Directories
Terrain, weather, vertical layers, spawn tables, building blocks, and soundtrack.
Dungeons, towns, temples, pyramids, and other large constructions placed inside biomes.
Trees, 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
Constants used by the overworld generator.
| 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 Generator resource's internal default, overwritten at runtime by the per-world (hashed) seed. |
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.
| Field | Value |
|---|---|
| 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
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.
| Layer | Y range | Band | Biomes | Notes |
|---|---|---|---|---|
| 24 | 4,589 … 4,845 | Void (top) | 1 | One empty Null biome. Top edge of the cycle. |
| 22 … 23 | 4,077 … 4,589 | Void | 2 | Two empty Null and Null 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. |
| 5 | −275 … −19 | Underground Eden | 16 | Dungeons, city, lotus, pool, farm, sponge, slender, and more. |
| 4 | −531 … −275 | Rosary | 1 | Random rosary biome. Buffer before Underground Eden. |
| 1 … 3 | −1,299 … −531 | Abyss & Silver Membrane | 3 | Abyss exit from Naraka, then two Memory biomes. |
| −1 … 0 | −1,811 … −1,299 | Babel | 2 | Transitional zone between Naraka and Eden. |
| −5 … −2 | −2,835 … −1,811 | Naraka | 4 | Four fixed Naraka layers. No horizontal variety. |
Dimensions
Eight separate worldspaces. Only Naraka uses the full layered cycle. The other seven run single-biome worlds — most with fixed native terrain, Alma with a generated dungeon maze.
Naraka
131 biomesThe ordinary qualia. Full 30-layer vertical cycle with 122 biomes, structures, decorations, and day/night spawns. All normal gameplay happens here.
| Field | Value |
|---|---|
| Generator | main_generator |
| Biomes | 122 |
| Spawn | ~54 (raycast down from Y 100) |
| Kill plane | — |
| Resets | No |
| Weather | — |
| Music | — |
| How you get there | Default starting dimension. Portal blocks return here from other dimensions. |
Single pocket biome. No mob spawns. A personal building space separate from the main world.
| Field | Value |
|---|---|
| Generator | pocket_generator |
| Biomes | 1 |
| Spawn | Y 17 |
| Kill plane | — |
| Resets | No |
| Weather | — |
| Music | Watery Hill / Oasis / Meat Factory (random) |
| How you get there | Clonaqualia block (portal). |
Creative
1 biomeFlat sandbox. No spawns, no structures. Access to the full item catalog through the creative screen. Grey sky.
| Field | Value |
|---|---|
| Generator | flat_generator |
| Biomes | 1 |
| Spawn | Y 1 |
| Kill plane | — |
| Resets | No |
| Weather | — |
| Music | Abandoned World |
| How you get there | Svargaqualia block (portal). Requires Divine world flag. |
Firmament
1 biomeDimension of a grass grid with some plants, grass, and a unique sky effect. Spawns Ofanim and Principality. Places the Janqualia Block as the return portal. Leaving the bounds (Y below −64 or above 512) drains health. When leaving you will be returned to where the Dominion touched you.
| Field | Value |
|---|---|
| Generator | firmament_generator |
| Biomes | 1 |
| Spawn | Y 1 |
| Kill plane | Y < −64 or Y > 512 |
| Resets | Yes |
| Weather | snow |
| Music | Silence |
| How you get there | A Dominion touching the player teleports them in. There is no entrance portal block. |
Challenge
1 biomeChallenge arena. No biome-level spawns — the challenge spawns its own vermin. Leaving the arena bounds (Y below −64 or above 512) drains health. After 2 retries, a third death ends the challenge and returns to Naraka.
| Field | Value |
|---|---|
| Generator | challenge_generator |
| Biomes | 1 |
| Spawn | Y 0 |
| Kill plane | Y < −64 or Y > 512 |
| Resets | Yes |
| Weather | — |
| Music | Dream Fight / Mindful Killing / Salad Slaughter / Factory Invasion (random) |
| How you get there | Challenge cutscene from a Cutscene Block. |
YHVH
1 biomeYHVH boss arena. No biome-level spawns — the boss encounter is scripted. Death returns you to Naraka without clearing beads.
| Field | Value |
|---|---|
| Generator | yhvh_generator |
| Biomes | 1 |
| Spawn | Y 1 |
| Kill plane | — |
| Resets | Yes |
| Weather | — |
| Music | YHVH |
| How you get there | Ending cutscene after collecting all 13 beads. |
Alma
1 biomeA single dungeon biome: a maze of plaster-block walls with the occasional white lamp and sometimes (very rare) a Janqualia. It lists Agate as its spawn, but natural spawning only runs in Naraka and the Firmament, so the corridors stay empty. The walls are flat plaster blocks with no texture variety.
| Field | Value |
|---|---|
| Generator | alma_generator |
| Biomes | 1 |
| Spawn | ~ground (raycast down from Y 100) |
| Kill plane | — |
| Resets | No |
| Weather | — |
| Music | Yolk |
| How you get there | Vismruqualia block (portal) which can only be found in the Gallery biome in Naraka. |
Debug
1 biomeDebug biome with white sky. Used for development testing. Not accessible in normal gameplay.
| Field | Value |
|---|---|
| Generator | debug_generator |
| Biomes | 1 |
| Spawn | ~ground (raycast down from Y 100) |
| Kill plane | — |
| Resets | No |
| Weather | — |
| Music | — |
| How you get there | Debug portal block. Only available when debug mode is enabled. |
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.
| Field | Value |
|---|---|
| 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 Gallery biome 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. |
| A single Osmium pillar that pokes out of an infinite ocean. | |
| Creative | Flat plane of Essence Block. |
| Eden — Gallery | A random draw from the full block registry. Foliage, internal, respawn, and heaven blocks are skipped. Layer 6 gallery also places essence block. |
World limits
Hard edges, kill planes, and retry rules per dimension.
| Field | Value |
|---|---|
| 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 | Leaving Y −64 … 512 drains health. |
| Kill plane — Firmament | Leaving Y −64 … 512 drains health. |
| Challenge retries | 2 extra attempts per session, added in 2.9.3. A third death ends the challenge. |
| Side-dimension resets | Challenge, Firmament, and YHVH forget all world data every visit. Naraka, Pocket, Alma, Creative, and Debug persist. |