| `minecraft:biome` | Only place if biome has this feature |
| `minecraft:height_range` | Y-level range |
| `minecraft:surface_relative_threshold_filter` | Filter by surface depth |
| `minecraft:noise_based_count` | Count varies with noise |
| `minecraft:rarity_filter` | 1-in-N chance |
| `minecraft:environment_scan` | Scans up/down for a condition |
---
## Dimension Type
The following dimension type is the 1.21.10-and-earlier shape. For 1.21.11+
dimension work, prefer starting from the current vanilla dimension type and
environment attribute registries, then validate in a fresh test world before
shipping. Do not assume older `effects`, `fixed_time`, or bed/anchor booleans
still model every environment behavior on newer runtimes.
### `data/<namespace>/dimension_type/my_type.json`
```json
{
"ultrawarm": false,
"natural": true,
"coordinate_scale": 1.0,
"has_skylight": true,
"has_ceiling": false,
"ambient_light": 0.0,
"monster_spawn_light_level": {
"type": "minecraft:uniform",
"min_inclusive": 0,
"max_inclusive": 7
},
"monster_spawn_block_light_limit": 0,
"piglin_safe": false,
"bed_works": true,
"respawn_anchor_works": false,
"has_raids": true,
"logical_height": 384,
"height": 384,
"min_y": -64,
"infiniburn": "#minecraft:infiniburn_overworld",
"effects": "minecraft:overworld"
}
```
Omit `fixed_time` when the dimension should use the normal day/night cycle.
Only include it when you want a fixed long tick value such as `6000`.
---
## Custom Dimension
### `data/<namespace>/dimension/my_dimension.json`
```json
{
"type": "<namespace>:my_type",
"generator": {
"type": "minecraft:noise",
"biome_source": {
"type": "minecraft:fixed",
"biome": "<namespace>:my_biome"
},
"settings": "minecraft:overworld"
}
}
```
### Multi-biome dimension with `minecraft:multi_noise` source
```json
{
"type": "<namespace>:my_type",
"generator": {
"type": "minecraft:noise",
"biome_source": {
"type": "minecraft:multi_noise",
"biomes": [
{
"parameters": {
"temperature": [ -1.0, -0.45 ],
"humidity": [ -1.0, -0.35 ],
"continentalness": [ -1.2, -1.05 ],
"erosion": [ -0.78, 0.0 ],
"weirdness": [ 0.0, 0.0 ],
"depth": [ 0.0, 0.0 ],
"offset": 0.0
},
"biome": "<namespace>:my_biome"
}
]
},
"settings": "minecraft:overworld"
}
}
```
---
## NeoForge: Biome Modifier
Biome Modifiers let you add features, spawns, or carvers to existing biomes without
replacing the biome JSON.
### JSON biome modifier (`data/<namespace>/neoforge/biome_modifier/add_ores.json`)
```json
{
"type": "neoforge:add_features",
"biomes": "#minecraft:is_overworld",
"features": "<namespace>:my_ore_placed",
"step": "underground_ores"
}
```
### Other NeoForge biome modifier types
```json
{ "type": "neoforge:add_spawns", "biomes": "#minecraft:is_forest",
"spawners": [{ "type": "minecraft:wolf", "weight": 5, "minCount": 2, "maxCount": 4 }] }
{ "type": "neoforge:remove_features", "biomes": "#minecraft:is_plains",
"features": "minecraft:ore_coal_upper", "steps": ["underground_ores"] }
{ "type": "neoforge:remove_spawns", "biomes": "#minecraft:is_ocean",
"entity_types": "#minecraft:skeletons" }
```
---
## Fabric: BiomeModification API (Code)
```java
import net.fabricmc.fabric.api.biome.v1.BiomeModifications;
import net.fabricmc.fabric.api.biome.v1.BiomeSelectors;
import net.minecraft.world.level.levelgen.GenerationStep;
public class MyModWorldgen {
public static void init() {
// Add a placed feature to all overworld biomes
BiomeModifications.addFeature(
BiomeSelectors.foundInOverworld(),
GenerationStep.Decoration.UNDERGROUND_ORES,
ResourceKey.create(
Registries.PLACED_FEATURE,
ResourceLocation.fromNamespaceAndPath(MyMod.MOD_ID, "my_ore_placed")
)
);
// Add mob spawns
BiomeModifications.addSpawn(
BiomeSelectors.tag(BiomeTags.IS_FOREST),
MobCategory.CREATURE,
EntityType.WOLF,
5, 2, 4
);
}
}
```
---
## Mod-Registered Worldgen (NeoForge + Fabric via Datagen)
### Register worldgen keys in code
```java
// In a dedicated worldgen registry class
public class ModWorldgen {
public static final ResourceKey<Biome> MY_BIOME = ResourceKey.create(
Registries.BIOME,
ResourceLocation.fromNamespaceAndPath(MyMod.MOD_ID, "my_biome")
);
public static final ResourceKey<PlacedFeature> MY_ORE_PLACED = ResourceKey.create(
Registries.PLACED_FEATURE,
ResourceLocation.fromNamespaceAndPath(MyMod.MOD_ID, "my_ore_placed")
);
}
```
### Datagen: NeoForge (`DatapackBuiltinEntriesProvider`)
```java
public class ModWorldgenProvider extends DatapackBuiltinEntriesProvider {
private static final RegistrySetBuilder BUILDER = new RegistrySetBuilder()
.add(Registries.CONFIGURED_FEATURE, ModWorldgenProvider::bootstrapConfigured)
.add(Registries.PLACED_FEATURE, ModWorldgenProvider::bootstrapPlaced);
public ModWorldgenProvider(PackOutput output, CompletableFuture<HolderLookup.Provider> registries) {
super(output, registries, BUILDER, Set.of(MyMod.MOD_ID));
}
private static void bootstrapConfigured(BootstrapContext<ConfiguredFeature<?, ?>> ctx) {
ctx.register(
ModWorldgen.MY_ORE_CONFIGURED,
new ConfiguredFeature<>(Feature.ORE, new OreConfiguration(
OreConfiguration.target(
new TagMatchTest(BlockTags.STONE_ORE_REPLACEABLES),
ModBlocks.MY_ORE.get().defaultBlockState()
),
9 // vein size
))
);
}
private static void bootstrapPlaced(BootstrapContext<PlacedFeature> ctx) {
HolderGetter<ConfiguredFeature<?, ?>> configured =
ctx.lookup(Registries.CONFIGURED_FEATURE);
ctx.register(
ModWorldgen.MY_ORE_PLACED,
new PlacedFeature(
configured.getOrThrow(ModWorldgen.MY_ORE_CONFIGURED),
List.of(
HeightRangePlacement.triangle(
VerticalAnchor.absolute(-64),
VerticalAnchor.absolute(32)
),
CountPlacement.of(8),
InSquarePlacement.spread(),
BiomeFilter.biome()
)
)
);
}
}
```
Register in your `GatherDataEvent` handler:
```java
@SubscribeEvent
public static void onGatherData(GatherDataEvent event) {
DataGenerator gen = event.getGenerator();
PackOutput output = gen.getPackOutput();
gen.addProvider(event.includeServer(),
new ModWorldgenProvider(output, event.getLookupProvider()));
}
```
### Datagen: Fabric (`FabricDynamicRegistryProvider`)
```java
public class ModWorldgenProvider extends FabricDynamicRegistryProvider {
public ModWorldgenProvider(FabricDataOutput output, CompletableFuture<HolderLookup.Provider> registries) {
super(output, registries);
}
@Override
protected void configure(HolderLookup.Provider registries, Entries entries) {
entries.addAll(registries.lookupOrThrow(Registries.CONFIGURED_FEATURE));
entries.addAll(registries.lookupOrThrow(Registries.PLACED_FEATURE));
}
@Override
public String getName() {
return "Worldgen";
}
}
```
---
## Custom Structure
### `data/<namespace>/worldgen/structure/my_structure.json`
```json
{
"type": "minecraft:jigsaw",
"biomes": "#<namespace>:my_biome_tag",
"step": "surface_structures",
"terrain_adaptation": "beard_thin",
"start_pool": "<namespace>:my_pool/start",
"size": 6,
"max_distance_from_center": 80,
"use_expansion_hack": false,
"spawn_overrides": {}
}
```
### Template pool for jigsaw structures
```json
{
"fallback": "minecraft:empty",
"elements": [
{
"weight": 1,
"element": {
"element_type": "minecraft:single_pool_element",
"location": "<namespace>:my_structure/start",
"projection": "rigid",
"processors": "minecraft:empty"
}
}
]
}
```
---
## Structure Set
### `data/<namespace>/worldgen/structure_set/my_structures.json`
```json
{
"structures": [
{
"structure": "<namespace>:my_structure",
"weight": 1
}
],
"placement": {
"type": "minecraft:random_spread",
"spacing": 32,
"separation": 8,
"salt": 12345678
}
}
```
---
## Development Workflow
1. Create or edit worldgen JSON files in `data/<namespace>/worldgen/` (or equivalent mod resources path).
2. Run the bundled validator to catch JSON and cross-reference errors before loading:
```bash
./scripts/validate-worldgen-json.sh --root /path/to/datapack-or-mod-resources
# Strict mode treats warnings as failures:
./scripts/validate-worldgen-json.sh --root /path/to/datapack-or-mod-resources --strict
```
3. Fix any reported errors and re-validate until clean. The validator checks:
- JSON validity for `worldgen/**` and `neoforge/biome_modifier/**`
- Cross-reference integrity for `placed_feature -> configured_feature`
- Cross-reference integrity for `structure_set -> structure` and biome/biome_modifier feature targets
- Cross-reference integrity for `jigsaw structure -> start_pool` and `template_pool -> structure template / processor_list`
4. For 1.21.11+ biome or dimension-type JSON, compare against the exact current
vanilla registry shape before in-game testing. Do not ship an older
`effects`/dimension-type shape just because the bundled structural validator
accepts the JSON and local references.
5. In-game biome and structure testing:
```mcfunction
/locate structure <namespace>:my_structure
/locate biome <namespace>:my_biome
/placefeature <namespace>:my_ore_placed
```
6. For dimension testing, use `/execute in` (dimension must exist at world load, not added via `/reload`):
```mcfunction
execute in <namespace>:my_dimension run tp @s 0 100 0
```
7. Check `latest.log` for worldgen errors (missing biome references, malformed noise settings).
8. Note: `/reload` refreshes datapack JSON but does **not** re-generate already-generated chunks. Test new worldgen in a fresh world or newly generated chunks. For existing test worlds, use a disposable copy and a purpose-built chunk reset/regeneration workflow; `/fill` only replaces blocks and is not a substitute for world generation.
---
## References
- Minecraft Wiki — World generation: https://minecraft.wiki/w/Custom_world_generation
- Minecraft Wiki — Biome: https://minecraft.wiki/w/Biome/JSON_format
- Minecraft Wiki — Features: https://minecraft.wiki/w/World_generation/Configured_feature
- NeoForge Biome Modifiers: https://docs.neoforged.net/docs/worldgen/biomemodifier/
- Fabric BiomeModifications: https://wiki.fabricmc.net/tutorial:biomemodification
- misode's data pack generator (worldgen UI): https://misode.github.io/worldgen/